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BWC-7 Test of Mettle

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BWC-7 Test of Mettle

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Blackwheel Company

BWC-7 Test of Mettle


An Adventure for 7th-10th Level Characters
BLACKWHEEL COMPANY™ Faction Adventure 6 for the XEN'DRIK
EXPEDITIONS™ Campaign
Author: Mickey Tan
Blackwheel Company Factionmaster: Brian Mackey
Playtesters: Josh Kaufman, Bruce Higa, Charles Evans, Nick Chavez, Jo Chang and Charles Korman

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]
®
This W IZARDS OF THE COAST game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use at RPGA-sanctioned events. To learn more about the
® ®
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.

DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, EBERRON, XEN'DRIK EXPEDITIONS, BLACKWHEEL COMPANY, HERALD-LEVEL, RPGA, D20, D20 SYSTEM, W IZARDS OF
THE COAST, Player's Handbook, Dungeon Master's Guide, and Monster Manual and their respective logos are trademarks owned by Wizards of the Coast, Inc., in the US 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 therein 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. © 2006 Wizards of the Coast, Inc.

Visit the DUNGEONS & DRAGONS CAMPAIGNS website at www.rpga.com.


Adventure Background
The Company has faced major setbacks. Down a couple of airships, the Glory Road is pressed into action with all
hands on deck. Since the location of the Dragonshard mining town has been discovered, the Cabal will stop at
nothing to gain control of Annex.

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

BWC-7 Test of Mettle 2


Very long read-aloud text: Several sections of the adventure have lengthy read-aloud text. Use changes in your
inflection or tone to vary the information. Encourage the PC’s to participate in the conversation or instruction, and
don’t be afraid to improvise when necessary.

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:

1. The immediate knowledge of where the bar’glura-abducted PC(s) are located.


2. The knowledge of where the Cabal summoning cave is located.

Adventure Start
The adventure begins in the Scorpion’s Sting Tavern, a frequent hangout of hires during down time.

Part One: Fallen Comrades


Stormreach has been strangely quiet without the Glory Road around. Since the loss of the Cloud Ray, the
Glory Road has undertaken a number of missions to secure the Company's broader interests.
Fortunately, you only have your immediate interests to worry about - namely how you're going to win this
card game. The hire to your left just anted a dracolich and the player to your right has been hoarding red
dragons. With a druid in your hand and a trio of twos, things are looking pretty good when the door to the
tiny tavern suddenly shudders and slams open, more in self preservation than admittance of entry.

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.

BWC-7 Test of Mettle 3


"Out!" she demands.

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.

"Not you! Sit down!” she barks, “Now!"

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.

"We lost another airship," she whispers hoarsely.

"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

BWC-7 Test of Mettle 4


to send our best. We’re sending you instead. You’re all we have."

"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.

Before you board the Ka-Ching, go see Hershey in Arclight division.

"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.“

Part Two: Gearing up at the Arclight


Arclight HQ, security is intense. Never being allowed here before, this mission you know must be of great
importance. The guards move to block the entrance, but the sergeant recognizes your description from
his orders and allows you to enter.

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.

BWC-7 Test of Mettle 5


“See what we have for you, <fighter PC’s name>. It is our latest experimental concoction called APEN,
short for ‘armor penetration’. Some company men came back from the shadow plane with this black
smoking liquid. We have captured its essence and added a few Arclight secret ingredients to it. Let me
see your sword (or whatever is their primary weapon), <fighter PC’s name>.”

Hershey struggles with the weight of the sword. It is obvious his talents do not lie in the physical arena.

“Nessy, bring out the demon leg.”

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.”

You swing at it, but the damage is not impressive at all.

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.

After about 30 seconds the black mist disappears.

“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.

“Now put on the doughnut and try.”

“Boss, why do I have to be the one again?” asks Nessy. “Can’t you do it boss?”

Hershey leans over to the party and whispers.

“It is hard to find good help these days. No one wants to do the grunt work.”

BWC-7 Test of Mettle 6


As you activate the wand, the magic missiles go right into him instead of the brooch and knock him
down.

“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.

“<Cleric PC’s name>, this glove is for you.”

(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.)

“Nessy, bring out the conch shell.”

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.

“You try <Marshal or bard PCs name>.”

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.)

“Nessy, bring the jar. This is one of my favorites. I call it I Scry.”

You see two eyeballs attached by a sinewy tendon.

“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.)

BWC-7 Test of Mettle 7


“These are for any of you who have at least masterwork armor. They are dragonshards found that have a
propensity to make ranged weapons miss.”

(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.

“Its code name is Little Man.”

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.”

Part Three: Morale Dilemma


You see a unique airship unlike any that you have been on in your Blackwheel career. This one has
bamboo sails and looks like it was built for speed. As you walk the plank to get aboard the ship, a man
with almond-shaped eyes and a shaved head greets you. He bows.

“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.

<Time for PC introductions>

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.

Captain Loo turns to her with a stern look.

“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.

BWC-7 Test of Mettle 8


Just as tea is finished, he motions to his daughter.

“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.”

“Dad, do I have too?” she whines.

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.

Part Four: Rain of Terror (EL 9)


Annex Under Siege
Libby retrieves you as the destination of Annex draws near.

Upon reaching the deck, Libby exclaims, “Look. Fireworks.”

“That’s no fireworks,” the captain replies.

BWC-7 Test of Mettle 9


Nearing Annex, a fierce battle is unfolding and you are going to be dropped in the middle of it. The
captain leads you over the area of the artillery that is pinning down the defenses and says, “Now is the
time. May the Golden Dragon smile upon your endeavors.”

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.

Scaling the Encounter


8th –Level Characters: add another rutterkin brother, Sim.
9th –Level Characters: in addition, add another arrow demon, Lieutenant Wazoo.
10th –Level Characters: in addition, add another rutterkin brother, Kim.

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.

When the PCs jump, read:

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.

Magic-Assisted Airship Drops


Successfully activating a feather fall talisman at the appropriate time during a MAAD means succeeding at a DC
11 Will save. Use the chart below to determine the result of the Will Save.

Final Will Save Result


Total
1 or less Death—Talisman not activated before impact, or talisman activated too soon
(feather fall spell expires before impact)
2-3 3d6 falling damage, landing missed—Talisman activated late. DC 12
Reflex save required to keep you from falling overboard. Succeeding on
the Reflex save means the PC can catch some rigging and pull aboard the
forecastle.
4-5 2d6 falling damage, land prone—Talisman activated late
6-7 1d6 falling damage, land prone—Talisman activated late

BWC-7 Test of Mettle 10


8-10 Land prone—Hard landing
11-19 Acceptable landing
20-24 Flawless landing—PC lands with a flourish, +2 unnamed bonus on Spot,
Move Silent, Hide, and Listen checks as well as Initiative and attack rolls
within 18 seconds of landing. (Make sure to add this to the their initiative
roll once they roll their M.A.A.D. Will Save)
25 and above Precise landing—PC gains all benefits from flawless landing plus can pick
which square on the map to land.

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.

BWC-7 Test of Mettle 11


CAPTAIN KAZOO CR 7
Male Arrow Demon (Monster Manual III, p. 34)
CE Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Init +4 Senses darkvision 60 ft.; Listen +16, Spot +16
Languages Abyssal, Celestial and Draconic; telepathy 100’
AC 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
hp 135 (10 HD); DR 5/ cold iron and good
Immunities electricity and poison
Resist acid 10, cold 10 and fire 10
SR 18
Fort +16, Ref +11, Will +10; +2 vs. charm and fear
Speed 40 ft. (8 squares)
Ranged 2 Large +1 composite longbows (+5 Str bonus)
+14/+14/+14/+9/+9/+9 (2d6+8/x3) with Rapid Shot or
Ranged 2 Large +1 composite longbows (+5 Str bonus)
+14/+14/+14/+9/+9/+9 (2d6+8/x3+1d6 sonic) with Rapid Shot and Sonic
Weapon or
Ranged 2 Large +1 composite longbows (+5 Str bonus)
+16/+16/+11/+11 (2d6+8/x3)
Melee 4 claws +17 (1d6+7)
Base Atk +10; Grp +15
Atk Options close combat shot, oversized weapons, symmetrical archery
Special Actions summon tanar’ri
Spell-Like Abilities (CL 10th): At will—dimension door (self plus 50
pounds of objects only).
Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 12
Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Balance +17, Bluff +14, Climb +18, Concentration +21, Hide +17, Jump +22, Listen +16, Move Silently +17,
Sense Motive +16, Spot +16
Possessions 2 Large +1 composite longbows (+5 Str bonus), 100 arrows, 50 alchemical silver arrow, 50
adamantine arrows, 50 cold iron arrows
Close Combat Shot (Ex): An arrow demon does not incur attacks of opportunity for firing a bow while
threatened. In addition, the arrow demon can shoot its bows to make attacks of opportunity as if it threatened
the squares adjacent to it with its bows.
Oversized Weapons (Ex): Arrow demons can use bows of any kind that are up to one size larger than their size
would allow without penalty.
Symmetrical (Ex): The arrow demon has an amazing ability to wield two bows, at -2 to all its attack rolls that
round. For example, when making an attack action, an arrow demon can fire one arrow from each bow at his
normal attack bonus minus 2, and when making a full-attack action, it can fire one arrow from each bow for
each of its normal iterative attacks (two arrows from each bow, each shaft at a -2 penalty). The statistic block
above already includes these bonuses. The arrow demon takes no additional penalties for using multiple
weapons as long as it is only using bows.
Summon Tanar’ri (Sp): Once per day an arrow demon can
automatically summon 1d6 dretches or attempt to summon another arrow
demon with a 35% chance of success. This ability is the equivalent of a
4th-level spell.

All stats already include Sing-Song’s inspiring courage bonus of +2.

WHIM, DIM AND LIM CR 3


Male Rutterkin (Fiendish Codex I: Hordes of the Abyss, p.51)
hp 37 (5 HD); DR 5/ cold iron or good

BWC-7 Test of Mettle 12


CE Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Init +2 Senses darkvision 60 ft.; Listen +9, Spot +9
Languages Abyssal; telepathy 100’
AC 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Immunities electricity and poison
Resist acid 10, cold 10 and fire 10
SR 14
Fort +7, Ref +6, Will +5; +2 vs. charm and fear
Speed 20 ft. (20 squares)
Melee mwk snap-tong +10 (1d10+5) or
Melee 2 claws +9 (1d6+4)
Ranged tri-blade +9 (2d4+4)
Base Atk +5; Grp +7
Atk Options snap-tong grapple
Special Actions summon tanar’ri
Spell-Like Abilities (CL 6th):
At will—darkness, cause fear (DC 11)
1/day—desecrate
Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 10
Feats Exotic Weapon Proficiency (snap-tong), Exotic Weapon Proficiency (tri-blade)
Skills Balance +4, Climb +10, Intimidate +8, Jump +12, Listen +9, Move Silently +10, Spot +16, Tumble +12
Possessions masterwork snap-tong, 5 tri-blades, potion of fly (Lim only – already used)
Snap-tong (Piercing): This short polearm ends in a sharp spike that has one or more crescent-shaped
pincers designed to close around it. A proficient wielder who hits an opponent of at least one size category
smaller can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder
gets a hold, the snap-tong grabs the opponent and deals 1d10 points of damage (plus the wielder’s Strength
modifier) each round the hold is maintained.
Tri-blade (Slashing): This thrown weapon consists of a three-bladed wedge launched from a sling like device.
It has a range increment of 20 feet.
Summon Tanar’ri (Sp): Once per day a rutterkin can attempt to summon another 1 rutterkin or 1d6 dretch
with a 35% chance of success. This ability is the equivalent of a 3rd-level spell (CL 5th).

All stats already include Sing-Song’s inspiring courage bonus of +2.

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

BWC-7 Test of Mettle 13


2nd☐—glitterdust (DC 14), sonic weapon
Abilities Str 10, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Feats Improved Initiative, Scribe Scroll
Skills Balance +10, Bluff +10, Concentration +10, Listen +3, Perform +10, Spot +3, Tumble +10, Use Magic
Device +10
Possessions chain shirt, masterwork longsword, masterwork crossbow with 20 bolts, scroll of sonic weapon x2,
wand of cure moderate wounds (8 charges)
Inspire Courage (Su): A bard with 3 or more ranks in perform can inspire courage in his allies (including himself),
bolstering them against fear and improving their combat ability. To be affected, an ally must be able to hear the
bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected
ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on
attack and weapon damage rolls. With inspirational boost (a swift spell), the bonus increases to +2.

All stats already include Sing-Song’s inspiring courage bonus of +2.

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.

BWC-7 Test of Mettle 14


Part Five: No Rest for the Weary (EL 9)
A Savior’s Welcome
Entering through the massive gates of Annex, you see what once were
haggard, downtrodden men staring at you with a renewed gleam of hope in
their eyes. One of the men starts to clap as you walk by and soon everyone
follows suit. You are their saviors. At least for the time being.

The familiar voice of Sergeant Kren ruins your moment.

“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.

BWC-7 Test of Mettle 15


The PCs get the three single rooms that each contain one bunk bed. Ask them if they are placing watches and if
they open the adjoining room doors. Second watch is when the bar-lguras attack. Make sure you know exactly
what each PC is wearing and carrying before the encounter starts, especially the sleeping PCs.

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.

Scaling the Encounter


8th –Level Characters: add another huge monstrous spider.
9th –Level Characters: in addition, add another bar-lgura.
10th –Level Characters: in addition, add another bar-lgura.

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.

DC-15 Bar-lguras often server as scouts for other demonic forces.


DC-20 A bar-lgura can pounce on foes with greater ferocity, clawing and biting before its victim can even react.
DC-25 Bar-lgura can see invisible foes.
DC-30 Unlike most tanar’ri, a bar-lgura can transport other creatures with its abduction ability, even if those creatures are
unwilling.

BWC-7 Test of Mettle 16


BAR-LGURA CR 5
Fiendish Codex I: Hordes of the Abyss, p. 29
CE Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Init +4 Senses darkvision 60 ft.; Listen +11, Spot +11
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
AC 23 (+4 Dex, +8 natural, +1 armor), touch 14, flat-footed 19; Dodge,
Mobility
hp 51 (6 HD); DR 10/ cold iron or good
Immunities electricity, poison
Resist acid 10, cold 10, fire 10; SR 16
Fort +9, Ref +9, Will +7
Speed 40 ft. (8 squares), climb 20 ft.: Run
Melee 2 claws +12 (1d6+6) and bite +7 (1d6+3)
Base Atk +6; Grp +12
Atk Options pounce
Special Actions abduction, summon tanar’ri
Spell-Like Abilities (CL 6th):
At will—darkness, cause fear (DC12), dispel magic, greater teleport (DC
18), see invisibility, telekinesis (DC 16)
2/day—disguise self (DC 12), invisibility, major image (DC 14)
Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
Feats Dodge, Mobility, Run
Skills Balance +15, Climb +23, Hide +17, Intimidate +10, Jump +27, Listen +11, Move Silently +13, Spot +11,
Tumble +15
Possessions bracers of armor +1
Pounce (Ex): If a bar-lgura charges a foe, it can make a full attack.
Abduction (Su): Unlike most tanar’ri, a bar-lgura can use greater teleport to transport other creatures. It can
bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling
targets as well, although an unwilling victim can attempt a DC 18 Will save to resist being transported. The
save is Charisma-based.
Summon Tanar’ri (Sp): Once per day a bar-lgura can attempt to summon another bar-lgura with a 35%
chance of success. This ability is the equivalent of a 2nd-level spell (CL 6th).

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.

Part Six: Source of Power


Following Armen’s direction, the PCs travel to the summoning cave the next day.

1. The Cave Has Eyes (EL 9)

BWC-7 Test of Mettle 17


Once the PCs enter the cave (10’ high ceiling), they see coins everywhere (silver and copper) on the cavern floor.
Paranoid PCs might think this is a trap, but this is only to aid the Earth Whisperer’s avarice special ability. Nothing
will happen if they pick up the coins. Another feature of the cave is the statues of people looking like they
attempted to flee some unspeakable horror. Once the PCs enter the cave, the Earth Whisperers attack.
Foes

Earth Whisperers (3): 22 hp each; Combat Statistics.

Scaling the Encounter


8th –Level Characters: no change.
9th –Level Characters: add another earth whisperer.
10th –Level Characters: in addition, add another earth whisperer.

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.

Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger,


manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6 fall), pit spikes
(Atk +10 melee, 1d4 spikes for 1d4+5 each); Search DC 20; Disable
Device DC 20.

EARTH WHISPER CR 5
Races of Stone, p.187

BWC-7 Test of Mettle 18


NE Medium Elemental (Earth, Extraplanar, Incorporeal)
Init +6 Senses darkvision 60 ft.; Listen +9, Spot +9
Languages Common, Dwarven, Gnome, Gol-Kaa, and Terran
AC 20 (+6 Dex, +4 deflection), touch 20, flat-footed 14; 50% miss chance from corporeal sources (except from
positive energy, negative energy, force effects like magic missile, or attacks made with ghost touch weapons)
hp 22 (5 HD); DR 5/ cold iron or good
Immunities poison, sleep effects, paralysis, stunning, extra damage from critical hits or flanking
Fort +5, Ref +7, Will +3
Speed Fly 40 ft. (perfect) (8 squares)
Melee incorporeal touch +9 (1d4 Dex)
Base Atk +3; Grp —
Atk Options Avarice, cavern fear, Dexterity damage, petrification
Special Actions control earth creatures
Spell-Like Abilities (CL 10th):
At will—stone shape
3/day—spike stones (DC 20), wall of stone
Abilities Str —, Dex 22, Con 13, Int 13, Wis 15, Cha 18
Feats Ability Focus (avarice), Blind-Fight
Skills Concentration +8, Listen +9, Spot +9
Avarice (Sp): As a standard action, an earth whisper can induce overwhelming greed in one creature within 30
feet. The creature targeted with the avarice ability must succeed on a DC 18 Will Save or attack the nearest
creature that has valuable metal or mineral wealth. The affected creature attacks with lethal force, although it is
not compelled to cast any spells on the creature carrying the metal or mineral wealth. This effect lasts for
1d4+1 rounds. A successful save means the creature is immune to that earth whisper’s avarice ability for 24
hours, but not the avarice ability of other earth whispers. Avarice is a mind-affecting ability. The save DC is
Charisma-based. In cases where the affected creature is presented with more than one source of wealth, the
earth whisper chooses the affected creature’s target.
Cavern Fear (Sp): As a standard action, an earth whisper can induce an irrational fear of being pushed out of the
earth in one creature within 30 feet. The creature targeted by the cavern fear ability must succeed on a DC 16
Will Save or become panicked (drop everything it holds and flee with a -2 on saving throws, skill checks and
ability checks). Unlike the normal effects of the panicked state, the affected creature does not flee along a
random path. Instead, it attempts to head deep within the earth as possible. When presented with a pit, chasm,
or other surface too steep to walk down, it attempts to climb. If the creature is presented with more than one
way to go and does not know which way might lead deeper under the earth, it chooses randomly. A successful
save means the creature is immune to that earth whisper’s cavern fear ability for 24 hours, but not the cavern
fear ability of other earth whispers. This ability functions only underground. Should the affected creature be
pushed or forcibly moved into the open, it cowers. The effect lasts for 1 minute. Cavern fear is a mind-
affecting fear effect. The save DC is Charisma-based.
Control Earth Creatures (Su): An earth whisper can rebuke and control earth creatures in the same way that an
evil cleric rebukes or controls undead. An earth whisper rebukes earth creatures as a cleric with level equal to
its Hit Dice (4th level for average earth whisper). An earth whisper can use this ability a number of times per
day equal to 3 + its Cha modifier (7/day for an average earth whisper).
Dexterity Damage (Su): An earth whisper deals 1d4 points of Dexterity damage each time it hits with its
incorporeal touch attack. A creature whose Dexterity is reduced to 0 by this attack must succeed on a DC 13
Fortitude save or become petrified. If they make the save, they are just paralyzed. The save DC is
Constitution-based.

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)

BWC-7 Test of Mettle 19


Once the PCs enter the cave, they see three people in the far side of the cavern. The PCs are confronted with the
leader of the Cabal attack force and his personal guard.

As the party is noticed by Aidacra, he looks up and says:

“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.

Scaling the Encounter


8th –Level Characters: add another corruptor of fate, Lohk.
9th –Level Characters: in addition, add another corruptor of fate, Johk.
10th –Level Characters: in addition, add another corruptor of fate, Nohk.

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.

BWC-7 Test of Mettle 20


CORRUPTOR OF FATE LORE
Characters with rank in Knowledge (the planes) can learn more about corruptors of fate. When a character makes
a successful skill check, the following lore is revealed, including the information from lower DCs.

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.

OHK AND BOHK CR 5


Corruptors of Fate (Monster Manual IV, p.190)
CE Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Abyssal, Draconic, Infernal; telepathy 100’
AC 18 (+4 Dex, +4 armor), touch 14, flat-footed 14; Dodge
hp 52 (7 HD)
Immunities acid, energy drain, necromantic effects, negative energy effects
and poison
Resist cold 10, electricity 10, fire 10; SR 14
Fort +8, Ref +9, Will +5
Speed 30 ft. (6 squares)
Melee mwk shortsword +12/+7 (1d6+2/19-20 plus bestow curse)
Ranged composite shortbow +11/+6 (1d6/x3)
Base Atk +7; Grp +9
Atk Options align strike (evil), bestow curse
Special Actions corrupting gaze
Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Balance +6, Disguise +10, Escape Artist + 14, Hide +14, Jump +4,
Listen +10, Move Silently +14, Sleight of Hand +14, Spot +10, Tumble +14,
Use Rope +4 (+6 involving bindings)
Possessions +1 studded leather armor, masterwork shortsword, composite shortbow with 20 arrows
Bestow Curse (Su): As the bestow curse spell; at will; Will DC 16; caster level 7th. This ability affects those
touching or touched by a corrupter of fate or its weapons. A cursed subject must roll percentage dice each
turn. On a roll of 01-50, it can take no action. On a roll of 51-100, it can act normally. This is a necromantic
effect. Undead are unaffected by a corrupter of fate’s bestow curse ability. The save DC is Constitution-based.
Corrupting Gaze (Su): A corrupter of fate can blast its enemies with a glance, at a range of up to 30 feet.
Creatures that meet the corruptor’s gaze must succeed on DC 13 Fortitude save or take 1d6 points of damage
and a -1 penalty on attack rolls, skill checks, and saving throws for 1 minute. The save DC is Charisma-based.
Unluck (Su): Roll twice for attacks and damage against a corruptor of fate; the attacker must use the lower result.
This is a mind-affecting necromantic effect.

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.

3. A Tempting Offer (EL 9)


When the PCs arrive in the summoning chamber, read:

BWC-7 Test of Mettle 21


“Your pitiful defenses of Annex are no match for the legions of minions I have summoned. Take a look at the
shard and witness the destruction of the last line of defense. A pity that some of the best Blackwheel forces must
die at my hands. What a waste.

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.

Scaling the Encounter


8th –Level Characters: no change.
9th –Level Characters: use Aidacra (sorcerer 9/monk 1).
10th –Level Characters: use Aidacra (sorcerer 9/monk 1).

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

BWC-7 Test of Mettle 22


Speed 30 ft. (6 squares)
Melee unarmed strike +4 (1d6)
Ranged ranged touch spell +7
Base Atk +4; Grp +8; (+18 when opposed due to Grease)
Atk Options spells
Special Actions Metamagic Specialist (PHB II, p.61)
Spells (CL 8th; DC 16+SL):
1st☒☒☒☒☐☐☐—mage armor, shield, magic missile, nerveskitter, grease
2nd☒☒☐☐☐☐☐—glitterdust (DC 18), mirror image (1d4+2), false life
3rd☒☐☐☐☐☐—dragonskin, fireball (DC 19), sculpted glitterdust (DC 18), empowered magic missile
4th☐☐☐☐—Evard’s black tentacles (grapple +16), sculpted fireball (DC 19)
Abilities Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 22
Feats Infernal Sorcerer Heritage, Improved Initiative, Ascetic Mage, Empower Spell, Improved Grapple, Sculpt
Spell
Skills Concentration +12, Escape Artist + 9, Knowledge (the planes) +12, Listen +8, Spellcraft +12, Spot +8,
Tumble +7
Possessions cloak of charisma+2, amulet of health +2, ring of counterspells (dispel magic)
Metamagic Specialist: You can apply metamagic feats that you know to sorcerer spells without increasing the
casting time. This benefits even lets you quicken your sorcerer spells with the Quicken Spell feat. You do not
gain a familiar when you take this class feature.
Infernal Sorcerer Heritage: You gain a bonus on saves against fire and poison equal to the amount of infernal
sorcerer heritage feats you possess. When you use a conjuration (summoning) spell to summon and evil
outsider, you gain +2 to your caster level.
Ascetic Mage: You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great
effect. If you have levels in sorcerer and monk, those levels stack for purposes of determining your AC bonus.
For example, a human 4th level sorcerer/1st level monk would have a +1 bonus to AC as if she were a 5th
level monk. If you would normally be allowed to add your Wisdom bonus to AC (such as for a unarmored,
unencumbered monk), you instead add your Charisma bonus (if any) to your AC.
Sculpt Spell: You can modify an area spell by changing the area’s shape to a cylinder (10-foot radius, 30 feet
high), a 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line. The sculpted spell
works normally in all respects except for its shape. A sculpted spell uses a spell slot one level higher than
normal.
Nerveskitter: You cast a spell as an immediate action when you and your party roll for initiative. You enhance the
subject’s reactions in combat, granting it a +5 bonus on its initiative check for the current encounter.
Dragonskin: Your skin toughens and becomes scaly like that of a chromatic dragon, of a color you select. You
gain an enhancement bonus to natural armor equal to +1 per two levels, as well as energy resistance 10
against a type of energy appropriate to the color you select: acid (black or green), cold (white), electricity
(blue), or fire (red). Sorcerers cast this spell at +1 caster level.

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)

BWC-7 Test of Mettle 23


Ranged ranged touch spell +7
Base Atk +4; Grp +8 (+18 when opposed +10 from Grease)
Atk Options spells
Special Actions Metamagic Specialist (PHB II, p.61)
Spells (CL 9th; DC 16+SL):
1st☒☒☒☐☐☐☐—grease, shield, magic missile, nerveskitter, lesser orb of acid (4d8)
2nd☒☐☐☐☐☐☐—glitterdust (DC 18), mirror image (1d4+3), scorching ray (4d6), summon monster II
3rd☒☒☐☐☐☐☐—dragonskin, fireball (DC 19), greater mage armor, sculpted glitterdust (DC 18),
empowered magic missile
4th☐☐☐☐☐—Evard’s black tentacles (grp +17), orb of force (9d6), sculpted fireball (DC 19)
Abilities Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 22
Feats Infernal Sorcerer Heritage, Improved Initiative, Ascetic Mage, Empower Spell, Improved Grapple, Sculpt
Spell
Skills Concentration +13, Escape Artist + 9, Knowledge (the planes) +13, Listen +9, Spellcraft +13, Spot +9,
Tumble +7
Possessions cloak of charisma+2, amulet of health +2, ring of counterspells (dispel magic)
Metamagic Specialist: You can apply metamagic feats that you know to sorcerer spells without increasing the
casting time. This benefits even lets you quicken your sorcerer spells with the Quicken Spell feat. You do not
gain a familiar when you take this class feature.
Infernal Sorcerer Heritage: You gain a bonus on saves against fire and poison equal to the amount of infernal
sorcerer heritage feats you possess. When you use a conjuration (summoning) spell to summon and evil
outsider, you gain +2 to your caster level.
Ascetic Mage: You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great
effect. If you have levels in sorcerer and monk, those levels stack for purposes of determining your AC bonus.
For example, a human 4th level sorcerer/1st level monk would have a +1 bonus to AC as if she were a 5th
level monk. If you would normally be allowed to add your Wisdom bonus to AC (such as for a unarmored,
unencumbered monk), you instead add your Charisma bonus (if any) to your AC.
Sculpt Spell: You can modify an area spell by changing the area’s shape to a cylinder (10-foot radius, 30 feet
high), a 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line. The sculpted spell
works normally in all respects except for its shape. A sculpted spell uses a spell slot one level higher than
normal.
Nerveskitter: You cast a spell as an immediate action when you and your party roll for initiative. You enhance the
subject’s reactions in combat, granting it a +5 bonus on its initiative check for the current encounter.
Dragonskin: Your skin toughens and becomes scaly like that of a chromatic dragon, of a color you select. You
gain an enhancement bonus to natural armor equal to +1 per two levels, as well as energy resistance 10
against a type of energy appropriate to the color you select: acid (black or green), cold (white), electricity
(blue), or fire (red). Sorcerers cast this spell at +1 caster level.

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.

Part Seven: Against All Odds


1. Legionnaires
Rushing back to Annex, the PCs catch up with the legion of devils at the same place they fought Captain Kazoo.
Use the same map and put the PCs on the bottom end of the map and the devils on the top.

BWC-7 Test of Mettle 24


DM’s note: This fight is meant to be overwhelming for the PCs. You want to make sure that you time the rescue
by Captain Loo or Sergeant Kren just as it looks as if the PCs are about to be overrun. After one or two fall, this is
a good signal for the cavalry to rush in.

Foes
Legion Devils (8): 19 hp each. Combat Statistics.

Scaling the Encounter


8th –Level Characters: add two more legion devils.
9th –Level Characters: in addition, add two more legion devils.
10th –Level Characters: in addition, add two more legion devils.

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.

LEGION DEVIL LORE


Characters with rank in Knowledge (the planes) can learn more about legion devils. When a character makes a
successful skill check, the following lore is revealed, including the information from lower DCs.

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

BWC-7 Test of Mettle 25


Legion’s Strength (Su): Legion devils combine their physical vitality into one single pool of strength. In many
battles, legion devils seem to absorb blow after blow, fighting on despite massive injuries, until a single
decisive attack against one causes all of them to fall to the ground, slain. Legion devils combine hit points into
one large pool. If the pool is reduced to 0, all the legion devils in it immediately die. A legion devil gains the
pool’s benefit as long as he remains within 100 feet of the rest of the group. If forced to move farther away, the
legion devil reclaims some of its hit points. Divide the hit points in the pool by the number of devils in the group.
The devil forced out of the group gains that many hit points, and the pool loses a like number. If the share is
less than 1, the devil immediately dies and the pool does not lose any points. By the same token, if any devil
receives healing apply it to the devils’ total pool.
Legion’s Defenses (Su): If a spell, supernatural ability, or other effect that allows a saving throw targets more
than one legion devil, all the devils use the highest d20 result rolled by the group. If three legion devils are
caught in a cone of cold and the d20 rolls for their saves are 17, 5, and 8, all three devils use the 17 as the
result of their roll before adding any modifiers.
Legion’s Mind (Su): If a mind-affecting spell or ability targets a single legion devil, the devil and all other devils
within 60 feet make saving throws against it. If any devil succeeds, all the devils succeed. If all the devils fail,
they all suffer the effect of a failed save.
Shield Arm (Ex): The right arm of a legion devil is enlarged and heavily armored, providing it with a +3 shield
bonus to its Armor Class. A legion devil can also use this arm to make a bashing attack as a secondary
weapon. A legion devil does not lose its arm’s shield bonus when it attacks in this manner. An arm bash deals
1d6 points of bludgeoning damage.
Legion’s Battle Skill (Ex): Trained and experienced in working together, legion devils gain a +4 bonus on attack
rolls for every other legion devil within 60 feet.
Legion’s Advance (Su): As a move action, a legion devil can immediately teleport to a space adjacent to any
other legion devil within 100’ feet. The legion devil can continue its turn after using this ability as normal.
Summon Baatezu (Sp): Once per day a legion devil can attempt to summon another legion devil with a 35%
chance of success. This ability is the equivalent of a 3rd-level spell (CL 5th).

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.

The crew provides cover fire for you.

“Get back to Annex. We will cover for you,” comes the familiar voice of Captain Loo.

BWC-7 Test of Mettle 26


Looking back just as the gates of Annex close, you see the Ka-Ching pulling up to get away from the throng of
devils on the ground.

2. The Calvary Arrives


Rushing back into Annex, the gate closes, but not before one of the legion devils gets in. Before it can be killed,
its fellow devils teleport to his side in numbers that are overwhelming. But just when it looks like Annex is about to
fall, you see the skies blacken with hundreds of hires falling out of the sky. Lt. General Pilgrim and his forces have
arrived.

The devils are defeated and the day is won. Annex once more is secure for the Blackwheel Company.

Ending the Adventure


If the PCs are successful in holding Annex, read the following:

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.

2. What did the PCs do with orders to destroy the Ka-Ching?


a. They blew it up like they were told.
b. They refused to follow orders and did not blow it up.
c. They convinced the captain to join the Company.

3. Did the PC’s defeat Captain Kazoo and his demonic artillery unit?
a. Yes, they made Sergeant Kren proud.

BWC-7 Test of Mettle 27


b. Yes, but it was a hard fought battle.
c. No, they ran towards the gates of Annex screaming like little girls begging to get in.

4. How did the PC’s fare with the bar-lgura attack?


a. They defeated those demons and their pet spiders with ease.
b. The won the battle, but it was close.
c. Other Annex hires had to rescue them from their impending doom.

5. Describe the PCs assault on the Source of Power?


a. The PCs fought fiercely, making mince meat out of Aidacra and his minions.
b. The PCs defeated Aidacra and his minions, but it was a close call.
c. The PCs defeated his minions, but Aidacra was too much for them.
d. The PCs didn’t even get to Aidacra; his minions drove them away.
e. The PCs accepted Aidacra’s offer and joined the Cabal.

6. Describe the adventure’s conclusion.


a. The PCs held Annex until Lt. General Pilgrim arrived.
b. The PCs did not hold Annex and when Lt. General Pilgrim arrived, it was too late.

7. Rate the group’s roleplaying.


a. Fantastic! Everyone had interesting and engaging characters that interacted and challenged the
adventure in very fun ways.
b. Good. Most players had interesting and engaging characters.
c. Okay. There was some roleplaying.
d. None. There was no roleplaying. They treated the adventure as nothing more than a set of
objectives to be accomplished.

Story Objects:

Object ID: EXBC22


Object Name: Mark of Onyx
Object Description: Because of your service in missions that only the best of the best can perform, you are now part of the
Blackwheel Special Operation Division called Onyx. This entitles you to special equipment from the Arclight division before you
go out on any mission. This translates to a 50% discount on one item in the Magic Item Compendium. The 100% value of
the item must still be under the PCs item EV level cap.

Object ID: EXBC23


Object Name: Resurrection Insurance
Object Description: Should the PC die in the line of duty and their body be brought back to the Glory Road, they receive
a free Raise Dead paid for by the Company.

BWC-7 Test of Mettle 28


DM’s Aid 1

BWC-7 Test of Mettle 29


BWC-7 Test of Mettle 30
DM’s Aid 2
Write the name of the PCs on the right side of the page. Draw a line to the appropriate magic
item that they will get when they are at the Arclight division.

APEN

Big Red

Wand Doughnut

Glove of Healing

Conch Shell of Inspiration

Deathstrike Bracers

I Scry

Little Man

BWC-7 Test of Mettle 31

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