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Mesh Hongs End Of Campaign Encounter: The Curtain Of Despair (level 35 God)

Mesh Hong

First Post
The following is my notes and stat blocks for my end of campaign finale, stage 1 has previously been posted but I have included my notes here for completeness.

It is also worth mentioning that my PCs also had access to a powerful artefact (The Sunder Stone of Erek’Hus) that essentially they has all used to store a base template of themselves in. At any point as a minor action they could touch the stone (carried by the Warlock) and reset themselves as if they had rested, however when they did this they would permanently lose a cumulative number of healing surges, if this ever took them to zero or fewer healing surges their essence would be consumed by the stone and their physical bodies would be gone.

1st use: 1d6-2 surge loss
2nd use: 1d8-2 surge loss
3rd use: 1d10-2 surge loss
Etc…


Curtain of despair (Multi stage battle)
As Trip Trip and the Apocalypse Dragon are defeated Victor communicates to Tellis that his team is ready to deactivate the Reservoir of Souls. When he does this there is a large explosion and the signal from the stone goes dead.

A great cloud of stone and dust erupts from the other side of the castle and uncountable souls start streaming out into the grey shadowfell sky and start to fill it like a close blanket of stars. They circle and bob about making the sky difficult to concentrate on as it gives the impression of the whole world turning.

Stage 1
The elemental shield dissipates revealing 6 Aspects of the Curtain of Despair surrounding an adamantine statue of beautiful yet terrible large humanoid (the curtain of despair). The strange thing about the statue is that it has no arms.

The statue is impervious to damage and cannot be moved. Any PC starting their turn next to the statue takes an attack +38 vs. Will; on hit target is dominated until the end of their next turn.

As the 6 aspects are killed they fall and dissipate as dust and the relevant arm forms on the statue.

As soon as the last arm forms on the statue the next encounter begins. The statues adamantine shell melts away revealing the flesh and blood God within. Keep the same initiative order with the Curtain of Despair acting immediately and taking that place in the initiative order.

Stage 2
The Curtain of Despair is a large female figure with 6 arms, wearing layered black, blue and purple robes. She has a striking similarity to Tellis and Samsarrow.

1: (winter) Crystalline translucent blue arm of ice, wielding a frozen sword
2: (fear) A twisted, disjointed arm ending in a large 3 fingered claw
3: (undeath) an immaculate delicate arm, wielding a skull mace
4: (secrets) a mummified arm holding a rod made from obsidian and jade
5: (death) an arm made from maggots
6: (fate) an arm clad in bonemail carrying a shield bearing the symbol of Tharizdun

At the start of every even numbered round the Curtain of Despair releases an environmental effect:

Round 2: Dozens of souls merge together and freeze before crashing down on the battlefield like giant hail as the Curtain of Despair laughs.

Attacks all PCs; attack +35 vs. Reflex; 4d10+20 cold damage; all flying creatures hit are forced to the ground and must make a DC30 athletics, acrobatics or endurance check to remain standing.

Round 4: 6 Souls charge down under the direct of the Curtain of Despair, one at each PC.

Each PC (including invisible PCs); attack +35 vs. Fortitude; 2d10+20 necrotic damage; on hit target loses a healing surge

Round 6: Multiple bolts of black lightning strikes down from the swirling cloud of souls, targeting random PCs.

8 bolts of lightning; random target (d6 to determine target PC with each bolt); attack +35 vs. Reflex; 1d10+10 lightning and necrotic damage

Further even rounds: repeat the series of effects.

Stage 3
When the Curtain of Despair becomes bloodied (*or at a dramatically appropriate time) she transforms into her ultimate godly form. To do this she draws in many souls from the swirling clouds then unleashes an explosion of energy that destroys the top of the castle the PCs and the God are fighting on.

*the first section of the fight should hopefully push the PCs to their limit enough for at least 2 of them to use the Sunder Stone once. If the first stage Curtain of Despair becomes bloodied and the PCs are not suffering then continue with the first form until they are, then transform into stage 2 with the number of HPs on its stat block.

Effect: The blast destroys the top 100ft of the castle, all non flying PCs take falling damage (10d10), all flying PCs and the Curtain of Despair float down.

After the explosion she now has the appearance of a vaguely humanoid mass of necrotic energy with organic internal organs suspended in it that occasionally bob to the surface. Inside the mass of energy a surprisingly green skull floats seemingly at will.

Optional Element 1 (Corpse Pile Construct)
Note: Didn’t Use
At any point in the encounter from this point on the Curtain of Despair can create a Corpse Pile Construct as a free action at the start of her turn. This depends on how the encounter is going and what would be appropriate.

Optional Element 2 (Pool of Necrotic Energy)
Note: Didn’t Use
At the beginning of each round the Curtain of Despair calls forth an area of thick low lying necrotic vapour. Random direction (d8) and distance (2d6) from her position (if this distance takes the effect off the battle area then the effect is centred on the last available square); area burst 1 centred on target square. Creates a zone that lasts until the end of the encounter; all enemies inside the zone lose any necrotic resistance, and all enemy zones do not function inside these zones (but this effect does not dispel the rest of the enemy zone)

Optional Element 3 (Secondary Collapse)
Note: Didn’t Use
A large section of the floor (6x6 squares or greater) gives way and a secondary collapse happens, this causes a 20ft, 30ft or 40ft deep pit to form with some areas of difficult terrain.

A fire could also start in a collapsed section of the building that would create a zone of any size (maybe growing?); all creatures entering or starting their turn inside zone take 1d10+15 fire damage.

Optional Element 4 (Desperate Conscription)
Note: Actually Used
At any point in the encounter (if absolutely necessary) Curtain of Despair summons a powerful creature from the Shadowfell to defend her while she sinks into the rubble to recuperate. While inside the rubble she may recover HPs if appropriate.

This is Count Barovitch, who is summoned against his will. He doesn’t want to fight the PCs due to his previous dealings with Tellis but has no other option. During the fight he will try to help to PCs if he can, and will plead with them not to kill him.

Note: I used this because it was a nice surprise to have an old adversary turn up as a bit of tragic/comedy relief. It was good as half the group wanted to see him dead and the other half realised that he was merely a unwitting pawn forced to battle the heroes against his will.

----

Curtain of Despair Level 35 Solo Brute
Large Immortal Humanoid (stage 1) XP 235,000

Initiative +27 Senses Perception +32, darkvision
HP 1,640; Bloodied 820 when bloodied transform to Stage 2 (also see notes)
AC 47; Fortitude 49, Reflex 48, Will 47
Immune disease, poison, fear;
Resist 30 necrotic, 30 cold, also see Multiple Actions
Saving Throws +5, at the start of her turn Curtain of Despair may make
an unmodified saving throw against any 1 effect (including effects that do
not normally allow a save)
Speed 8, fly 12 (hover)
Action Points 0; 1/round gains an action point whenever a critical hit is
scored against her

Multiple Actions trait
Curtain of Despair may take a minor, move, standard and 2 basic attacks
each turn; on its turn Curtain of Despair must have used each basic
attack it possesses before using it a second time; if Curtain of Despair is
stunned it loses its standard action for the required duration, if it is dazed
it loses its 2 basic attacks for the required duration

Threatening Reach Trait
Curtain of Despair has Threatening Reach (2) with any basic attack other
than Shield Bash, note: it may still use Shield Bash if target is adjacent

:bmelee: Frigid Blade (Standard; at-will) cold
Reach 2; attack +40 vs. AC; 4d10+30 cold damage

:bmelee: Claw Rake (Standard; at-will) fear
Reach 2; attack +38 vs. Fortitude; 4d8+20 damage; on hit target is
weakened (save ends)

:bmelee: Skull Mace Strike (Standard; at-will) necrotic
Reach 2; attack +40 vs. AC; 4d6+25 necrotic damage; on hit target takes
a -2 penalty to saving throws and 20 ongoing necrotic damage (save ends
both)

:bmelee: Rod Strike (Standard; at-will) psychic
Reach 2; attack +38 vs. Will; 2d10+25 psychic damage; on hit target is
dazed (save ends), first failed save target is instead stunned (save ends)

:bmelee: Maggot Slam (Standard; at-will) necrotic
Reach 2; attack +38 vs. Fortitude; 2d12+25 necrotic damage; on hit
target loses all necrotic resistance (save ends), first failed save target
takes 25 necrotic damage, second failed save target is reduced to 0 HPs
and the effect ends

:bmelee: Shield Bash (Standard; at-will)
Reach 2; attack +38 vs. Reflex; 3d10+25 damage; on hit target is pushed
8 squares, knocked prone and takes a cumulative -2 penalty to AC (save
ends)

:melee: Multiple Attack (Standard; at-will)
Curtain of Despair takes 3 different basic attacks and may shift 2 squares
between each attack

:ranged: Barrage of Power (Standard; recharge :5::6:) cold, necrotic, psychic
Range 20; 3 separate targets; primary target attack +40 vs. AC; 4d10+25
cold damage; on hit target is slowed (save ends); secondary target
attack +38 vs. Reflex; 3d10+25 necrotic damage on hit target cannot
spend healing surges (save ends); tertiary target attack +38 vs. Will;
2d10+25 psychic damage; on hit target automatically fails all saving
throws other than to end this effect (save ends, target takes a -5 penalty
to this roll)

:close: Wrath of Despair (Standard; encounter) necrotic, cold, psychic
Burst 20; enemies only; attack +38 vs. Fortitude, Reflex and Will (only
needs to hit 1 defence for the damage); 5d10+25 necrotic, cold and
psychic damage; on hit Fortitude target is also weakened, on hit Reflex
target is also immobilised, on hit Will target is also dazed (one save ends
all effects from this power), aftereffect target is slowed (save ends)

Alignment Evil Languages supernal
Skills Arcana +33, Diplomacy +30, Endurance +37, History +33,
Insight +32, Intimidate +30, Religion +33
Str 36 (+30) Dex 30 (+27) Wis 30 (+27)
Con 40 (+32) Int 32 (+28) Cha 26 (+25)
Equipment frigid blade, skull mace, jade rod, shield of destruction,
elegant robes

----

Curtain of Despair (God Form) Level 35 Solo Controller
Large Immortal Humanoid (stage 2) XP 0 see stage 1

Initiative unchanged Senses Perception +32, darkvision, truesight
HP 820; considered bloodied
AC 49; Fortitude 49, Reflex 48, Will 47
Immune fear, disease, poison;
Resist 20 all damage(didn't use), also see Twist of Fate
Saving Throws +5, at the start of her turn Curtain of Despair may make
an unmodified saving throw against any 1 effect (including effects that do
not normally allow a save)
Speed 8, fly 12 (hover)
Action Points 2

Multiple Actions trait
The Curtain of Despair may take a minor, move, and 2 standard actions
each turn; if stunned Curtain of Despair loses a standard action and may
only use at will powers, if dazed she loses a standard action

Wilting Flesh trait, acid, necrotic
Aura 5; all enemies entering or starting their turn inside the aura take 30
acid and necrotic damage; enemies inside the aura automatically fail
saving throws against acid or necrotic effects

Whimsy of Fate trait, teleport, summon
At the end of Curtain of Despairs turn it may choose to project 2 copies of
itself that appear in any free square within burst 10; it may then switch
places with one of these copies; this action deactivates its Wilting Flesh
aura; the projections each have the same defences as the Curtain of
Despair and are instantly dispelled if hit by an attack or if the Curtain of
Despair is hit by an attack or takes an action herself; when both
projections are dispelled the Curtain of Despairs Wilting Flesh aura
activates as an immediate free action

:bmelee: Necrotic Slam (Standard; at-will) necrotic
Reach 2; attack +40 vs. AC; 4d8+25 necrotic damage (critical 6d8+57
necrotic damage); on hit target takes cumulative 20 ongoing necrotic
damage (save ends)

:close: Leeching Tendrils (Standard; at-will) necrotic
Close blast 4; attack +38 vs. Fortitude; 4d6+20 necrotic damage; on hit
target loses a healing surge and takes cumulative 10 ongoing necrotic
damage (save ends)

:area: Splattering Bile (Standard; at-will) acid, necrotic
Area burst 1 within 20; attack +38 vs. AC; 3d6+20 necrotic and acid
damage; on hit target takes cumulative 10 ongoing acid damage (save
ends)

:ranged: Control Fate (Standard; recharge :5::6:) psychic
Range 20; attack +38 vs. Will; 3d8+25 psychic damage; on hit target is
stunned (save ends), aftereffect target is dominated (save ends)

:ranged: Seal Fate (Standard; encounter) necrotic
Range 20; attack +38 vs. Fortitude or Will (whichever higher); on hit slide
target 8 squares and target is reduced to 0 HPs; on miss target takes
necrotic damage equal to its bloodied level

:close: Command of Darkness (Standard; encounter) psychic
Burst 10; enemies only; attack +38 vs. Will; 3d10+25 psychic damage; on
hit target is dominated (save ends), aftereffect target is blinded (save
ends); on miss target takes half damage and is dazed (save ends)

:area: Barrier of Shrieking Souls (Minor; encounter) necrotic, wall
Summons a wall made from shrieking souls 10 contiguous squares long that
reaches up to the swirling cloud of souls in the sky and lasts until the end
of the encounter; the wall blocks line of sight for enemies; any enemy
passing through the wall takes 25 necrotic damage and loses a healing
surge; once per turn Curtain of Despair may move the wall 4 squares as a
minor action this movement is in contiguous squares from one end (like a
snake)

My Domain (Move; recharge :5::6:) teleport
Curtain of Despair teleports 20 squares and gains combat advantage
against all enemies until the end of her current turn

Twist of Fate (Free) triggered action
When Curtain of Despair is subject to a critical hit she becomes
momentarily insubstantial and takes half damage, also her Seal Fate power
recharges

Alignment Evil Languages supernal
Skills Arcana +33, Diplomacy +30, Endurance +37, History +33,
Insight +32, Intimidate +30, Religion +33
Str 36 (+30) Dex 30 (+27) Wis 30 (+27)
Con 40 (+32) Int 32 (+28) Cha 26 (+25)

----

Corpse Pile Construct Level 30 Brute
Huge Natural Animate (undead) XP 19,000

Initiative 15 Senses Perception +14, darkvision
HP 340; Bloodied 170
AC 42; Fortitude 45, Reflex 40, Will 40
Immune disease, poison;
Resist 30 necrotic;
Vulnerable 10 radiant
Speed 5

Massive Bulk trait
Construct cannot be knocked prone and reduces all push, pull or slide
effects by half (round down)

Threatening Reach trait
Construct has Threatening Reach (3) with its Hulking Slam attack

:bmelee: Hulking Slam (Standard; at-will)
Reach 3; attack +35 vs. AC; 4d10+20 damage

Subsume Corpses (Move; recharge :6:) healing
Construct draws in corpses from the surrounding area and regains 150 HPs
and deals an additional 10 damage with its Hulking Slam Attack until the
end of the encounter

Alignment Unaligned
Skills Athletics +32
Str 34 (+27) Dex 10 (+15) Wis 8 (+14)
Con 28 (+24) Int 3 (+11) Cha 3 (+11)

----

Count Barovitch (empowered & controlled) Level 35 Elite Brute
Medium Natural Humanoid (undead, vampire) XP 94,000

Initiative +26 Senses Perception +29,
HP 800; Bloodied 400; see Misty Release (at 50 HPs)
AC 47; Fortitude 50, Reflex 46, Will 47
Immune disease, poison;
Resist 30 necrotic; also see Misty Release
Vulnerable 20 radiant
Saving Throws +2
Speed 8, spiderclimb 6
Action Points 1

:bmelee: Claw Rake (Standard; at-will) necrotic, poison
Attack +40 vs. AC; 4d6+25 necrotic damage (19/20 critical; 6d6+49
necrotic damage); on hit target takes 20 ongoing poison damage (save
ends)

:melee: Rending Rake (Standard; at-will)
Count Barovitch makes 2 Claw Rake attacks against the same target; if
both attacks hit the target takes an additional 20 necrotic damage and is
dazed (save ends)

:melee: Four Fingers of Death (Standard; recharge :5::6:) necrotic
Attack +38 vs. Fortitude; on hit target takes necrotic damage equal to
their bloodied value and is stunned until the end of Count Barovitch's next
turn; on miss target takes necrotic damage equal to their healing surge
value

:melee: Predatory Hold (Standard; recharge :5::6:)
Bloodied target only; attack +38 vs. Reflex; on hit target is grabbed and
stunned (escape ends)

:melee: Blood Feast (Minor; at-will) healing
Target of Predatory Hold only; attack +38 vs. Fortitude; on hit target
takes damage equal to its healing surge value and loses a healing surge,
Count Barovitch gains HPs equal to the targets healing surge value

:close: Mesmerising Gaze (Minor; recharge :6:) gaze, charm
Close blast 3; attack +38 vs. Will; on hit target is stunned (save ends),
aftereffect target is dazed (save ends)

:close: Thunderous Bellow (Standard; encounter) thunder
Close blast 5; attack +38 vs. Fortitude; 3d8+15 thunder damage; on hit
target is pushed 6 squares, knocked prone and slowed (save ends)

Misty Release (free) triggered action
When reduced to 50 or fewer HPs (but more than 0) Count Barovitch will
try to transform into mist to travel back to his homeland. He becomes
insubstantial and will plead with the group to help release him from the
Curtain of Despairs control; this is achieved through an in combat skill
challenge, arcana DC 40 or Religion DC 35 as a standard action, 3
successes required to send him on his way. Note: he will still be compelled
to attack the group while this is going on

Alignment Evil Languages most languages
Skills Arcana +29, Diplomacy +32, History +29, Insight +29,
Intimidate +32, Religion +29, Stealth +31, Streetwise +32
Str 36 (+30) Dex 28 (+26) Wis 24 (+24)
Con 30 (+27) Int 24 (+24) Cha 30 (+27)

Well thats all the crunch from my campaign, I hope you found this and my other long rambling posts useful or entertaining.
 

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