P3 assault on night wyrm fortress pdf
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Inside, a crude altar provides a warm vantage details. This supernatural flame fills T1. Ossuary Vestibule that part of the room and burns eternally. A skull on the floor at the center of the firestorm serves See Encounter T1: Ossuary Vestibule, page 6 of as the focus for this effect.
A DC 25 Perception check is required to notice the skull within the flame. Slaughter Crypt Undead horrors guard the way, and the twisted space of T8. Shattered Amphitheater the Shadowfell further confuses intruders. Forgotten Image T9. Now, only dust and the charred image of portal, which leads to an area of the Shadowfell close to a screaming man on the west wall remain, secure behind Nightwyrm Fortress. Miles of chambers way. If the adventurers climb or fly to the top of the wall, honeycomb the interior space of the tall, thick walls.
Only they face the threats there first. Regardless of the order, a small number of these are used by the forces currently however, the adventurers must defeat the captain com- occupying the fortress; the rest are either empty or sealed. Get- they have that ability. If so, they encounter the slaad patrol ting around this vast complex might seem daunting at first on the battlements walk. Refer to Encounter Z3: Battle- glance. However, only one clear and obvious path winds ments, page 46 of Adventure Book Two.
All the General Details encounter areas described in the Teeth are found along Unless otherwise noted in an encounter description, the this path.
The adventurers can easily move from one area of the Illumination: Dim light magically radiates from the Teeth to the next without getting lost—the tracks of count- walls and ceilings throughout the Teeth.
They are made of stone AC 4, Reflex 4, Forti- minutes. As the adventurers tire, they can discover many tude 12; hp 80; break DC However, if urally dark stone native to the Shadowfell. Each captain is The Shadowfell is a reflection of the natural world, darkly described below, along with an overview of the related set cast and twisted. It is also the initial destination of souls of chambers.
The following are the planar Magrathar is currently absent from the Teeth, on a traits for the Shadowfell. He wears Type: Parallel plane. If ever all four soul rings dimensions and topography similar to the mortal world. Magrathar senses something is amiss—whether attack or Mutability: Normal. He instantly returns to the Teeth, where he attacks Gloom: The Shadowfell mutes light sources, reducing the the invading adventurers when they next move onto the radius illuminated by 50 percent.
For example, a torch battlements walkway. Magical light sources are unaffected. Although the set with a sparkling point of light actually a bound soul. An attuned followers, allowing them to freely patrol the top of the soul ring allows the wearer and up to ten allies to pass into Teeth. Despite the binding, though, sometimes slaads and and out of the keep through any of the catwalk entrances.
Thus, the adventurers cannot gain Eventually, the larva mage Magrathar is alerted to trouble entry to the inner keep until they collect each of the lesser when the PCs bring the four soul rings together. This assault can occur within minutes of victory over Zry, making this attack especially vicious. Arriving in the Even if the PCs have left the walkway, Magrathar appears Shadowfell and waits patiently for their return.
Additional Encounters Entering the Teeth If the party takes multiple extended rests within the corri- dors and chambers of the Teeth, they risk running afoul of The adventurers most likely enter through the ground- patrolling monsters.
For each extended rest after the first level opening visible from where they appeared. If the result keyed to the indicated locations. The rot harbin- ger and bodak reavers wade into melee, while the death V1—V4. Ice Halls of Vorst knight sizes up the tactical situation and focuses on the Vorst is a frostshaper ice archon who leads a company of cold most dangerous opponent, using unholy flames as often as creatures and has created a small empire of ice within the possible to bolster its allies.
The mercenary captain has failed to enforce his will. The ice archons gang up on enemies, close the portal, allowing various creatures access to the slowing them with their frost mauls and icy ground auras. Perhaps the growing potency of the vortex spinning The rakshasa noble commands from the rear, using phan- above the keep is having unforeseen side effects on the tom lure to keep the PCs in difficult terrain and mind twist fabric of the Shadowfell.
The zenith of stone as the Teeth and the keep. The catwalks span a chasm whose bottom consists of a stagnant moat of lifeless water. Many of the creatures inside the keep that serve Urishtar See Encounter K0: Catwalk Attack, page 52 of hail from a clan of rakshasas that have thrown in their Adventure Book Two. The leader of the rakshasa contingent is Varun, a noble of his kind.
Varun spends Keep Exterior his hours in the Hall of Knowledge Location K7 , where The keep is constructed of the same black stone as the rest he digs ever deeper into the mysteries of the Shadowfell. The exterior is rough enough to be easily Everything Varun learns, he transmits to Urishtar, which climbed Athletics DC Urishtar has Creatures with the shadow origin or that are undead set up Kailash with a well-outfitted Hall of Inquisition can enter the vortex without harm, but living creatures Location K8.
The adventurers do not need to experience this They believe that one day the dragon will be transfigured effect to know that the cloud is dangerous: Any creature into a power strong enough to contend with the Raven approaching within feet of the phenomenon can feel Queen.
None are barred or locked. The keep has a dif- When Urishtar first claimed Nightwyrm Fortress, what is ferent method to restrict access to its depths. Namely, only above the ancient spire. Finally, anyone wearing a properly attuned soul bodiless life energy—the souls of the mortal dead that should ring, or in the direct company of such a ring bearer, can have traveled across the Shadowfell to be judged by the also pass into the keep.
Raven Queen. This gruesome diet slowly enlarged the vortex When the adventurers first attempt to enter the keep, to its current size. Draconic wraiths see the monster entry an impassable field prevents their passage.
Teleportation on page 20 constantly travel to the vortex, depositing fresh attempts similarly fail. A successful DC 20 Arcana check souls and then winging away in search of more to harvest. Only the four soul rings and until its outer edges sweep across the entire plane. Four locations increasingly disturbing visions to inform her. Worse, while involve tactical encounters. Hall of Ancient Death Unless otherwise noted in an encounter description, the When the adventurers reach the landing that opens onto information here pertains to areas inside the keep.
Haunting, spectral music Illumination: Darkness, unless otherwise noted in an is audible from somewhere deeper within the vast, echo- encounter description. Fluting notes accompany words whispered Doors: Except where noted otherwise, doors are in such an archaic form of Primordial that they are barely unlocked.
They are made of stone AC 4, Reflex 4, Forti- understandable by those who speak the tongue. The song tude 12; hp 80; break DC Walls and Floors: These are rough and made of a nat- The Singer: Magrathar determined that there was urally dark stone native to the Shadowfell.
The Song: The words describe an ancient war in which K1. Entering the Hall: If the adventurers enter this cham- Through me lies the end for all souls; ber, the song cuts off. Any light the adventurers bring Through me lurks death, the final funeral. This message was scribed by Urishtar, whose control of An exploration of the chamber turns up nothing. This the fortress beneath the Soul Vortex gives her confidence room is safe for the adventurers to take refuge in, and is in her claims that she holds power over life and death.
Whatever All the catwalks except the highest lead into the hollow presence haunts this place leaves the adventurers alone. Hollow Shaft K6. Should anyone drop a torch or other light source K7. Hall of Knowledge down the dark shaft, they can make out small ledges that Urishtar keeps her library in this chamber. Varun, the show where old levels have crumbled away over time. Keep Entry K8. The adventurers are likely to have at least two in this area. His quarters are attached to the chamber.
Ladder to the Spire of Adventure Book Two. From here, a foot-wide square shaft page 56 of Adventure Book Two. Iron rungs along K4. Vrock Cave one side of the shaft provide a ready means of ascent. The smell of rot is overpowering. Confronting her is the climactic in the floor, serves as a nest for dozens of vrocks.
However, encounter of the adventure, and unless the adventurers only about six are in the nest at any given time; the others have reached 20th level, facing Urishtar might well spell are out hunting for food and sport.
Abyssal Zealot An abyssal zealot comes into being when a natural human- oid, usually human, dedicates itself to the powers of the Abyss. The transformation usually takes place at the end of a ritual, although some who have devoted their lives to the worship of demons change spontaneously after many years of evil actions. When the change occurs, a monster of blood and wings bursts from the skin of the former creature. It retains a somewhat humanoid shape, but one tainted by the gruesomeness of its change.
Orcus, though this assertion remains so far unproven. Draconic wraith souleaters are particu- coil. It tries to gain combat advantage by any means nec- larly abominable, capable of hunting newly freed souls that essary, striking over and over with its shadow bite. It uses enter the Shadowfell when their mortal hosts pass away. Enemies treat the area within the aura as difficult terrain. The target loses 1 healing surge, and the souleater regains 34 hit Alignment Chaotic evil Languages Draconic points.
Souleater Tactics In battle, the souleater begins with its steal volition power if a target is in range, or its fell breath if multiple enemies are within 5 squares of it. It then resorts to melee, using its cloud of death aura to hamper its prey. While immobilized, its trajectory across the Shadowfell is halted for 8 hours. The souleater can then transport the soul in its foreclaws, moving it as it would any solid object.
Creatures without specialized abilities or equipment are incapable of affecting an immobilized soul. It becomes an engine a —2 penalty to attack rolls. DC Draconic wraiths can arise in a variety of ways. Shadow Glide move; encounter Some are spawned by the Shadowfell or through the use of The draconic wraith shifts 8 squares.
They are the warped, stillborn hatchlings of A soulbinder can immobilize and capture the life force a powerful shadow dragon named Urishtar, who fertilizes of mortal creatures. It employs its tendrils of terror aura to her eggs with the captured souls of hapless mortals. Some slow enemies and reduce their effectiveness in battle, so of these draconic wraiths have gained independence and it makes sure to keep as many enemies within its range as hunt the Shadowfell in small flocks, but many yet serve possible.
It tries to catch groups of enemies in its two area have lost control of their limitless anger and now stalk the attacks, binding burst and shadow breath. Whenever either living and the dead to destroy whatever souls they find. A few of these extremely aggressive wraiths still serve Urishtar, but usually not of their own accord. Whether skulking powerful fin. Large shadow magical beast dragon XP 5, At a glance, a shadow dragon appears insubstantial. Will; the target is dazed end of the encounter.
Aftereffect: The target lose a healing surge. Will; the target is dazed creature entirely within the area except the dragon is blinded. Aftereffect: The target Combat Advantage takes a —2 penalty to attack rolls save ends. The A shadow dragon that is in at least one square of a globe of zone blocks line of sight for all creatures except the dragon. Any darkness can teleport to any other globe of darkness within line of creature entirely within the area except the dragon is blinded.
It must end this move in at least one square of that globe of Combat Advantage darkness. The shadow dragon deals an extra 1d6 damage against a target it Alignment Evil Languages Common, Draconic has combat advantage against. It must end this move in at least one square of that globe of darkness.
It lurks in the darkness, biding its time for the proper moment to strike. In fact, a shadow dragon might follow its quarry for hours before reveal- ing itself.
When it finally strikes, it drops globes of darkness, then uses shadow walk to move to the best position for its breath weapon, spending an action point to use it on that turn. While its foes struggle against the rotting power of that attack, the dragon tears into them with fangs and claws, spawning addi- tional globes of darkness to help it teleport about the battlefield.
She has some strong DC Shadow dragons haunt crumbling cities and connection to the swirling cloud of darkness that rotates sunken palaces.
Shadow dragons regularly is attempting to gain power by diverting the souls of the enslave other races to serve as soldiers and slaves.
Aftereffect: The target takes takes radiant damage, one of its globes of darkness ends a —2 penalty to attack rolls save ends. The Action Points 2 zone blocks line of sight for all creatures except the dragon. The shadow dragon deals an extra 4d6 damage against a target it m Claw standard; at-will has combat advantage against. It must end this move in at least one square of that globe with a melee attack; at-will of darkness. You call ture. They are detailed below. Any enemy that enters or starts its turn within the.
Skull of Sartine aura take 5 necrotic damage and 5 fire damage. The Skull of Sartine is an artifact appropriate for high Satisfied 12—15 paragon-level characters. While it continues to is a burned, black skull that constantly emits dark smoke. It is warm to the touch. Wisdom modifier necrotic and fire damage.
Property: You gain darkvision. Power Encounter : Minor Action. You can recognize an agent Property: You gain resist 10 necrotic and resist 10 fire. And reminding me that neither the Skull nor Roleplaying the Skull of Sartine the Raven Queen is particularly happy with my performance.
This applies whether or not you are using or even for the glory of the Raven Queen. Keyed to its wearer, it contains a The Skull knows the time has come to leave its current bound soul that manifests as a point of light.
When the character next drops to 0 hit points, the skull explodes in a burst of black fire burst 3; automatic Soul Ring Level 15 hit against all enemies in burst if satisfied or better or This platinum band, inset with a sparkling point of light, has a against all creatures in burst if unsatisfied or angered ; 15 single word etched into its inside surface over and over in a variety necrotic and 15 fire damage. You can pass through one of the its place. Urishtar found the ring in with the lingering energy of the mortal dead, a Shadowfell the silent, empty fortress when she first took up residence.
You can pass through one of the five entrances to turn. Up to ten allies within 10 squares of you can Power Encounter : Minor Action. Power At-Will : Standard Action. Target a creature wearing a Power Daily : Standard Action. You shift up to 6 squares and soul ring within 5 squares. That target spends a healing surge make two basic melee attacks at any time before, during, or but regains no hit points.
Instead, it becomes attuned to the after the shift. Spend a healing surge. Power Daily : Standard Action. Spend a healing surge but regain no hit points. Instead, you become attuned to this ring. DC Magrathar was a powerful wizard of great cun- ning and greater evil. His experiments with the essence and migrations of souls led him to take up residence in the Shadowfell.
DC Magrathar perished in the Shadowfell while in the middle of an experiment, and he returned in the form of a larva mage lord. His expertise with and knowledge of souls and the power within them grew even greater in his new form. Encounter Level 17 9, XP When the adventurers approach this area, read: The walls and stalagmites ahead glow with phosphorescent Setup fungi as the passage opens into an enormous cavern.
The corpse of a monstrous wormlike beast with lavender scales 3 cyclops hewers H stretches across the ground. Four large, one-eyed humanoids 1 cyclops storm shaman S linger here. A foot-long wooden chest with black iron fit- The Crawling God, Huge carrion crawler C tings rests against the southeast cavern wall. A across the ceiling of the chamber ahead. They PCs after they enter the area. Tactics When the adventurers first approach, the crawler The watchful cyclopses begin the encounter by bellow- is hidden within the shadows on the ceiling of the ing out a war cry.
The hewers use evil eye against the chamber, above the location marked on the map. The weakest-looking melee combatants, hoping to quickly storm shaman, leader of this band of cyclopses, lingers reduce the size of the party. The three cyclops hewers keep a casual mies next to it. They raise the alert if they see anything out as possible in its storm burst before targeting foes of the ordinary. Fortitude; the target gains vulnerable 5 to thunder damage and vulnerable 5 to lightning damage save Features of the Area ends both.
Ceiling: 35 feet high. Enemies within the zone at the start Purple Worm Remains: The well-decayed and of their turns take 2d8 lightning damage. Huge or larger creatures treat the area as diffi- Alignment Unaligned Languages Elven cult terrain. The storm Speed 6, climb 6 spider climb shaman carries the key.
At the bottom of the chest lies an oversized black ongoing 10 poison damage and is slowed save ends both. In addition, the target is pulled 1 square. First Failed Saving Throw: iron key. The shaman found the key in Location G6. The target is immobilized instead of slowed save ends. Odors of stagnation and rot fill this cave. Hundreds of green caterpillar-like creatures First Failed Saving Throw: The target is immobilized instead of swarm out and begin gorging on one another and any creature slowed save ends.
Second Failed Saving Throw: The target is adjacent to the mound. The enormous carrion crawler can make opportunity attacks Trigger against all enemies within its reach 3 squares.
When a creature moves into a square adjacent to a mound, the Alignment Unaligned Languages — larvae inside the eggs hatch and attack. In addition, the gargoyle regains a stand statue-still opposite them to the east. A gibbering number of hit points equal to the amount of damage dealt. The double doors The gargoyle becomes a statue and gains resist 30 to all damage, leading into the tomb are trapped.
It loses all other senses and can take no actions in stone form other than revert to its normal form as a minor action. Tactics square and dazed save ends. M Double Attack standard; at-will The gargoyles remain in their stone form unless they or The stone golem makes two slam attacks. The creature possibly gaining surprise , attacking any PCs who remains in its space, and the golem must leave the space after it move within 2 squares of the southern wall or who attacks. The golem must end its rampage in an unoccupied space.
It tries to keep foes C Death Burst when reduced to 0 hit points within the area of its unnatural utterances aura, using its The stone golem explodes in a burst of jagged stones. They smash the closest combatants with double slam attacks, using golem rampage against PCs who attack them from range. Combat Advantage The gibbering abomination deals an extra 2d6 psychic damage on melee and ranged attacks against any target it has combat advantage against.
Ceiling: 25 feet high. The area near the door seems somehow colder and darker than the rest of the cavern. Illumination: Bright light from five everburning torches situated around the cavern. Any creature stepping on Cave Pools: Both of these pools are filled with icy the squares is subject to attack. A careful search of those remains DC shadowed and darker than it should be considering the proximity 22 Perception check uncovers pp in a watertight of the torches.
To breach this squares, the trap activates. On a critical hit, the target loses one Sartine in an effort to dissuade those seeking to disturb healing surge. Thievery check. In addition to the message and the lock, a trap guards the area immediately in front of the iron doors and the corridor beyond. Encounter Level 20 14, XP to keep as many foes as possible within the area of their death rattle aura. They make bite attacks against lightly Setup armored PCs, using death sway only if more than one enemy can be targeted, or if a PC is already dazed.
The 2 bone nagas N first round that two or more PCs are dazed whether by 1 boneclaw B death rattle, death sway, or the lightning obelisk , a naga 2 lightning obelisk traps spends its action point to make a death sway attack. Sartine might be gone, but her greatest treasures Boneclaw B Level 14 Soldier remain well guarded.
The lightning obelisk traps are activated as soon as Relentless Opportunist If the boneclaw hits with an opportunity attack, it can make any living creature enters through the north doors. It is immediately visible from the entrance, moving for- Threatening Reach ward to attack at the first sign of intruders.
The boneclaw can make opportunity attacks against all enemies within its reach 3 squares. A doorway is visible in the south- west wall, but a wide pit prevents easy access to it. A smaller alcove stands to the Death Rattle Necrotic aura 2; enemies that start their turns in the south, occupied by a hulking skeletal creature with long, skew- aura are dazed.
Its mouth twists into a leering grin as it lumbers HP ; Bloodied out of the alcove. Aftereffect: The target is weakened save Tactics ends. Will; the taking full advantage of its threatening reach to make target is dazed save ends. If the target is already dazed, it takes opportunity attacks. Once they enter combat, they attempt. Energy crackles and flares along the length of each obelisk, and occasionally bolts of electricity arc from one to the other.
Each obelisk is covered in intricate runes and carvings that praise and honor the Raven Queen. One word, written in Common, on each visible side of each obelisk stands out among the carved runes and is easily noticed on a DC 14 Perception check.
Illumination: None. Dim light fills the chamber once targeting a living creature within 5 squares. The pit is between them charged with static. Athletics check or a DC 21 check with a running start Trigger across the pit at an angle. When a living creature starts its turn within 5 squares of a Anyone falling into the pit plunges onto sharp, lightning obelisk, it attacks.
Target: One living creature. When turned a through the pile requiring 5 minutes and a DC 20 Per- minor action , it disables the trap. Double Doors: The double doors leading into this chamber close of their own accord 1 round after all of the adventurers enter the room. The doors magically lock DC 25 Thievery check to open, though the black iron key found in Encounter G1 opens the doors from this side also. The closing of the doors reactivates the necrotized floor trap in Encounter G2.
Two slaughter wights wait within necrotic damage. Undead allies in the burst can make a basic the western crypt. The remaining guardians begin the attack as a free action. An open archway Medium shadow humanoid undead XP 4, opposite your entry leads into a crypt of black stone.
Shadow-gray that makes a melee or a ranged attack against the bodak reaver sculptures of monstrously large toads flank both openings.
DC The nearly imperceptible sound of shuffling foot- HP ; Bloodied steps can be heard within the crypt. Fortitude; if the the glowing sigils in the mouths of the toad statues. The sigils trans- temporary hit points. A sigil deals 10 necrotic damage to a living Immune disease, poison; Resist 10 necrotic creature that begins its turn holding one. AC; 7 damage, and the target is immobilized save ends.
When slain, each unleashes its death as to how to approach the situation. Arcana DC 20 : You can sense a distinct connection The death knight and two of the ghouls enter the between the southern doors and the toad statues.
The other two ghouls wait out of thus be moved from one statue to another. If no PCs appear in that time, obelisks in the previous chamber. The death knight focuses its soul greataxe attacks on the most powerful-looking melee combatants, reserving its death gaze for a spellcaster at the edge of the battle.
The abyssal ghouls make claw attacks against the closest enemies, leaving immobilized foes to the slaugh- ter wights and picking new targets. Features of the Area Ceiling: 25 feet high. Illumination: Darkness. Crypt western chamber : This area is imbued with necrotic energy.
Any living creature that enters or starts its turn within the crypt takes 10 necrotic damage. Southern Double Doors: Until the sigil puzzle is solved, the southern doors do not function normally. Instead, any living creature attempting to pass through the southern double doors or pushed through the door- way once the doors are open finds itself teleported into the northern chamber in front of the northern double doors.
Teleported creatures appear in the first unoccu- pied space closest to the doors. Note that once the PCs successfully move through the southern doors, they can freely pass back into this chamber. If the spatial warp has reset, they must once again deal with the puzzle to use the southern doors. The wraiths attack 4 sword wraiths S with shadow sword, flanking for combat advantage 6 angel of valor legionnaires L whenever possible.
They attempt to stay 2 squares away 1 angel of vengeance V from the angel of vengeance, fearful of being caught in the area of its coldfire pillar. When bloodied, a wraith No monsters are visible when the adventurers enter uses its phasing power to move through the wall and this chamber.
However, sword wraiths lurk within the back into a corner crypt. The angel of ven- 6 Angel of Valor Legionnaires L Level 21 Minion geance has six angel of valor legionnaires at its beck Medium immortal humanoid angel XP each and call. A bleak Equipment chainmail, greatsword frozen pool fills its center. Each corner of the main chamber opens onto a small crypt.
To the east, the chamber opens into a side hall Medium shadow humanoid undead XP 1, each backed with funeral niches. Immune disease, poison; Resist 20 necrotic, insubstantial; DC Beneath the ice, the figure moves ever so slightly. It then attack, dealing an extra 2d8 necrotic damage on a hit. The angel any target it has combat advantage against. For its The sword wraith shifts 6 squares.
Raising the slain creature using the Raise Dead ritual does not In the round after the angel of vengeance first destroy the spawned wraith. Until the end of the encounter, as a move action, the angel can teleport adjacent to the target. The angel of vengeance is immune to all damage Illumination: Darkness. While cloak of vengeance is in effect, a creature takes 15 cold damage and must make a DC 22 Acrobat- that makes a successful melee attack against the angel takes 1d8 ics check or fall prone.
Ossuary: The southern doors open onto a foot- deep pit where the angel of vengeance drops the Glowing Circle remains of all those who failed to defeat it in battle.
The eastern portion of the chamber is empty, except The shattered bones of past victims cover the bottom of for the glowing circle inscribed upon the floor. Arcane the shaft to a depth of 5 feet. More than twenty skulls power obviously courses through the intricate design lie among the bones, each one capable of serving as a of the circle.
Those who stand adjacent to the glowing key for activating the glowing-circle portal. The circle serves as a portal to Location T5, but its function can be determined only with an Arcana check.
DC In order to function, this permanent portal requires each creature using it to carry the proper key. DC The skull of a long-dead creature is required to activate the portal. Characters who step into the circle with a skull in hand easily obtained from the ossuary, as described below are teleported to Location T5.
Each inscribed floor tile is a 1 efreet fireblade E 5-foot-byfoot slab of stone that can be depressed to 3 fire archon blazesteels B sink 6 inches below the level of the floor. A weight of 1 fire archon ash disciple D at least pounds is required to make this happen. A player character, one of the statues in the chamber, or a On initial inspection, this large chamber seems empty large hunk of debris from Location T8 can all be used to of any immediate threats.
Any adventurer that can speak Draconic can read the letters. The sigils can be translated into Common let- When the adventurers arrive, show the players ters. This light fades obelisk light this massive chamber.
The obelisk is carved of as soon as the tile rises to its original position, level with stone so black that it seems to absorb the light of the flames.
The other tiles do not glow when depressed. Once the floor. Statues of armored warriors stand in a line along the top of the obelisk disappears from sight, a black pool of east and west walls. This pool of darkness is the portal to the Shadowfell.
At the end of this time period, the portal closes the nearest unoccupied space , when the adventurers and the obelisk rises back to its original position.
This perform one of the following actions: begin moving stat- portal can be opened again, as described above, from ues around, attempt to manipulate the black obelisk, or this side. When the efreet fireblade appears, it bellows curses HP ; Bloodied and challenges in the Primordial tongue.
The scimitar returns to group of enemies with rain of fire. Miss: Half damage, and no and can be slid around the room with a DC 14 Strength ongoing damage. When translated into Common, six of As the effect of cinder burst. Slowly, the obelisk descends into the floor, leaving behind a perfectly black pool of darkness. Anyone who jumps into the pool is teleported to the Shadowfell. Before you, a massive citadel Close burst 5; targets one creature within the burst; automatic rises hundreds of feet into the shadowed air.
Its great curtain hit; the target is slowed save ends. Jagged spikes protrude from the The target loses 1 healing surge, and the souleater regains 34 hit battlements. A great open gap at ground level seems to offer points. Within the wall, an inner tower rises still higher, its Shadow Strike move; encounter spire reaching into a vortex of swirling cloud and shadow that The souleater shifts 8 squares and can make a melee basic attack covers the sky. They break off from their Mist of Decay aura 2; enemies in the aura are weakened.
The wraiths move with shadow strike whenever possible, making a shadow bite attack as part of the move action before unleashing a second shadow bite or a fell breath attack for their stan- dard action.
They use their fell breath as often as possible in the thick of melee, maximizing the targets and counting on the resistance to necrotic damage they and the rot harbingers share to protect them from its effect. Once it is bloodied, a souleater focuses on a single target, hoping to bloody it and use its soul feast power.
The uncorrupted wraith slides into and out of combat, striking when it has combat advantage. It moves with shadow glide as often as possible, and uses fell breath when multiple opponents are in range.
Shadow claw is its melee attack of choice, using it as early as possible before reverting to shadow bite attacks. The rot harbingers work together, flanking lightly armored enemies to gain combat advantage. Features of the Area Illumination: Dim light, from the dreary daylight sky of the Shadowfell. The ground adjacent feet from where the adventurers first appear. This to a crevice collapses under the weight of an approach- expands into a tunnel that leads upward into a maze ing creature, which must make a DC 22 Acrobatics of passages and chambers.
Only a few of the cham- check or fall 30 feet to the bottom of the rift. A creature bers within the interior of the hollow curtain wall are that falls can climb out with a DC 22 Athletics check. The others are empty or used as lairs by Boulders: These formations are blocking terrain. The shallow water Climbing the Walls: PCs might elect simply to is difficult terrain.
If so, they encounter the starting its turn in the water takes 5 necrotic damage. Refer to Encoun- ter Z3: Battlements, page She also indicates her belief that the starlike lights are souls moving through the Shadowfell, and tells the adventurers that the vortex, the draconic wraiths, and the massive citadel are features of the Shadowfell that are unknown to her.
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