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4 the shadow rift
of the uMbraforge
By Scott Fitzgerald Gray
A Scales of War Adventure Path
adventure. Following a lead from
“Siege of Bordrin’s Watch,” the
heroes pursue dark creepers who
were selling weapons and armor
to the orcs responsible for trying to attacking Overlook. Their
investigation will take them into the darkness beneath the
ancient city, and beyond. An adventure for 4th-level PCs.
54 sea reavers of the
shrouded Crags
By Logan Bonner
A group of mysterious, sea raiders—
capable of appearing from out of nowhere,
striking, and disappearing—has terrorized
a group of coastal states for some time.
Now the leader of the states has asked the
characters to infiltrate the raiders, find out
how they operate, and put a stop to their
activities. But once the heroes join the
raiders, things aren’t as clear as they were
led to believe. Will they succeed at their
mission? Or join the raiders themselves?
An adventure for 15th-level PCs.
on the Cover
Illustration by Michael Komarck
83 the tariff of
relkinghaM
By Eytan Bernstein
The goddess Erathis has
never seemed the sort to
demand the sacrifice of
mortals in exchange for
safe trade routes, but
that’s exactly what her
high priest has demanded.
When a local ruler asks
the characters to investigate the high priest, a chain of events
is set in motion that could shake the city of Wyllea, and the
church of Erathis, to its core. An adventure for 3rd-level PCs.
3 editorial
104 dungeonCraft
By James Wyatt
108 save My gaMe
By Stephen Radney-MacFarland
Dungeons & Dragons, D&D, D u n g e o n , D r a g o n , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast prod-
uct names, and their respective logos are trademarks of Wizards of the Coast, Inc., 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. ©2008 Wizards of the Coast, Inc.
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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T
EdiTOriAl
158
Dungeon
September 2008
Editor-in-Chief
Chris Youngs
This 10x20 room has two exits, at the north and south ends. A long wooden table extends down the middle of the
room, with a half-dozen humanoids seated around it, planning out some sort of mission with detailed maps and
small figurines representing the participants and their potential adversaries.
Senior Art Director
Stacy Longstreet
Web Production
Bart Carroll, Steve Winter
The above describes an encounter set to take place shortly here
in the halls of Wizards of the Coast, specifically Fridays 12 – 2
in the lost Temple meeting room. i’m about to sit behind the dM
screen after an edition-long absence and try my hand running the
Scales of War Adventure Path.
position could expect a campaign whose only players would even-
tually become the younger brothers he forced to sit at the table
(a memory of the worst dM i ever experienced as a player).
Graphic Design
Shauna Wolf Narciso
Contributing Authors
Eytan Bernstein, Logan Bonner,
Third Edition shifted this relationship, in my opinion, into the
players’ hands. The dM still ran the game and mediated the story.
But as far as the rules went, the players had much greater power
in how they built their characters and what they could pull off.
Pun-Pun is an example taken to the extreme, but min-maxing
characters was rampant, often limited only by the players them-
selves. in several campaigns, i witnessed the tension this caused
between experienced players looking to build the most powerful
character they could, and newer players using the character they
were most comfortable with—usually, a simpler, less tricked-out
character.
Scott Fitzgerald Gray,
Stephen Radney-MacFarland,
First, let me disclose—and this should come as little surprise—that
i am a satisfied convert to 4th Edition. i find this edition to be
the most playable i’ve experienced, and i began my love affair
with d&d back in 1982. Of course, back then i was in the second
grade, and playing d&d meant my friends and i sitting around
emulating what we could remember of the older kids’ actual
d&d games, using dice borrowed from the family Monopoly set.
it wasn’t until the great and glorious Christmas of 1983 when my
parents bought me a d&d Basic set that i could actually claim to
be playing a legitimate version of the game.
James Wyatt
Developers
Mike Mearls, Stephen Radney-
MacFarland, Peter Schaefer
Editors
Miranda Horner, Gary Sarli
Cover Artist
Michael Komarck
Contributing Artists
Dave Allsop, Ryan Barger,
don’t get me wrong. i don’t have a problem with min-maxed PCs.
The players were simply using the tools they were given—exactly
what we’d been encouraging them to do. But in a campaign of
mixed-experience players, what’s a dM to do? insist that “stron-
ger” characters handicap themselves Harrison Bergeron-style?
Find a group of players that were all of the same playing experi-
ence? This last option is terrible; we want friends around the
table, and we want d&d to be enjoyable for all of them.
Nicole Cardiff, Randy Gallegos,
in the years since, i’ve been the most intrigued by the job of dM.
in my mind, being a player meant having access to whatever
magic items, spells, and monsters the dM introduced. On the
other hand, being a dM essentially meant having access to all
of the magic items, spells, and monsters—who wouldn’t want
all that fun?
Saejin Oh, Amir Salehi,
Chris Stevens, Francis Tsai
Cartographers
Sean Macdonald, Robert Lee,
Mike Schley
Web Development
Mark A. Jindra
That said, here’s my confession. Throughout 3rd Edition (includ-
ing 3.5), i played the game solely in the player’s seat. Throughout
numerous campaigns, i was content to limit my d&d experience
to just my character.
D&D Creative Manager
Christopher Perkins
These relationships (between the players and dM, and between
players themselves) largely kept me away from the dM screen
throughout 3rd Edition. To me, 4th Edition strikes a tremendous
balance between the players and the dM. in my Adventure Path
campaign, some players will have already experienced 4th Edi-
tion, some with previous editions, and some are relatively new to
the game—and that difference in experience doesn’t worry me in
the least.
Executive Producer,
D&D Insider
Ken Troop
Why? i can boil my thinking down to the following.
Director of RPG R&D
Bill Slavicsek
First Edition, in many ways, placed the power of the game in the
hands of the dM. “Can i do this…?” and “What happens if i…”
were essentially questions posited by the players to be answered
by the dM. Not quite sure how a rule worked? Wondering what
actions your character can perform? in the 1st (and largely 2nd)
Edition campaigns i played, these were all questions that often
needed answers from the dM. That was the relationship. You tell
the dM what you want to do, the dM tells you if you can, you roll
some dice, and the dM provides the result.
in fact, i’m already looking forward to having the ogre bombar-
dier lob that first cask of burning pitch….
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy
Crawford, Rob Heinsoo, Peter Lee, Julia Martin, Mike Mearls,
Kim Mohan, David Noonan, Stephen Radney-MacFarland, Peter
Schaefer, Stephen Schubert, Chris Sims, Rodney Thompson,
Rob Watkins, James Wyatt
This is not the worst relationship in the world—and it was one
i found myself comfortable with. That said, it’s a relationship
that depends very much on your dM. Someone who ran a fair
game could expect a long-lived campaign. A dM who abused his
BACK BEHIND THE SCREEN
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“We are mercenaries, all
of us, but only a precious
few have honesty enough
to admit it. Whether we
sell ourselves for coin,
for honor, or ideals, we
all have a price whose
continued payment
leads us inevitably to our
end. But when that end
comes, will you admit
to your balance sheet?
Or will you lie when you
claim that the blood on
your hands was spilled
for just cause, not simply
your hunger for glory?”
THE SHADOW RIFT
by Scott Fitzgerald Gray
OF U MBRAFORGE
illustrations by Dave Allsop,
Ryan Barger, Nicole Cardiff, Saejin Oh,
and Chris Stevens
cartography by Mike Schley
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
September 2008 | Dungeon 158
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THE SHADOW RIFT OF UMBRAFORGE
WHAT’S AN
ADVENTURE PATH?
Scales of War is the fourth Adventure Path to appear
in the pages of Dungeon Magazine . But what, you ask,
is an Adventure Path? Quite simply, it is a series of
related adventures intended to form a complete D&D
campaign that takes your players from 1st level all the
way to, in the case of Scales of War, 30th level.
Previous Adventure Paths, presented with the
third edition D&D rules, took characters from 1st to
20th level. But with all three tiers in the new edition
ripe and ready to explore, we’re pushing the limit with
Scales of War. Each tier takes roughly six adventures
to traverse, which means we’ll finish off this Adven-
ture Path in about eighteen issues. Each adventure
advances characters from between one and a half
to two levels of experience. We recognize that not
everyone will meet every encounter or complete
every quest, however, so periodically, we’ll point you
DMs to a supplemental Side Trek or short adventure
to keep your PCs on pace. Plus, roughly every other
month, Dragon will feature new support content for
Scales of War.
Finally, this Adventure Path is intended to function
as a complete D&D campaign. That means we’ll be
making some assumptions about the history of the
world as we move along, just as you would in any
campaign you run. We’ll be borrowing heavily from
the D&D mythology of 4th Edition, as well as all the
great ideas that have cropped up in other products
over the years—including the pages of past issues of
Dungeon !
Enjoy your stay in Scales of War, and keep an eye
out for next month’s installment.
“The Shadow Rift of Umbraforge” is an adventure for
five 4th-level characters who are approximately half-
way to 5th level. Characters should be 6th level by the
adventure’s end. This adventure is a sequel to “Siege
of Bordrin’s Watch” and the third part of the Scales of
War Adventure Path. However, with a little modifica-
tion, it can be played as a standalone adventure or
integrated into an existing campaign.
civilized frontier and a stone’s throw from Sarshan’s
operations in the city of Overlook, was one of these.
When Sarshan rebuffed Myrissa’s request, Modra
approached the witch in secret. He struck a deal to
supply Tusk with weapons and intelligence, sending
in a group of his followers (the dark creepers in “Siege
of Bordrin’s Watch,” including Iranda) to do the job.
In going behind Sarshan’s back, Modra expected that
an overwhelming orc victory (won with the help of
dark one subterfuge) would win his master’s respect.
However, with Tusk’s forces routed and Modra’s ser-
vants scattered or killed, the dark creeper has had to
go to ground to escape Sarshan’s wrath. The brass key
that Iranda carried in “Siege of Bordrin’s Watch” sets
Modra on the PCs’ trail—and leads them into the next
stage of the adventure path.
BACKGROUND
In “Siege of Bordrin’s Watch,” the PCs discovered that
dark creepers had sold arms and tactical intelligence
to the orc war chief Tusk, aiding him in his attack
against the folk of the Stonehome Mountains. In
this adventure, the PCs investigate the link between
the orcs and the dark ones, stumbling into an arms-
running operation bridging two planes, and finally
confronting the charismatic figure behind it.
Sarshan is an opportunistic shadar-kai arms
dealer. For years, he has built an invisible mercantile
empire around the sale and brokering of weapons,
armor, mercenaries, and intelligence from his domain
in the Shadowfell. Though Sarshan plays a significant
part in this adventure, the PCs’ initial focus is on one
of his lieutenants—a dark creeper shadowborn stalker
named Modra.
Before the “Siege of Bordrin’s Watch,” Modra was
approached by Tusk’s advisor Myrissa, a shadar-kai
witch who knew of Sarshan’s operations. However,
the success of Sarshan’s arms running and mercenary
services turns on his ability to maintain a low profile
in his dealings with clients in the world. Sometimes
this means turning down jobs that run too much risk of
exposure. Tusk’s massive raid, aimed at the heart of the
ADVENTURE SYNOPSIS
Back in Overlook after the events of “Siege of Bor-
drin’s Watch,” the PCs find themselves targeted
by a group of street toughs seeking the mysterious
brass key they obtained at the end of that previous
adventure. Through their would-be assailants, the
PCs obtain the name of the one who ordered the
assault—”Modra.”
By way of a skill challenge that takes them into the
darkest corners of the city, the PCs learn that Modra
is a dark creeper with connections to an arms-run-
ning operation and a poorhouse known as the Happy
Beggar. In a network of secret caverns beneath the
Beggar, the PCs discover that the weapons-running
operation extends from the Shadowfell to Overlook by
way of a pair of ancient magic portals. When the dark
creeper f lees to the Shadowfell, the PCs give chase.
September 2008 | Dungeon 158
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