Magic Mirror

This large oval gold-framed mirror stands on three thick legs. The carvings at the base depict winged lion-women supporting the mirror, and the top arch of the frame is decorated with moons, from crescent, ascending to half, to full at the top center, then descending to half and to crescent again.

Magic Mirror

Wondrous Item
level 30
3,125,000 Gold

Power (Daily, 10 minutes activation time) – Standing before the mirror allows one to cast the Observe Creature ritual without having to know the ritual or expend any components.

Power (Monthly, Standard Action) – Standing before the mirror allows one to open a magic teleportation portal to the place that is being observed by the mirror’s Observe Creature power. The mirror forms one side of the portal, and a faintly glowing doorway appears at the point being observed. As long as the portal remains open it can be passed through both ways. When opening the portal, make an Arcana check to determine how long the portal remains open:

  • Arcana DC 19 or lower – 1 Round
  • Arcana DC 20-29 – 3 rounds
  • Arcana DC 30-39 – 5 rounds
  • Arcana DC 40 or higher – 10 rounds

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Inquisition Mage Hunter

Shan’n’nur Inquisitor Mage Hunter – Level 14 controller (leader)
Medium natural human XP 1,000


Initiative +8 Senses Perception +10
HP 140; Bloodied 70
AC 28; Fortitude 25, Reflex 26, Will 27
– also see witchwarden shield
Speed 6


Powers

Arcane Blast ✦ At-Will, Standard Action, Close Burst 3
arcane, force
A transparent wave of force batters you away from the Inquisitor.
Target: Enemies in burst
Attack: +16 vs. Fortitude
Hit: 1d10 + 6 force damage, and push the target 3 squares.

Cleansing Fire ✦ At-Will, Standard Action Range 10
arcane, radiant
“Defilers! May the holy flames cleanse your impurities!”
Attack: +18 vs. Reflex
Hit: 1d10 + 6 radiant damage. All Shan’n’nur within 5 squares of the target receive 4 temporary hit points and +1 to attacks until the end of the Inquisitor’s next turn.

Inquisition’s Chains ✦ Encounter (recharge 4-6), Standard Action, Range 10
arcane, force
Glowing chains of energy bind you with a grip stronger than iron.
Attack: +18 vs. Reflex
Hit: 3d10 + 6 force damage, and the target is Stunned (save ends).

Spell Fumble ✦ Encounter, Immediate Interrupt Action, Range 10
arcane, force
Magical counter-words cancel key elements of your arcane formula, ruining the spell.
Trigger: Someone uses a power with the “arcane” keyword.
Attack: +18 vs. Will
Hit: The triggering arcane power is expended but has no effects.

Cloak of Black ✦ Encounter, Standard Action, Burst 3 Range 5
arcane
With a gesture and a magic phrase the inquisitor creates a silent darkness shrouds the corridor.
Effect: The burst creates a zone of silent darkness that is difficult terrain and lasts until the end of the caster’s next turn. No sound or sight can percieve into or through the zone.
Sustain, Minor Action: the zone persists.


Alignment neutral Languages Common, Draconic, Abyssal
Skills Arcana +18, Insight +15
Str 12 (+8) Dex 13 (+8) Wis 17 (+10)
Con 20 (+12) Int 23 (+13) Cha 20 (+12)


Equipment: inquisitor’s black cloak and inquisitor’s mask, witchwarden shield, ritual dagger, wand, orb.


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Inquisitor’s Mask

The officials of the Shan’n’nur Inquisition wear these masks during rituals and when in public performing their mysterious duties and enforcing the will of their cult.

The masks give the Inquisitors several abilities they find useful as they police the use of magic in the areas they control.

Mask of the Shan’n’nur
Head Slot
Level 15
25,000 gold

Power (Encounter, Standard Action): Charming Gaze – +5 to your next Intimidate, Diplomacy or Bluff check this encounter.

Power (Encounter, Standard Action): Terrifying Gaze – one target in close blast 5, Int. or Cha. vs. Will, chose either: the target is dazed until the end of your next turn, or weakened (save ends).

Power (At-Will, Minor Action): +5 on your next arcana check to detect or identify magic.

Power (At-Will, Minor Action): Detect Evil/Good/Law/Chaos: the wearer can detect alignments opposite to their own.


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Inquisition Jailer

As heroes confront the forces of the Shan’nur Inquisition at their headquarters, they face the most hardened veterans of the order.

Sword of Light Jailers -Level 14 Brute – XP 1,000
Medium natural humanoid

Initiative +12 Senses Perception +7
HP 162; Bloodied 81
AC 26; Fortitude 26, Reflex 26, Will 25
Speed 6

Thump and Lash (standard; at-will) • Weapon
+17 vs. AC; 3d6 + 6 damage, and the target takes a -2 penalty to melee attack rolls until the end of its next turn.

Jailer’s Tangle (standard; requires a scourge; recharge 5-6) – Weapon
+17 vs. AC; 3d6 + 6 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn.

Alignment Evil Languages Common
Skills Insight +13, Intimidate +16
Str 23 (+13) Dex 20 (+12) Wis 10 (+7)
Con 12 (+8) Int 10 (+7) Cha 18 (+11)
Equipment ring mail, mace, scourge (whip)


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The Ruins of Soguer – The Western Ruins

Presented below is the overview of the Ruins of Soguer, a map of the ruins, and descriptions of the western gates and the palace – the two locations where players are likely to enter the city. Following posts will describe the remaining sections of the city.

Previous sections of the adventure can be found here:
The Ruins of Soguer – Introduction
The Ruins of Soguer – Start of the Adventure in Aguies Town & Castle
The Ruins of Soguer – River Journey to the Ruins

The Ruins of Soguer

Running the Adventure: This section of the adventure details locations in the ruins of the city of Soguer. As the players explore these locations they will learn the events surrounding the fall of Soguer forty years prior. Notable locations they may explore are the mage’s guild tower, where they can meet and help the former guildmaster of the mage’s guild, a sea-side ruin where the Auroch priestess-princess Ijer’svern is held, and the skeletal remains of the old king’s dragon, which is itself a portal to the Shadowfell where the players may find the old king’s sword.

There are also several locations that are not central to the main plot, such as the old palace, the elven and dwarven districts, the cathedral, the lighthouse, the market square, and various gatehouses. These locations contain lurking monsters and hidden hazards, treasure, and interesting locations to explore that add to the city’s atmosphere. Finally, there are dangers that threaten those who stay in the Ruins of Soguer. Restless spirits and wandering monsters will haunt visitor’s dreams and stalk them when they rest, as detailed below.

Hazard – Dreams of Things That Should Not Be – The ruins are a haunted place. By night, horrible nightmares of inhuman things coming out of the sea beset those who sleep here. Sleeping results in an attack at +13 vs the Will defense of the sleeper. A hit prevents the recovery of 1d6 healing surges. Those who do not sleep see faint ghosts of townsfolk pawing at the sleepers. If the ghosts are confronted, likely waking the sleeper, they dissipate, returning when the sleeper is once again left unguarded.
Random Encounters – Taking an extended rest in or around the ruins brings a 25% chance of a random encounter. Feel free to roll randomly or pick an encounter from this list.

  • level 7 – Dwarven scavengers. An expedition of 5 dwarven bolters and 4 dwarven hammerers, traveling stealthily (+9 stealth), searching the ruins for valuables and trying to avoid the Hezrou. They will be wary of or hostile towards anyone they encounter.
  • level 8 – The Saurian Hunters detailed below are encountered searching the ruins for valuables. They will be unfriendly when encountered.
  • level 9 – A pack of worgs or spectral panthers finds and attacks the players.
  • level 10 -A bog hag from the swamps and her pets, a venom-eye basilisk, 2 shambling mounds, and 2 trolls are hunting in the ruins and gleefully attack the players.
  • level 11 -A group of 2-3 Spirit Devourers (MM p. 68) attack the party.
  • level 12 -The Fen Hydra from the palace is out hunting, and finds the players.
  • level 13 – The Hezrou that stalks these ruins finds the players and attacks them.



Location Descriptions The player characters are likely to enter the city through the west gates – start this portion of the adventure there. The locations described are presented from west to east, which is the most likely order the party will come upon them as they explore the city.

1 – West Gates – The walls are falling in places, but the towers and tall gates still stand here. There are some gems and precious inlays still intact near the tops of the enormous doors. As they approach read or paraphrase the following:
Each open door of these enormous gates stands fifty feet across and one hundred feet tall. The gates are made of rusted iron, decorated with the remains of an enormous inlay depicting royal lords at the head of an army, standing before a walled city, with many ships in full sail on the sea nearby. In the sky above the city are reliefs of two flying dragons – one on each door.
Skill Challenge, Level 11, XP 600, to get the precious inlays. The skill checks must be done in the following order to succeed. In this skill challenge, the players only fail and cannot proceed if they fail the Perception check to begin the challenge. Once they spot the inlays they are free to continue to try to retrieve them, and risk falling, for as long as they like. Only award the XP for this skill challenge if they retrieve the inlays from the gates.

  • DC 16 Perception check to spot the precious inlays remaining in the dragons at the top of the gates, or DC 21 History check to recall tales of the fabulous jeweled gates of Soguer. Failure at this stage ends the skill challenge.
  • Two DC 16 Athletics checks to climb up the 80 ft. to reach them. Failure on the first check results in a fall for 3d10 damage, failure on the second results in a fall for 6d10 damage.
  • DC 16 Acrobatics check to balance on footholds on the wall as they work on freeing the inlays. Failure at this stage results in 8d10 falling damage.
  • DC 16 Thievery to get the inlays loose. Failure at this stage results in a fall for 8d10 damage.

Treasure, Level 11, Parcel #10: 1,000 gold worth of ebony, ivory, and semi-precious stones, weighing 50 pounds in total.

2 – Palace – A hydra lives in the hilltop pool that was once the palace. Submerged passages connect the palace and a nearby empty keep and lead to the royal armory. As they enter this area read or paraphrase the following:

The river borders a large walled area here. Near the river a wide, low hill stands, surmounted by several large columns surrounding a large square pool of water. Ruined remains of small buildings lie near a gate in the northwest corner of the walls, and the burned remains of a large stone keep stand by another gate to the east.

Encounter – Level 12, XP 3500 – a fen hydra lives in the pool on the hill, a structure that was once a lowered ballroom in the palace. Anyone approaching the pool will attract the hydra’s attention, and it will attack them, fighting to the death.
Trap – The 5′ of ground at the edge of the pool is slippery and unstable, which a character can notice with a DC 23 Nature or Dungeoneering check, or a DC 28 Perception check. The edge of the pool gives way under a character’s feet: upon entering one of the squares at the edge of the pool the trap attacks at a +14 vs. Reflex; on a hit the target falls into the water of the pool and must begin swimming or sink beneath the surface.
Trap – The palace grounds are peppered with sinkholes which will open up in this area and plunge characters into the pool or submerged halls under the palace. A character can notice these sinkholes with a DC 23 Nature or Dungeoneering check, or a DC 28 Perception check. The sinkholes give way under a character’s feet: upon entering one of the squares that is a sinkhole the trap attacks at a +14 vs. Reflex; on a hit the target plunges into a submerged passage below, and must swim 100 feet to escape to the hydra’s pool.

2 a – Palace Pool – Characters entering the pool of water on the hill that was once the palace will see the following:

This deep, murky pool is wider below than the stonework that borders the surface. The cold water descends to a flat, muddy floor thirty feet below. Pillars support the overhang and a balcony that runs around the circumference of this submerged hall, and passages lead off in all directions.

If characters swim down and explore the side passages, they will eventually find that all are caved in after a short distance except for one passage. This passage leads north for fifty feet and then turns east and continues for three hundred feet. The last section is lined with the remains of rusted suits of armor standing in display before ending at a bent and open iron door. This door leads to area 2c, the treasury. With DC 10 Athletics checks to swim explorers should be able to swim to the door and back with 4 rounds to spare before having to make Endurance checks to drown on the return trip (DMG p159).

2 b – Palace Keep – Approaching the keep reveals the following details to the PC’s:

The burned out remains of a keep stand against the wall separating the palace area from the rest of the town. The keystone of the arch above the door-less entrance is inscribed with the words “The Lord’s Word is Law.” Within, the keep is empty except for a large mound of rubble where the southwest tower has fallen and a staircase in the northwest corner leading down into a water-filled passage.

If the players descend into the passage with some type of waterproof light source they see the following:

The staircase descends into a water-filled passage. Three muck-filled store rooms open on the south wall of the corridor, which continues four hundred feet to an iron door.

This door is barred from the other side, is a DC 27 Strength check to break down, and leads to area 2c, the treasury. With DC 10 Athletics check to swim explorers should be able to swim to the door and back with 3 rounds to spare before having to make Endurance checks to drown on the return trip (DMG p159).

2 c – Treasury and Armory – If the players reach the submerged treasury, read or paraphrase the following:

This plain room’s ceiling is supported by pillars. The rotted remains of two empty chests are in this otherwise empty room. An iron door with a keyhole stands closed to the south, and another door, barred from this side, leads east.

Searching the muck on the floor and succeeding at a DC 16 Perception check will reveal 5 gold left behind by those who looted this chamber. A DC 16 Thievery check to pick the lock or a DC 27 Strength check to break down the iron door allows access to the Palace Armory. Here, weapon racks and armor stands hold once-fine examples of every type of armor and weapon, now ruined by the murky water that fills this chamber.

Treasure – Level 11 Treasure parcels 4 & 9 – Examining this gear and succeeding on A DC 10 Perception check reveals that two pieces of equipment have weathered the water without damage: an ornate quiver with 4 level 13 magic arrows in it and a level 12 suit of armor.


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Brevity vs. Bloat

I just read Wolfgang’s editorial “Keep it Short” in the latest issue of Kobold Quarterly. In it he extols the virtues of short books with lots of impact. I don’t disagree with him – short and clear is good – but his article rails against long works as though they are bad in and of themselves. Maybe he’s used to seeing writers pad their word count excessively because they’re payed by the word.

In any case, his editorial got me to thinking about the subject of word count, brevity, and bloat and about how I approach writing RPG supplements, specifically in regards to what I see as one of the biggest pitfalls in RPG writing – skimming over material the DM needs to run the adventure.

When I write an adventure I have several goals in mind. Of course, I want it to be fun, fantastic, compelling, believable and exciting. That almost goes without saying. Beyond that one of my number one goal is to make my adventures easy for DMs to run. I want my adventures to leave a casual or first-time DM and their players saying “that was great!” instead of wondering how to start.

In my many years as a player I’ve read lots of adventures. Some do a great job of laying out the adventure for the DM, other less so. The bad ones are the adventures that have weak introductions or transitions, and require the DM to ad-lib or completely make up sections of the adventure to keep the story moving along. Many DMs are up for this task, but for many DMs, especially new DMs with less experience, being left hanging by the adventure you’re trying to run can really demoralize you. I feel like this just adds to the steep learning curve that new DMs face, and I want Unicorn Rampant to produce adventures that ease this learning curve, increase the fun everyone is having, and help the hobby grow.

To that effect, when I write an adventure, my goal is to provide the DM with everything he needs to present the story from start to finish. Many DMs may not use all of this material, especially the hook or introduction material. But for a first time DM, I want to make sure they have something that they can use to get the action started without having to rely on telling the players that they’re all gathered at the inn and see a wanted poster. Remember, not all of us are in the midst of playing epic campaigns. Many players, especially those new to the hobby, can really use a way to get the story rolling easily.

Now, including summaries of the course of the adventure and read-aloud text for every transition and important location in the adventure can add to the word count, but all of it is included for a purpose. Organizing it cleanly and keeping the summaries brief and clear is all part of making the adventure easy to run. If that adds to the word count, so be it. I would rather provide DMs and players with more than they need then not enough.

-Adam A. Thompson


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A Journey on the River Styx

Here’s a bit of description I wrote for the Savage Tide game I’m running. Feel free to borrow it or use it for inspiration for your game’s journeys through the underworld.

And so the journey begins. Throwing off the mooring ropes and raising the anchor, the Sea Wyvern leaves the docks and sails upstream on the river Styx.

Thick fog blankets the moors and cliffs of hades. As the hours pass the cliffs to the right fall away and the flow of the Styx slows. The sky above is black, broken by several orbs of different sizes – some large as platters, other smaller than Greyhawk copper half-pennies. Sarial’s skeletal styxian linnorm and conjured hell-wind continue to propel the ship upstream through the swamps. Green, gray and black foliage stretch out as far as can be seen. Hunger and thirst come to some, sleep to others, but there is no measuring of days here. No sun ever shines in the middle underworld.

But eventually there is a dawn, of sorts. The swamps run against a range of moutians, and the river you sail upon flows down out of a valley between the peaks. A stronger wind is summoned and the ship sails up into the mountains. Behind the peaks the sky is lit by a fiery radiance. As you sail into the mountains you see a bleak and lifeless landscape, punctuated by pits in the ground. Atop one of the mountains you spot a iron fortress with horrible winged things aloft above it. You have returned to Pazunia – the plane of infinate portals. Soon a braying of hounds is heard echoing against the steep rocky slopes. A pack of wild dogs, their bodies aflame, run along the ship for a time snarling, barking, and aventually stop to let their tongues of flame drape over their fangs.

More days pass sailing across this barren hellscape. Eventually the river’s course winds into a mountain-side cave, and you sail in. A wind picks up and quickly escilates to a howling roar. Conversation is only possible by shouting, and Sarial’s conjured wind fails. Only the linnorm’s tireless swimming pulls the ship against the sometimes raging current in the tunnels you now navigate. Some take refuge from the wind below decks but even in their fitful sleep’s dreams the wind screams.

After a maddening eternity of deafening wind the tunnels you follow open up onto the middle of a steep cliffisde. Rock looms above to to port. The river runs along a jagged channel on the steep slope, and to starboard a vast void is filled with twisting rivulets of flame, floating rocky debris, and globules of liquid, all constantly stirred by a whipping wind. As you sail beside this sight the elemental mixture you see changes constantly, fire becomming water, only to vanish into air, then to solidify into stone again.


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Healing Call

You call out to your companion, inspiring her to fight through her wounds.

Level 1 Utility • Conjuration, Divine
Encounter, Minor Action • Close Burst 5

Effect: You allow a companion within the burst to spend a healing surge and heal an additional 5 hit points.

Note: This power is similar to Healing Word, except the effect’s range scales instead of the d6 with each tier, reaching 10 at paragon and 15 at epic.


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The Ruins of Soguer – River Journey to the Ruins

Presented below is the first leg of the adventure The Ruins of Soguer. Previously the players had been tasked with traveling to the nation’s fallen capital to find the old king’s sword so that their liege can be coronated.

Previous sections of the adventure can be found here:
The Ruins of Soguer – Introduction
The Ruins of Soguer – Start of the Adventure in Aguies Town & Castle

Running the adventure – This section of the adventure details the player character’s travel from Aguies town to the ruins of Soguer. There is an important encounter along the way, where they meet a ship crewed by Aurochs who are searching for a kidnapped member of their royal family. There are also a few encounters with dangerous creatures and terrain as they travel the wild marsh near Soguer.

Read or paraphrase the following as the players begin their travel to the ruins:
You step aboard the riverboat. Like many of the boats that ply these waters, this 30 foot long boat features a single mast on a broad, flat deck, a small cabin behind the mast, and a low-ceilinged hold below the deck for cargo. The boat’s crew – four weathered men – push off from the docks in Aguies town, pushing off from the pier with long poles and then drawing in the mooring ropes once clear of the docks. Soon the sail is hoisted and the boat begins speeding downriver, pulled by the current and pushed by the wind. One of the crew sits in the rear with his hand on the rudder, and the other three watch the sails, occasionally tightening or loosening a rope before retying the crossbeam in a new position. And so goes the journey. For several days your boat travels downriver through farmland and woods, among low hills, and past the towns and keeps of humanity. After a week or so of travel the farmhouses and towns along the river grow fewer. Occasionally you pass the remains of a town or house ruined or burned. The riverboat crew grumbles that this part of the river is subject to pirates and raiders sailing up from the south. As the days pass the land lies lower, and small trees and marshy plants line the riverbanks. Occasionally you pass a small hut, but you see no inhabitants.

Encounter – A boat full of lizards – During the last stretch of the journey before the ruins, they PC’s encounter a mercenary ship of auroch warriors on the way.
Sailing down the river among the marshes another boat comes around the bend – a long boat with red crossed swords painted on the high forecastle and a monstrous figurehead. A roaring cry goes up from the other vessel and you see many reptilian men on the decks wearing mail and bearing spears and bows. As the other boat nears you can see that at the base of the mast is a shrine surmounted by two gilded dragons. The sails are furled slightly and oars put out. The boat turns and glides swiftly towards you, and at the very prow is a large armored dragonborn, wearing a helm crested with a dorsal line of many horns. He roars as they near.
Any characters who speak draconic will understand Captain Gamora’s hail – which is a demand that the player’s identify themselves. If the players try to communicate it is a simple social skill challenge.

Skill Challenge – Treat with the Aurochs (level 10, DC 16 diplomacy, 3 successes before 4 failures, XP 500)

Success: If they succeed in convincing Gamora that they are friendly, they give them some information and a quest. Read the following:
Having introduced yourselves, Captain Gamora takes off his helmet and scratches his scaly head for a moment. “I’m Captain Gamora of the Clashing Red Swords. Sorry about the scare – my men are in a strong rage. One of the holy family is missing – she was kidnapped from the royal shrine!” He narrows his eyes, staring at you for a moment and continues, “Have you heard anything of a young dragonborn lady with fine, pale scales in your travels? Where are you going on this river?”
Seeming to accept your answer, he nods and says, “I would consider it a personal favor, and indeed all our people would be grateful if you hear any word to send it to us. And if you should by chance come upon her, I would expect you to lend her aid in any way you can.” After asking for your help thusly, his anger returns, “and if I hear tell you met her and did not – by Chronopsis I will hunt you down and have my vengeance upon you.”
After a moment, Captain Gamora begins climbing aboard his ship. As he goes he says “Also, I would not go further down river. There are ruins there of a city of your men that lies there. Demons haunt those ruins, and the spirits of the dead. The gods curse that place.”

Minor Quest – level 12, XP 700
Goal – rescue the Auroch princess – Iejir’svern.

Failure: If the players fail the skill challenge, the Auroch mercenaries will demand to board their ship and inspect it. Resistance is met with violence – and the Aurochs swarm the player’s smaller riverboat – jumping across, swinging over on ropes and swimming to the attack. All told there are 4 Dragonborn Raiders, 6 Dragonborn Gladiators, and 20 Dragonborn Soldiers who attack. If the players manage to defeat the Aurochs, any captured or left alive will reveal that they are searching for their princess, Ijer’svern. If the players allow the dragonborn to search the ship, they do so and then Gamora imparts the above information.

Encounter – Crocodiles!
level 10, XP 2000 or 3000

This is an encounter with crocodiles in what were once the surrounding farmlands – now swallowed by the marsh. As the journey continues, read or paraphrase the following:

For the next few days you ravel further downriver through thick swamps. The river is wide and slow here, and the boat’s crew work the sails and their poles to keep the boat moving east towards the sea and the ruins of the city. Occasionally you spot a few peasants in wooden huts on the low, marshy hills the river winds through. As you push your boat through a fen of high grasses one of the fallen logs in the water leaps to life and reveals itself as a huge scaly monster!

Creatures – 2 or 3 x feymire crocodile – hiding in the river (stealth +13) – These crocodiles attack the boat as they pass it.

Reaching the Ruins
After the crocodile encounter the player characters come to the ruins of the city of Soguer. As they approach they may encounter a patch of quicksand. Read or paraphrase the following:
You sail downriver for another day and the faint smell of salt water begins to tinge the air. Rounding a bend in the river you catch a glimpse of tall walls through the drooping cypress and willow trees. The cracked and vine-strewn walls must stand at least 50 feet high, but you can see no one upon the battlements. As you float closer you can see that the walls end at the river with a fallen tower that makes a hill of stone on the banks. From there the wall stretches inland. Through the foliage you think you can see another set of towers – perhaps an entrance? The riverboat crew poles over to the shore and moors the boat to a large tree on the river bank. The remains of a road lead through the trees, roughly along the wall towards the gates to the north. As you proceed you see the remains of farmhouses and fences – now fallen down and overgrown with the swamp’s fecundity.
As the players walk this path towards the ruins they will pass over a patch of quicksand. Unless one of them makes their perception checks, it is likely the first player or two will fall into the hazard.

Hazard – Quicksand – level 11 elite hazard – XP 1200.
Leaves and dirt cover this stretch of flat ground.
Hazard: This hazard consists of a roughly 5 square by 5 square area of quicksand, which is difficult terrain. When characters enter these squares, or try to move in these squares, the hazard attacks. Attempts to escape can also hasten a character’s demise in this deadly hazard.
Perception or Nature
– DC 29: The character can discern if any adjacent squares are quicksand.
Additional Skill: Nature
– DC 25: The character’s knowledge provides a +2 bonus to Athletics or Acrobatics checks to escape or help another escape.
Trigger
When a creature enters, begins its turn in, or makes a map move in a quicksand square, the trap attacks that creature.
Attack
Free Action Melee 0
Target: Creature in a trapped square
Attack: +14 vs. Reflex
Hit: The creature falls into the quicksand, is restrained until they escape and begins sinking (see Effect – Sinking below).
Miss: The character is slowed in the quicksand square but is not yet sinking.
Effect – Sinking: After one hit, a character sinks up to their waist. A second hit or a failed Athletics check means they sink to their neck. A third hit or failed athletics check indicates they sink completely and begin suffering the effects of suffocation (DMG p. 159).
Countermeasures
– An character can extract themselves or an adjacent sinking comrade with a DC 29 Athletics or Acrobatics check. A rope or similar tool can give a +2 to this check. Failing this check by 10 means that the helping character falls into the quicksand or that the sinking character sinks further.
-A character wearing light or no armor can make a DC 24 Nature check to know that if they hold still they will float, and can then do so. While floating in this way the character is not subject to any more attacks from the quicksand. Any move or standard action will end the float and cause the character to be subject to further attacks by the quicksand.

If you wish to add a greater threat to this encounter, feel free to add a few hungry stirge swarms to up the threat.
Creatures – stirge swarms – XP 700 each.


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Cursed Ring of Conflict – Level 16

This ring, made of tarnished silver in the shape of two hands holding long knives, was once worn by the evil mage Bernardin. He used its powers to destroy his enemies and torment his defeated foes by making them fight their loved ones to the death.

Item Slot: Ring
25,000 gold

Power -Daily, Standard Action,
Enchantment,
Two targets within close blast 5.
Cha, Wis or Int +4 vs. Will.
Hit – the targets attack each other as though they were dominated to do so (save ends).

Property: Every time the wearer of this cursed ring meets someone for the first time roll on the following table to determine the way that person feels about the wearer:
1-5: the person hates and despises the wearer.
6-10: the person feels a very strong dislike for the wearer.
11-15: the person feels uneasy and afraid of the wearer.
16-20: the person reacts as they normally would to the wearer.


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