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ISSUE 169 | AUgUSt 2009
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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Co n t e n t s
4 hall of the snak e god
By Robert J. Schwalb
Legends of the Serpent Wood speak of an ancient
group of primitive humans who dedicated
themselves to the dark god Zehir. Several of the
temples they raised still stand in the wild lands,
and one such place has become home to new
dangers. This Side Trek makes for an excellent
respite between adventures, or can be used as a
springboard for a larger adventure series against
the forces of Zehir. A Side Trek for 11th-level PCs.
29 oa sis of the golden Pe aCoCk
By Tim Eagon
A desert oasis once revered by a group of avian-
friendly druids holds a secret well of power. Now, a
power-mad sorcerer seeks to tap the essence of the
oasis for her own abuses. The PCs must act quickly
to secure the oasis from this villain and her band
of eladrin bandits. An adventure for 7th-level PCs.
on t h e Cov er
Illustration by Zoltan Boros
& Gabor Szikszai
63 dungeon delve: Crown
of the troll k ing
By Daniel Marthaler
A troll who styles himself king has acquired an
artifact that allows him to capture the souls of
his defeated foes. Do your PCs dare brave his
lair to defeat him and retrieve this foul device? A
Dungeon Delve adventure for 11th-level PCs.
3 edi tor i a l
75 ru l i ng s k i l l
Ch a l l eng e s
By Mike Mearls
Mike continues to educate on the nature of skill
challenges, with unique applications and examples.
78 sav e My g a M e
By Stephen Radney-MacFarland
A DM’s best friend? Stephen Radney-MacFarland,
back with more advice and letters from the mailbag.
82 du ng eonCr a f t
By James Wyatt
James discusses the latest changes to his f ledgling
campaign.
10 s tor MCrow tor
By Bruce R. Cordell
Stormcrow Company—an unsavory band of
adventurers—haven’t been seen or heard from in
years. Rumors of their accumulated wealth have
spread far and wide, and if they have truly been
slain, that treasure is just waiting for adventurers
to come and collect it. But is anything ever as easy
as it seems? An adventure for 4th-level PCs.
72 C a MPaign wor k shoP:
the Bl a sPheMer
By James Wyatt
The depraved villain of James Wyatt’s Draconic
Prophecy series of Eberron novels is brought to life
for use in your D&D campaign.
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. ©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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E D i T o R i A L
169
IPHONE ANGST
Dungeon
A u g u s t 2 0 0 9
Editor-in-Chief
Chris Youngs
Even though D&D is still a tabletop game at its core, the
game is now firmly entrenched in the modern trappings—and
perils—of technology. The message boards, hordes of fan-
generated software, and ultimately D&D insider have seen
to that. But in the past couple of years, one particular device
has become a bane and boon to D&D games everywhere: the
iPhone.
Certainly, laptops preceded iPhones to many game tables.
i know several players who’ve brought their characters on lap-
tops, and used them to track their hit points and power usage,
and store their campaign notes. And of course cell phones
have been in everyone’s pockets for almost as long. But there’s
something about the iPhone…
it’s near-ubiquitous, for one. i know many people who own
iPhones but who don’t own laptops. And then there are the
apps. Cool apps have become so accessible for gamers, and
they’re mostly so cheap that few people who own iPhones, in
my experience, haven’t indulged themselves with one or two.
or fifty.
But mostly, it’s just that they’re cool. Full disclosure: i don’t
own one, but i wish i did (stupid two-year contract). And most
people i know who don’t have one also wish they did. They’re
handy, they’re fun, and yes, they can do so much cool stuff
out of the box that they can turn into a bigger time suck than
Techmobowl was for 12-year-old boys in 1987. With some-
thing so snazzy and now so common, DMs have to find ways
to deal with iPhones at the table. Some have just banned them
outright, adding them to the list with cell phones, portable
TVs, and durian (or maybe that’s just me).
As with any tool, iPhones can be used for good or evil. i’ve
thoughtfully attached a list in each category, so maybe you
DMs can rethink those blanket bans you may have already
put in place.
•CharacterSheets:Wedon’tcurrentlyofferourown
iPhone apps, but there are a couple cool ones that let you
import your Character Builder data into an iPhone readable
character sheet. The site www.iplay4e.com has an app that
people around the office use, for example.
•Twitter:Isavethisoneforlastbecauseyou’llseeitonthe
next list as well. Lots of folks i know twitter during games to
post updates to events as they unfold. Done in moderation, i
think that’s pretty cool. in excess? See below.
Senior Art Director
Jon Schindehette
Web Specialist
Chris Sims
Web Production
Bart Carroll, Steve Winter
Contributing Authors
Bruce R. Cordell, Tim Eagon,
Daniel Marthaler, Mike Mearls,
Stephen Radney-MacFarland,
Robert J. Schwalb, James Wyatt
THE BAD
•StartingDebates:Thecurseofhavingsomuchinforma-
tion at one’s fingertips makes some feel like the authority on
everything from hot wings to hot air balloons. So if someone
at the table engages in any sort of harmless speculation, some
iPhoners bust out i’mrightandyou’rewrong.com just to prove
a point. That crashing sound you just heard was your session
jumping the tracks.
•Youtube:Iloveafunnyvideoasmuchasthenextguy.
And i love some in-game movie quotes even more. What i
don’t love? Someone busting out the movie clip for the movie
just quoted. it’s overkill, it’s distracting, and it’s not welcome,
thank you very much.
•Twitter:Hereitis,backforroundtwo.Twitteringduring
the exciting moments of a game: Cool. Twittering your life as
itunfolds:Lame.HascelebrityTwitteritistaughtusnothing?
i’m sorry, but no one’s life is that interesting. Not to mention,
doing so during the game is just less attention paid to the
game and your fellow players. That leads me to…
•“It’sMyTurnAlready?”:Andlast,butcertainlynotleast,
the iPhone can be a never-ending source of one distraction
after another. i mean, it’s the interwebs. of course there’s
stuff to do, games to play, and message boards to lurk (or
troll). Take comfort: Those players who have their eyes glued
to their iPhones, oblivious to the world around them, will be
the first to fall when the zombie apocalypse happens.
Developers
Stephen Radney-MacFarland,
Peter Schaefer, Stephen
Schubert, Rodney Thompson
Editor
Miranda Horner, Gary Sarli
Cover Artist
Zoltan Boros & Gabor Szikszai
Contributing Artists
Thomas Denmark, Empty Room
Studios, Rob Alexander, Wayne
England, Patrick McEnvoy, Raven
Mimura, William O’Connor,
Sam Wood
Cartographers
Jason Engle, Kyle Hunter,
Sean Macdonald, Mike Schley
Publishing Production Specialists Angelika Lokotz, Erin Dorries,
Christopher Tardiff
Web Development
Mark A. Jindra
THE GOOD
•SettlingDebates:iPhonesallowyoutoquicklyandeasily
access information. Sometimes you’re not near a computer or
a wireless network when you really want to access, say, iMDB
to quickly settle those movie quote debates that have derailed
many a D&D session. For something like this, nothing is
handier than an iPhone. Look it up, move along.
•Music.Sometimes,suchasaroundouroffice,you’re
playing D&D and just hankering for someone to fire up the
Conan the Barbarian soundtrack to accompany your current
battle. But there’s not a stereo or iPod dock in sight. Sure, the
speakers on the iPhone are tiny, but sometimes any music is
better than none.
D&D Creative Manager
Christopher Perkins
Executive Producer,
What it all boils down to is, as with everything, iPhones
are best in moderation. in the case of this particular piece of
technology, a little goes a long way, but the benefits can defi-
nitely outweigh the negatives if you set up some easy ground
rules.HaveafavoriteiPhoneapporiPhonehorrorstory?Let
us hear about it at dndinsider@wizards.com . We’d love to
hear from you!
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, James Wyatt
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A Side Trek
for 10th-Level
Characters
By Robert J. Schwalb
illustrations by Rick Hershey,
Empty Rooms Studios
cartography by Sean Macdonald
HALL
ld legends and dubious tales abound about
the Serpent Wood. Spoken over mugs of
ale, these stories about snake gods, shadowy
serpents, and vile thralls describe how they all
once capered in the gloom cast by the tall trees.
SNAKE GOD
TM & © 2009 Wizards of the Coast LLC All rights reserved.
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 OF THE
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HALL OF THE SNAKE GOD
Generations have passed since the days when the strange folk ruled the forest, but even now, centuries
later, few dare tread its darkened trails for fear of disturbing the restless ghosts and drawing the atten-
tion of terrible predators. Rangers and other woodsy folk lend credence to these fears by whispering
about moss-covered ruins where old stones jut up from the loamy earth and serve as mute reminders of a
lost and ancient society. One can only wonder what might still remain behind for an intrepid adventure
with more courage than sense to unearth and bring into the light.
“Hall of the Snake God” is a short Side Trek designed
for five characters of between 10th and 12th level.
Consisting of just two encounters, you can run this
scenario to bridge two larger adventures together or
as an adventure played in a single night.
Beyond the door, they find a long staircase descend-
ing into darkness.
At the bottom, the stairs open onto a crude
chamber that the people who ruled the forest above
excavated long ago, and in it stands a strange portal
that links this world to another beyond it. To prevent
mortal passage through the shimmering portal, an
ancient naga protects the gate with the added might
of an eidolon and a sea of serpents.
Fresh Sacrifice: The people of Sedgewen, a small
settlement on the Serpent Wood’s fringes, descend
from those primitive snake worshipers. Believing
their god to still live in the forest, they lure adven-
turers into the woods, promising great treasure or
imperiled innocents awaiting rescue. The wicked
villages hope their master will accept the adventurers
as a worthy sacrifice.
Marauding ettin: A tiny community huddled on
the Serpent Wood’s outer edge came under attack
from a marauding ettin. At first the raids claimed live-
stock, but the ettin is becoming more daring and has
snatched a few villagers. The villagers beg the heroes
for help as they pass through the area.
ADVENTURE
BACKGROUND
The rumors surrounding the Serpent Wood are true:
Primitive humans did raise a city in the trees’ shelter.
They dedicated their society to Zehir, the serpent god,
but their nation didn’t thrive long. Decadence, overin-
dulgence, and treachery were the hallmarks of their
undoing. The few weathered stones, many marked
with strange runes, remain in full view, but secret
places, such as rooms and structures buried beneath
the forest f loor, are hidden and forgotten by all but
the strange inhabitants set to guard them.
While traveling the forest, the adventurers dis-
cover one such site. After confronting an ettin and its
pet owlbear, the PCs discover a locked, soot-darkened
bronze door that vines have nearly overgrown.
INVOLVING THE PCS
Any of the following adventure hooks are suitable for
involving the adventurers in the adventure.
Buried Treasure: A strange discovery during a
previous adventure leads the characters to the Hall
of the Snake God. Painted on an old swatch of snake
skin is a map, likely found amid other treasure or
tucked away inside an old scroll tube. Scrutinizing
the map reveals a few familiar landmarks, which
allows the characters to follow the map to what can
only be treasure and glory.
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