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Contents
4 siege of
Bordrin’s WatCh
By Robert J. Schwalb
A Scales of War Adventure
Path adventure. The new
Dungeon Adventure Path
continues as the PCs, along
with other heroes of Elsir Vale, are
summoned to the dwarven city of
Overlook to help stem the threat of an
orc horde massing in the mountains. An
adventure for 3rd-level PCs.
82 M a ssaCr e at
fort dolor
By Shawn Merwin
The outpost of Fort Dolor has
experienced an unprecedented
stretch of peace in recent times. Then
nearly the entire garrison disappears
on a supposed routine patrol, and
the town—still on the frontier—is
left nearly defenseless. Can the
adventurers dig to the bottom of the
mystery at Fort Dolor before they,
too, disappear? An adventure for
8th-level PCs
on the Cover
Illustration by Dave Allsop
3 editorial
129 dungeonCraft
By James Wyatt
104 the dark he art
of Mithrendain
By Greg Marks
When the PCs stumble
into the Feywild, they
find themselves in the
middle of Mithrendain—
a glorious eladrin city of
grace and beauty. But as
the heroes find themselves
the target of mysterious
attacks, they begin to
discover that something
rotten lurks in the city’s
heart. An adventure for
10th-level PCs.
56 in the depths
of avariCe
By Tim Hitchcock
The mine has been known as
Tessount’s Folly for years, due
to it producing nothing of value.
Now Valmour, the youngest
son of the mine’s late owner,
has inherited the mine . . . and
found something he should have left
buried. An adventure for 13th-level PCs.
134 save My gaMe
By Stephen Radney-MacFarland
Dungeons & Dragons, D&D, D u n g e o n , D r a g o n , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast prod-
uct names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
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Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the U.S.A. ©2008 Wizards of the Coast, Inc.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
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FATA LIT Y!
EDiTOriAl
157
I
Dungeon
August 2008
Editor-in-Chief
Chris Youngs
in my regular Wednesday office game, i decided to start running my group through the new Scales of
War Adventure Path. Unfortunately, we’d begun Keep on the Shadowfell before i had “rescue at riven-
roar” in hand, so we picked up the Scales of War campaign with this month’s installment,
“The Siege of Bordrin’s Watch.” We were on our second session of the adventure a couple weeks back,
and i sprang a random encounter on my group. Some assassins jumped them in a shady part of town.
Combat ensued, and the fight was, eventually, won by the PCs. But not before we had our first
campaign death.
Senior Art Director
Stacy Longstreet
Web Production
Bart Carroll, Steve Winter
Graphic Design
Scott Okumura, Chris Hanis,
Shauna Wolf Narciso
Contributing Authors
Tim Hitchcock, Greg Marks,
Shawn Merwin, Stephen
were following the 4th Edition encounter design
philosophy—using monsters, traps, and terrain all
together in a wonderful stew—before 4th Edition was
even a glimmer in anyone’s eye. Kudos to those authors!
Alas, poor Atticus, we knew you well.
Radney-MacFarland, Robert J.
Schwalb, James Wyatt
The poor half ling died ignobly, skewered by a halberd,
then shanked again with a coup de grace, then, when
that didn’t kill him, kicked off the top of a 20-foot roof.
i mean, it all made sense in the context of the adventure.
really.
Developers
Mike Mearls, Stephen Radney-
MacFarland, Peter Schaefer,
Stephen Schubert
Many other 3E encounters didn’t follow this philosophy.
Sure, they featured the occasional bit of interesting
terrain or a cool trap, but encounters weren’t often
designed with all three game elements in mind. Now,
encounters integrate these elements as the rule, not
the exception.
Editors
Greg Bilsland, Scott Fitzgerald
Gray, Miranda Horner
Cover Artist
Dave Allsop
So why does this matter? i mean, PCs die all the time,
right?
Contributing Artists
Dave Allsop, Stephen Crowe,
Wayne England, Raven
Here’s the deal. Way back last year, when we first started
talking about the new Adventure Path, i pointed out that
back in the day, Shackled City ( Dungeon ’s first Adven-
ture Path) was something of a meat grinder. Apparently,
many a group ended up a stain on the dungeon f loor
running through one of those adventures. The interest-
ing thing is that, for the most part, the encounters in
the Shackled City Adventure Path weren’t particularly
beyond the scope of a normal 3E encounter, at least in
terms of XP gained for the level of the characters.
Mimura, Jim Nelson, William
So back to that meeting. We decided to make the Scales
of War a middle-of-the-4th-Edition road campaign.
it wouldn’t be any harder or easier than the baseline.
So when Atticus fell to his ultimate death, the first
thought that popped into my brain was, “Oh, crap. What
have i done?”
O’Connor, Efrem Palacios,
Anne Stokes
Cartographers
Kyle S. Hunter, Sean Macdonald,
Mike Schley, Jeremy Simmons
Web Development
Mark A. Jindra
D&D Creative Manager
Christopher Perkins
i mean, the fight was tough. There weren’t any traps,
but terrain certainly had an impact (excuse the pun).
But looking at the encounter now, i can see that this was
a good thing. it shows me that 4th Edition characters
are not invulnerable. A clever combination of monsters,
traps, and terrain can put the fear in any D&D party, as
well as spawn countless tales of ill-fated character deaths
that players will remember for years.
Executive Producer,
D&D Insider
Ken Troop
Director of RPG R&D
Bill Slavicsek
Nope, what made many of those ultra-deadly encounters
tough was that each author felt obliged to come up with
unique, compelling, and integrated encounters. They felt
that, to do the campaign justice, they needed to make
the most of their encounters, using a combination of
monsters working together with terrain in an elegant,
symbiotic, and often fatal, dance. in many ways, they
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy
Crawford, Rob Heinsoo, Peter Lee, Julia Martin, Mike Mearls,
Kim Mohan, David Noonan, Stephen Radney-MacFarland, Peter
Schaefer, Stephen Schubert, Chris Sims, Rodney Thompson,
Rob Watkins, James Wyatt
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SIEGE OF BORDRIN'S WATCH
BORDRIN’S
WATCH
by Robert J. Schwalb
illustrations by William O'Connor and David Griffith cartography by Mike Schley
How can we forget the suffering of our kin during the Age of Chains? How can we
set aside those ancient grudges when the risk of slavery is now greater than ever?
Fellow warriors, the orcs are upon us, marching once more to the beat of the giants’
drum. It falls to us to stop them—to hold fast no matter their numbers. If we falter,
we give into fear. It’s not just ourselves and our way of life that will suffer; all people
of the Elsir Vale will perish as well. War is upon us. Now is the time for men and
women of courage to stand up and defend those who cannot defend themselves.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
August 2008 | Dungeon 157
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SIEGE OF
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SIEGE OF BORDRIN'S WATCH
WHAT’S AN
ADVENTURE PATH?
Scales of War is the fourth Adventure Path to
appear in the pages of Dungeon Magazine . But
what, you ask, is an Adventure Path? Quite simply,
it is a series of related adventures intended to
form a complete D&D campaign that takes your
players from 1st level all the way to, in the case
of Scales of War, 30th level.
Previous Adventure Paths, presented with the
3rd Edition D&D rules, took characters from 1st
to 20th level. But with all three tiers in the new
edition ripe and ready to explore, we’re push-
ing the limit with Scales of War. Each tier takes
roughly six adventures to traverse, which means
we’ll finish off this Adventure Path in about
eighteen issues. Each adventure advances char-
acters from between one and a half to two levels
of experience. We recognize that not everyone
will meet every encounter or complete every
quest, however, so periodically, we’ll point you
to a supplemental Side Trek or short adventure
to keep your PCs on pace. Plus, roughly every few
months, Dragon will feature new support content
for Scales of War.
Finally, this Adventure Path is intended to
function as a complete D&D campaign. That
means we’ll be making some assumptions about
the history of the world as we move along, just
as you would in any campaign you run. We’ll be
borrowing heavily from the D&D mythology of
4th Edition, as well as all the great ideas that have
cropped up in other products over the years—
including the pages of past issues of Dungeon !
Enjoy your stay in Scales of War, and keep an
eye out for next month’s installment.
“Siege of Bordrin’s Watch” is an adventure for five
3rd-level characters. By the end of the adventure,
the characters should be halfway through 4th-level.
You can run this adventure as the sequel to “Rescue
at Rivenroar,” continuing the unfolding story of
the Scales of War campaign, or run it as part of a
campaign of your own design. This adventure
features exploration, roleplaying opportunities, and
combats in dynamic environments, making it a
perfect addition to any campaign.
In this adventure, a new threat looms to the west:
A vast horde of orcs and their despicable kin emerge
from the barren lands bent on plunder and conquest.
While the Elsir Vale and other lands mobilize their
meager forces to respond to the danger, a call has
gone out to those heroes of the Vale to join forces and
help to push back this new evil before it’s too late.
the orcs have emerged, they now have a leader who
can keep them together long enough to win.
The orc leader is an overlarge warrior and chief-
tain named Tusk. Not a true orc, he has the blood of
ogres in his veins, which makes him larger, tougher,
and eminently more dangerous. Having slaughtered
half a dozen orc chieftains, he drew together the
unruly tribes to mount an offensive against Bordrin’s
Watch to lay claim to the soft lands beyond its walls.
Tusk knows the history of the Stonehome Mountains
well, knowing that unless he can find some way to
bypass the fortress in the mountains, it won’t matter
how many warriors he commands since he would fail.
What Tusk needs is a way around the fortress.
Ever resourceful and with numerous contacts and
allies, Tusk turned to his occasional lover and advisor,
a shadar-kai witch named Myrissa. He sent her back
to the Shadowfell to recruit allies to help his cause,
and a short time later she returned with a small army
of dark ones, led by a mysterious and sinister dark
creeper, known as the emissary. This leader offered
to assist Tusk in exchange for an exclusive arrange-
ment in which they would supply Tusk’s armies with
weaponry for whatever price the dark creeper and
his fellows asked, and in exchange, the dark creepers
would find a way through the mountains. Tusk read-
ily agreed and paid the exorbitant price, gaining a
fine arsenal, and also, he hoped, the key to victory.
Not long after, the dark creepers returned and
revealed a number of tunnels burrowed beneath the
mountain. They showed the chieftain the locations of
each, explaining how the passages connected one side
of the mountains to the other. No tunnel was large
enough to accommodate his entire army, so, Tusk
gave his horde their marching orders, sending them
to climb the mountain slopes, while his scouts moved
BACKGROUND
The lands west of the Stonehome Mountains have
been a festering mire of want and suffering. This
parched and barren landscape is suited only for orcs,
goblinoids, and other fell creatures. From time to
time, a warlord gathers a small army and tumbles
out of these badlands to test their strength and arms
against the stalwart dwarf defenders, but never have
they crossed the mountains because straddling its
single pass is an ancient dwarven stronghold named
Bordrin’s Watch. No matter how many orcs muster,
they die upon its walls, painting the sturdy stone
with their black blood. So the rumors of a new host
in these forlorn bogs and dead woods seemed a small
threat—nothing the guardians could not handle. This
army, though, is different. Unlike all the many times
August 2008 | Dungeon 157
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