BWC-7 Test of Mettle
BWC-7 Test of Mettle
Hold the outpost. That one bridge... that one corridor. Hold it at all costs. What little remains of the Blackwheel special
operatives forces are airdropped in on a dragonshard export depot. It will be up to a small group of elite Blackwheel
operatives to rally the remaining guard of Annex and repel the attackers until House Deneith forces can arrive. Optimized
for 7th-level characters.
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, and Peter Adkison.
Sources: Fiendish Codex I: Hordes of the Abyss [Ed Stark, James Jacob and Erik Mona], Fiendish Codex II: Tyrants of the Nine Hells [Robin Laws and Robert Schwalb], Monster Manual IV [Gwendolyn
kestrel], Magic Item Compendium [Andy Collins, Mike Mearls, Stephen Schubert, Eytan Bernstein, Frank Brunner, John Snead and Owen K.C. Stephens], Spell Compendium [Matthew Sernett, Jeff Grubb
and Mike McArtor], Races of Stone [Jesse Decker, Michelle Lyons and David Noonan], Monster Manual III, Complete Arcane [Richard Baker], Player’s Handbook II [David Noonan], Complete Adventurer
[Jesse Decker]
®
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Open Gaming License and the d20 SYSTEM License, please visit www.wizards.com/d20. This product uses material from the v.3.5 revision. This is an official RPGA play document. To find out more
about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga.
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The Company does not know that the Cabal has found a hidden Siberys Summoning Shard in a cave nearby
Annex. From there, the Cabal is launching its assault on Annex. Rarely-seen creatures from the plane of
Shavarath the Battleground are pouring through the shard at the command of the Cabal operation leader,
Aidacra.
After the first assault on Annex, the PCs are called in to help on this operation vital to the survival of the
Company.
Adventure Synopsis
While enjoying a game of three-dragon ante, the PCs are interrupted by a familiar face, Sergeant Skyne Tragar.
The sergeant tells the PCs about the secret dragonshard outpost of Annex under attack by Cabal forces. Their
mission is to hold the outpost until reinforcements arrive.
Before they leave, the PCs are sent to the Arclight division to receive special items to help them accomplish their
mission.
Due to the loss of two airships, the Company is forced to charter a merchant vessel, the Ka-Ching to transport
the PCs to the combat zone around Annex. General Ogdin orders the PCs to destroy the merchant vessel after
the drop to preserve the secret location of Annex. The PCs face a moral dilemma in following this order to take
innocent lives.
The PCs drop into the battle at the pivotal moment when the Cabal battering-ram unit smashes into the outpost’s
main gate under cover of demonic artillery. The defenders are pinned down and unable to defend against the
battering ram brigade unless the PCs can take out Captain Kazoo and his crack Cabal artillery unit.
Once the PCs defeat Captain Kazoo, they are welcomed into the outpost for a well-deserved rest. Unfortunately,
the Cabal sends their tactical strike force against the PCs while they sleep to strike at the heart of the outpost’s
best forces. The PCs are abducted by the bar’glura and taken to the prisoner area of the Cabal encampment.
While here, the PCs learn of the secret of the Cabal siege force - a man-sized Khyber dragonshard has risen from
the depths of Xen’drik. These dragonshards are the focus of the summoning.
Armed with this new information and after completing their rest to regain their spells, the PCs assault the secret
Cabal summoning chambers.
After they deal with the caves’ guardians and disrupt one of the summoning rituals, it looks like it will be the PCs
last stand just outside Annex. But help suddenly arrives.
If the PCs did not destroy the Ka-Ching, Captain Loo and his crew rescue the PCs. Otherwise, Sergeant Kren
blazes a path back to the outpost for the PCs to retreat. Sergeant Kren falls covering the PCs retreat.
Though the PCs are back inside the outpost, the relentless Cabal forces continue to hammer away at
the gates and walls. The gate collapses and the stream of Cabal forces pour into the outpost. Just when
all seems lost, Lt. General Pilgrim and his forces arrive to beat back the Cabal forces and Annex is saved
thanks largely to the efforts of the PCs holding the line until help arrives.
Troubleshooting
Artwork: There is a section at the end with all the creature artwork (DM’s Aid 1). Cut out the pictures individually
to prepare to show them to the PCs. Once the PCs spot the creatures, show them the picture.
Matching PC to Arclight Gear: Make sure you get a chance to look at each character sheet, so you can match
the gear with the PC. More than one PC can get each item, but it needs to make sense what they get. There are
two items that can only be given once, the I Scry and Little Man. See DM’s Aid 2.
Bar’lgura Abduction: When the party gets split up by the bar’gluras and don’t know where their party members
have been taken, remind them of the I Scry device that have been given. Once the PCs decide to leave the inn in
search of their missing teammates, it takes them two rounds to get there.
Adventure Secret: In this particular adventure you can choose to award one of two adventure secrets at your
discretion:
Adventure Start
The adventure begins in the Scorpion’s Sting Tavern, a frequent hangout of hires during down time.
The silhouette cast across the floor is unmistakable, and the shadow itself seems to seethe. Sgt. Skyne
Tragar hasn't graced your platoon with her presence in over two days. Glancing murderously around the
bar, her thick canine shoulders heave with each breath. The place goes dead silent. You swear the world
itself stopped turning for a moment in hopes of abating her fury. As her gaze settles on your table, she
stalks forward.
Reaching your platoon's small cramped table, she leans over, glaring at each of you one by one. She
snaps up the nearest pint of ale, drains it in a single pull then smashes the wooden cup into splinters
across the table.
Sense Motive DC 18: You've seen this look on Sgt. Tragar before-this isn't the motivational anger of her
Sgt. Persona-this is personal. She looks more frightened than angry, though only someone who had
worked closely with her would be able to pick it up.
"Seventeen. SEVENTEEN,” her harsh growling words echo in the silent tavern. She spins on her heels,
eyes darting about the bar.
With that, every single soul in the bar, including the barkeep and the serving maid, makes a dragon's
track toward the exit. She quickly spins back to your table as you rise.
She hunkers over the table and produces a red cloth from beneath her thick leather tunic. With surprising
tenderness, she unwraps the cloth and sets it on the table. Nearly two-dozen tiny pins sit in what you now
realize is blood-soaked fabric. Each has a tiny, stylized black wheel with small spokes on them.
"Seventeen hires died today. All Six Paths… Not a one of them had accumulated enough time to earn
resurrection insurance from the Company. All Mark's Men or younger with one newly promoted Field
Sergeant."
She looks shocked, as if still unable to believe it herself. In a rare display of emotion, she staggers back
for a moment, her knees nearly buckling as she braces her back against the bar top. Steadying herself
with her hands, she continues.
"The ship had just unloaded a cargo of dragonshards and was preparing to take five platoons into a
combat zone. Some sort of force device ripped apart the Seregon II just as the troops were getting their
gear stowed away. There was no fire, but the force of the blast alone killed many of the hires, the
splintering shrapnel took care of the rest."
"We already know who is responsible. Captain Orodreth and his drop officer managed to fight off an
assassination attempt by Cabal operatives."
"That was the good news," she says humorlessly as she drains another tankard of ale.
"The attack was just the beginning. Their eyes were on a much bigger prize. The Six Paths platoons were
being sent into the hidden port of Annex along the coast near Tempest's Spine volcano."
"You've probably never heard of Annex. It’s one of the most profitable dragonshard mining operations in
all of Xen'drik. Sixty percent of the dragonshards that go to the Dragonmarked Houses come through
Annex. It’s one of our best kept secrets… until now."
"We received word by sending stone that Annex had come under attack by strange creatures welling up
from the ground. We initially thought it was random. Annex is not without considerable defenses so the
first attacks were repelled with minimal cost. But more attacks followed. It has persisted for a week now,
and this morning we lost all contact with the outpost. Their sending stone is not responding. “
"Based on interrogation of Cabal operatives, we believe that the airship sabotage was meant to cripple
our ability to respond to the situation at Annex. They know the Glory Road is on a job and that we're
stretched as thin as parchment at this point. They mean to seize and plunder the largest and most
valuable dragonshard stockpile in the world. A loss of this magnitude would bankrupt the Company,
particularly as we're now out two airships."
"We alerted the Houses to the situation, but Deneith can't get any guards together because of the
‘dragon’ incident that hit Stormreach a few weeks ago. We are it. Or I should say, you are. They asked us
"What Blackwheel and Deneith reserves we have left on Kaeperian Island will be departing immediately
by wind galleon for Annex. They'll be lead by our best field commander, Lt. General Pilgrim. But it's going
to take them 48 hours to get there. You have one job: Hold the outpost until that ship arrives. She'll be
carrying enough Cannith firepower to level Cyre a second time, but we've got to buy them the time to get
there. I don't care if the Traveler himself shows up to claim those dragonshards—you tell him the
Company will cut him a 5% reduction in cost, but if he lays a divine finger on those shards, you will send
him straight back to Dolurrth. Hold that outpost!"
"If any of you planned on living forever…well, better change your plans. If you have next of kin, notify
them now. You have been offered posthumous promotions if you fall on duty during this mission. Your
families will be taken care of. Due to the loss of the two airships and the immediate nature of this
mission, we had to charter a private airship, the Ka-Ching. The captain has no experience with combat
jumps, and there is no drop officer or air-to-ground navigation officer aboard. They're a merchant ship—
fast, but green. You will be in command of the ship from the moment you lift off. If the captain gives you
any trouble, kill someone until he changes his mind."
"One more thing…" She looks grimly at the floor, shaking her mane. The fur on her neck and shoulders
bristle, rising along with the tone in her voice.
”General Ogdin feels that we cannot afford to let anyone else know about this. We cannot risk revealing
the location of Annex to outsiders. You'll be given a device from the boys in Arclight. Activate it 5 minutes
before the drop."
“Touch your rank insignia to activate it.” She glances down at the pile of insignias on the table, her fist
tightening into a clawed ball.
"We have seventeen lives to avenge. Seventeen of your brothers, just today, that had their lives snuffed
out by the Cabal. Send them a message that they will never forget.“
A young, pimple-faced man with thick goggles comes forward to greet you. He’s got a high, whiney voice.
“Welcome, hires. My name is Hershey. You guys must be going on some hot mission to get our most
cutting-edge equipment. I wish I could go out, but…” He rubs his protruding belly and scratches a zit on
his forehead. “Oh, well.”
The Arclight division is unlike anything you have seen. Station after station containing other company
men in white lab robes involved in all sort of experiments. Potions bubbling over vials. Smoke rising from
weird electrical explosions. It looks like a mad artificer’s laboratory gone large-scale.
As you are taking it in, Hershey snaps you back to why you are here.
Hershey struggles with the weight of the sword. It is obvious his talents do not lie in the physical arena.
Nessy, his assistant goes back to the ice locker in the back and brings some sort of frozen demon leg.
“Here is a demon leg brought back by other hires during a mission a while back. Here <fighter PC’s
name>, use your sword (or primary weapon) to strike the leg as I can’t even lift the thing.”
Hershey then straps the capsule on the base of the sword near the hilt and explains how you break the
capsule in combat. He motions for you to try it.
When you swing and activate the capsule, a black liquid seeps out of the capsule to envelope the sword
in a black mist of shadows. This time your sword slices through the demon leg like butter.
“We haven’t been able to make it last very long. So make it count. Here.“
(Game Mechanic – It takes a swift action to activate the shadow striking liquid that makes your weapon the
alignment and/or material to bypass an enemies DR. It lasts for 5 rounds. It also works for unarmed strikes of a
monk. It can be given to more than one PC.)
“<Shifter or barbarian PC name>, you’re going to like this new braid we’ve developed.” He attaches a red
braid with a red bead to your hair. “Red’s my favorite color. I call this bead, Big Red. All that is required to
activate is to either shift or rage.”
When you activate it, you grow, but you’ve never been this big. 30 seconds later, you return to normal
size.
(Game Mechanic – You and all your equipment grows to Huge for the duration for your shift and/or rage. You
occupy a three by three square on the map. Your reach is 15’ or 30’ with a reach weapon. Your strength goes up
by +4. Your attack bonus and armor class drops by -2 due to size.)
“<Arcane casting PC’s name> this is for you. I call it the Wand Doughnut. Before I put it on this magic
missile wand, shoot Nessy with the wand.”
When you shoot him, all the missiles swirl around him and get sucked into his Blackwheel insignia
brooch.
“Boss, why do I have to be the one again?” asks Nessy. “Can’t you do it boss?”
“It is hard to find good help these days. No one wants to do the grunt work.”
“Nessy, get up. It doesn’t hurt,” Hershey says as Nessy slumps to the floor.
(Game Mechanic – Your magic missile wand goes through all SR and even suppresses the shield spell. The
doughnut is usable five times then it is no good. They are provided with one with 5 charges at 3rd level caster –
2d4+2.)
Hershey dons a white glove on one hand and revives Nessy as white glowing energy flows through his
hand and into Nessy’s wound, repairing the muscle damage and cauterizing the wound. Nessy gathers
himself and dusts off his blacked lab coat.
(Game Mechanic – It functions similar to a ring of mystic healing from the Magic Item Compendium p.126. It is
activated as a swift action. It has five charges per day. When casting a conjuration (healing) spell, you gain a +1
competence bonus to your caster level. It has 3 charges per day renewed at dawn. Expending 1 charge adds 2d6
points of healing. Expending 2 charges ads 3d6 points of healing. Expending 3 charges ads 4d6 points of
healing.)
Out comes a shell about twice the size of your fist. Hershey puts his four fingers in the big opening and
raises it to his mouth to blow and you hear the sound of an angelic herald’s horn as the shell lights up
through the dragonshard focus inside. Afterwards, he sings and you think that he would have sung
terribly with his whiney voice that he talks with, but it is actually an okay performance.
After you blow the shell, you give the best performance (or inspirational speech if the PC is a marshal)
ever.
(Game Mechanic – After you blow the Dragonshard conch shell as a swift action, you inspire courage bard ability
or minor aura increases by +1. It is usable once per day. It stacks with Inspirational Boost.)
“I have something for you <Rogue or any other class with sneak or skirmish ability>. Put on these bracers. It
will allow you to strike vital areas of creatures that you normally couldn’t.”
(Game Mechanic – It functions similar to Deathstrike Bracers from the Magic Item Compendium, p.93. When
activated with a swift action, it allows you to use melee weapons to deal extra damage from sneak or skirmish
attacks to constructs, elementals, oozes, plants, and undead as if they were not immune to such damage. This
effect does not allow you to overcome any other immunity or resistance to extra damage from sneak or skirmish
damage such as the fortification armor property. The ability functions three times per day.)
“You say ‘I scry with my little eye’ and a person’s name. One eye detaches and goes to that person. The
other eye projects a map with directions how to get there from where you are. After the map is drawn, it
shows a picture of what the person named is seeing.”
(Game mechanic: It takes one full round to complete and is usable once.)
(Game mechanic: They are least crystal of armor deflection (Magic Item Compendium, p. 24-25). The crystal
attaches to the armor or shield and gives a +2 bonus to AC on ranged attacks. You can only get one per PC.)
“And finally for my piece de resistance for this mission,” he says with a bow. He pulls out a little round
metallic ball and a special Blackwheel insignia from behind the counter.
Hershey shows you how it is activated with this special Blackwheel insignia that one of the PCs will wear.
“That little guy packs quite a bang. Just press the button here and make sure you get far away. It will go
off five minutes after activation. It only works at altitudes above 100 feet. Good luck on your mission. It is
our pleasure here at the Arclight division to serve our company men in the field.”
“I am Wing Chin, first mate of Ka-Ching. Welcome. The captain is anxious to meet you. This way”
Spot DC 15 - you see a small sailor who seems particularly adept at moving around the riggings. The sailor stops
to look at you as you board, then continues moving around the masts.
As you enter the captain’s quarters, fruits and pastries are laid out before you like you have never seen in
all of Xen’drik.
“Welcome, Blackwheel Company to the Ka-Ching. I am Captain Loo,” he says with a bow. “Please have a
seat.”
You see a regal looking man in his fifties. He is bald with a fu-Manchu mustache and almond-shaped eyes
with the dragonmark of House Lyrander.
Just after half the party introduces themselves, the doors to the captain’s chambers burst open. In comes the
small sailor you spotted among the sails as you entered.
“Sorry I’m late, Captain.“ Removing the hat, long tresses of black hair fall out and you notice this small
pirate is a teenage girl – beautiful, but obviously still a child, roughly around fifteen years old. She peels
off her sailor clothes to reveal a red and black cheongsam underneath. She pulls up a chair next to the
captain and sits down.
“Excuse my daughter’s manners. This is Libby. Her mother died giving birth to her,” he says looking at
her with the eyes of a doting father. “She was born on the ship and practically is one with the ship. She
knows as much as any of the other crew. Please continue with your introductions.”
The captain is very gracious and eager to hear about your tales about the Blackwheel Company. He realizes the
importance of your mission because he has been paid well, so he is eager to serve.
“Libby, why don’t you sing for them? She is a great singer. I always tell her that when she is of age she
needs to try out for Stormreach Star. I think she could win.”
She begins to sing. Not a more appropriate way to end a tea than with a song. Her voice is pure and
soothing like a bedtime lullaby.
When she is finished, the captain says, “Didn’t I tell you she was good? Well, why don’t I have her escort
you to your chambers? I know you need to rest before your drop. We should be arriving in a few hours.
When we get close, I will send Libby to get you. Anything you need, please don’t hesitate to ask.”
Libby will take a liking to one of the PCs and look up to them as an older brother. Play on the heartstrings of the
PCs. It needs to tear them apart to plant Little Man on the ship. Any reasonable plan will work. There should be
discussion by the PCs on whether to follow orders or not. Don’t let the adventure bog down because of this. If this
is at a timed event, give them a maximum of 15 minutes to hash this out. Once they decide what to do, move on
to part four.
DM’s Note: The best option is for the PCs to convince Captain Loo to join the Blackwheel Company. The
Diplomacy check for this is a DC 25. Give them a +2 circumstance modifier if they are well mannered and polite in
the tea ceremony. Another +2 if they help the crew with their duties. On the contrary, if they hit on his teenage
daughter, they get a -2 circumstance penalty. And another -2 if they were rude at the tea ceremony. Every PC
that speaks up and tries to convince the captain may aid.
Description
Captain Kazoo and his team are about 100’ away from the main entrance to Annex under a copse of trees that
provide cover. The captain’s personal bodyguard of rutterkin are currently surrounding him chanting “Kazoo,
Kazoo” while Sing-Song is leading the cadence with phrases such as “Who the best archer around?” Use your
imagination to come up with more cadences that the PCs will hear when they are on the ground.
Foes
Captain Kazoo: male arrow demon: 135 hp; Combat Statistics.
Whim, Dim and Lim: male rutterkins: 37 hp each; Combat Statistics.
Sing-Song: male half-orc bard 4: 30 hp; Combat Statistics.
Because the PCs are dropping into combat, roll initiative for the monsters and have the PCs do it as well. Have
them jump in initiative order. Have them roll their Will Saves once they jump, then they have the prerogative to act
in the first round of the jump.
The characters may only opt to take up to two standard actions during their brief decent. However, each action
they take gives them a -5 penalty to their MAAD-drop roll. Characters can choose to take these actions after
seeing the result of their roll, but before they land.
Though you have done these jumps many times, not many things in Eberron match the adrenaline rush. You take
your leap of faith off the airship and assume the tucked position to minimize the target for enemy artillery. Though
the battle rages all around you, an eerie feeling of peace envelopes you as you dive through the air. The peace
however is short-lived as you are snapped back to reality with the first wave of projectiles heading your way.
Griffon Wings
Characters who participated in the events of BWC-3 Marked Man or BWC-4 The Trouble with Pirates gain a +2
bonus to the Will Save for the MAAD-drop.
Few situations are as difficult as a Magic-Assisted Airship Drop. While risk must exist, it’s unrealistic to penalize
5% of players for rolling natural 1’s on the Will Save. Natural 1 rolls are not instantly fatal. Treat them as you
would any other roll of the d20 in this unique situation. Players may add an action point roll to this save. NPCs
may (and perhaps should) encourage PCs with negative Will Save modifiers to use magic or other means to help
augment or offset that weakness during the drop.
A DC 15 Tumble check successfully reduces any damage taken by 1d6 points. Casting a spell during freefall
requires a DC 20 Concentration check due to the extreme conditions unless otherwise noted.
To simulate the randomness of the landing pick up PCs minis (if plastic or use some proxy if metal) and drop
them from arms length above the center of the map.
RUTTERKIN LORE
Characters with rank in Knowledge (the planes) can learn more about Rutterkins. When a character makes a
successful skill check, the following lore is revealed, including the information from lower DCs.
DC-12 Rutterkins are deformed soldier demons and are among the least powerful tanar’ri.
DC-17 Rutterkins often fight with strange exotic weapons, such as snap-tong (a polearm that can grapple foes) or the tri-blade
(a large, sharp throwing wedge).
DC-22 A rutterkin has few spell-like abilities. The ability to summon other tanar’ri is its greater power.
Tactics
In the first round, Lim spots the PCs and informs Captain Kazoo about the elite force dropping in. That first round
Kazoo is providing cover for the platoon of Mane demons with the battering ram charging the main gate at Annex.
The mane demons are of no consequence in this battle. Once the artillery is occupied, the defenders easily
dispatch the battering ram unit. Sing-Song has already started to inspire courage. In the second round and
thereafter, Kazoo will focus all his attention on the PCs realizing they are the main threat. If he is reduced to less
than 20 hp and there is still a significant threat left, he will dimension door back 800 feet. Then he will attempt to
summon his brother, Captain Wazoo (35% chance of success). If successful, they both dimension door back to
the battlefield. If not, he goes back to the caves to regroup with the rest of the Cabal team.
In the first round, Sing-Song reads a scroll of sonic weapon for the captain’s bow. He does the same in the
second round for his other bow. Once the PCs land, he uses glitterdust on the PCs if he can get a two PCs in the
effect or if there is one particularly effective PC that effective PC is targeted. Then he goes back to singing. He
heals team demon as needed.
Whim and Dim will always use their tumble skill to try and flank. In the first round the PCs are on the ground, they
will engage any enemy they can both get to. Otherwise, they use their tri-blades then move to engage. Lim will
stay flying until he uses all his tri-blades. They will only attempt to grapple small-size enemies with their snap-
tong.
SING-SONG CR 4
Male Half-Orc Bard 4
hp 30 (4 HD)
NE Medium humanoid
Init +2 Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Common and Abyssal
AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14
Fort +4, Ref +6, Will +4; +2 vs. charm and fear
Speed 30 ft. (20 squares)
Melee mwk longsword +6 (1d8+2) or
Melee mwk longspear +6 (1d8+2)
Ranged mwk crossbow +8 (1d8+2)
Base Atk +3; Grp +3
Atk Options spells
Special Actions inspire courage 3/day (one already used)
Spells (CL 4th; DC 12+SL):
0☐☐☐— resistance, flare, message, mage hand, lullaby, daze
1st☒☐☐—inspirational boost, cure light wounds, Tasha’s hideous laughter
Development
Once the demon artillery unit is defeat, the Annex defenders easily destroy the mane demon battering ram
brigade. The gates of Annex are opened and the PCs are welcomed in.
“Don’t let it get to your heads, hires. There is still much to do. The Cabal will
not take this lying down.
“The attacks started a little over a week ago with creatures that Annex experts
say originate from Shavarath. Several scouts were sent out to locate the source
of the creatures, but none of them came back.”
Sgt. Kren and his “happy “Get some rest tonight. Tomorrow you go out to
to see you” look. locate the source. I fear that you are going to need all
your resources to do so.”
Description
The Cabal, enraged by the defeat of Captain Kazoo and his unit, sends its mobile strike force at its new main
threat, the PCs. The bar-lguras have already teleported to the walls and got the information of the PCs’
whereabouts from the poor Blackwheel guards just before they were slain.
In addition to drawing the inn on the map, draw a 30’ diameter circle to represent the abandoned well in Annex
that the bar-lguras will abduct the PCs too. The well is 100’ deep. To climb down the well is a DC 10 Climb check.
There is also a 10% chance each round during the climb they will be entangled by spider webs. See tactics for
more details about the abandoned well.
Foes
Bar-lguras (2): 51 hp each; Combat Statistics.
Huge Monstrous Spiders (1): 52 hp each; Monster Manual p.288-289.
Tactics
In the surprise round, the bar-lguras teleport into the PCs’ rooms. Before they teleported, they activated their
invisibility and see invisibility spell-like abilities. The bar-lguras take 10 on their move silently, so they get a 23.
The listen DC for the PCs on watch is 23. For those sleeping, the DC is 33. The PCs can use their Feign Surprise
cards if they want to act in the surprise round.
In the first round, the bar-lguras use their abduction ability to take one PC each to the spider cave. Their melee
touch attack if the PCs can’t see invisible creatures is +14 (need to do this before activating abduction ability).
They try to target any of the PCs who are of a race without darkvision, so when they take them to the spider cave,
the PC can’t see. They continue attempting to use their abduction ability until they succeed in taking a PC to the
spider well. They do not care about AOOs because of their mobility feat.
Once in the spider well, the bar-lgura will attack the PC until the PC drops. Then it teleports back to the PCs’
rooms to get another PC. The spider starts 90’ above the bottom of the well. DC 10 Listen check will allow the
PCs to hear something large with many legs scuttling down from above. The PCs will also hear moaning (from the
captured Blackwheel scout). The spider knows that the bar-lguras bring it food, so it will attack the “food” that the
bar-lguras bring it and not the bar-lguras themselves.
This combat can be very deadly because the party is separated. Remind the PCs that they have the I Scry device
to find the abducted PC. Never abduct the PC with the I Scry device in the initial abduction. It takes the PCs one
round to use the I Scry device and two rounds to get to the abandoned well out back of the inn in Annex.
BAR-LGURA LORE
Characters with rank in Knowledge (the planes) can learn more about bar-lguras. When a character makes a
successful skill check, the following lore is revealed, including the information from lower DCs.
Development
After the PCs defeat the bar-lguras and spiders, they find a missing Blackwheel scout (Armen) in the spider cave.
Cocooned by the spider for a later meal, he found out where the Cabal’s base of operation is, but was captured
before he could return to Annex. He gives the PCs directions on getting to the summoning cave that is the base of
operations for the Cabal assault.
Tactics
Once the whole party moves past the big rock in the first part of the cave, the earth whisperers will attack. DC 10
Listen check to hear them whisper, “Intruders must die! Long live the brotherhood!”
Their goal is to divide the party with their wall of stone spell-like ability. They can create 10 five-foot squares of
wall (2” thick) per use of the ability. Once this happens, they will use cavern fear on the lead party member to get
him to run into the trap.
EARTH WHISPER CR 5
Races of Stone, p.187
Development
In the pit, there are several dead bodies of Blackwheel scouts. On the bodies, the PCs find two potions of Cure Moderate
Wounds total.
2. My Bodyguards (EL 7)
“Ohk, Bohk, is it too much to ask? Take care of these meddling Company men once and for all.”
He steps into the summoning cave and activates the sliding rock door behind him.
Description
The summoning cave is the side cave with the red Siberys summoning shard. The ceiling of the cavern is 10’
high.
Foes
Ohk and Bohk: Corruptors of Fate (2); 57 hp each; Combat Statistics.
Tactics
Ohk and Bohk go after the PC with the obvious holy symbols hoping to take out the party’s healing first. They do
not care about AOOs relying on their Unluck supernatural ability. If the healer is not readily identified, the next
target is any obvious spellcaster or psion.
DC-15 Corruptors of fate are a kind of yugoloth, sharing many of their traits. This results reveals all outsider and yugoloth traits
(darkvision, telepathy, immunities and resistances).
DC-20 Touching or being touched by a corruptor of fate brings ill fortune.
DC-25 A corruptor of fate has a gaze that damages those it looks at as well as bringing bad luck.
DC-30 Attacks made against a corruptor of fate miss regularly. Even successful attacks and spells deal reduced damage,
though the creature doesn’t seem to have damage reduction.
Development
The sliding rock door that separates the summoning cave acts also as one-way mirror. Once the bodyguards are
defeated, Aidacra will open the sliding rock door and give the PCs an offer they can’t refuse.
I have a proposition for you. Join a real brotherhood with real power. Come over to the Cabal and you will be able
to shape the destiny of Xen’drik like you never dreamed of. What say you, brothers?” he says in low raspy voice
as he reaches his right hand out to you.
(Once they refuse) “Very well, you have chosen your fate”. Roll initiative.
DM’s Note: If the PCs decide to join the Cabal, on the event tracker, mark their character as dead. They are now
free to play their Blackwheel character in the Cabal at the current level bump minus all the story objects earned as
a member of the Blackwheel Company.
Description
With the time it took the PCs to finish the earth whisperers and his bodyguards, Aidacra has had ample time to
fully prepare for this fight.
Foes
Aidacra: Male human sorcerer 8/monk 1; 69 hp; Combat Statistics.
Tactics
Aidacra has already cast grease, mage armor (greater mage armor at the higher levels), shield, false life,
dragonskin and mirror image before the PCs enter. All these spells are figured into his stat block.
When rolling initiative, Aidacra uses a swift action to cast Nerveskitter on himself (already figured into to his
initiative modifier on the stat block).
He likes to start out with Evard’s to contain the PCs all in one spot followed up by fireball on the Evard’s area. If
he did not get everyone with Evard’s, he will sculpt the fireball to make sure he gets everyone with the fireball.
He has a ring of counterspells that he had someone at Stalwart Reverie (Cabal HQ in Stormreach) cast Dispel
Magic into it before he left on this assignment.
AIDACRA CR 9
LE Male Human Sorcerer 8/Monk 1
Init +12; Senses darkvision 60 ft.; Listen +8, Spot +8
Languages Abyssal, Common, Draconic, Infernal
AC 32 (+3 Dex, +4 armor, +4 shield, +4 natural armor, +7 monk bonus),
touch 20, flat-footed 29; Mage Armor, Shield, Dragonskin
hp 69 (9 HD); 1d4+2 images
Immunities magic missiles
Resist fire 10
Fort +7, Ref +7, Will +8; +1 vs. fire or poison
AIDACRA CR 10
LE Male Human Sorcerer 9/Monk 1
Init +12; Senses darkvision 60 ft.; Listen +8, Spot +8
Languages Abyssal, Common, Draconic, Infernal
AC 35 (+3 Dex, +6 armor, +4 shield, +4 natural armor, +8 monk bonus),
touch 21, flat-footed 32; Greater Mage Armor, Shield, Dragonskin
hp 76 (10 HD); 1d4+3 images
Immunities magic missiles
Resist fire 10
Fort +8, Ref +8, Will +8; +1 vs. fire or poison
Speed 30 ft. (6 squares)
Melee unarmed strike +4 (1d6)
Development
Once the PCs have dealt with Aidacra, they should have an urgency to get back to Annex to help defend it
against the devilish horde that comes against it.
Foes
Legion Devils (8): 19 hp each. Combat Statistics.
Tactics
The first legion devil moves to the closest PC. The rest of the legion devils use their Legion Advance ability to
teleport next to the legion devil adjacent to the PC surrounding the targeted PC if possible. After they Legion
Advance, they attack. They attack until the PC is dropped then they move on to the next one. The legion devils
always stay within 60 feet of each other.
The legion devils pool their hit points and each devil within 60’ adds a +4 bonus on attack rolls. So with 8 legion
devils, their hit point pool is 152 and their attacks with the longsword are +36 and +29 with the shield bash.
DC-13 This creature is a legion devil, an outsider native to the Nine Hells of Baator. Legion devils are expert warriors who
march in the thousands to defeat Hell’s enemies.
DC-18 Legion devils have a strange, magical link between them that allows them to fight better when in each other’s company.
DC-23 Legion devils can teleport to each other’s sides to aid one another in battle.
LEGION DEVIL CR 3
Fiendish Codex II: Tyrants of the Nine Hells, p. 122
LE Medium Outsider (Lawful, Evil, Extraplanar, Baatezu)
Init +3; Senses see in darkness; Listen +0, Spot +0
Languages Infernal; telepathy 100 ft.
AC 21 (+3 Dex, +2 natural, +3 armor, +3 shield), touch 14, flat-footed 19; Dodge, Mobility
hp 19 (3 HD); DR 5/magic; legion’s strength
Immunities fire, poison, fear
Resist acid 10, cold 10; evasion
Fort +5, Ref +6, Will +5
Speed 30 ft. (6 squares)
Melee mwk longsword +8 (1d8+3/19-20) and shield arm bash +1 (1d6+1)
Ranged longbow +6 (1d8/x3)
Base Atk +3; Grp +6
Atk Options legion’s battle skill
Special Actions legion’s advance, summon baatezu
Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 10
Feats Iron Will, Mobility, Weapon Focus (longsword)
Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, Intimidate +6, Jump +8, Ride +9
Possessions studded leather armor, masterwork longsword, longbow with 20 arrows
Development
If the PCs defeat the legion devils, go part 2 of Against All Odds – The Calvary Arrives.
If the PCs are in trouble and they blew up the Ka-Ching, read the following:
Just as all hope looks lost, the gates of Annex open. Out comes a sight for sore eyes. Sergeant Kren
carrying a Halfling wizard in his backpack in the “Backpack Formation” that he made famous. The
sergeant cuts through a swath of devils while the wizard is clearing the rest.
“Get back to Annex, hires. Bilto and I will hold off those devils until you can close the gates. It has been an honor
to serve with you. Now get into Annex and muster the remaining defense to hold. That is an order!”
Looking back just as the gates of Annex are closing, you see Sergeant Kren and Bilto eventually
succumb the legions of devils heading your way.
If the PCs are in trouble and they didn’t blow up the Ka-Ching, read the following:
Just as all hope looks lost, the gates of Annex open. You hear a familiar song coming from the sky. You could
swear it is Libby Loo of the Ka-Ching. As you look up, you see the Ka-Ching diving toward your position.
“Get back to Annex. We will cover for you,” comes the familiar voice of Captain Loo.
The devils are defeated and the day is won. Annex once more is secure for the Blackwheel Company.
The battle was hard fought, but in the end your team made the difference. Other hires look at you with respect
now as your reputation has grown.
Arriving back in Stormreach, Sergeant Tragar is there to greet you with a nod of respect and a pat on the back for
a job well done.
If the PCs are not successful in holding Annex, read the following:
Lt. General Pilgrim’s forces arrive in time to rescue you, but too late to secure Annex. The Cabal forces are too
entrenched in Annex to be removed. A valuable dragonshard depot is now in the hands of the Cabal. And the fate
of the Company is in serious question as its main source of income is no longer available.
Event Treasure
If you are running BWC-7 Test of Mettle as part of another event, please have each PC record the following event treasure
upon their adventure journals in addition to any story objects. Each PC receives their choice of +2 stat boosting item from
page 247 of the Dungeon Master’s Guide.
Adventure Questions
1. Describe how the PCs fared during the MAAD.
a. They all landed successfully.
b. Some landed poorly.
c. Most landed poorly.
d. They dropped like a rock.
3. Did the PC’s defeat Captain Kazoo and his demonic artillery unit?
a. Yes, they made Sergeant Kren proud.
Story Objects:
APEN
Big Red
Wand Doughnut
Glove of Healing
Deathstrike Bracers
I Scry
Little Man