Great minds think alike! I picked up this great bride skull with black hair and a veil to use for the skull of Vyrellis. I'm going to make the players carry it around the whole time and it will talk to them.
That's actually a great idea. It was a bit too easy to forget about Vyrellis in the first session when she wasn't 'physically' at the table - I might try that!
Now I'm considering doing a little bit of locking up the first floor so the party can't just wander off and miss half the level. The door is a good idea. We'll see what I end up with but I better decide soon.
I saw a similar suggestion as to this elsewhere, and the more I think about it, the more I like it. Not sure if I'll end up doing any more in this vein, but I think that setting up areas of the Pyramid that need to be 'unlocked' by accomplishing things elsewhere would very much give it a much more directed flow. It also allows more opportunity for interaction between Pyramid groups... and gives more room for puzzles, riddles, traps and skill challenges to be added in.
I love the dream idea. Care to share the stories you wrote up? It might save me the trouble of writing up mine.
...
Thanks for the tips and I'd love to see your notes!
Sure, here are the dreams, books and encounter/treasure changes:
Dreams
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Each night the PCs rest within the Pyramid, they have a 50% chance of being afflicted by the dreams of the past. (At least, those who sleep.) The dreams arrive in order, slowly telling the tale of Karavakos, until his rise and fall has been fully revealed.
Dream 1:
A blast of fire sends you running, and the sounds of war and chaos are all around you. You are the scene of a battle, watching through the eyes of soldiers on the run, forced to observe the battle unfolding on all sides. You instinctively know the soldiers serve some nameless king, one of countless petty tyrants who have carved out a small nation in these wartorn lands. But the kingdom is being invaded, and the invaders are like no foes ever seen before.
An army of infernal monsters tears through your lines – some warriors with scaled skin and soulless eyes, others covered in barbs upon which they impale their foes, other fiendish figures that fly above and hurl fire upon your forces, led by other devils over a dozen feet tall, who knock aside anything in their path. The battle has been joined for less than a minute, and already your side is in disarray, their lines collapsing as devils fly past them or teleport into their midst. You are running, running as fast as you can – but even so, you see one companion die as a many-pronged trident spears him to the ground, and another friend stumble into a beautiful woman who kills him with a touch. Something painful hits your leg, and you trip and fall – and as you stumble back to your feet, spiked chains smack into your sides and wrap tight around you, tight, tighter… and then darkness washes away the blood and pain, and you know nothing more.
Dream 2:
Again, you are a nameless soldier in a war… but this time, battle has not yet been joined. You stand atop the embankments of a well-armored keep, overlooking the thick woods of a nearby forest. Llines of soldiers man the walls and are ready at the gates – the best warriors from a half-dozen kingdoms, whose forces have joined together against the fiendish legions overrunning the region.
Yet, for all the strength and will of the forces gathered here… the air is heavy with the scent of fear. Every force that has gone against the infernal host has perished and fallen. How can mere men expect to fight monsters out of nightmare, who can shrug off mortal blades and unleash powerful and deadly spells… when they aren’t rending steel armor with their bare hands, or draining the life from their victims with merely a touch.
The sight of their approach is now visible – the forest is ablaze and burning, and the flames growing ever closer. The sound of the fiendish army’s march can be heard, a dull echo that resounds over and over again, emerging from the woods. Occasional howls and roars punctuate the march, terrible sounds that chill men to the bone.
It starts slow, but soon grows – one man drops his weapons, and makes for the back exits of the keep. The another, and a dozen more – and soon, with the enemy not yet in sight, the soldiers of six armies are fighting, each killing each other as they try to push through the gates of the keep, making a way out over the bodies of the fallen, in a frenzy of fear and madness. The walls of the keep offer no safety, but have become a trap, a prison… and you feel a fellow soldier, one of your own companions, stab a spear through your back and shove you aside as he makes for the exit.
By the time the devils arrive, the keep is empty of all save the dead and dying. As they begin to fly over the walls and march through the corpse-laden entryway, you lift up a dagger, and save yourself what agony remains with a single, swift thrust of the knife.
Dream 3:
You are a soldier again… but this time, you realize, one on the winning side. You are a warrior in the service of the great Karavakos, now proclaimed lord over a dozen fallen kingdoms. The core of his Infernal Legions are on the move, pushing ever closer to the Empire of Nerath – but he now has other armies as well, formed from all who are willing to proclaim him their king. You and your companions are such individuals… and currently, your force is hunting those who are not. A handful of rebels have been raiding trading caravans bringing wealth to Karavakos’s new empire. Their hideout is a small and abandoned keep destroyed earlier in the war.
You are confident in your victory – not only do you outnumber them three to one, but you have also been given the aid of some of the true soldiers in the army – the fiendish devils that serve Karavakos. The three figures with resemble men, save for the spikes and barbs that line their skin – but those there alone are worth the entire rest of your force, each able to kill scores of men without stopping for rest or recovery.
Your confidence lasts right up until you enter the keep… and see the raiders consist of a handful of men protecting two-score women and children… refugees from one of the fallen kingdoms. You and the other men in your squad hesitate… but the devils do not, and the battle is over in minutes.
The fiends don’t even call you to task for your dereliction of duty – instead, they thank you for leaving all the fun to them. Their mocking laughter, and the screams of the dying, will haunt you for many nights to come…
Dream 4:
Nerath the Bright, Nerath the Proud – gem of mankind, a beacon of hope in a dark and dismal world. This is the Empire in which you serve.
This is the Empire that now knows the taste of fear.
The enemy you face is like no foe the Empire has ever fought, a legion of fiends that has torn through every kingdom and army that has stood in their way – but Nerath is no petty kingdom.
Your army has held the line for almost three days. You know that reinforcements are coming, other troops mobilized, and the Emperor himself is leading the Silver Knights to the field – and they have never lost a battle.
But you also know you won’t make it to see them fight – your forces have held on for three days, but only at tremendous cost. You have slowed the enemy path… but you haven’t hurt their forces. Oh, many of the human rabble in Karavakos’s army have died – but the devils cannot be slain by the weapons you and your comrades carry. Those that are struck down simply fall back until their wounds heal. Your soldiers don’t have such luxury. Your forces have been whittled almost to nothing, and you doubt you will last another hour.
Still, it has been worth it, to know that you have bought time for the rest of the Empire to prepare. Even as you think this, a shout goes up across the field, and you bring your attention back to the fray, seeing if the Emperor has arrived – but no, the fields behind you remain empty and dim. But, you realize, the fields ahead of you are also emptying.
On the verge of complete victory, the enemy army is retreating. The host of devils is simply turning and walking away, leaving any wounded mortals on their side to simply lie dying on the battlefield. Within minutes, the field of battle is cleared of all but the dead and those soon to join them.
You don’t know why, or how, but Nerath is safe… for now.
Dream 5:
You are a soldier again – and, again, you fight on the side of the fallen angels. Many of the humans in the army, even the higher ranking ones, distrust the dark fiends – but you enjoy marching aside such formidable foes. You enjoy seeing enemies flee at the sight of you, and knowing nothing can stop you.
And now, even more glory awaits. You march through a glowing green portal in the heart of the woods – the king’s bride has opened the way to her homeland, where a world of magic awaits, filled with magical treasure and beautiful things, all ripe for the taking.
You emerge from the portal in a forest like the one you were just in – save this one is far older, and far more primal. Gorgeous flowers blossom upon every tree, filling the air with the sweetest scent you can imagine – though even as you note this, the larger devils are smashing the trees to the ground and making room for the legions to expand out of the portal and into the wild wood.
The army marches for over an hour, but you see no foes. The devils, as you march, smash the trees they pass into kindling, and let fires wash over the flowers, replacing perfumed scent with the smell of scorched earth and black ash.
When the attacks finally come, no one is expecting them – a hundred green arrows suddenly sprouting from the forward lines, and the backward lines, and, in fact, every direction at once. The ground comes to life, grass and vines ensnaring your limbs and pulling tight, and you see the devils struggling as they are blasted with cones of frost and bolts of lightning strike down, through the forest canopy. Even worse, the arrows that strike them seem to glow with a pale light, and are tipped with a dark metal… and those devils struck down by them do not heal, do not rise.
You rip your legs free from the roots ensnaring them, and charge into the Feywild forest until the sounds of battle fade. Out of breath, exhausted, your collapse against the side of a tree, breathing deeply and trying to calm yourself.
The wooden arms that suddenly wrap around you and pull you into the tree don’t help, and by the time you realize what is happening, there isn’t even any time to scream.
Dream 6:
You have no weapon save for a rusted hoe and a blazing torch, but you need no strength of arms or skill in battle – thousands of others march at your side, a ragtag band of refugees and the disillusioned. Your kingdom, like all the others in the region, is a barren and desperate thing. The battles fought across them over the last year have left their mark, in ruined fields and a meager harvest. In the death of every able-bodied boy and man, killed by the devils… or recruited to join them, and dragged off to die in another realm, far from home.
But you know who to blame – Karavakos, the tyrant. The one who started this bloody war and brought ruin down upon this land and everyone near it. A monster suddenly without an army, who sits defenseless in his castle, ready for final justice to be brought to him.
But it is not to be – for even as the peasant army comes in sight of his castle, something is happening. A light, glowing from within, growing ever brighter. You shield your eyes, and can see only the barest outline of what is happening – four panes of glowing light come together, and then explode outwards as one, a grand Pyramid that shatters the castle walls and leaves it in ruins… and then fades away, along with Karavakos.
You curse whatever force rescued him from your vengeance… but there is little time to dwell on it. You have a life to rebuild, you all do, and his name is already fading from your mind. Some of those present dart forward to plunder and loot the remains of the castle… but you simply turn around and snuff your flaming torch, and begin the long slow march back home.
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Books in the Library (minus those specific to characters in my group):
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The Library of Whispers
The books within this disturbing repository of knowledge are filled with a recording of the lives of all those trapped within… or at least, what is left after the Eaters of Knowledge plundered their way through the tales contained within.
While many of the stories are of little use, or would take too long to search through for useful information, a few catch your eye…
The Court of Bones – Tales of the Forgotten Kingdom: This book reads more like a fairy tale than a history, but recounts the life – and unlife – of a nameless King and Queen who led their kingdom down a spiral of decadence and decay, who swore to cheat death together and mutually passed into unlife, and who continued to reign over the ashes of their kingdom long after all their subjects has passed away into the dust of ages.
An Orphan’s Hate – The Scourge of the Nentir Vale: This book tells the tale of Gharash Vhen, the reknowned Dragonborn bandit lord whose reputation struck fear into any who lived in the Nentir Vale. Abandoned as a child, he was taken in by an orphanage – but made no friends, as the rest of the children were frightened of his draconic appearance. He grew to understand that fear was the only thing he could hope for, and could be a useful tool – and went from one band of criminals to another until he was the boss of a deadly gang adept at raiding any merchants who passed through the Vale. Five years ago he was caught and imprisoned for life in Fallcrest, but his men continued to harass travelers – and when he masterminded a prison break six months ago, the Vale was plunged into a new sense of fear… up until he was lured into the Pyramid of Shadows by Karavakos.
Blizzard Born – A Dragon’s Life: This book recounts the life of Rymthyrsalonamenikus, a white dragon of the far North, born in the days of glorious Nerath. For all his power, though, the dragon has lived a simple life – his might allowing him the luxury to indulge in whatever pleasures he chooses. Fond of treasure and fine foods, he would often venture forth to claim what prizes he could – and then return to his icy lair to slumber the years away in the deep, dreaming sleep of dragonkind.
While this may have been a simple life for Rimetooth himself (as the dragon was more commonly called), he was feared by the citizens of the Nerathi Empire, known as a mighty and unstoppable scourge. The one most dramatic event in the dragon’s life came when it fell afoul of a weather spirit, a lesser god of storms who sought to claim the arctic wastes as its own.
The battle between frost dragon and storm god raged for days on end, and the thunder of their clash echoed across the seas and chilled the hearts of the Nerathi citizens to the bone. Neither could claim an upper hand… until Rimetooth was offered aid from an unexpected source, the lingering soul of an ice god slain by the storm spirit long ago. The ice god imbued what power remained in his essence into Rimetooth, who struck down the thunder god and claimed victory! And then, of course, slunk off to his lair to sleep for a dozen years while the injuries from the fight healed.
Nerath fell while the dragon slept, and for the next century, he roamed the world in search of more treasures… until, during one of his long slumbers, he was drawn into the Pyramid of Shadows.
Blood and Brass – The Cleansing of Thunderspire Labyrinth: This book tells an eerily familiar tale, as it recounts the adventurers of a bold band of heroes who found themselves embroiled in the intrigues within Thunderspire Mountain, and went on to cleanse the place of the many dark tribes within. It tells of the defeat of hobgoblins, orcs, duergar and gnolls, and the foiling of the plans of Paldemar, a renegade wizard of Saruun.
Words from Beyond – Regrets from the Life of Xzathral: This book focuses on a figure named Xzathral – a mindflayer unusually adept at gaining the trust of others and using them for his own ends. After recounting the many intrigues of his former life, it also shares the tale of his adventures within the Pyramid of Shadows – and his attempts to escape it. Xzathral knew the secret name of an otherwordly force more commonly called Dalmosh, a creature of insatiable hunger. He formed an alliance with a shard of Karavakos, and together, the two sought to contact Dalmosh and escape the Pyramid – but the ritual went horribly wrong. The shard of Karavakos was caught at the center of the rift opened to the Far Realm, and twisted beyond madness into a horrific abomination. Xzathral, meanwhile, fared even worse - he was turned inside out, his workshop turned into a massive living organism of which he was the still-beating heart, condemned to an eternity of agony.
The Bright and the Breath – A Collection of Poems: This appears to be a collection of ancient poems and ballads written in Draconic, from the days of the Arhosian Empire. Most of the works are incomprehensible or simply absent, but one lay still has a few key portions that yet remain:
“In brightest blood, with certain stride /
/ set forth the Golden Scale to glide
upon the winds of fortune’s fate - /
/ this day the Least would yet be Great.
Life and soul and all of time /
/ these things he gave to hold the line
against the dark and hated four /
/ who had slain all who came before.
The soul of steel and angry cry /
/ cursed when his true love did die;
The thief of the five-fold drake /
/ cursed when a life she would not take;
The mage who made a foolish pact /
/ cursed to lose his drive to act;
The faithful child of secrets vile /
/ cursed to know those she defiled.
The Golden Scale thus gave his all /
/ to bring about the villain’s fall –
Four dark hearts sealed in frozen stone /
/ gone forever from their cursed home.”
The Will of a King: No names are given in this story, but you begin to realize it is recounting some of the history of Karavakos. It tells the tale of a man who was a mighty king, a powerful mage, and a descendant of the rulers of Bael Turath. His ambitions began as an attempt to protect his kingdom from the many other petty warring nations that surrounded it… but as his power grew, so did his desire, and he seemed to conclude that the best way to make his kingdom safe was to conquer the surrounding lands.
Here the telling grows disjointed, as though told threw a variety of lenses: Some lines indicate he sought out a bargain with fiendish forces, while others imply he was seduced by an agent of the Hells sent to tempt him. Whatever the case, he gained the possession of an unstoppable army of devils, and began to conquer everything in his path. The only price to be paid was that, should he lead the army to defeat, his soul would be claimed by the Hells as the price of his failure.
The tale meanders again for a bit, some portions depicting him as a fair and noble ruler to the conquered lands, others portions painting him as a terrible tyrant who would suffer no challenge to his rule.
And then, unfortunately, the writings come to an abrupt end – not rendered blank like the knowledge claimed by the Eaters of Knowledge, but instead the rest of the book has been torn out entirely, the pages ripped from the manuscript itself.
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Notes on Encounter adjustment and treasure distribution:
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Encounter A1:
4 PCs: Remove 1 Dwarf Hammerer (-200 xp)
6 PCs: Add 1 Rage Drake (+200 xp)
7 PCs: Add 1 Rage Drake and 1 Human Ambusher (+500 xp)
Encounter P1:
4 PCs: Remove 1 Carrion Crawler (-300 xp)
6 PCs: Add 1 Rot Scarab Swarm (+350 xp)
7 PCs: Add 2 Rot Scarab Swarms (+700 xp)
Encounter P2:
4 PCs: Remove 4 Charnal Rats (-300 xp)
6 PCs: Add Lord of Rats (+300 xp)
7 PCs: Add King of Rats (+600 xp)
Treasure: Goggles of the Bone Collector if 6 or 7 PCs
Encounter P3:
4 PCs: Remove 1 Sahuagin Raider (-250 xp)
6 PCs: Add 1 Sahuagin Priest (+350 xp)
7 PCs: Add 1 Sahuagin Priest and 1 Bloodfire (Steam) Harpy (+750 xp)
Encounter P4:
4 PCs: Remove 4 Charnal Rats (-300 xp)
6 PCs: Add 4 Charnal Rats (+300 xp)
7 PCs: Add 4 Charnal Rats (+300 xp)
Treasure: +2 Laughing Death Hide Armor
Encounter P5:
4 PCs: Remove 1 Greenscale Hunter (-350 xp)
6 PCs: Add 1 Greenscale Hunter (+350 xp)
7 PCs: Add 1 Greenscale Slayer (+700 xp)
Treasure: Keoghtom's Ointment if 7 PCs
Shard of Vyrellis
Encounter C1:
4 PCs: Remove 1 Arborean Reaper
6 PCs: Add 1 Arborean Watcher
7 PCs: Add 1 Arborean Watcher and 1 Howling Hag
Encounter C2:
4 PCs: Remove 1 Shambling Mound
6 PCs: Add 1 Arborean Watcher
7 PCs: Add 1 Arborean Watcher and 1 Arborean Reaper
Encounter C3:
4 PCs: Remove 1 Arborean Watcher, add 1 Ettercap Fang Guard
6 PCs: Add 1 Ettercap Webspinner
7 PCs: Add 1 Ettercap Webspinner and 1 Ettercap Fang Guard
Treasure: +2 Sunblade Longsword (found in the runic circle, and used to power the forest/daylight illusion.)
Encounter C4:
4 PCs: No change.
6 PCs: Add 1 Dryad (+400 xp)
7 PCs: Add 1 Dryad and 1 Arborean Rampager (as Troll) (+800 xp)
Treasure: Guardian Shield
Encounter C5:
4 PCs: Remove 1 Arborean Reaper (-300 xp)
6 PCs: Add 1 Arborean Watcher (+300 xp)
7 PCs: Add 1 Arborean Watcher and 1 Quickling Runner (+700 xp)
Encounter G1:
4 PCs: Remove 1 Human Outlaw (-350 xp)
6 PCs: Add 1 Human Archer (+300 xp)
7 PCs: Add 1 Human Outlaw and 2 Human Archers (+900 xp)
Encounter G2:
4 PCs: Remove 1 Archer and 2 Lackeys (-450 xp)
6 PCs: Add 1 Archer and 2 Lackeys (+450 xp)
7 PCs: Add 2 Archers and 3 Lackeys (+825 xp)
Treasure: +3 Dwarven Braidmail, Six 100gp Moonsters, One 500gp Black Pearl
Encounter G3:
Remains the same.
Treasure: +3 Githweave Armor
Shard of Vyrellis
Encounter H1:
4 PCs: Remove 1 Thoughtbow (-300 xp)
6 PCs: Add 1 Thoughtbow (+300 xp)
7 PCs: Add 1 Mindstrike (+700 xp)
Treasure: BOOKS, 500 gp of Residium, Scroll of Raise Dead, Scroll of Consult Mystic Sages, 500 gp in valuable books.
Encounter H2:
4 PCs: Remove 1 Voidblade (-250 xp)
6 PCs: Add 1 Hellhound (+300 xp)
7 PCs: Add 1 Hellhound and 1 Spectral Panther (+700 xp)
Treasure: +2 Staff of Storms, Desert Rose (Level 7), Flame Rose (Level 10), Dark Clover (Level 8), Brightleaf (Level 8), Kruthik Potion (Level 10), 3 x Potion of Resistance (Level 4), 4 x Potion of Healing (Level 5), 2 x Alchemist's Acid (Level 6), 2 x Alchemist's Fire (Level 6), Shockpatch (Level 9), 2 x Tanglefoot Bag (Level 7), 2 x Eternal Chalk, 250 gp Ivory Statue of an Angel, 250 gp Silver Neckace, four 100gp pieces of jade, 800 gp, Adamantine Key of Knowledge.
Encounter S1:
4 PCs: Remove 1 Chillborn Zombie, the Frigid Aura does 1 less damage. (-250 xp)
6 PCs: Add 1 Chillborn Zombie (+250 xp)
7 PCs: Add 1 Stone-eye Basilisk (+700 xp)
Treasure: +2 Symbol of Divinity if 7 PCs
Encounter S2:
4 PCs: Remove 1 Cambion Hellsword (-350 xp)
6 PCs: Add 1 Cambion Hellsword (+350 xp)
7 PCs: Add 1 Cambion Hellsword and 1 Flameskull (+700 xp)
Treasure: Boots of Quickness, Potion of Healing
Encounter S3:
4 PCs: Headless Corpse is Level 7 (-40 hp, -1 AC/Fort/Ref/Will, -1 Attack, Init, Skills.) (1,500 xp)
6 PCs: Headless Corpse is Level 9 (+40 hp, +1 AC/Fort/Ref/Will, +1 attack.) (2,000 xp)
7 PCs: Headless Corpse is Level 10 (+80 hp, +2 AC/Fort/Ref/Will, +2 attack, +1 Init, Skills, damage.) (2,500 xp)
Treasure: Shielding Girdle if 6 or 7 PCs
Encounter S4:
4 PCs: Remove 1 Gargoyles (-400 xp)
6 PCs: Add 1 Gargoyle (+400 xp)
7 PCs: Add 1 Gargoyle and 1 Bloodfire Harpy (+800 xp)
Encounter T1:
4 PCs: Remove 1 Foulspawn Mangler (-350 xp)
6 PCs: Add 1 Foulspawn Grue (+350 xp)
7 PCs: Add 1 Foulspawn Mangler and 1 Foulspawn Grue (+700 xp)
Possible Treasure: Flaming +2 Weapon?
Encounter T2:
4 PCs: Medusa Archer is Level 9 (-16 hitpoints, -1 Defenses, Attacks, Init, Skills), and Ogre Warhulk is Level 10 (-20 hitpoints, and -1 Defenses, Attacks.) (-400 xp)
6 PCs: Medusa Archer is Level 11 (+16 hitpoints, +1 Defenses, Attacks), and Ogre Warhulk is Level 12 (+20 hitpoints, +1 Defenses, Attacks, Init, Skills.) (+400 xp)
7 PCs: Medusa Archer is Level 12 (+32 hitpoints, +2 Defenses, Attacks, +1 Init, Skills, Damage), and Ogre Warhulk is Level 13 (+40 hitpoints, +2 Defenses, Attacks, +1 Init, Skills, Damage.) (+800 xp)
Treasure: Dragonborn Greaves if 7 PCs
Encounter T3:
4 PCs: Remove 1 Foulspawn Berserker (-400 xp)
6 PCs: Add 1 Destrachan (+400 xp)
7 PCs: Add 1 Destrachan and 1 Grick Alpha (+800 xp)
Treasure: +3 Evil Eye Fetish (found in the heart itself)
Encounter T4:
4 PCs: Remove 1 Foulspawn Mangler and 2 Human Rabble (-411 xp)
6 PCs: Add 1 Foulspawn Berserker (+400 xp)
7 PCs: Add 2 Foulspawn Berserkers (+800 xp)
Treasure: Circlet of Mental Onslaught
Encounter T5:
4 PCs: Abomination is Level 9 (-40 hitpoints, -1 Defenses, Attacks, Init, Skills.) (-500 xp)
6 PCs: Abomination is Level 11 (+40 hitpoints, +1 Defenses, Attacks.) (+500 xp)
7 PCs: Abomination is Level 12 (+80 hitpoints, +2 Defenses, Attacks, +1 Init, Skills, Damage.) (+1,000 xp)
Treasure: Antipathy Gloves, Mithril Key of Piety
Encounter D1:
4 PCs: Remove 1 Eladrin Winter Knight and 1 Eladrin Blade of Winter (-375 xp)
6 PCs: Add 1 Eladrin Winter Knight and 1 Eladrin Blade of Winter (+375 xp), Blizzard Speaker gets +2 hit and damage with spells.
7 PCs: Add 2 Eladrin Winter Knights and 3 Eladrin Blades of Winter (+825 xp), Blizzard Speaker gets +2 hit and damage with spells.
Treasure: +3 Magic Orb if 6 or 7 PCs
Encounter D2:
4 PCs: No Change
5 PCs: Add 2 Ice Bats and 6 Icicle Bats (+550 xp)
6 PCs: Add 2 Ice Bats, 8 Icicle Bats and Rimefire Eidolon (+1,000 xp)
7 PCs: Add 2 Ice Bats, 8 Icicle Bats and Greater Rimefire Eidolon (+1,400 xp)
Treasure: Ring of Fireblazing, +3 Thundergod Weapon, +3 Quickcurse Rod if 6 or 7 PCs, Ice Bracers (as Flame Bracers) if 7 PCs; 2 x Elixir of Cold Dragon Breath (Level 7), Elixir of Fortitude (Level 8), Elixir of Reflex (Level 8), Elixir of Will (Level 8), 2 x Potion of Clarity (Level 10), 2 x Frozen Whetstones (Level 7), 2 Shards of Fundamental Ice (Level 10), 3,300 gp, a 1,500 gp silver necklace with enchanted diamonds, a 500 gp deep blue pearl, and six 100gp turquoise gems
Shard of Vyrellis
Encounter N1:
4 PCs: Remove 1 Battle Wight (-400 xp)
6 PCs: Add 1 Frightful Wraith and 1 Charnel Rat (+375 xp)
7 PCs: Add 1 Battle Wight, 1 Frightful Wraith and 2 Charnel Rats (+850 xp)
Treasure: +3 Bow, Six gems worth 2,400gp in total
Encounter N2:
4 PCs: Remove 1 Skeletal Tomb Guardian (-500 xp)
6 PCs: Add 1 Skeletal Tomb Guardian (+500 xp)
7 PCs: Add 1 Skeletal Tomb Guardian and 1 Skull Lord (+1,000 xp)
Treasure: Golden Scales (+3 Summoned Wyvernscale, after Skill Challenge)
Encounter N3:
4 PCs: Remove 1 Bonecrusher Skeleton and 1 Flameskull (-650 xp)
6 PCs: Remove 1 Flameskull, Add 1 Skull King (+650 xp)
7 PCs: Remove 2 Flameskulls, and Add 1 Skull King and 1 Ghost Queen (+1,300 xp)
Treasure: +3 Cloak of Resistance, Three 500gp topaz gemstones, Gold Key of Strength
Encounter G1:
No changes.
Encounter G2:
4 PCs: Remove 1 Skeletal Tomb Guardian (-500 xp)
6 PCs: Add 1 Skeletal Tomb Guardian (+500 xp)
7 PCs: Add 2 Skeletal Tomb Guardians (+1,000 xp)
Encounter G3:
4 PCs: Remove a Dark Stalker (-500 xp)
6 PCs: Add 1 Grimlock Ambusher (+600 xp)
7 PCs: Add 2 Grimlock Ambushers (+1,200 xp)
Treasure: +3 Sunleaf Drowmesh, 1,500 gp, gems worth 1,000 gp
Encounter K1:
4 PCs: Karavakos is level 14 (-12 hitpoints, -1 Attacks, Defenses), False Shards are level 9 (-1 Attacks, Defenses, Init, Skills.) (-700 xp)
6 PCs: False Shards are level 13 (+3 Attacks, Defenses, +1 Damage, Init, Skills.) (+900 xp)
7 PCs: As above, and add Spectral Tendrils Trap (+1,700 xp)
Treasure: Three jewels worth 1,100 gp in total, Ritual Book with Consult Mystic Sages, Passwall, View Location
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Added/Modified Enemies
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P1:
Rot Scarab Swarm
Medium shadow beast (swarm)
Initiative +9
Senses Perception +7; darkvision
Swarm Attack aura 1; the rot scarab makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 88; Bloodied 44
AC 22; Fortitude 21, Reflex 21, Will 19
Resist half damage vs melee, ranged attacks; Vulnerable 10 vs close, area attacks
Speed 8, climb 8
[FONT=D&D 4e icons]M Swarm of Mandibles (standard; at-will)
+12 vs Reflex: 1d8+5 necrotic damage and ongoing 5 necrotic damage (save ends)
Alignment Unaligned
Languages -
P2:
Lord of Rats
Small natural beast
Initiative +6
Senses Perception +7; low-light vision
HP 77; Bloodied 38
AC 23; Fortitude 20, Reflex 19, Will 19
Immune filth fever
Speed 6, climb 3
[FONT=D&D 4e icons]M[/FONT] Bite (standard; at-will)
+14 vs AC: 2d6+5 plus filth fever
m Rending Bite (standard; recharge 5, 6)
+12 vs Reflex: 3d6+5 plus ongoing 5 damage and slowed (save ends both).
Alignment Chaotic evil
Languages -
Skills Stealth +11
Str 19 (+7)
Dex 16 (+6)
Wis 13 (+4)
Con 13 (+4)
Int 8 (+2)
Cha 16 (+6)
King of Rats
Small natural beast
Initiative +6
Senses Perception +7; low-light vision
HP 170; Bloodied 85; AC 25; Fortitude 22, Reflex 21, Will 19
Immune filth fever, Saving Throws +2; Speed 6, climb 3, Action Points 1
[FONT=D&D 4e icons]M[/FONT] Bite (standard; at-will)
+14 vs AC: 2d6+5 plus filth fever
m Rending Bite (standard; recharge 4, 5, 6)
+12 vs Reflex: 3d6+5 plus ongoing 5 damage and slowed (save ends both).
m Vengeance of the Rat King (immediate reaction when an enemy kills a rat; recharge 5, 6)
The King of Rats can shift up to its speed, and, if adjacent to the one who killed the rat, make a melee attack against them as a free action: +12 vs Fort: 3d6+5 and the target is knocked prone and dazed until the end of the King of Rat’s next turn.
c Cry of Rat Rage (free action when first bloodied; encounter)
Close Burst 20; all rats within range, including the King of Rats, can immediately take one free basic attack or make a charge.
P3:
Bloodsteam Harpy
Medium fey humanoid
Initiative +10
HP 100; Bloodied 50; AC 25; Fortitude 23, Reflex 22, Will 23
Resist 10 Fire; Speed 6, fly 8 (clumsy)
[FONT=D&D 4e icons]M[/FONT] Claw (standard; at-will) * Fire
+14 vs AC: 1d8+2 damage plus 1d8 fire damage.
c Cloud of Steam (standard; Recharge 4 5 6) * Fire
Close blast 3, +12 vs Fort, 1d10+5 fire damage and blinded (save ends).
Alignment Evil
Languages Common
Str 15 (+6)
Dex 18 (+8)
Wis 14 (+6)
Con 20 (+9)
Int 12 (+5)
Cha 21 (+9)
P5:
Greenscale Slayer
Level 8 Elite Skirmisher
Medium natural humanoid (reptile)
Initiative +8
HP 172; Bloodied 86; AC 23; Fortitude 21, Reflex 18, Will 19
Saving Throws +2; Speed 6 (swamp walk), Action Points 1
[FONT=D&D 4e icons]M[/FONT] Spear (standard; at-will)
+13 vs AC: 1d8+5 damage.
m Double Strike (standard; at-will)
Make two spear attacks.
m Sidestep Attack (minor 1/turn; at-will)
Shift 1 and make a basic attack.
Alignment Unaligned
Languages Draconic
Skills Athletics +12, Nature +10
Str 17 (+7)
Dex 15 (+6)
Wis 12 (+5)
Con 14 (+6)
Int 8 (+3)
Cha 8 (+3)
C4:
Dryad
Medium fey humanoid (plant)
Initiative +9
HP 92; Bloodied 46; AC 23; Fortitude 22, Reflex 21, Will 21
Speed 8 (forest walk)
[FONT=D&D 4e icons]M[/FONT] Claws (standard; at-will)
+14 vs AC: 1d8+4 damage, or 1d8+9 damage if no other enemies are adjacent.
Deceptive Veil (minor, at-will) * Illusion
The dryad can disguise itself as any medium humanoid.
Treestride (move, at-will) * Teleportation
The dryad can teleport 8 if it begins and ends next to a Large tree, Treant or plant.
Alignment Unaligned
Languages Elven
Skills Bluff +10, Insight +12, Stealth +12
Str 19 (+8)
Dex 17 (+7)
Wis 17 (+7)
Con 12 (+5)
Int 10 (+4)
Cha 13 (+5)
Arborean Rampager
Large natural humanoid (plant)
Initiative +7
HP 100; Bloodied 50; AC 20; Fortitude 21, Reflex 18, Will 17
Regeneration 10 (acid or fire negates for 1 round)
Speed 8
[FONT=D&D 4e icons]M[/FONT] Claw (standard; at-will)
Reach 2, +13 vs AC; 2d6+6 damage
m Frenzied Strike (free, when it bloodies an enemy with an attack; at-will)
The rampager makes a claw attack.
Woodland Renewal
If the rampager is reduced to 0 hit point by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points.
Alignment Unaligned
Languages Elven
Skills Athletics +15, Endurance +14
Str 22 (+10)
Dex 16 (+7)
Wis 14 (+6)
Con 20 (+9)
Int 5 (+1)
Cha 10 (+4)
H2:
Hell Hound
Medium elemental beast (fire)
Initiative +5
Fire Shield (Fire) aura 1; anyone that enters or begins in the aura takes 1d6 fire
HP 96; Bloodied 48; AC 20; Fortitude 18, Reflex 17, Will 18
Resist 20 fire; Speed 7
[FONT=D&D 4e icons]M[/FONT] Bite (standard; at-will) * Fire
+10 vs AC; 1d8+2 plus 1d8 fire damage
c Fiery Breath (standard; recharge 4 5 6) * Fire
Close blast 3; +9 vs Reflex; 2d6+3 fire damage.
Alignment Unaligned
Languages -
Str 14 (+5)
Dex 14 (+5)
Wis 17 (+6)
Con 16 (+6)
Int 2 (-1)
Cha 10 (+3)
Spectral Panther
Medium shadow beast
Initiative +13
Senses Perception +10; low-light vision
HP 76; Bloodied 38; AC 23; Fortitude 22, Reflex 24, Will 20; Speed 7
[FONT=D&D 4e icons]M[/FONT] Claws (standard; at-will)
+14 vs AC: 2d6+5 damage
m Tail Spike (immediate reaction, when an enemy moves adjacent; at-will)
+14 vs AC; 1d6+2 damage
Combat Advantage: +2d6 damage when the panther has combat advantage.
Invisibility (standard in spectral form; at will) * Illusion: Invis until it attacks.
Spectral Form (standard; at will)
The panther becomes insubstantial, gains +5 Stealth, and deals half damage. It can end this as a free action.
Alignment Unaligned
Languages -
Skills Stealth +14 (+19 in spectral form)
Str 15 (+6)
Dex 21 (+9)
Wis 13 (+5)
Con 16 (+7)
Int 2 (+0)
Cha 12 (+5)
S1:
Stone-Eye Basilisk
Large natural beast (reptile)
Initiative +9
Baleful Gaze any creature within 5 squares that attacks the basilisk is slowed until the end of its next turn, whether it can see the basilisk or not.
HP 126; Bloodied 63; AC 28; Fortitude 26, Reflex 22, Will 22;
Immune petrification; Speed 7
[FONT=D&D 4e icons]M[/FONT] Bite (standard; at-will)
+17 vs AC: 2d8+5 damage
c Petrifying Gaze (standard; at will) * Gaze
Close blast 3; +17 vs Fort; the target is slowed (save ends). First fail: immobilized (save ends). Second fail: petrified (no save).
Alignment Unaligned
Languages -
Skills Stealth +12
Str 20 (+11)
Dex 12 (+7)
Wis 14 (+8)
Con 22 (+12)
Int 2 (+2)
Cha 8 (+5)
G3:
Dark Ambusher
Medium natural humanoid (blind)
Initiative +9
Senses Perception +7; blindsight 10
HP 110; Bloodied 55; AC 26; Fortitude 25, Reflex 23, Will 23;
Immune gaze; Speed 6
[FONT=D&D 4e icons]M[/FONT] Greataxe (standard; at-will) * Weapon
+16 vs AC: 1d12+5 damage (crit 2d12+17)
m Offensive Shift (immediate reaction when an enemy moves within 2 squares and attacks an ally; recharges when first bloodied)
Shift 1 and make a melee basic attack.
Alignment Evil
Languages Common, Deep Speech
Skills Athletics +15, Endurance +12
Str 20 (+10)
Dex 14 (+7)
Wis 15 (+7)
Con 14 (+7)
Int 9 (+4)
Cha 9 (+4)
D2:
Rimetooth
Huge natural magical beast (dragon)
Initiative +5
Senses Perception +11, darkvision
HP 408; Bloodied 204; AC 23; Fortitude 26, Reflex 21, Will 22
Resist 20 cold; Saving Throws +5;
Speed 7 (ice walk), fly 7 (hover), overland flight 10, Action Points 2
M Bite (standard; at-will) * Cold
Reach 2; +12 vs AC; 1d8+5 plus 1d10 cold damage (plus 1d10 cold on OAs)
M Claw (standard; at-will)
Reach 2; +12 vs AC; 1d8+5 damage.
m Dragon’s Fury (standard; at-will)
Rimetooth makes two claw attacks, and if they both hit one target, he makes a bite attack against that target.
Alignment Evil
Languages Draconic
Skills Athletics +19
Rimetooth
Huge natural magical beast (dragon)
c Breath Weapon (standard; recharge 5 6) * Cold
Close blast 5; +10 vs Reflex; 4d6+6 cold damage and the target is slowed and weakened (save ends both).
c Bloodied Breath (free, when first bloodied; encounter) * Cold
Breath weapon recharges and Rimetooth uses it immediately.
c Frightful Presence (standard; encounter) * Fear
Close burst 5; targets enemies; +10 vs Will; the target is stunned until the end of Rimetooth’s next turn. Afteraffect: The target is -2 on attacks (save ends.)
Str 20 (+9)
Dex 12 (+5)
Wis 14 (+6)
Con 22 (+10)
Int 12 (+5)
Cha 10 (+4)
Icicle Bat
Small elemental beast (cold)
Initiative +4
HP 1; missed attacks never damage a minion
AC 15; Fortitude 15, Reflex 13, Will 12
Resist 10 cold
Speed Fly 9
[FONT=D&D 4e icons]M[/FONT] Icy Claws (standard; at-will)
+6 vs AC: 4 cold damage
m Icicle (standard; at-will)
+6 vs Reflex: 1 damage plus 1 cold damage, and ongoing 5 cold damage. The Icicle Bat attaches to the foe until slain, which ends the ongoing cold damage.
Rimefire Eidolon
Level 9 Controller (Leader)
Large natural animate (construct)
Initiative +6
HP 25 x 4; Bloodied 12 x 4; AC 24; Fortitude 22, Reflex 18, Will 19
Immune disease, fear, sleep; Speed 5
[FONT=D&D 4e icons]M[/FONT] Slam (standard; at-will)
Reach 2, +15 vs AC: 2d8+4 damage.
r Divine Retribution (immediate reaction when attacked in stance; at-will)
Range 20, +13 vs Reflex: 2d8+3 radiant. Miss: Half damage. Does not provoke.
r Vengeful Rimefire (immediate reaction when enemy kills an ally; at-will)
Range 20, +13 vs Reflex: 1d8+3 cold and fire damage, and ongoing 5 cold and fire damage (save ends). Required both cold and fire resistance. Doesn’t provoke.
Hallowed Stance (standard; at-will)
Until the end of its next turn or it moves, the Eidolon gains Resist 5/10/15/20 to all damage, and all allies in sight deal an extra 1d8 radiant damage on melee attacks.
Alignment Unaligned
Languages -
Str 22 (+10)
Dex 14 (+6)
Wis 16 (+7)
Con 20 (+9)
Int 7 (+2)
Cha 11 (+4)
Greater Rimefire Eidolon
Level 13 Controller (Leader)
Large natural animate (construct)
Initiative +8
HP 33 x 4; Bloodied 16 x 4; AC 28; Fortitude 26, Reflex 22, Will 23
Immune disease, fear, sleep; Speed 5
[FONT=D&D 4e icons]M[/FONT] Slam (standard; at-will)
Reach 2, +19 vs AC: 2d8+6 damage.
r Divine Retribution (immediate reaction when attacked in stance; at-will)
Range 20, +17 vs Reflex: 2d8+5 radiant. Miss: Half damage. Does not provoke.
r Vengeful Rimefire (immediate reaction when enemy kills an ally; at-will)
Range 20, +17 vs Reflex: 1d8+5 cold and fire damage, and ongoing 5 cold and fire damage (save ends). Required both cold and fire resistance. Doesn’t provoke.
Hallowed Stance (standard; at-will)
Until the end of its next turn or it moves, the Eidolon gains Resist 5/10/15/20 to all damage, and all allies in sight deal an extra 1d8 radiant damage on melee attacks.
Alignment Unaligned
Languages -
Str 22 (+12)
Dex 14 (+8)
Wis 16 (+9)
Con 20 (+11)
Int 7 (+4)
Cha 11 (+6)
N3:
Skull King
Level 10 Elite Artillery (Leader)
Medium natural humanoid (undead)
Initiative +8
Senses Perception +7, darkvision
Master of the Grave (Healing) Aura 2: Undead allies in the aura gain regen 5 and a +2 bonus to saving throws. Tied to the Skull of Death’s Command.
Shroud of the Grave Aura 5: Undead allies lose radiant vulnerability.
HP 80; Bloodied 40, see triple skulls; AC 26; Fortitude 23, Reflex 22, Will 25
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2; Speed 6, Action Points 1
[FONT=D&D 4e icons]M[/FONT] Bone Staff (standard; at-will)
+13 vs AC: 1d8+2 plus 1d6 necrotic damage.
r Call of the Grave (standard; encounter)
Range 10, summon 4 Vampire Spawn Bloodhunters, who immediately act next.
Alignment Evil
Languages Common
Skills Bluff +15, Insight +12, Intimidate +15
Skull King
Level 10 Elite Artillery (Leader)
Medium natural humanoid (undead)
[FONT=D&D 4e icons]r[/FONT] Skull of Bonechilling Fear (minor 1/round; at-will)
Range 10, +15 vs Will: 1d6+3 cold damage and push 5 squares.
r Skull of Death’s Command (minor 1/round; at-will)
Range 10, a destroyed minion is restored to unlife.
r Skull of Withering Flame (minor 1/round; at-will)
Range 10, +15 vs Fort: 2d6+3 fire and necrotic damage.
[FONT=D&D 4e icons]Triple Skulls[/FONT]
When reduced to 0, one skull is randomly destroyed and the skull lord returns to full hitpoints. When all three skulls are destroyed, it is as well.
Ghost Queen
Level 10 Elite Controller
Medium shadow fey humanoid (undead)
Initiative +6
Senses Perception +11, darkvision
HP 150; Bloodied 75; AC 22; Fortitude 21, Reflex 23, Will 24
Immune disease, poison; Resist insubstantial
Saving Throws +2; Speed Fly 6 (hover), phasing; Action Points 1
[FONT=D&D 4e icons]M[/FONT] Spirit Touch (standard; at-will)
+13 vs Reflex: 1d10+1 necrotic damage
r Death’s Visage (standard; at-will)
Range 5, +13 vs Will: 2d6+2 psychic damage and the target takes a -2 penalty to all defenses (save ends).
m Undeniable Beauty (immediate interrupt when targeted by melee; at-will)
+12 vs Will: Attacker must target a different creature or end its attack.
Skills Stealth +11
Ghost Queen
Level 10 Elite Controller
Medium shadow fey humanoid (undead)
r Lure of the Wild (standard; recharge 6)
Range 10, +12 vs Will: Pull 5 squares and the target is dazed (save ends).
c Terrifying Shriek, Fear * Psychic (standard; recharge 5, 6)
Close burst 5, targets enemies, +13 vs Will: 2d8+2 psychic damage, targets hit are pushed 5 squares and immobilized (save ends).
Step Trhough the Mists (move; encounter)
Teleport 3 squares.
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