DDN 2008-10 Tower of Maraj
DDN 2008-10 Tower of Maraj
              Setup
              The PCs have been approached by a young half-elf named              Dire Rat (D)                                     Level 1 Brute
              Aldren with a job. Aldren’s father was a powerful and               Medium natural beast                                      XP 100
              old elf wizard by the name of Maraj Silverthorn, who                Initiative +2      Senses Perception +5; low-light vision
                                                                                  HP 38; Bloodied 19
              died of natural causes some weeks ago. Aldren was on
                                                                                  AC 15; Fortitude 15, Reflex 13, Will 11
              his way to his father’s tower to claim his belongings when          Immune filth fever (see below)
              he was set upon by bandits who had already moved into               Speed 6, climb 3
              the tower. Barely escaping with his life, Aldren came to            m Bite (standard; at-will) ✦ Disease
              the PCs to get them to find but a single item from the                 +4 vs. AC; 1d6 + 2 damage, and the target contracts filth
              tower: his father’s spectacles. He has shared the following            fever (see below).
              information with the characters:                                    Alignment Unaligned         Languages —
                                                                                  Skills Stealth +7
                                                                                  Str 14 (+2)		     Dex 15 (+2)          Wis 10 (+0)
                  •    His father was more than a little eccentric, and had       Con 18 (+4)       Int 3 (–4)           Cha 6 (–2)
                       written all of his notes in some kind of cipher. Only by
                       wearing the spectacles can the cipher be read, and as
                       long as Aldren can obtain the spectacles he can keep
                                                                                  Spiretop Drake (S)                         Level 1 Skirmisher
                       the raiders from plundering his father’s life’s work.      Small natural beast (reptile)                             XP 100
                  •    Thus far, the raiders have not discovered the link         Initiative +6       Senses Perception +3
                       between these spectacles and the research found            HP 29; Bloodied 14
                       throughout the tower, but it is only a matter of           AC 16; Fortitude 11, Reflex 14, Will 13
                       time before they do so.                                    Speed 4, fly 8 (hover); see also flyby attack
                  •    The raiders that have taken over Maraj’s tower             m Bite (standard; at-will)
                                                                                     +6 vs. AC; 1d6 + 4 damage.
                       are little more than countryside highwaymen and
                                                                                  m Snatch (standard; at-will)
                       ruffians, though they are led by a powerful gnome             +4 vs. Reflex; 1 damage, and the spiretop drake steals a
                       arcanist by the name of Millen. This gnome, and               small object from the target, such as a vial, scroll, or coin.
                       his human apprentice, have set their sights on             M Flyby Attack (standard; at-will)
                       plundering the tower for not only its wealth but               The spiretop drake flies up to 8 squares and makes one
                       also its knowledge, and will not leave until they              melee basic attack at any point during that movement. The
                       have unlocked its secrets.                                     drake doesn’t provoke opportunity attacks when moving
                                                                                      away from the target of the attack.
                  •    Aldren offers the PCs 200 gp to go into the tower
                                                                                  Alignment Unaligned         Languages —
                       and retrieve the spectacles. If they also rid the          Str 11 (+0)       Dex 18 (+4)          Wis 16 (+3)
                       tower of the raiders, Aldren will double their fee.        Con 13 (+1)       Int 3 (–4)           Cha 11 (+0)
jason engle
                                                                                                                                                                                    1
                                                                  Tactics
                                                                                                                                    T h e Tow e r o f M a r a j
Encounter 1: Entrance
                                                                  When the PCs approach the landing, the rats pour out of the
                                                                  hole in the stairs, and the spiretop drake swoops down to use
                                                                  their distraction to snatch some shiny bits off of the PCs. The
 Encounter Level 1 (500 XP)
                                                                  rats (both dire and giant) have one thing in mind: protecting
                                                                  their food from the interlopers. The giant rats try to swarm
 Setup                                                            over the PCs, with the giant rats trying to bit as many
 2 dire rats (D) (level 1 brutes)                                 different PCs as possible (infecting them with filth fever).
 1 spiretop drake (S) (level 1 skirmisher)                           The spiretop drake is more discerning and will try and
 8 giant rats (G) (level 1 minions)                               go for the target furthest from the main group, picking
                                                                  on those who are far enough away to be targeted with the
 The raiders that have invaded the wizard’s tower had             flyby attack without provoking an opportunity attack.
 several of their own members killed when they first
 entered. For several days now, the raiders have been
 tossing one or two of the bodies out on the front entryway,
                                                                  Ending the Encounter
                                                                  The encounter ends when all of the rats and the spiretop
 attracting lots of carrion-eaters to use as a deterrent
                                                                  drake are either unconscious or dead. The rats and
 against anyone coming to inspect the area too closely.
                                                                  the drake fight to the death, and have little more than
 When the PCs enter this area, they will be ambushed
                                                                  animal instinct to act upon.
 by some of the creatures that have been feeding on the
                                                                     A closer examination of the area reveals that the bodies
 bodies tossed outside. Additionally, a spiretop drake has
                                                                  are dressed similarly, though their clothes have been
 been picking the bodies clean of any trinkets or shiny
                                                                  shredded by the carrion-eaters.
 buttons left on them when they are tossed outside.
                                                                     However, once the creatures are defeated, the PCs
    As the adventurers enter the area, read:
                                                                  have access to the entrance to the tower. The front doors
                                                                  are unlocked, though they are large enough to require
 The tower of Maraj is built into the side of a rocky cliff,
                                                                  two people to open. A magical command word causes the
 accessible only by a 20-foot-wide set of stone stairs
                                                                  doors to open silently of their own accord; a DC 25 Arcana
 carved into the slope. As these stairs reach the front
                                                                  check reveals this word (abrinde).
 landing, a pair of statues f lanks a massive set of iron-
 bound double doors, marked with the symbol of the
 great wizard. Two braziers burn in front of the statues,
                                                                  Treasure
 and it looks as though a massive chunk has been taken            Though the rats and the drake have nothing of their own,
 out of the stairs near the top.                                  the two bodies have not been picked entirely clean. On the
    Additionally, two picked-over bodies—seemingly                bodies, the PCs find a potion of healing and 10 gp.
 human—lie sprawled on the stone landing.
                                                                                                                                                                  2
                                                                       Tactics
                                                                                                                                  T h e Tow e r o f M a r a j
Encounter 2: Antechamber
                                                                        When the PCs enter the chamber, the humans in this
                                                                        area take cover behind the debris. At the beginning of
 Encounter Level 2 (675 XP)                                     the encounter, until anyone closes to melee range the human
                                                                bandits use their ranged dagger attack. Once the PCs have
 Setup                                                          closed to melee range, the bandits attempt to use their dazing
                                                                strikes to get combat advantage against the PCs.
 1 explosive rune (level 2 warder trap)                             The human guards begin the encounter in the
 2 human guards (G) (level 3 soldiers)                          watchtower, and move down the hall toward the main area.
 3 human bandits (B) (level 2 skirmishers)                      They take cover in the broken doorway as long as possible,
                                                                sniping the PCs with their crossbows. If any of the PCs
 Inside Maraj’s tower, the PCs encounter a devastated           approach the doorway, one of the guards moves out with his
 scene. When the bandits first entered the tower,               halberd to fend off anyone approaching, allowing the other
 they did not have the means of deactivating the                guard to continue firing his crossbow as long as possible.
 explosive runes that Maraj had in place to protect
 against invaders. The results of their recklessness was
 devastating, and most of the room has been reduced
                                                                Ending the Encounter
 to rubble. All that remains is a single rune that hadn’t       The encounter ends when all of the human guards and
 been triggered yet. Additionally, the invaders were            bandits are either unconscious or dead. If the PCs attempt
 forced to break down a door leading to a special               to interrogate the bandits, they can find out that there are
 watchtower where Maraj’s hired guards were stationed           more members of the gang on the upper floors, but little
 (the invaders quickly dispatched them upon breaking            else. These humans are new to the gang and know very
 in).                                                           little about their comrades.
    As the adventurers enter the area, read:                        In the northwest corner of the room a circular stairwell
                                                                that leads to the second floor of the tower. At the top of the
 This large antechamber looks to have been the scene of         stairs, a set of iron-bound wooden double doors separates
 some great battle. Large chunks of debris litter the area,     the stairs from the second floor. With the thick stone
 and sections of the f loor look to have been crushed and       floors and these double doors separating these two areas it
 then burned. A single wooden door on the right side of         is unlikely that anyone above heard the noise of combat.
 the room has been smashed down, leading to a short
 corridor. In the northwest corner of the room, a spiral        Treasure
 staircase ascends to the second f loor. Directly ahead of      One of the human guards managed to snatch up a magic
 the entrance, near the far wall, an elaborate red rune         weapon off of one of his comrades who was killed during
 glows with a faintly-pulsing light.                            the entrance into the tower. The PCs find a +1 frost weapon
    As you enter, several humans seek shelter behind the        (the exact form of the weapon is up to the hero claiming the
 debris, clearly readying themselves for an attack.             item) in the belongings of one of the human bandits.
     •    Arcana (DC 15): The room has been blasted by           Explosive Rune                                Level 2 Warder
          arcane fire.                                           Trap                                                  XP 125
     •    Perception (DC 12): The character notices that         This red, glowing rune looks to have once been one of many. It
          the remnants of other red runes can be seen            pulses faintly, as though waiting on someone to come nearer.
          near the debris.                                       Trap: A single magic rune, painstakingly drawn on the floor
                                                                     and glowing with arcane energy.
 Features of the Area                                            Perception
                                                                 ✦ DC 10: The character notices the runes.
    Illumination: The room is brightly lit by everburning        Additional Skill: Arcana
 torches in sconces spread throughout the room.                  ✦D  C 15: The character spots the runes and provides a +2
    Terrain Feature: The areas filled with debris are                bonus to Thievery checks made to disable it.
 difficult terrain; the debris also provides cover. These are    Trigger
 the remnants of columns and other decorative items that         	When a creature moves through the rune’s space.
 Maraj kept in the entry chamber but were destroyed by           Attack
                                                                 Immediate Reaction        Close burst 1
 the triggering of the explosive runes.
                                                                 Targets: All creatures in burst
    The corridor behind the broken door leads to the             Attack: +7 vs. Reflex
 watchtower. The stair leading up into the watchtower go         Hit: 2d6+3 thunder damage and dazed (save ends)
 up one square in height.                                        Countermeasure
                                                                 ✦	An adjacent creature can disable the glyph with a DC 20
                                                                     thievery check.
                                                                                                                                                                3
Human Guard (G)                             Level 3 Soldier   Human Bandit (B)                            Level 2 Skirmisher
                                                                                                                                 T h e Tow e r o f M a r a j
Medium natural humanoid                             XP 150    Medium natural humanoid                                   XP 125
Initiative +5     Senses Perception +6                        Initiative +6     Senses Perception +1
HP 47; Bloodied 23                                            HP 37; Bloodied 18
AC 18; Fortitude 16, Reflex 15, Will 14                       AC 16; Fortitude 12, Reflex 14, Will 12
Speed 5                                                       Speed 6
m Halberd (standard; at-will) ✦ Weapon                        m Mace (standard; at-will) ✦ Weapon
	Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is         +4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
   marked until the end of the human guard’s next turn.          square.
M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon          r Dagger (standard; at-will) ✦ Weapon
	Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage,      	Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
   and the target is knocked prone.                           M Dazing Strike (standard; encounter) ✦ Weapon
R Crossbow (standard; at-will) ✦ Weapon                       	Requires mace; +4 vs. AC; 1d8 + 1 damage, the target is
	Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.                        dazed until the end of the human bandit’s next turn, and the
Alignment Any        Languages Common                            human bandit shifts 1 square.
Skills Streetwise +7                                          Combat Advantage
Str 16 (+4)          Dex 14 (+3)      Wis 11 (+1)                The human bandit deals an extra 1d6 damage on melee and
Con 15 (+3)          Int 10 (+1)      Cha 12 (+2)                ranged attacks against any target it has combat advantage
Equipment chainmail, halberd, crossbow with 20 bolts             against.
                                                              Alignment Any          Languages Common
                                                              Skills Stealth +9, Streetwise +7, Thievery +9
                                                              Str 12 (+2)		          Dex 17 (+4)          Wis 11 (+1)
                                                              Con 13 (+2)            Int 10 (+1)          Cha 12 (+2)
                                                              Equipment leather armor, mace, 4 daggers
                                                                                                                                                               4
                                                                                                                                   T h e Tow e r o f M a r a j
Encounter 3: Second Floor
                                                                  Treasure
                                                                    In one of the chests, the PCs can find a cloak of resistance
                                                                    +1, provided they complete the skill challenge.
                                                                                                                                                                 5
Clay Scout (H)                                   Level 2 Lurker           Human Mage (M)                                Level 4 Artillery
                                                                                                                                             T h e Tow e r o f M a r a j
Small natural animate (construct, homunculus)               XP 125        Medium natural humanoid                                   XP 175
Initiative +7       Senses Perception +6; darkvision                      Initiative +4      Senses Perception +5
HP 31; Bloodied 15                                                        HP 42; Bloodied 21
AC 16; Fortitude 13, Reflex 14, Will 15                                   AC 17; Fortitude 13, Reflex 14, Will 15
Immune disease, poison                                                    Speed 6
Speed 6, fly 3 (clumsy)                                                   m Quarterstaff (standard; at-will) ✦ Weapon
m Bite (standard; at-will) ✦ Poison                                          +4 vs. AC; 1d8 damage.
   +3 vs. AC; 1d6 damage, and the homunculus makes a                      r Magic Missile (standard; at-will) ✦ Force
   secondary attack against the same target. Secondary Attack:            	Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage.
   +2 vs. Fortitude; the target is slowed (save ends). See also           R Dancing Lightning (standard; encounter) ✦ Lightning
   guard object.                                                            The mage makes a separate attack against 3 different
R Mind Touch (standard; at-will) ✦ Psychic                                  targets: ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage.
	Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the                A Thunder Burst (standard; encounter) ✦ Thunder
  target is dazed (save ends); see also guard object.                     	Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
Guard Object                                                                damage, and the target is dazed (save ends).
   The clay scout gains a +4 bonus to attack rolls against                Alignment Any         Languages Common
   targets adjacent to or carrying its guarded object (see the            Skills Arcana +11
   “Guard” sidebar).                                                      Str 10 (+2)		         Dex 14 (+4)         Wis 17 (+5)
Limited Invisibility ✦ Illusion                                           Con 12 (+3)           Int 18 (+6)         Cha 12 (+3)
   The clay scout is invisible to dazed creatures.                        Equipment robes, quarterstaff, wand
Redirect (immediate interrupt, when targeted by a melee or a ranged
  attack; at-will)
   The clay scout makes an attack against the attacker: +4 vs.
   Will; the triggering attack targets a creature adjacent to the
   clay scout instead (as chosen by the clay scout).
Alignment Unaligned         Languages —
Skills Stealth +8
Str 10 (+1)		      Dex 15 (+3)         Wis 10 (+1)
Con 13 (+2)        Int 10 (+1)         Cha 16 (+4)
 The target ! Initial Effect: The target !" The target takes a –2 penalty              " Final Effect: The target takes a –2 penalty to
 is cured.    loses 1 healing surge.        to AC, Fortitude defense, and                     AC, Fortitude defense, and Reflex defense.
                                            Reflex defense.                                   The target loses all healing surges and
                                                                                              cannot regain hit points.
                                                                                                                                                                           6
                                                                                                                                   T h e Tow e r o f M a r a j
Encounter 4: Top Floor
                                                                                                                                                                 7
Human Knife Fighter (H)                       Level 1 Artillery     Doppelganger Sneak (D)                     Level 3 Skirmisher
                                                                                                                                           T h e Tow e r o f M a r a j
Mediuml natural humanoid                                  XP 100    Medium natural humanoid (shapechanger)                    XP 150
Initiative +3      Senses Perception +1                             Initiative +6     Senses Perception +2
HP 27; Bloodied 13                                                  HP 45; Bloodied 22
AC 13; Fortitude 13, Reflex 14, Will 13                             AC 18; Fortitude 14, Reflex 16, Will 16
Speed 6                                                             Speed 6
m Knife (standard; at-will) ✦ Weapon                                m Short Sword (standard; at-will) ✦ Weapon
+8 vs. AC; 1d4+4 damage.                                               +8 vs. AC; 1d6 + 3 damage.
r Throwing Knife (standard; at-will) ✦ Weapon                       M Shapeshifter Feint (minor; at-will)
+8 vs. AC; 1d4+4 damage.                                               +6 vs. Reflex; the doppelganger gains combat advantage
R Bleeding Barrage (standard; recharge 5 6) ✦ Weapon                   against the target until the end of the doppelganger’s next turn.
   The human knife fighter makes two throwing knife                 Combat Advantage
   attacks; in addition to normal damage, a hit does ongoing           The doppelganger sneak deals an extra 1d6 damage against
   5 damage (save ends)                                                any target it has combat advantage against.
R Savage Getaway (immediate reaction; when damaged by a melee       Change Shape (minor; at-will) ✦ Polymorph
  attack; recharge when first bloodied) ✦ Weapon                    	A doppelganger can alter its physical form to take on the
   The human knife fighter shifts up to two squares before           appearance of any Medium humanoid, including a unique
   making a ranged attack; +8 vs. AC; 1d4+4 damage.                  individual (see Change Shape, page 280).
Combat Advantage                                                    Alignment Unaligned             Languages Common
   The human knife fighter deals an extra 1d6 damage on             Skills Bluff +10, Insight +9, Stealth +9
   melee and ranged attacks against any target it has combat        Str 11 (+1)            Dex 16 (+4)         Wis 12 (+2)
   advantage against.                                               Con 13 (+2)            Int 10 (+1)         Cha 15 (+3)
Sniper                                                              Equipment short sword
	A hidden human knife fighter that misses with a ranged
 attack remains hidden.
Alignment Unaligned 		                     Languages Common
Skills Acrobatics +8, Stealth +11, Thievery +8
Str 11 (+0)           Dex 16 (+3)          Wis 13 (+1)
Con 14 (+2)           Int 9 (–1) 		                  Cha 10 (+0).
Equipment: 20 knives