D&D 3.5 animated series handbook

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DANOBCOK

Character Information, Magic Item Guide )
and Adventure Supplement

‘BENEATH THE BLADE OF .
~ SWORD MOUNTAIN ~

A DUNGEONS & DRAGONS” adventure based on“The Dragon's
Graveyard” episode of the DUNGEONS & DRAGONS cartoon

Credits

This adventure courtesy of Wizards of the Coast, Inc.
Visit our website at

A Few Words from Dungeon Master

“Fear not, ranger, barbarian, magician, thief, cavalier, and acrobat, am Dungeon Master your guide in the
realm of DUNGHONS de DRAGONS Its an exiting place of wonder and beauty—and grave danger You are about
to embark upon a grand adventure, and Lam here to show you the way. To succeed in your quest, you will need
tobe brave, smart, and just fit Bit hacky. So keep y i tems close and your wits sharp. Good luck
adventurers, We shall meet again”

What You Need to Play

Beneath the Blade of Sword Mountain is a short
Dinctoss de DRAGONS" adventure designed as
a prelude to" The Dragons Grave
‘of the DUNGHONS & DRAGONS ca
you are familiar with the D&D’
rules and makes use of the information in the
three D&D core books —Payers Handbook,
‘Dungeon Master Guide and Monster Manual
These three books explain the rules of the
D&D game and provide game statistic for the
monster featured inthis adventure. If you're
new to playing the DUNGEONS de DRAGONS
game, consider playing the DUNGEONS de
Dracons Basic Game before buying the th
core books.

‘You might find it fun to use oficia
DDUNGrONS & DRAGONS miniatures to represent
the adventurers and monsters described herein

Playing the Adventure

The following pages present the statistics and
es for playing the characters of the
Duncxons & Diacoss cartoon. Four tos
players can play the adventure with one other
person acting as Dungeon Master (DM). Each
player should pick one character, but the player
‘who picks Bobby gets to play Uni as well,
Experienced players will note that the charae
ters have appropriate gear for PCS of their
but also each has a special magic tem un
to the character These gift from Dungeon,
Master are extra items that give the characters
their powers from the show, and the adventure:
is designed to account forthe heroes having
this extra help.

Maps: All maps used in the have the same scale: One square equals 5 feet, Miniatures-scale maps
forthe frst two encounter areas can be made using the tiles from the DUNGEONS de DRAGONS Baste Game
Miniatures-scale maps forthe other two encounter areas can be found in The Frosíl Rift a separately published
D&D adventure

Adventure Background

Hank and the rest ofthe heroes have been looking for a way home, and Dungeon Master told them ta raw

the Great Glaciers for what he believes is their most promising chance yet. After setting tings ight inthe city

of Turadh, the adventurers headed north, skirting the mountains of Darkhaven and passing through the forest of

their friends, the Cloud Bears, At the base of one ofthe rosty paths up into the mountains of ice, Dungeon
‘once again to deliver a cryptic message.

u € » J

ank, the Ranger Energy Bow
er

A Oy eee ay

their adventuresin the Realm Self<iscipined Caster Level: 6th
dependable, Hank leads because the others respect Aura: Moderate (DC 18) evocation

‘rae bow uses it be strung with an arrow of
Male human ranger 7 elimmnering energy.
LG Medium humanoid (human) 4

Listen +11, Spot +11 Hanks energy bow acts asa +2 compaste long that

mon accommodates a user of any Strength. Although
E nstrung I res arrow of pure magical force that
19 ouch fated 6 (63 Dex +1 mural, del 2 pit of damage A thy ae foc fc,
+6 armor, + deflection) Dodge the arrows do not sufera mis chance when used
u) 5 against incorporeal creature. The bow can be used to
+7, Ref +8, Wl +4 fire normal or magic arrows, but in such cases the
— tow doesnot confer lts damage due to force. When
Speed 30 (squares) raw, the energy bow sheds light ikea torch
erwork longsword +10+5 (1d8+2/19-20) "In addition, Hank can use the bow to make power
‘ery bow +1449 (20410) shot Todo so, before making tack lls choose
number to subtract from your atack rol up to
Hanks base attack and add this same number to the
ew description), Rapid Shot damage deal by the bow with any altack that Bits
ain fur it wound, ‘The penalty on attack rolls and bonus on damage

rolls ast until Hanks next turn.
Prepared (CL 7th): Prerequisites: Craft Magic Arms and Armor,
poison longsricr magic mile

Cost to Create: 11,500 gp, 888 XP, 23 days.

red enemy (ore +4, giant +2)
SQ wild empathy, woodland stride
Feats Dodge, Endurance, Manyshot, Point Blank Shot,
Rapid Shot Track Weapon Focus (onghow)
‘Climb +11, Diplomacy +8, Hide +4, Jump +8,
“Listen +11, Move Silently +8, Search +3, Sense
Motive +4, Spot +11, Survival +8 (+10 following
Swim +6, Use Rope +7
combat gear plus +3 studied eather
e energy how; amule of natural armor +1, lesser
of archery, ring of proton +1, masterwork
ngsword, waterskin, one day's rail ratios, 3

torches, int and steel

‘ic, the Cavalier

Sara, pss

and egos Ein ot

af Was ahied o pro

time again. Ironically Eric uses his biting wit as
eld to protect himself from his worst fear
ridiculed,

eh

\ En aman ie?
G Medium humanoid (human)
Ini +5 Senses Liste

ft. (6 squares)
fon shield +13148 (14849)
47: Grp +11
Combat Expertise, Improved Disarm,
Shield Bash
«pion of cure moderate wounds

Reflexes, Run, Weapon Focus (shield),
Specialization she)
el acting),

Nina Jump 2) Spo So
combat gear plus +2 even chain, grifos
cd tg of holding type D, cloak of resistance +2,
‘unt of ogre pue +2, waterskin, one day's tral

zations, 3 torches, int and steel

Griffon Shield

Price 20,370 gp
Body Slot: — (held) '
‘Caster Level: 5th

Aura: Moderate; (DC 19) evo
‘Activation: See below
Weight 15 Ib f

This golden shit ars the ember oa white rif
don Black erde thus with penser in your han.

Eric's grifo shields a +2 bashing han st Shield
that can be wielded two-handed. The statistics for
Eric assume he wields i two-handed. not, his
damage should be 1d8+7. ty

In addition, as an immediate action (a free action
sable even on other people's tums), Eric can use the
griffen shield o create à 10-foot diameter sphere of
force like that produced by the Otilakes sient

espell,

The effect must be centered on Eric, and any
créatures within the area except Eric can make a DC
16 Reflex save, being pushed out to the nearest open
square on a success. The effect can be dismissed by
Eric as a standard action, but otherwise it lasts until
the duration elapses. Eric can use the griffon shield
for 5 rounds each day. Rounds to not have to be
consecutive, but each activation always counts as
atleast round,

Prerequisites: Craft Magic Arms and Armor,

bull strength, Ole’ relient
Cost to Create: 10.270 gp, 808 XP, 21 days,

Diana, the Acrobat

ina was a gold-medal-winaing gymnast and com
ive horseback rider long before coming o the
land her ime fighting the monsters and dds
ing the dangers of the Dungeons & Dragons world
honed her skills even further. Smart and outspo-
n, Diana's confidence and courage in the face of
"foes make heran excellent leader when Hank isn't
“around to do the job. Having been involved in sports
almost since the time she could walk, Diana takes
| great pride in her physical sills and fears nothing
‘more than losing her edge.

fedium humanoid (human)
+3; Senses Listen 45, Spot #5

s Combat Reflexes, Improved Trip,
Fist (7/day; DC 16 Fortitude),
see javelin sal)
‘Actions flurry of blows, wholeness of body

j (14 points)
bat Gear potion of care serious wou

bilities Ste 14, Dex 17, Con 16, Int 13, Wis 17, Cha 11
flurry of blows, ki strike (magic), unarmed strike
evasion, purity of body, slow fall 30, still mind,
vholeness of body

eats Combat Reflexes, Improved Trip, Lightning,
Reflexes, Stunning Fist, Weapon Finesse,
‘Weapon Focus (quarterstaff), Weapon Focus
(unarmed strike)
‘alls Balance +10, limb +1, Escape A
Handle Animal +5, Hide +5, Jump +25, Listen 45,
Move Silently +4, Ride 48, Spot 45, Tumble +15,
Use Rope +3
ssessions combat gear plus javelin saf amulet of
tural armer +1, racer of armor +3, ring of protec
41, vest of escape waterskin, one day's tail
jons,3 torches int and steel

Javelin Staff i

Price: 25,000 gp
Body Slot: — (held)

(Caster Level th

‘Aura: Moderate; (DC 19) transmutation
‘Activation: See below á
Weight 2 lb ar
‘This long green sal soto be made of sliced light: e
{ees light inthe hands but has tremens of when sng

Diana's javelin staf acts as 4218 tie quarts

when wiehded ora 42 strike javelin when thrown,
allowing Diana to use her Stunning Fist feat with
al staff attacks in melee or at range, The sta can
‘extend up 1020 ft in length or diminish to a mere
inch, but in a longer or shorter form itis not useful as
«weapon. Extending or retractng the weapon is
standard action. Diana can also use the javein stato
help her jump, granting her a 45 bonus on Jump
checks (already incorporated in her Jump bonus).

In addition, Diana can knock dovin foes with her
javelin staf attacks, When Diana hits with a javelin
afin melee, she can atempt to trip the opponent
asa free action without making a touch attack or
Provoking attacks of opportunity. I the attempt
fails, the opponent cannot react lo trip Diana. Due
to her Improved Trip feat, Diana gains an addition-
al +4 bonus on her Strength check to trp the foe,
and if successful she gets a free attack against the
Prone enemy

Prerequisites: Craft Magic Arms and Armor

creator must bea monk,

Cost to Creat: 12,800 p,976 XF 25 days.

x
des

the magician and gave him his hat of mony spell

to was both frightened and thrilled by the prospect

18 real magic Although Presto possesses amazing

jgence he lacks self-confidence and often hesitates
or gets nervous in dangerous situations, making him

appear less smart than he reall is. Presto watches his
friends do stunning physical feats on a regular basi,

‘which makes him think of himself as weak and clumsy.
knows that magic is his best weapon, soi terrifies
Him to be without his glasses and thus unable to see

man wird? À
NG Medium humana (han)
a Listen + Spot
Common; Draven Even Can, Or

(squares)
ae +3 (1449-20)

paño of ic tin cesos mous
of splacamın mando mage mile UN)
pels Prepared (CL TN)
tern wal of re
irl (DC 20), ost ighning hat (OC 20)
Andalites (DC 17) Tat extended mage
ring ray (2 ranged touch)
bing hands (DC 18) fer al) ene (DC
ray of nftament( 2 range touch) hi

Str 1, Dex 9, Con 16, Int 20, Wis 15, Cha 13
bat Casting, Empower Spell Lightning
Reflexes, Magical Aptitude, Scribe Serol,

Skills Climb +3, Concentration +13, Hide +3, Jump +3,

Knowledge (arcana) +15, Listen +4,
-+4, Sense Motive +5, Speleraf +19 (+2
scroll) Use Magie Device +8 (+10 sr

P ‘combat gear plus dagger, hat of

‘of resistance
heudund of intellect +2, ring of protection +1,
spellbook, waterskin, one day's trail rations,
orches flint and steel

lently
ering

Spellbook spells prepared plus O—all:1st—color
‘peas expr retreat fi, Jump magie mile,
Slap Teasers fleting disk 2nd—flaming sphere
Mal acid arrow, rest energy rope trick, th of
duo: spider lim 3rt—eisped magic: displacement
major image sec storm stinking cloud suggestion:
4th-—confusion,phantasmat killer, stoneskin

Hat of Many Spells

Price: 25.000 gp Es
Body Slot: — (held)

Caster Level 1th

‘Aura: Moderate (DC 20) enchantment
‘Activation: See below

Weight

This opp ponte green at des ook Tike much Bot
‘when you open it its interior glows with mystic power:

Presto’s hat of many spells acts as a rod of wonder and
‘ean be activated asa standard action when held
{which does not provoke attacks of opportunity)
also holds any material component, up toa 1,00 gp
value, for any spell Preto cass. Presto need only
put his hand into his hat lke he might do to draw
‘components from a spell component pouch. Such
components last 1 round before dissolving,

In addition, Presto can use his hat of many spas
Lo either empower a spell he is casting (per the
Empower Spel feat but with no increase in the level
‘of the spell) or to cast a spel from his spellbook in
place of one he has prepared (the spells must be the
same level, and the prepared spell lost) In either
«ase, using the hat is part of the action of spellcasting.
Using the hat of many spelsin either of thase to
‘manners can have unpredictable results, Whenever
Presto uses the hat of many sito empower a spell
or switch i for one from his spellbook roll d%.
On a roll of 110 35, the spells wasted, but a raf
wonder effect happens instead. On a roll of 36 to 65,
the spel takes effect as desired, but a red of wonder”
effect happens as well. On a roll of 66 to 100, the
spell is cast as desired.

Prerequisites: Craft Wondrous Item,

Empower Spell, confision. ,
Cost to Create: 12,50 gp, LW XI 25 days,

eila, the Thief

AE A
perl ofthe tie! o bers and a exact my
Manga 1 hs Me ka abe would
toresponstiy use he power of he dak of
dcr ste Shel fe hat

he Renan provide

ing them, but more

than that Sheila has a phobia of being alone.

To prevent this, Sheila maintain an open and friendly
ie hoping vinos pone othe like

being with in make her scem gullible, and

omc re da into trouble.

le human rogue?

Medium humanoid (human)
Init +4;Senses Listen +11, Spot +11
Languages Common, Sylvan, Elven

2 touch 15 Moses (MAD Sara,
den)

30. (6 squares) =
asterwork rapier +11 (146/18-20) or
sterwork rapiers +9/+9 (1d6/18-20)
tk +5; Grp +5
sneak attack +46, Two-Weapon Fighting
potion of cure maderate wound, scroll of
scroll of sanctuary, wand of cure moderate

lites Str 10, Dex 18, Con 17, Int 14, Wis 13, Cha 15
sneak attack +4d6
asion, trap sense +2, trapfinding,
fanny dodge
fs Skill Focus (Use Magic Device), Two-Weapon,
Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Balance +11, Climb 46, Diplomacy +4, Disable

‘Device +7, Heal +4, Hide +14, Jump +9, Listen +11,
“Move Silently +14, Open Lock +9, Search +11, Sense
Motive +6, Spot +11, Swim 43, Tumble +13, Use
Magic Device +15

‘Possessions combat gear plus +2 mitral
"protection +1, tivo masterwork rapiers,
‘one days trail rations, 3 torches, lint and steel

ing of

Cloak of aati y

Price: 26000 gp
Body loe Shoulders à À A
Caster Level 7th

‘hate: Moderate (DC 19) ilusion

‘Activation: Standards below

Weight a,

This purple cloak sc her at timos and opaque at
thers. Is soft othe ouch and light a à fete

‘Sheila's cook o init can render her nae
{as per the msi spel ve times per day
addition, twice per day, Sheila can activate the cloak
to cast grater invisibly on here but the rente
isi lasts only rounds. Activating the
cloak of invita sa standard ation that does not
provoke atacks of opportunity Sheila must have a
hand tree to pull up her hood and this activate the
sloak. I Sheila is damaged while invisible the dak
‘of insists magi ais, Sheila is rendered visible,
nd the cloak cannot be activated again until 244
rounds have lapsed.

‘Craft Wondrous em, str misa:

Cost to Create 13,000 gp, 1.040 XP 26 days.

Bobby, the Barbarian

Bobby is the youngest of the group and the most
impetuous. Swift to anger and always ready fora
fight, Bobby makes a perfect barbarian despite his
‘small size, Although strong for his age, Bobby gets
of his strength from

is thunder cub and he
real far both appearing and being weak

Bobby A
Male human barbarian 7

CG Medium humanoid (human)
Init +1; Senses Listen +9, Spot +4
Languages Common

ACS, touch 11,
+5 armor)
79 (7 HD); DR —

trap sense +2

flat-footed 18 (+1 Dex. 42 natural,

than db 1149 (1048)
Bas Atk +7; Grp +11
Power Attack
Cleave, Improved Sunder

¡day (see second stat block)
‚ment, improved uncanny dodge (can't

Improved Sunder, Power Attack,
Focus (greatelub)
date +10 Jump +16, Listen +9,

combat gear plus thunder clu +2 ide
“armo, amulet of natural armar +2, boats ofthe
ands waterskin, one days trail rations

aging, Bobby has the following changed statistics:
16, touch 9, flat-footed 16
3 (7 HD)
HAT

lee thunder club +16/+11 (1810411)

Abilities Str 23, Con 22
‘Skills Climb +14, Jump +18

a

Thunder Club !

Price: 31,305 gp
Body Slot: — (held)

(Caster Level: 15h

‘Aura: Strong: (DC 22) evocation
‘Activation: See below

Weight: 1010.

This thick wooden club seer like litle mone than a og
until you pick it up When it’s in vour hands, vou fee as
‘trong aa bull, .

Bobby's thunder dubis a +2 gentlubthat grants its
Wielder a +4 enhancement bonus to Strength (already
factored into Bobby's statistics). In addition, three
times per day, Bobby can strike the ground as an
attack and cause earth tremor in 3 30-foot line.
Creatures inthe ares must succeed at DC 20 Reflex
save or fall prone.

Prerequisites: Craft Magic Arms and Armor, bull's
sirength,exrthquake,

Cost to Create: 15,805 gp, 1240 XP, 31 days.

Uni

“The gang met Uni not long after
Bobby and Uni fo
‘remain inseparable, Uni isa young unicorn and

ntering the Realm,
¡ed an instant bond, and the wo

st yet possess al of grown unicorn’s powers,

so, abe can be
though she some herself into rouble
Uni

LG Small Magical Beast
Init 23 Senses darkvis
scent Listen 45, Spot +6
‘Aura magic cele against evil 104 radius)

Languages Common, Syvan (cant speak)

60, low-light vis

useful o the adventurers,

cr2

Speed 40 (8 squares)
Melee horn +5 (1441)
Base Atk +3; Grp —1
Spell-Like Abilities (CL 5th)
3/day—cure light wounds
day —cure moderate wound greater teleport (within
forest only), neutralize poison (touch only, DC 17)

‘Abilities Str 10, Dex 17, Con 21,

SAalicorn

SQ darkvision 60 ft, low-light vision, magic cree

against evil scent, spell abilities

Feats Alertness, Skill Focus (Survival)

Skills Jump +9, Listen +6, Move Silently 47, Spot +6,
Survival 47

“ACA, touch 14, flat-footed 15 (+1 size, +3 Dex,
+4 natural)
> 31 6 HD)
charm, compulsion, poison

licor (Su) Unis horn is treated as a +1 magic
‘weapon. This power fades if tis removed from Uni

The Adventure Begins

The adventure begins ith he PCS having ve up
into the Great Glaciers They've jst struck camp ate
spending a ly night in a mountain cave, but they
dr nove what odo because Dungeon Master hast
in them yt

ou Kk ti the chilly cave yl il a ur
nesting. rion of age cy peaks Dack co and

ou rta farther up theta that le vou this av

owl suey end pin

id o ar Yur abe 0
¿ive up hope bt you um aroun ara se Dungeon Maser
Sting by his han!

“Good meming You have done el to aes sce
Trevi me jt to inte way back your hares
Kinny that yeu ited within Send Mountain pl ok
andice that is eth extrardriy shaw and long Your rol
is on the ther sid

att me ope Like the wey
thay dhe nat ad he an
ars oh tha rae en

read warm

hot vet
the fo

a Vu
flo ge
‘Once pu have und yu way throug the mnt fo
the thers you will stand upon ane af the Geen Glacier
and her the ivi the ie wll se you dhe wy rast

roach the glacier before the sun sets. or this way her be
this path? ou stand upon Nata
o, and muy ae he es tt wl pa aby

à ras of old vil iin the
ly lok to sev where the winds

wha thee as rating but ei rk
ly a moment aa Beyond the dora Hs à ced stone hall
tht ead ff in rk hen yeu Tok ak

tsk Dur Master about es alr grt

Allow the players to make any preparations they wan
before entering the tunnel. If they think about climbing
Sword Mountain or trying to go around it remind them,
hata blizzard is coming and that it would be impos
ble for them to arrive on the glacier before sundown,
The tunnel 10 feet wide, 10 fet tall and carved
smooth except where periodic carvings depict dwarves
Stall tations going about their daily ves. The carvings
are unremarkable except that when the dwarves are
Showin working at forges, whichis quite common, they
Seem to be pling item of ce out of them rather than
metal tools and weapons. The tunnel goes for nearly half
3 mie, seeming to rise slightly ast goes before
‘Area 1: A Cold Welcome

Area 1: A Cold Welcome
(EL 9, or 10 with the spectre)

The tunnels w
a tribe of

once ruled by the frost dwarves, but

sand
their own
decades ag

the fost
à giant, named

Yragmul, defeated the king ofthe frost dwarves and
broke his mi

destruction, the frost dwarves became normal

ht eft them,

the rooms of Area 1, one
ofthe two dwarves th ready gone to alert the
bres, having heard the PCS approach down the long,
annel. The 4, Dorrin, talks to the PCS, hop:
ing to better understand what new threat has invad

sd their home

sic crown in two. With the cronen's

‘dwarves, and the spirit toi
When the PCs come n

Entry 5

om the darkness ahead ul
€ Who dire
tani you icky yourselves

Who Yoga nan

Ifthe PCs attack, begin the encounter described
below. Ifthe PCS talk to Dorin, he is suspicious and
Unfriendly. The PCs have a couple minutes to talk to
Dorrin before the guards come. Ifthe PCs man
shift Dorrin’s attitude to indifferent he tells them
»v his people were enslaved and how they lost their
frost magic after thei king and queen were Killed
and the king's crown was broken. Dejectedly, he tells
them that without an heir apparent, even repairing,
je crovin will not return thelr frost magic to them. If
he tells the

o make Dorrin fie
and ogre guards are on their way, and

that Yragmul also has ice mephits and a winter wolf
in his employ. If the PCs promise to deteat Vragmul,
give them a 45 bonus on any Diplomacy check they
make with Dorrin. Making Dorrin helpful through
Diplomacy checks results in Dorrin warning the PCs
‘not to disturb the sorcophag in the nent room and in
im being willing to talk to the other dwarves and
convince them nat o ight the PCs or get in their way.

‘The Battle Begins

‘When the conversation with Dorrin is winding down,
rif the PCs attacked Dorrin, have them make a DC
14 Listen check to hear the approaching guards
‘Those participating in the conversation with Dorrin
take a 5 penalty for being distracted. Those who suc-
«ceed aren't surprised when the ores enter from Entry
1 (as marked on the map).

Surprise Round: During the surprise round, posi-
tion si ores (Monster Manual page 203) as shown on
the encounter map. Roll initiative for the ors, and
have the players who made ther Listen checks roll
initiative.

‘st Full Round: Six more ores enter the area from
Entry 2, and another sx ores enter fom Entry 3. All
take their ations as though they started just of the
map. Ihe PCs talked to Dorin, he runs for Entry 5
‘The monsters do not impede him.

nd Full Round: Two ogres (Monster Manual page
199) arrive entering from Entry 4 and Entry 5

rá Fall Round: Ivo more ogres arrive from Entry
and Entry 5 and six more oes come from Entry L

‘th Full Round: Gorz, the ogre captain (an ogre
Atb-lvel barbarian, Monster Manual page 199), enters
from Entry 5 and shouts at Ihe PCs, speaking in
Giant,“ Gore, captain of guard, forth in command.
You diet Here! Now!" If the PCs fought Dorin rather
than talking to him, six dwarves (Maser Manual page
91) follow Gore ino ght the PCS

| Monster Roster (Area 1)

24 ores (Monster Manual page 203)

Cope cpu ogre sir! ara

ot 0 arbarian,
ana page 19)

ves (Monster Manual page 91)

(Monster Manual page 232)

Terrain Features
In addition to the monsters, elements of the map
offer challenges tothe PCs.
Mushrooms: Squares with mushrooms are considered
th (Dung Mask Guidepage 5.
ad Squares The ed squares sat with
blood are blood rock. creature that stands on a
square of blood rock and threatens critical hit auto-
‘matically confirms.
Rubble: Squares with rubble are considered dense
rubble (Dungeon Masters Guide page 90)
>

er
13

Sarcophagi: A character that touches orattacks a
sarcphagu ncloding wth EN
Ce a dwar spect ons Man pa 32 lo
ste rm ela to tal fending RC Tin
pete

Fons va ae nd
sidered an ice sheet (Dingen Mas Guidepage 91),

After the Battle
When the battles finished, darves ru
Aliectons and cheer the PCs. Dorin
“dwarf it Dorrin was killed) encourages
Serie on rg Ene He pa
angermus foes lle ahead.
and third in command, Dur a Joss. Te dwar
have never seen Dur or Joss because the dwarves
Rep in the tunnels near the mines bul they a
heard that Durand Joss ae terible gants of
tind. The dwarf tells the PCs that Durand Joss supo
poney liven an ic ever just before Ihe eit from
the mountain Between here and there ie several
tiles of tunnels, and if the PCs want to get ut the
ther side ofthe mountain before sundown they
Should huy

“To help them on their way, the dwarves giveth
PCs a rough map and directions that will ea th
tothe ie eave If the PCs would prefer to look
Around their surroundings a bi, thas okay
‘ear the mines and Iving quarters ft

cheers of encouragement and wishes of o
“and they smile for the fest ime in years

travel lng distance trough the all

reach Area 2.

Treasure
Gore wielded a +1 gretluband wore both +1
armor and a ring of protection +1. The dwarves, o
“and normal ogres possess nothing more than m
¿dame tools and some nonmagical weapons a
armor. Even the sarcophag are devoid of trea

#

2: A Door With No Key (EL 9)
his encounter the PCs confront an unexpected
ment to their path home Venger’ handiwork,
he FCs can figure ut the way if they remember
Master's advice

en flavin the ese mpfr wht se he
our sing dom ln tunnels and hgh ad lls
all in ser adn ay plas vali ty rs
mess fur a camer and re upon a Kane nt
“ble the nano ps The pth yaesu lo
Ira rs gh Rey ah anda by os
“us af placer Fats Within he ach isa glowing eng
ie Ach which yeu can see aan with fountain.

%
Set wp the mo Bt do not place any of
: "ote pays pac tar Pe
6 make a OC 2 Knowledge arcana)
No understand that the glowing Energy bar
lac toa mall facespl et fal, the PCS
outwith some ivan at al

They are hoped like small people but with,
¡bis mack entry ol: Tey spot you

among them speaks, “Hey, one not sup-
her! Wait a minute. Ve the ones Vege fol
bout Rime fy hack and tl Yragmal what

One ofthe ethers apparent the one call Rim:
What Go al the way hack? Isa long

of, te tall nc call after m “And tell hat Big

do uy upt Were pe true ere”

the tll ane turns fuck to you. “Hella he says

in evil grin "My name is Toft. This here is Tice

Rama. I thought we should et pain as you're
to bere à while

Allow the PCs to converse with To
tells the PCs that the energy barrier was ce
py Venger to help contain the dwarves. The

phitplefully describes how there’ a password
‘allows you to passthrough it but hell never tell
ie PCs. The mephit can't be intimidated bythe PCS
etatked ht giving up the password. I they try to
(using the Blu skit) he tes them a fake

ee

eof Ifthe PCS have a

captive from their earlier fight such as an ore the ore
‘would rather die than give up the password. Tice and
Rema seem nervous and fidgety, but they won't talk
to the PCs and scem litle frightened of them. They |
Keep fitting over to the passage they came down lo
see ifthe big chicken”is getting close.

Getting Past the Energy Barrier
The heroes can get through the energy barrier. All
they need toda is remember Dungeon Masters last
‘words to them:*Not all doors have hinges, and many
are the locks that will open to no key."To bri
the energy barrier, the PCs need to destroy the key"
stone ofthe acch in which the force field sis. the
players need help remembering what Dungeon
Master said and figuring it out, have them make
Intelligence checks, revealing the information for the
et success and from lower DCS:
‘DC 10 or below: Dungeon Master said something,
about doors without hinges before he lft.

‘DC 15: Dungeon Master said something about
doors before he lef" Not all doors have hinges and
‘many are the locks that will open to no key

‘DC 20: The highest stone in the arch i called a
keystone, 1 the last stone put in place when build-
ingan arch, and if removed, Ihe arch wil often crumble.

“The arehway's Keystone has a hardness of 8 and 30
hit points. The PCS cam attempt to destroy it with
attacks, or they can try o prvi lose with a DC 25
Strength check. To so they'l need tobe able to reach
the keystone, which i 10 fet up the wall Standing
on one ofthe displacer beast statues works, and so
‘does one ofthe characters lifting Bobby.

The Battle Begins
When the keystone is removed or destroyed: the
energy barrier vanishes im a fash of sparks that rains
{down on the displacer beast statues. The ice mephits
Shrek in shock and the two displacr beast statues
ame to ie i the PCs haven’ already destroyed
them) Have the PCs ol initiative, and then rll ini
tative forthe three ice mephits (Monster Manual page
182) and two displacer beasts (Monster Maul page
64). Theres no surprise round. The ice mephi (MJ
and displacr beasts (D) start the ight atthe loca
tins noted on the map, oF the neatet unoccupied
‘squares. Three rounds into the fight the big chicken”
8 rounds the comer int the room fom the passage
the ce mephi used 1s a wyvern (Monte Manual
pa na reap 0 2

After the Battle

ai mbat the PCs can continue 1 follow the

in pursuit of Rime. R

much

frantic flight through the tunnels lea

fon the walls and ceiling as he scrami

master, This make

the PCS can make up
he energy barrier. The PCs don't enc
n the way be

ing their way
the time they

jere

PCs Start

Fountain: The fountain inthe room runs with coo
an drink after their fg
ins. À PC doing so or oth

can water that the P

crwise investigating the fountain spies the treasure

atain ies a ring of enter falling,

E) Ice Mephits
¡O Displacer Beasts|

O wyvem

INI

a 3: On Thin Ice (EL 9)
this encounter, the PCs confront Yragmul' second
“and third-in-command, the etin Dur and Joss. (Dur is
‘name of one ofthe etin’s heads; Joss is the name
of the other.) As the PCs approach this cavern, they
n easily hear Dur and Joss shouting commands at
other monsters.

Seti cep rat ting fom i he The
stig ena woy that eds yo toe purs
Ci met bins large me Ju o cold
ch ra aby yous Arig he mp ye
dee othe ie eave Mat tet othe aca!

SR yo ey mov fran the sing ns

stint hry out
ra dos Hoy pt”
he ee and we ave be sys
ey à

ore poner se necessary. À Cooking
othe room ses the followin

30a cap ri To great pillars fice rise to
containing some lange creature that has

oli. In the opposite comer af the cavern, vou

ook ke sunlight filtering through a cave I

I wear hal an ice rom om one hand and

Deir cher hed sii de at es

In this encounter, the heroes do battle with an etin
(E), three ice mephits (M), and 16 ores (O) The ettin
(Monster Manual page 259) waits o see what the PCs
do, hoping to block their path and draw them into
elec on the ice bridges. The three ice
foster Manual page 182) hover out of reach over the
juares, using frst their magic missiles then their
metal spells, and finally their breath weapons
closing into melee. Half ofthe orcs (Monster
ual page 203) rush toward the heroes 10 eng
‘melee combat while the rest take cover and

| Monster Roster (Area 3)

| 160105 (Monster Manual page

| 3 ice mephits (Monster Manual page 182)
Dur and Joss, etin (Monster

Ending the Battle
Once the bates over, the PCs can Lave Sword
‘Mountain to confront Vga. hey leave before combat
À finished they havea rough ime of Because thelr
bes follow them ot. Hopefully Ihe PCs take a moment
to recuperate Before Levin the ic cave Vragmuland
{he last fis servants have an ambush planned for the
sand they ack a soon asthe PCS Jet out on the
glacier. I the PCs hang around in the ice cavern allow
them tine neal hemes and make ther prepara,
Bas acom as hey are finished, they hear Ne harpyS
{all and the next encounter in Area begins.

Terrain Features.
“The following terran features are present i this
encounter ’

Difficult Terrain: Squares marked with a white
tcangle are dificult to move through. It costs one
sta square of movement to enter a dificult square.
in addition, Move ienty and Tumble checks sufer
3-3 penalty in such squares.

ce Bridges The ice bridges (areas withthe white
squiggly marks in the middle) are extraordinarily
slippery tcosts2 squares of movement to enter an
ice Bridge square, and the DC of Balance and Tumble
Checks thee increases by 5, A DC 15 Balance check is
required to run or charge across the ie bridge.
Failure by dor less means the character cam stil act
bout can run or charge this round. Fallre by 5409
results in the characte falling prone. Failure by 10 oF
more results the character sipping of the bridge. A
“reature slipping of the bridge can make a DC 13
een save o grab the side

À creature tht end is move on a square of ce
bridge must succeed on a DC 10 Balance check or al
prone Failure by 5 or more results in the character slip-
Ping the bridge. Bobby fe ofthe intends
make him immune tothe slippery effect ofthe bridges.

"A square of ce bridge has 30 hitpoints and collapses

othe rift deat that much damage. square in à
line across the bridge are destroyed the whole bridge
collapses. A creature in à collapsing square allowed à
DC 15 Reilex save to jump to an adjacent unoccupied
‘fe square, Note hat Bobby earth remo attack
Sutomatially destroys ice bridge square affected by
the line and Presto Alls and wal of Brehave a
ood chance to destroy squares of bridge: —

Rifts The it is 30 feet deep, and any creature that
falls in takes 36 points of damage unless can
somehow sow is fall Climbing out of the rit
requires a DC25 Climb chuck

Tee Plas Two 1-oot-ihick pillars of ce stand in
{he cavern. Upon close examination, they appear o
have demons frozen within them. Each has no hardness
and can take 180 hi points of damage before sping
and collapsing. Should this happen toa pillar. it frees

ous dwarf, not a demon, The dwarves in

PCs Enter Here

a

Area 4: Against the Giant (EL 10)
‘The frost giant Yragmul and his minions await the
PCs outside on the glacier, having seta trap for them,
‘Yragmul’s plan is for the harpy to call them out, and
then to create an avalanche to crush them. Then the
monsters hope to pick off any survivors

“This encounter begins in Area 3, butt should
swiftly move out onto the glacier and Area 4. While
the PCs are in Area 3 after the fight read or para-
phrase the following read-aloud text I the PCS
Secide to run out onto the glacier during the fightin
‘Area 3, modify the encounter accordingly.

Sucka you hear a ecu, words so o
‘uid he ea ls to mine with Ihe wa sur
Tbe coming through te cave ct Is sour ds you with
BESSER net and sty, bl also ong

Have everyone make a DC 16 Will save. Those who
failare compelled by the harpys captivating song to
move out of the cave and toward her, Outsido the
‘winter wolf) is out of view behind a crest of
sul (Y) stands out of sight behind the rns

ower The harpy (His alo hidden, being
Beyond the eave attached tothe tower. The winter
sal and Vragmul have made à save a
Harpy song already and thas are not

ad or paraphrase the followin
wen the PCs step out onto the placer:

The sunlight on the snow is Winding after the darkness of
te caves Put as vou qui nto i sou can make out à
ine tower bul ans the ideo 9 age rok some
1 trust up through the glace Te tac pon a sll

PCs Enter Here

plateau in» eld of row and stone The ong you hear
Cem to coming rom à cave entrance inthe hg rok.

‘The Battle Begins
On their initiatives, Yragmal and his minions do the
following thins

The harpy (Monster Manual page 151) moves,
through the tower to see i anyone is captivated. She
continues to sing if they are, and she moves up lo
Stack f that’s not the ease

“The winter wolf (Monster Manual page 256) moves.
to catch as many foes ints breath weapon as possi-
ble thereafter making melee atacks unt cam
breathe cold again

Yragmul (Monster Manual page 122) remains on
the plateau, taking cover behind the tower His frst
Action isto hurl a boülder far above the PCs’ heads
This causes an avalanche that collapses the cave
entrance and affect the arca within 1 feet ofthe

france ike an icestrm spell. Allow any PC

Sil inside the cave to make a DC 10 Reflex save fo
dive prone outside the cave and thus
the Hight The Olukes rien:
[fon shidlcon protect the PCs from the
Sind allow them to ext the collapsing cave
Thereafter, Vragmul hurls boulders atthe

nger
doesn't appear “Beneath he Blade of Sword
in uti yor he to comia Ihe Hs entre
“Real, you can use his statistics presented
Als ifthe PCs are having am ey time with
might also consider having Venger make
rn dy nin tine hee
at went to warn Vragmul and then Venger
couple loewe spell and tn sends
¡before laughing a the PCS efforts and
nas He shold cont the PCS more deca
they are ye powerful enough to defeat him wäh
Dragos Graveyard.
is Venger his rates mistake
th mysterious meaning because
and former student Venger once
thal was long ago before Venger
ih he force of evi hat tumed him
Jos what or who that initial
remains unknown tall ut Venger, Dungeon
Karina, Vengers twin sister. Like Dungeon
over thousand year cl and dering
led many ofthe Heros that Dungeon
to oppose hin. Only Hank, Eric Diana,
ay and Uni have managed man

AN
De E e cp rro Ue
Marna poe 19) as his moun and Shadow Demon ar
opposes Dungeon Master andthe Kids

MER la pala possesion of thee

"With then Venger hopes to defeat

cra

BE Habe mani secta frdirages
NE Medium outsider (

une poison
acid, cold electricity, ire 10; SR28
+15, Ref +13, Wil +16

peed 30 ft (6 squares) ly 30 Mt (averag
‘laws +12/+12 (1d6+) and bite +7
ged arcane fire +15 ranged touch (5d6 +1
vel of spell used)
Atk +8; Grp +12
cial Actions arcane reach, Empower SJ
of elements, mastery of shaping,
Gear sido ore demental em re),

amené pan tun

Sorcerer Spells Known (Cl. 19th): #
‘th (2/day)—imprisonment
Sth (Gay) OM tint sphere (DC 28),
polar ra (16 ranged touch)
‘th (6/day)—contrl unidad (DC 27), delay ast
‘reall (DC 27), lite wish
{6th (6fday)--chain lightning (DC 26), es to stone
(DC 24, Oil's sing sphere (DC 26)
5th 6/day)—cone of eld (DC 25), symbol
(DC 25) telekinesis (DC 22) wall of force
Ath (7/day)—animate dnd bestow curse(DC 2),
polymexph, wall of ce(DC 23)
Sr (day) cp gc déplacement ful
hold pen (DC20)
2nd (Way) no, false lie scorching ray (+16
‘ranged touch), touch ida (12 touch, web(DC21)
1st (lday)—expeetious retreat magic missile, price
tion from good ray of enfeblement (+16 range
touch), shield
0 (day) —areane qu, detect mae ghost sound(DC
16), light mage hand open/cese ead magi sist

nce o of fatigue (+12 touch DC 16) >
Srl Abies (CL 1e
pan (12 touch DC 29) abel au

Ta Maybe (DCS, ami ds
hai ving (DC 27, sara mem

lies Se Dex Con In 18 Wi Cha 24

SA arcane fire, mastery of elements, mastery of shap-
ing, spelike abilities spell power,

SQ darttsion 60 ft, DR lülmagie resistance to ack
cold electricity and fre 1, SR 28

Feats Empower Spell Great Fortitude, fron Wil,
Lightning Reflexes, Skil Focus (Spellerat), Spell
Focus (Evocation), Spell Focus (Neeromancy),
Weapon Focus (ry

Skills Blut $23, Concentration +27, Diplomacy 49,
Disguise +7 (9 ating), Intimidate 418, Knowledge
(arcana) +22 Knowledge (history) #17, Knowledge
{the planes) +13, Listen +7, Spellrat 25, Spot +12,

eval +2 (4 on other planes)

Possessions combat gear lus amulet of health +6,

Trac ot armer + cape ofthe monte

“Arcane Fire (Su) Venger can expend a spell to create
bolt of arcane energy and hur! i up 1 600 feet The
bolt is a ranged touch attack (+15 ranged touch)
“and causes 306 points of damage plus 1d6 points
‘of damage per level of the spell used to create the
‘fect. This ability cost Venger a Sth-level spell stot

‘Arcane Reach (Su) Venger can cast any touch spell as
3 ranged touch spell (+15 ranged touch) at a target
‘vith 30 feet This ability costVenger a 7th-level =
Spall slot.

‘of Elements Venger can alter the energy type
‘of any spell that he casts that causes acid, cold,
‘slectrieiy ie, or sonic damage, choosing a dir
ent type of energy damage. This ability cost Venger
a Sth-evel spell lot.

Mastery of Shaping Venger can alter a burst, cone,
“lider emanation, or spread ates of any spel Ne
Cast, leaving spaces within thatthe spell does not
alc This abit cost Venger eel pel dot

Spl Power Vengués five este eis +
than norma This aby cont Venger

adow Demon

serve Venger as spy, servant and
command, Shadow Demon is ina loyal
fea but also ive to tremendous admiration
power This awe of Venger is supposed
caused Shadow Demon to seek him out. At ist
as sus shadow Demon suspecting

ee ete calc to ore
e ability damage, energy drin, death

Will +10,

0 (8 squares) (perfec)

aves #17/417 melee touch (16 vil)
10; Grp +17 (sce fesh-ripping claws)

darkness enhancement, Improved Grab

ed grab, pounce, rake, spell-lke abilities,
rien 6 immune corporeal ats
ght powerlessness outsider traits

Feats Flyby Attack Great Fortitude, Improved
Initiative, Lightning Reeves

Skills Blut +18, Concentration +13, Hide +30,
Intimidate +18, Knowledge (arcana) +13, Listen +16,
“Move Silently +20, Spot +16

Darkness Enhancement (Ex) When in total darkness,
Shadow Demon gain a 4 enhancement bonus fo AC
anda 4 enhancement bonus an ak lls damage
De cers Me 9d ly desa y
Flesh-Ripping Claws (Su) When Shadow Demon's.
laws touch es, they become corporal and can
sand pple opinen whe ing
Simon Thee ack are made as touch at
Corpore fos can only atempl to escape a grapple
they ant deal damage or pin Shadow Demain a
ee

Improved Grab (Bs) 1 Shadow Demon hits with both
‘lows he can sar a grapple a fee action Without
provoking an aack of opportunity e wins the
Frapple check he estables ld and an aks.
tight Powerlesenes Ex) Wihin bright ight Shadow
Demon tes a penal to AC and a penalty on
ack roll, damage roll saving tow, il check,
and ability checks. À
Pounce (Es 1 Shadow Demon charges he can make

a full attack including two rake attacks.
Rake (Ex) Attack bonus +17 melee, 246 vil.
Vile Damage (Ex) The damage from Shadow Demon's

«laws and rake can only be healed by magic cast
within the area of à consrateor hallow spell.

Damning Darkness
Evocation (Darkness, Evil]

Teal Che nor 4
Components Y MIDE

Casting Time: standard ation
Fang Touch

Target Object touched 3
Duration: 10 minites/evel

Light des and in the darkness evil boos.

‘This spell works like darknes (Players Handbook
page 217) except that those within its area alo take
damage, Good-aligned creatures take 246 points of
‘damage per round while inthe spell area, and
‘creatures that are neither good nor evil take 146
points of damage per round.

Damning darkness counters or dispels any light
spell of equal or lower level.

“Arcane Material Component: A dollop of pitt
a tiny needle hidden inside it

th

Ged,

e

RAT 7
ser)

ro El

» >»;

=
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=
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man (Y
EUA Ey

==

THE ANIMATED SERIES HANDBOOK
IS 30 PAGES OF OFFICIAL
CHARACTER PROFILES WITH FULL
STATS, MAGIC ITEMS AND A BRAND
NEW ADVENTURE.

THE ADVENTURE IS A PRELUDE
TO THE EPISODE "THE DRAGON'S
GRAVEYARD" AND IS DESIGNED

TO BRIDGE THE GAP BETWEEN
THE GAME AND THE ANIMATED
‘TELEVISION SERIES.