3E D&D Adventure 05 or 07 One Last Riddle


One Last Riddle is a DUNGEONS & DRAGONS® adventure
for four to six characters of between 5th and 7th level.
This short adventure should occupy a single evening s
play.
PREPARATION
To use this adventure, you need the Player s Handbook,
the DUNGEON MASTER s Guide, and the Monster
Manual.
Text in shaded boxes is player information, which
you should read aloud or paraphrase when appropriate.
Unshaded boxes contain information for the DM.
one last Monster statistics noted in each encounter are abbrevi-
ated, but provide the Monster Manual page number
where full statistics of common monsters can be found.
riddle
Statistics for special monsters and NPCs appear in the
text.
Individual encounters have an overall rating their
encounter level (EL), which is the challenge rating
(CR) summation of each encounter element. The EL
helps you gauge how difficult or easy any given
encounter will be for your players characters.
One Last Riddle can be set just about anywhere,
CREDITS
within any campaign world. No map is needed for this
Design: David Eckelberry
adventure, because even the locations the characters
Editing: Kim Mohan
travel to represent part of an event-driven series of hap-
penings. To begin, just allow your player characters a
Web Production: Sue Cook
moment s peace some evening alongside a road, and
Web Development Mark Jindra
start the first encounter.
Graphic Design: Sean Glenn, Cynthia Fliege
Adventure Background
The great sphinx Ujaset died last night. Before that
Based on the original DUNGEONS & DRAGONS game by
time, the people of the surrounding land reported the
E. Gary Gygax and Dave Arneson and on the new edi- occasional appearance of a translucent winged leonine
tion of the Dungeons & Dragons game designed by
figure in the skies above. According to local folklore,
Jonathan Tweet, Monte Cook, Skip Williams, Rich
this beast sometimes halted the progress of travelers to
Baker, and Peter Adkison.
trouble them with its clever questions, generously
rewarding those who could answer the sphinx s riddles.
Perhaps it s this legend that has drawn the player char-
acters to the region.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc-
Encounters
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
All of the following encounters are event-based, each
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
one building on what has come before it.
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,
1. A Riddle for You (EL 11)
places, or events is purely coincidental.
In this encounter, the characters are drawn into the
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
adventure. Assuming they re wise enough to avoid
using violence, Ujaset starts them on their short quest.
1
The road stretches out as it has for the last hour.
kept on hand my personal hard of treasure. Of
A cold wind brushes across your face, and while
course, you re going to have to eliminate the
you look for its source, a low moan echoes out
disgusting kobolds that evicted me from my
from in front of you. As you stare into the twi-
home.
light ahead, a pale, flickering form can be seen.
Should they fail to give the correct answer, Ujaset
At first you see the noble visage of a bearded
bursts into a rage.
man s head, twisted with sorrow. Then it s the
body of a powerful lion, ten feet long and com-
 Fools! I have no pity for the feeble-witted!
plete with swishing tail. Finally, great hawklike
Now listen closely, mortals, if you value your
wings greater than any bird s come into view.
lives. To repay this slight you have done me, I
The translucent form twinkles, coalescing into
shall demand a service! You shall go to my lair
a single being.
not far from here, and there you shall find and
 Now you dare the last riddle of Ujaset,
destroy the foul kobolds that infest it. Do this,
moans the voice.
or else I shall twist your minds with horror and
torment your souls for the rest of your days!
Allow the characters a chance to react and to identify
the sphinx for what it is. They may not realize immedi-
Regardless of the heroes success, Ujaset wants his
ately that it is a ghost, but its translucent image should
murder avenged, and he sees the party as a likely means
be a big hint.
to accomplish this.
As long as the characters don t respond with vio-
After the riddle is done and Ujaset has charged them
lence, Ujaset croaks out the riddle below. Refer to the
with their quest, he doesn t really have much to say.
tactics section should the party engage the ghost
Read or paraphrase the following statements when
sphinx; once it has convinced them to be more reason-
appropriate.
able, it returns to the riddle s oration.
"  Yes, I m dead. Well, mostly dead. I m a ghost I
think. No, I don t want to talk about what it s
 What is half of dragon,
like. Do you want to talk about your short lives?
but has not a wyrmling s strength?
I didn t think so.
What is half of canine,
"  Okay, I admit it s pretty humiliating to have
but has not a mongrel s length?
been killed by kobolds, but there were a lot of
What is it that is of two halves,
them, led by a sorcerer. And they ambushed me
but has but half to stand on?
while I was resting. Okay, it s still humiliating, I
know. Let s not talk about it.
The answer to the riddle is  kobold.
"  My lair? It s not far from here. Ujaset gives
You can allow the characters a chance to consult, dis-
directions.
cuss, and even cast divination magic that may help
"  No, I can t go with you. Do you know how trou-
(augury and divination may give a clue or reject an
bling it is to linger among you mortals, always
incorrect guess; access to commune, contact other
answering your stupid questions?
plane, or legend lore would probably just give the cor-
rect answer). Ujaset gives the characters 10 minutes to
Ujaset will not accompany the PCs on their quest. He
offer their reply.
offers them directions to his lair, located only a few
Ujaset is patient, to a point, but he s willing to violate
miles away.
some typical sphinx conventions about riddle games
now that he s dead. Should the heroes prove able to
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DUjaset: Androsphinx ghost; CR 12; Large undead (9
answer the riddle, Ujaset beams at them happily. Read
ft. long); HD 12d12; hp 90; Init +0; Spd 50 ft., fly 80 ft.
the text below.
(perfect); AC 22 ( 1 size, +13 natural) or 14 ( 1 size, +5
deflection, when manifested); Atk +18 melee (2d4+7, 2
 Excellent. You are just the sort of clever heroes
claws, only affects ethereal creatures); SA Corrupting
that I was hoping to find tonight. As a reward,
gaze, manifestation, malevolence, pounce, rake 2d4+3,
I m going to offer you the chance to find the
roar; SQ Incorporeal, undead, rejuvenation, turn resist-
place where I laired only last night, where I
ance +4, darkvision 60 ft.; AL CE; SV Fort +9, Ref +9,
Will +10; Str 25, Dex 10, Con  , Int 16, Wis 17, Cha 21.
2
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Skills and Feats: Hide +8, Intimidate +15, Knowledge Undead: Immune to poison, sleep, paralysis, stun-
(history) +5, Listen +23, Search +11, Spot +23, Wilder- ning, disease, death effects, necromantic effects, and
ness Lore +13; Alertness, Cleave, Flyby Attack, Great mind-influencing effects. Not affected by critical hits,
Cleave, Power Attack, Track. subdual damage, ability damage, ability drain, or energy
Corrupting Gaze (Su): Gaze attack range 30 ft., vic- drain. Immune to all effects requiring a Fort save.
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tims make Fort save (DC 20) or suffer 2d10 points of Spells Prepared (5/5/5/4; base DC = 13 + spell level):
damage and 1d4 points of permanent Constitution 0 cure minor wounds, detect
drain. magic (3), resistance; 1st cause
No Confrontation
Manifestation (Su): While in standard ethereal state, fear (3), command, sanctuary;
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Required
cannot affect or be affected by physical creatures. 2nd enthrall, hold person (3),
The statistics provided for
Power allows ghost to become visible, but incorporeal; zone of truth; 3rd bestow
Ujaset hopefully won t be
then it can affect and be affected by creatures on both curse, deeper darkness, invisibil-
needed. Given the creature s
Ethereal and Material Planes. ity purge, nondetection.
formidability (reflected in its
Malevolence (Su): 1/round can merge its body with a Tactics: Attacking Ujaset is
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challenge rating), the charac-
creature on Material Plane, possessing it for up to 10 ultimately foolish, yet some well- ters should quickly be looking
for other means to deal with
hours as per magic jar cast by a Sor10 (Fort save DC 20 intentioned characters may press
the sphinx rather than fighting
to resist). the attack against the obviously
it. Yet the statistics are here just
Pounce (Ex): If Ujaset leaps upon a foe during the undead creature. In that case, the
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in case, and even if you don t
first round of combat, it can make a full attack even if it ghost sphinx manifests every
need them now, you can make
has taken a move action. Only possible against ethereal few rounds to blast the charac-
use of this unique creature in
opponents. ters with its roar, its gaze, or to
another adventure.
Rake (Ex): If Ujaset pounces on a creature, it can possess a character. Ujaset toys
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make two rake attacks with its hind legs. Only possible with the characters until they
against ethereal opponents. relent. Under no circumstances should Ujaset become
Roar (Su): Can roar 3 times per day. First roar: All crea- tied down in an extended fight with the heroes
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tures within 500 ft. must make Will saves (DC 19) or be (though even if this happens, the rejuvenation power
affected as by a fear spell for 12 rounds. Second roar in returns the sphinx to  life soon enough).
same encounter: All creatures within 250 ft. are paralyzed
(Fort save DC 19 to resist) or be paralyzed for 1d4 rounds,
2. Just a Fight (EL 6)
and all those within 90 ft, are deafened for 2d6 rounds
As the characters travel toward the sphinx s lair, they
(no save). Third roar in same encounter: All within 250 ft.
stumble across the flight of a hungry wyvern out on the
take 2d4 points of temporary Strength damage for 2d4
prowl.
rounds (Fort save DC 19 to resist); any Medium-size or
Creatures: The wyvern descends out of the sky to
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smaller creature is thrown to the ground and takes 2d8
snatch up prey and toss it to the ground repeatedly, as
points of damage (Fort save DC 19 to resist). Any stone or
needed. To the wyvern, it s all just meat tenderizing.
crystalline creature takes 50 points of damage from the
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DWyvern: hp 59; see Monster Manual page 186.
third roar if within 90 ft. Magic items and held items can
Treasure: Should the characters take the time to thor-
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avoid damage with a successful Reflex save (DC 19).
oughly search the surrounding land over the course of
Incorporeal: Only harmed by other incorporeal crea-
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several days or devise a magical means of communi-
tures, +1 or better magic weapons, and spells and
cating with a subdued wyvern, to allow them to dis-
then only when manifest. Even when hit by spells or
cover a hillside or subterranean lair. Among the bones
magic weapons, it has a 50% chance to ignore any
and skins inside lies a brooch of shielding.
damage from a corporeal source. Can pass through
Ad Hoc Adjustment: If your party is composed
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solid objects at will. Moves silently and cannot be heard
mostly of 7th-level characters, or is especially powerful
with Listen checks.
given the characters levels, provide the wyvern with a
Rejuvenation (Su): After destruction, returns to life
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hunting mate, adjusting the encounter to EL 8.
in 2d4 days if it makes a level check (roll 1d20+12)
against DC 16. Can only be put to rest after the comple-
3. The Empty Lair (EL 1/6)
tion of its purpose.
The sphinx s lair is nothing more than a cave in the side
3
of a grassy hill. After the 10-foot-wide opening, it "  I m Jaalask. Who are you?
extends into an area 20 feet wide and 50 feet long with "  By the great god Kurtulmak, I swear I swear I
a 30-foot ceiling. The walls are of clean stone, the work shall not hurt you. Will you make a similar oath by
of some clever craftsman who labored for the Ujaset your god? Um, please?
long ago. "  The Blackspear tribe is the strongest kobold tribe
around. We re strong! The orcs around here fear us!
The cave is dark.
And, uh, we re tough too . . . and we have Oppol.
Oppol s got the best mojo in the land. He blasts the
A single young kobold was left behind here by his com- other tribes into bits, and we don t even have to
panions when the rest of them abandoned the cave fight them not that we couldn t.
after looting it. The kobold does his best to hide (+2 "  The Blackspear warband has camped a few miles
Hide modifier) when the characters enter. He doesn t away. Of course I know the way there!
know when or if his comrades are
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returning for him, but he hopes that it s Treasure: Other than his halfspear, Jaalask is penni-
Drawing It Out
soon. He s too afraid to risk the journey less, and the lair appears to be quite picked over. How-
The trip to the lair or the camp-
back to the kobold s camp in the wood. ever, the sphinx kept a secret stash of its own treasure
ground can take as little as a
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sentence to describe, or you Creatures: Jaalask, the young kobold here that the kobolds failed to discover. The cover over
can make the journey into a who overslept. this stash is especially difficult to find (Search DC 30),
part of the adventure. Whatever
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dJaalask: Kobold; hp 2; see Monster unless the PCs have learned where it is from Ujaset.
area you ve set the adventure
Manual page 123. Inside the stash is a suit of elven chain.
in, you can drop in a random
Tactics: Jaalask hides if he can, flees
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encounter or two in order to
4. Blackspear Campground (EL 8)
if he is discovered, surrenders if threat-
add some action or lengthen
The kobold warband camp is several miles away in the
ened, but fights when cornered.
the adventure.
surrounding countryside. The kobolds lair in the open
Development: The heroes can easily
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There are plenty of good
air in the middle of the forest, surrounding a campfire.
defeat and kill the lost kobold, but in
random encounters for a party
The kobolds do not require the fire for light, but they
doing so they lose an opportunity to con-
of this level, many of which can
make use of it for cooking, and for celebrations of their
verse and progress further in the adven-
be found in any climate or ter-
victories such as this one.
ture (though a speak with dead spell may
rain. Add in a basilisk, a behir, a
When the PCs come upon the kobold camp, they
accomplish the same purpose).
chimera, or a gray render for a
find the fifteen members of the warband dancing and
Of course, the next problem in con-
classic monster-bashing. A pair
parading in celebration. Only a couple members of the
versing with the kobold is that it only
of trolls or a small gang of
tribe are actively on guard, so it s possible the PCs can
speaks a single language a degenerate
ogres may be more interesting
sneak up or attack the kobolds with surprise.
if you enjoy running humanoid dialect of Draconic. Once that barrier is
Creatures: A total of fifteen kobolds and two dire
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opponents. Finally, there s
overcome, the kobold may agree to share
weasels represent the strength of the warband. One of the
always the chance that the
what it knows in exchange for its life.
heroes run into other travelers, kobolds is a sergeant, a 3rd-level warrior. The warband
Roleplay it or bring out the dice as you
whether they be merchants, leader is a trained combatant of the tribe, and might have
desire. Refer to the rules for NPC Atti-
other adventurers, or a medusa
been their chief someday. He is a 5th-level fighter.
tudes on page 149 of the DUNGEON
in disguise.
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dKobolds (12): hp 2 each; see Monster Manual page
MASTER s Guide. The heroes can use
The stop in town presents
186.
Charisma checks or Diplomacy or Intim-
equal opportunity for roleplay-
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dDire Weasels (2): hp 13 each; see Monster Manual
idate checks using the DCs on Table 5 4
ing encounters, and you can
page 56.
in the DUNGEON MASTER s Guide. Bribes
design urban side treks as you
of 20 gp or more add a +5 bonus to the
desire.
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dKobold Sergeant: Male kobold War3; CR 3; Small
check.
humanoid (reptilian); HD 3d10; hp 20; Init +1; Spd 30
The kobold reveals information once
ft.; AC 16 (touch 13, flat-footed 15); Atk +2 melee
his reaction is indifferent, promises to guide the PCs to
(1d6 1, halfspear) or +4 ranged (1d8/19 20, light cross-
the kobold campground if friendly, and will even fight
bow); SQ Darkvision 60 ft., light sensitivity; AL LE; SV
for the PCs if helpful.
Fort +3, Ref +2, Will +1; Str 8, Dex 13, Con 11, Int 10,
Wis 10, Cha 10.
4
Skills and Feats: Craft (trapmaking) +2, Hide +9,
5. A Stop in Town
Listen +2, Move Silently +5, Search +2, Spot +2; Alert-
The focus of this encounter is to allow the characters to
ness, Dodge.
discover where Oppol has holed up in town. None of
Light Sensitivity (Ex):  1 penalty on attack rolls in
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the town s official s, guards, or constables know of the
bright sunlight or within radius of a daylight spell.
sorcerer s entrance. The passage of a single gnome mer-
Possessions: Halfspear, studded leather armor, light
chant made little impression on the town s defenders.
crossbow, 10 bolts, pouch with 15 gp.
The merchants of the town are
more helpful. Caramip, an exotic
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dKobold War Leader: Male kobold Ftr5; CR 5; Small The Small Town of Miel
goods merchant, remembers a
The community in which the
humanoid (reptilian); HD 5d10; hp 35; Init +1; Spd 30
gnome matching the heroes s
PCs encounter Oppol is the
ft.; AC 18 (touch 13, flat-footed 17); Atk +8 melee
description. She didn t like the
town of Miel (or a name more
(1d6+3, +1 short sword) or +6 ranged (1d8/19 20, light
gnome: He was cold even to her,
appropriate to your campaign).
crossbow); SQ Darkvision 60 ft., light sensitivity; AL
a fellow gnome! Other mer-
The town follows the rules
LE; SV Fort +4, Ref +2, Will +1; Str 9, Dex 13, Con 11,
chants, including the money- noted for a settlement of its
Int 10, Wis 10, Cha 12.
changer Saul, report similar size in the DUNGEON MASTER s
Skills and Feats: Climb +1, Craft (trapmaking) +2,
experiences with Oppol. Guide on page 137.
Hide +10, Listen +2, Move Silently +4, Search +2, Spot
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cMiel (small town): Con-
Potter Holm, one of the town s
+2; Alertness, Dodge, Weapon Finesse (short sword),
ventional; AL N; gp limit 800
blacksmiths, has more to offer.
Weapon Focus (short sword), Weapon Specialization
gp; Assets 56800 gp; Popula-
The PC s learn from him that the
(short sword).
tion 1425; Mixed (human 75,
gnome commissioned the con-
Light Sensitivity (Ex):  1 penalty on attack rolls in
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halfling 9, elf 5, dwarf 7, gnome
struction of a number of master-
bright sunlight or within radius of a daylight spell.
2, half-elf 1, half orc 1).
work weapons mostly spears
Possessions: +1 short sword, chainmail, light cross-
Authority Figures: Mayor
and swords. The weapons are to
bow, 10 bolts, pouch with 145 gp. Natal Miel, male human Com7.
be delivered to a house at the
Important Characters:
edge of town.
Juliet Ghehan, female human
Development: The bad news is that Oppol, the
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War9 (constable); Ujar Tilok,
leader of the Blackspear tribe, is not here. He took
6. Sorcerer s House (EL 5)
male human Clr8 (Pelor,
possession of the loot he found in the sphinx s lair.
Kobolds are clever trapmakers,
healer); Potter Holm, male half-
Then he took advantage of his sorcery to disguise
and Oppol is no different for
elf Exp8 (blacksmith); Saul
himself, venture into a nearby town, and sell off what
that. However, he has the advan-
Regarson, male elf Exp4 (mer-
he can t use. You can use any city or town from your
tage of supplementing his ability
chant); Caramip Loopmottin
campaign world, or the example town provided
to make traps with the power of
(merchant).
below.
sorcery.
It s likely that the PCs believe they have fulfilled
The kobold s residence here is
their quest and as a result return to the place where
a plain one no different from any of those nearby. It s a
they met the ghost sphinx. Ujaset appears to tell them
two-story wooden building 30 feet square on both
that they ve failed him, and he reminds them that it was
floors. The locked door to the house is of reinforced
a sorcerer that slew him!
wood. It s also trapped.
The war leader and the sergeant both know where
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sStrong Wooden Door: 2 in. thick; hardness 5; hp
Oppol went. They can even describe Oppol s gnome
20; AC 5; break DC 25.
disguise. If given the chance to surrender once it s clear
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aCold Blast: CR 5; no attack roll necessary, 10-ft.-
that they ve lost, either one will reveal the information
wide sphere (6d6); Reflex save (DC 17) halves; Search
in exchange for his life. For the more bloodthirsty
(DC 25); Disable Device (DC 25).
heroes, speak with dead is an option. Otherwise, you
The first floor of the building is empty. A stair leads
may have to allow the characters to poke around the
to the second floor and the next encounter.
town and find some evidence of something unusual
that leads them to Oppol.
7. Sorcerer s Lair (EL 8)
Treasure: The warband has done a little bit of raiding,
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The staircase rises up into a hall with two rooms of
and has a total of 930 gp in mixed coins.
roughly equal size. The doors are similar to the one out-
side, but are not locked or trapped.
5
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Oppol lurks behind one door; the other room is Tactics: Oppol prepares for the fight with the casting
empty. of mage armor, expeditious retreat, and invisibility.
Thereafter, he takes up a position on one corner of the
The 10-foot-by-15-foot chamber is the first you ve
room and unloads the offensive firepower of his 3rd-
seen that shows use. A small bed lies against one
and 4th-level spells. At that point the PCs must quickly
wall, decorated with thick colorful blankets. A deco-
put an end to Oppol before his damage potential is real-
rated pot lies next to the bed, while the wooden
ized.
floor is covered with furs of bear and wolf.
Development: If Oppol sees the battle go against
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him, the sorcerer flees, jumping out a window if neces-
Just what else the PCs see depends on how quiet sary. At the first opportunity he uses his illusion spells
they ve been. With a few rounds to prepare, Oppol may to disappear into the town s traffic.
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be invisible or simply hiding. Treasure: Oppol carries most of his treasure on him.
Creatures: Oppol the sorcerer. The room s contents can be resold for 200 gp should the
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:
dOppol: Male kobold Sor8; CR 8; Small humanoid characters take the time to loot it. Finally, if the PCs
(reptilian); HD 8d4+16; hp 33; Init +1; Spd 30 ft.; AC 13 claim the masterwork weapons that Potter is making,
(touch 13, flat-footed 12); Atk +2 melee (1d4, dagger) or they can be resold for 2,400 gp.
+5 ranged (1d4, dagger); SA Spells; SQ 60-ft. darkvision,
CONCLUSIONS
light sensitivity; AL LE; SV Fort +2, Ref +3, Will +6; Str
6, Dex 13, Con 14, Int 10, Wis 10, Cha 16. If the heroes fail to avenge Ujaset, they may be haunted
Skills and Feats: Concentration +10, Craft (trapmak- until they can find powerful priests to exorcise the
ing) +2, Hide +8, Knowledge (arcana) +2, Listen +2, ghost. If the heroes fail to slay Oppal but manage not to
Move Silently +2, Search +2, Spellcraft +4, Spot +2; get killed by him, they may enlist some of the town s
Alertness, Dodge, Scribe Scroll. guard to assist them. If they succeed and they suc-
Light Sensitivity (Ex):  1 penalty on attack rolls in cessfully solved the ghost sphinx s riddle the sphinx
L
i
g
h
t
S
e
n
s
i
t
i
v
i
t
y
(
E
x
)
:
bright sunlight or within radius of a daylight spell. reveals the location of the stash in its lair. They can find
Spells Known (6/7/7/6/3; base DC = 13 + spell a suit of (nonmagical) elven chain left there years ago.
level): 0 daze, detect magic, flare, ghost sound, mage
ABOUT THE AUTHOR
hand, open/close, ray of frost, read magic; 1st cause
fear, change self, expeditious retreat, mage armor,
David Eckelberry left behind the study of abnormal
magic missile; 2nd alter self, invisibility, web; 3rd
mental psychologies in order to study some really inter-
lightning bolt, summon monster III; 4th cone of
esting fantasies in the roleplaying industry. Since then,
cold.
he's enjoyed working as either designer and editor on
Possessions: Cloak of Charisma +2, potion of cure
all of the Wizards of the Coast roleplaying product lines,
serious wounds, pouch with 250 gold pieces.
especially ALTERNITY, FORGOTTEN REALMS, and D&D.
6


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