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Any tips for Pyramid of Shadows? Any handouts?
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<blockquote data-quote="MrMyth" data-source="post: 4538989" data-attributes="member: 61155"><p></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Sure - though, as I mentioned before, it is extremely complex, and significantly more detailed on how to overcome than a standard challenge. But feel free to make use of if desired!</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Hidden behind a spoiler tag - while there are only a very few actual spoiler elements, I figure it is large enough to make this useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Warning once more, just for emphasis - this is a much more elaborate challenge than most, and thus not nearly as freeform as a normal challenge. But it does allow a lot of ways for PCs to succeed, and provides opportunities for pretty much all party member to contribute to any given path of success. </span></span></p><p> </p><p><strong>Skill Challenge: The 'Basics'</strong></p><p> </p><p>[sblock]</p><p><strong><span style="color: white"><span style="font-family: 'Verdana'">The Black Maelstrom</span></span></strong></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Skill Challenge</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: - Complexity 5 (12 Successes*)</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">*See Victory Paths for detailed explanation of success and failure.</span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Experience Points</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: 3,500 xp</span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Location</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: N2 - The Hall of Death's Shadow</span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Summary</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: The four statues within this room appeared in the Pyramid long ago, and Kravak bound them in this room and enhanced their power. The Skull Lord here is not just a guardian, but is also here to keep their magic in check. When he falls, the power within the statues will be unleashed - forcing the party to flee or find a way to end the threat. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><u>Preparation</u>: Earlier in the adventure, the party found two pieces of Eternal Chalk in the magical laboratory of Arat Karavakos, along with a book of translation for the Draconic Tongue - these will be useful in this challenge. In the Library, they found a tome of ancient Draconic Poetry with hints that may prove useful for this challenge. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Background</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: In life, the 4 statues were a band of undead villains that hunted dragons throughout Arkhosia. True dragons they snuffed out the life entirely, but they bound and feasted upon the life-force of lesser dragons, condemning their spirits to an eternity of torture. A trap was eventually set for them, and a wyvern sacrificed itself so that they would be caught in a powerful spell that would turn them to stone. What happened to them after that was lost to the records of history. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The statues ended up in the pyramid, along with the spirit of the wyvern that had trapped them - only Kravak took control of its power and used it to enhance his own servants. Now the spell that bound the villains is unstable, and when his servant can no longer control is, black fire blazes forth in a maelstrom of dark power...</span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Description</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: <em><span style="font-family: 'Verdana'">"As the last of your undead foes fall to the ground in a pile of black dust, the chamber - briefly - grows still. And then the curtains of darkness lining the pillars in the room begins to shudder, and then swirl inward into each quadrant - wrapping around each of the statues resting there. The door behind you slams shut with a furious bang, the room is filled with the howl of the damned, and the shadows on each statue ignite into black flames that race up and down their length - and look like they will soon begin to spread. The howling manifests into words in the draconic tongue - and a spectral draconic form appears in the center of the room, gazing down upon you with solemn eyes..."</span></em></span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">The Challenge</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: The PCs have several options here. They can simply bash their way out of the room and try to seal the energy in the chamber. If they fail, the energy will wash over them (draining healing surges) before dissipating throughout the Pyramid. If they succeed, the energy will be trapped within the chamber and eventually consume itself, leaving the area scorched and empty of anything except ash. Either way, the spirit of the wyvern is snuffed out forever. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The PCs can also simply try to end the threat through brute force, by attacking the statues. Unfortunately, each one they shatter frees the villain trapped within it, who will certainly attack them while the challenge is going on. If they shatter the statues and destroy all four undead villains, the maelstrom ends. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">However, they can also try to befriend the wyvern spirit and gain insight from it into the statues, and realize that the magic Kravak placed on each statue can be inverted. Either through conversing with the dragon or consulting their own lore of the past, they can try and recall the history of the villains, and figure out how to purify the statues, destroying the villains trapped within, and freeing the wyvern spirit. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">If all of the statues can be purified or the villains within defeated, the wyvern will fade away with a word of thanks and leave them a powerful gift. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Blackfire</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: The challenge begins when the last of the foes in this room are defeated, and the statues begin to blaze with unholy energy, blackfire pouring out from it into the ceiling and floor. The blackfire spreads - one pillar each round gains an aura of blackfire, which initially extends one square, and grows one square outwards per round. Any character starting their turn in an area of blackfire is subject to an attack: +15 vs Fort (1d6+5 necrotic/fire damage and push them out of the field; Miss: half damage.)</span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">The Wyvern</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: When the challenge begins, the spectral form of a wyvern appears in the center of the chamber, and whispers in draconic: "A fallen soul seeks freedom and... amid faded seals seeks flight's abandon..."</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">The wyvern seems to barely notice them, and only with successful social rolls can the party get its attention, and try to learn what it knows. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">The Statues</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: Looking at the statues in more detail reveals several key elements. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The statue of Akemos, the Death Knight, is that of a powerfully armored figure in full platemail. The figure carries a wicked blade and a massive shield - upon which is inscribed the draconic symbol for vengeance.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The statue of Orianna the Vampire is that of a female tiefling with fangs, wearing heavy leathers and carrying a variety of sharp blades kept close about her person - she holds an oversized, flat blade in front of her, upon which is inscribed the draconic symbol for greed. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The statue of Morthos the Archlich shows a skeletal figure in elaborate robes, who holds aloft a staff topped by a large orb of obsidian, upon which is inscribed the draconic symbol for pride. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The statue of Kallista the Mummy Priestess shows a figure bound in heavy wrappings, with numerous chains bound tightly around their arms and torso. In one hand is held a black book - a holy symbol of Vecna - upon which is inscribed the draconic symbol for hatred. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Victory</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: There are multiple Victory Paths to succeed in this challenge - escaping the danger, destroying the villains directly, or purifying the statues. Different actions contribute towards the success of different Victory Paths, which each have their own total requirements for completion. The Skill Challenge does not end after a certain number of failures - rather, failures either have a direct physical consequence, or subtract successes that have already been gained. However, there is a time limit - the room will continue to fill with blackfire, making it a more and more dangerous place... and after 6 rounds, the room will be completely filled, at which point the full strength of the Black Maelstrom is unleashed, and the PCs have failed the challenge. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Victory Path - Escape</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: The easiest way to overcome the challenge is simply to escape the room. The most likely method by which this is accomplished is using Thievery or Strength checks to open the entrance and escape the room, and then using similar abilities, or magic, to seal the maelstrom in the room until it burns itself out. 6 Successes along this path will open the way out, and achieve a partial victory; another 6 Successes along this path will seal the chamber, and make this a complete victory. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Victory Path - Destruction</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: The most direct way to overcome the challenge is to destroy the four undead villains whose will has unleashed the dark energy. To do so, the statues must themselves be broken(through Strength checks or attacks), requiring two Successes each. Once a statue is broken, the villain trapped within is freed, and must then be killed. Once all four are killed, the blackfire tempest ends. </span></span></p><p> </p><p><u><span style="color: white"><span style="font-family: 'Verdana'">Victory Path - Purification</span></span></u><span style="color: white"><span style="font-family: 'Verdana'">: The most rewarding way to overcome the challenge is to learn the history of the statues, and figure out how to purify them. The knowledge can be gained either through Social skill checks with the Wyvern Spirit, or various Knowledge skill checks. Once 12 Successes have been gathered, and all four statues have been purified, the maelstrom ends and the Wyvern Spirit rewards them before turning to its final rest. If the statues are purified by they are not able to gain enough Successes, they will have fully completed the challenge, but not gain the Wyvern Spirit's reward. </span></span></p><p>[/sblock]</p><p><strong>Skill Challenge: General Skills</strong></p><p><span style="color: white"><span style="font-family: 'Verdana'">[sblock]</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><strong>SKILLS</strong></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Skill use has been broken up into the different sections relevant for the different Victory Paths. A party can certainly switch from one path to another, or have different members attempting different things - one half trying to purify the statues, the other trying to open an exit in case the purification isn't finished in time. But victory for each path is tracked seperately, and each path has its own skill uses to gain Successes. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Nearly every skill has some possible use in this challenge, with the single exception of Stealth. Some skills may have very limited use. As always, any creative application of a skill or ability, even one not accounted for in this list, should be accepted as the DM feels appropriate. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><u>General Use</u>: These are skill uses potentially useful regardless of the victory path the party pursues. Some help explain the nature of the challenge, or give the background of the challenge, and one allows the party to buy themselves more time to succeed. None of these skills provide Successes towards any specific Victory Path, however. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Understanding the Maelstrom: </em>This skill use can be accomplished through either Arcana, Nature or Religion. Each reveals subtle differences, and so each can be attempted independantly, but as long as one of them has been made, that is enough to reveal the basics of the situation the heroes find themselves in. Success reveals the relevant information for the skill, and unlocks a variety of other skill uses for the challenge. Failure simply reveals no information - or potentially misleading information. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Arcana DC 19: An ancient curse lingers about the four statues - and it has been enhanced by further magics laid about them more recently, turning them into foci for necromantic energy. That energy must normally be kept in check by a steward - likely the skull lord they destroyed - and with that steward gone, the power is raging out of control. A magic user might be able to slow the effect, but without being undead, doing so would be an intense strain upon their system. The only way to reign in the power fully is to break whatever underlying curse lingers about the statues. </span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Nature DC 23: These are not natural statues, but instead some terrible curse is bound to them - which the spectral wyvern is tied to as well. The blackfire tempest currently raging, meanwhile, seems driven by a dark will - one tied to the statues. Finding a way to break the curse should end the tempest. </span></span></span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white">Religion DC 23: An ancient curse lingers about the four statues - and it has been enhanced by further magics laid about them more recently, turning them into foci for necromantic energy. That energy must normally be kept in check by a steward - likely the skull lord they destroyed - and with that steward gone, the power is raging out of control. A magic user might be able to slow the effect, but without being undead, doing so would be an intense strain upon their system. The only way to reign in the power fully is to break whatever underlying curse lingers about the statues. </span></span></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="font-family: 'Verdana'"><span style="color: white"></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Slowing the Maelstrom: </em>This skill use becomes unlocked once the party has succeeded at <em>Understanding the Maelstrom</em>. It allows a character to try and temporarily slow the tempest, but at the cost of their own health - a cost that grows more painful the longer they hold the tempest back. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Arcana DC 14: A character can try and gain some control over the dark magic raging loose. Success results in the blackfire tempest ceasing its advance for one round, but costs 1 healing surge for each quadrant in which they want the tempest to halt. Failure results in the loss of 1 healing surge and the tempest advancing in one random quadrant. Each consecutive round in which the party slows the tempest, the cost in healing surges doubles. A single round of allowing the tempest to proceed normally, however, returns the cost to its original amount. </span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><em>Draconic Translation</em>: If none of the PCs speak Draconic, this challenge can be significantly harder. They do have a Draconic translation book that can be used to help in this situation - costing them time, but allowing them to proceed through the challenge anyway. </span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Intelligence DC 12: Provide relevant translation for the next specific skill to be used that involves Draconic - this is required for any interaction with the Wyvern Spirit or the Draconic Runes. Success allows that interaction to proceed; failure means it cannot be used until a successful translation. The book can be freely passed around the party as needed. </span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Advice from the back</em>: Many of the skill uses can be assisted through the use of Perception, as a character carefully observes the best way to accomplish a specific task. The only exceptions to this are the Knowledge skills - Arcana, History, Nature, Religion - which cannot be aided in this fashion. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Perception DC 19: Used to assist with other skills; Success grants a +2 bonus to the next use of that skill, while Failure provides a -2 penalty. </span></span></p><p>[/sblock]</p><p><strong>Skill Challenge: Escape Path Skills</strong></p><p><span style="color: white"><span style="font-family: 'Verdana'">[sblock]</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><u>Escape Victory Path Skills</u>:</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em><span style="font-family: 'Verdana'">Unsealing the Chamber</span></em>: In order to escape the chamber, the party needs 6 specific Successes towards that goal. The primary means of accomplishing this are through Thievery checks or Strength checks. Dungeoneering, meanwhile, can be used to assist those making such checks, potentially speeding up the escape. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'">Thievery DC 24: The character tries to find the mechanism that sealed the doors, and use it to open them. Success grants one Success towards the Escape Victory Path. Failure results in one extra Success being needed for the Escape Victory Path, as the doors become jammed even further. </span></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'">Strength DC 17: You try to break down the door to the chamber. Success with this check grants one Success towards the Escape Victory path; failure just wedges the door firmer, thus making it require one additional Success to escape. However, each Success gained in this fashion increases the number of Successes needed to seal the chamber by one, as the doors are now partly broken and no longer fully intact.</span></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Dungeoneering DC 19: A character can try to analyze the chamber doors and structural design, and give advice on how to open them. Success results in a +2 bonus on the next check made to open them (whether through Thievery or Strength), and if that check succeeds, it counts for an extra Success. Failure results on a -2 penalty on the next check made to open the doors. </span></span></span></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><em>Resealing the Chamber</em>: Once the party has escaped the room, they realize that if the chamber isn't sealed, the tempest will pour forth through the complex nonetheless. To fully achieve this Victory Path, they will need to reseal the chamber, requiring another 6 Successes. Thievery and Dungeoneering can be used to physically close the chamber, while Arcana and Religion can be used to provide magical wards to seal the unholy energy within. </span></span></span></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'">Thievery DC 19: A character can try to reactive the mechanism that sealed the chamber, be used to try and seal the chamber behind them. Success results in 1 Success towards the Escape Victory Path; Failure results in 1 extra Success being needed, as the mechanism jams instead. </span></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Dungeoneering DC 17: A character can try to use this skill to figure out how to best close up the chamber and block the exit behind them. Success results in 1 Success towards the Escape Victory Path; Failure has no penalty. </span></span></span></span></span></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Arcana DC 23: A character can work on magically sealing the chamber behind them. Success results in 1 Success towards the Escape Victory Path; Failure has no penalty. </span></span></span></span></span></span></span></span></span></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 19: A character can work on magically sealing the chamber behind them, containing the unholy energy within. Success results in 1 Success towards the Escape Victory Path; Failure has no penalty. </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span></span>[/sblock]</p><p><span style="font-family: 'Verdana'"><span style="color: white"><strong>Skill Challenge: Purification Path Knowledge Skills</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">[sblock]</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><u>Purification Victory Path Knowledge Skills</u>:</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The steps for the Purification Victory Path can be gained through the knowledge and insight of the character's themselves, or through conversing with the Wyvern Spirit. The social skills used to do so are listed on their own simply for ease of convenience, but characters can certainly gain information from both sources as desired. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>The Origin of the Curse</em>: Understanding how the curse came to be is not strictly required to break the curse, but can provide valuable insight into the nature of the challenge and how to go about purifying the statues. Both History and Religion can reveal relevant knowledge, and hints at similar information can be gained through speaking with the Wyvern Spirit. The first successful skill used for this provides one Success towards the Purification Victory Path, though the other check can be made simply for additional information. Failure results in only partial information, and potentially misleading information at that. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">History DC 14: Seeing the Wyvern Spirit and the statues, you recall a tale from the distant past, from the days when Arkhosia, the Dragon Empire, was at its strongest. During those times, a band of undead villains stalked the dragons of the Empire, devouring the souls of true dragons and imprisoning the souls of lesser dragonkin. There were four members of that band - Akemos the Death Knight; Orianna the Vampire Thief; Morthos the Archlich; and Kallista the Mummy Priestess. They plagued the empire until a simple wyvern sacrificed itself to lure them into a trap that turned them all to stone...</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 19: Each of these statues is a servant of a different dark god - the Death Knight bears the sign of Bane, the Vampire bears the sign of Tiamat, the Lich bears the sign of Asmodeous, and the Mummy bears the symbol of Vecna. You have heard tales of a band of such dark champions who plagued the Dragonborn Empire long ago, and were defeated when a wyvern sacrificed itself in a ritual that turned them to stone. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Noticing the Runes</em>: The first step in purifying the statue is becoming aware of the runes on each statue, and that altering them could end the curse. Arcana and Religion can reveal this directly. If the party notices the runes on their own, and comes up with the idea of altering them on their own, they can immediately proceed to the attempts to do so. Note that speaking with the Wyvern Spirit may also reveal this idea to them. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Arcana DC 19: Each statue bears a rune tied into its key nature. If the rune were to be changed into a concept still connected to the statue, but one that defied the curse and dark magic about it, that might purify the statue and end the curse. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 14: Each statue bears a rune tied into its key nature. If the rune were to be changed into a concept still connected to the statue, but one that defied the curse and dark magic about it, that might purify the statue and end the curse. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>The Runes</em>: The first step in purifying a statue is to figure out what the rune needs to be changed to. History can reveal the background of each villain, steering the players in the right direction, while Religion can reveal the answer more clearly. The book of Draconic poetry may also provide hints, and the Wyvern Spirit can also provide clues - and, should the players (in running through different ideas), mention the correct word for a given statue, the Wyvern will nod to confirm that they are correct. If the players cannot determine the exact word, but find one close enough in meaning, that should be accepted as valid. Each skill used to gain useful information provides one Success towards the Purification Victory Path. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>The Rune of the Death Knight</em>: For the Death Knight, the draconic rune for Vengeance needs to be altered to the draconic rune for Love. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">History DC 21: Akemos the Death Knight was an angry, wrathful tiefling who would fly into a rage at the slightest provocation. He left a trail of death through Bael Turath, though as a Champion of Bane, none were willing to call him to account for his sins. He became a death knight when, in a bout of anger at some simple servant staff, he accidently struck down his wife - his one true love who had never angered him. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 23: The Death Knight bears the symbol of Vengeance - should one replace it with a symbol somehow tied to a concept of unconditional forgiveness, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>The Rune of the Vampire</em>: For the Vampire, the draconic rune for Greed needs to be altered to the draconic rune for Compassion. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">History DC 21: Orianna the Vampire Thief sought wealth in all its forms - gems, coins, magic items, decorative objects and pieces of art. Once she had acquired something, she had little use for it - but accumulating a greater and greater horde was of utmost importance to her, as well as proving herself in ever more daring thefts. A devoted servant of Tiamat, who commanded her to plunder the temples of Bahamut throughout Arkhosia, she balked when ordered to slay the orphaned children found in one such temple. For her crime of compassion, her goddess cursed her and changed her into a vampire, ensuring she would never again hesitate to take a life. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 23: The Thief bears the symbol of greed - should one replace it with a symbol somehow tied to a concept of purest connection with others, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><em>The Rune of the Lich</em>: For the Lich, the draconic rune for Pride needs to be altered to the draconic rune for Altriusm. (Or any similar words - Charity, Generosity, Benevolence, Philanthropy, etc.)</span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">History DC 23: Morthos the Archlich was a proud citizen of Bael Turath, and sought ways to make his nation even greater. His line had been instrumental in forging the pacts with the infernal powers that had joined with the nobility of Bael Turath, but Morthos sought even greater success yet. A private pact with Asmodeous assured Morthos the secrets to eternal life (of a sorts), and tutoring by powerful devils from the Nine Hells. A generous and thoughtful visionary, he intended to use this power to create wondrous magical advances for his civilization - but though he thought he had gotten the better of Asmodeous in his bargain, he was wrong. When he transitioned into a lich, he discovered that he needed constant magical power to survive, and his dreams and hopes faded away beneath the quest for power alone. </span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 23: The Lich bears the symbol of pride - should one replace it with a symbol somehow tied to a concept of selfless contribution, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.</span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><em>The Rune of the Mummy</em>: For the Mummy, the draconic rune for Hatred needs to be altered to the draconic rune for Empathy or Understanding.</span></span></span></span></span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">History DC 23: Kallista the Mummy Priestess had no redeeming qualities, and was a petty and spiteful tiefling who bore nothing but hatred for those around her. She sought out the secrets of her kinsmen, seeking every advantage over them, and every piece of blackmail she could use against them. Why she bore such hatred for those around her was only guessed at, but seemed to be the product of constant imagined slights that drove her into the service of Vecna. She met much success in his service, even once she fell in battle and was restored by his dark magic to continue battle against her country's enemies. Her only contribution to the world was the legacy she left behind - a collection of writings and knowledge that showed immense insight into the nature of people and the way the world worked, brilliant treatises that displayed an understanding of mortal nature that have proven useful even to the modern day. </span></span></span></span></span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Religion DC 23: The Mummy bears the symbol of hatred - should one replace it with a symbol of tied to a concept of acceptance and connection, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.</span></span></span></span></span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><em>Altering the Runes</em>: Once the party knows how a specific rune needs to be altered, they must physically do so. The Eternal Chalk, found earlier, is the most effective way to do so. However, they can use other means, such as using their own writing tools, or using the black ash the tempest has reduced the former inhabitants of the room to, or even using their own blood. Allow any acceptable suggestion - but with the tempest raging, using such impermanent substances is more difficult, and provides a -4 penalty on any of these skill checks. Characters can try to weave through the maelstrom with Acrobatics or Athletics, or push through it directly via Endurance. Additionally, both Thievery and Streetwise can be used to give advice on the best way to change the runes. </span></span></span></span></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Acrobatics DC 19: The character attempts to dodge their way through the blackfire tempest and reach a statue and change the runes upon it. Success grants 1 Success towards the Purification Victory Path, and purifies the statue; Failure results in being struck by the blackfire during the process - the character takes 1d6+5 necrotic/fire damage, is pushed to the closest square outside of the blackfire, and is knocked prone. </span></span></span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Athletics DC 21: The character attempts to jump through the blackfire tempest with well-timed strides, and to reach a statue and change the runes upon it. Success grants 1 Success towards the Purification Victory Path, and purifies the statue; Failure results in being struck by the blackfire during the process - the character takes 1d6+5 necrotic/fire damage, is pushed to the closest square outside of the blackfire, and is knocked prone. </span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p>Endurance DC 14: The character attempts to push through the blackfire tempest to reach a statue and change the runes upon it. Regardless of success, they take 1d6+5 necrotic/fire damage. Success grants 1 Success towards the Purification Victory Path, and purifies the statue; Failure results in being unable to withstand the blackfire during the process - in addition to the damage taken, the character is pushed to the closest square outside of the blackfire, and is knocked prone. </p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Thievery DC 19: A character can use this skill to analyze the most efficient way to change the runes on a statue. They can choose either to assist the next person trying to change the runes, or instead try and analyze that knowledge on their own. If used to advise another, Success grants a +2 bonus to the next person attempting to change the runes; Failure instead applies a -2 penalty, as they give bad advice. If used for oneself, Success grants a +4 bonus on their own next attempt to change the runes; Failure instead applies a -4 penalty. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Streetwise DC 17</span>: A character can use their knowledge of graffiti and 'tagging' to give advice on changing the runes. </span></span><span style="color: white"><span style="font-family: 'Verdana'">They can choose either to assist the next person trying to change the runes, or instead try and analyze that knowledge on their own. If used to advise another, Success grants a +2 bonus to the next person attempting to change the runes; Failure instead applies a -2 penalty, as they give bad advice. If used for oneself, Success grants a +4 bonus on their own next attempt to change the runes; Failure instead applies a -4 penalty.</span></span></p><p>[/sblock]</p><p><strong>Skill Challenge: Purification Path Social Skills</strong></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">[sblock]</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><u>Purification Victory Path Social Skills</u>:</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>The Wyvern Spirit: </em>In addition to the other means of learning about the curse and how to break it, characters can gain the attention of the Wyvern Spirit and ask it what it knows. The Wyvern Spirit itself is a simple-minded but noble creature, that sacrificed itself to stop the rampage of the four villains in the ancient days of the war between Arkhosia and Bael Turath. While glad to help the PCs, it is vague and unfocused and has lived in pain ever since its soul was set to watch over the imprisoned villains - thus, they need to calm it or gain its attention to get any useful knowledge from it. Diplomacy is the easiest way to do so, but Bluff and Intimidate can be called upon as well. Heal and Insight can be used to learn more about the Spirit, and thus become better able to get its attention. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Heal DC 23: The character examines the spectral wyvern's form, and realizes that the wounds upon the wyvern are self-inflicted - however it died, it took its own life, and did so in a fashion similar to ritual sacrifice - giving up its own life for a powerful spell to be performed. Success grants greater understanding into the Wyvern's motivations, providing a +2 bonus on all social checks with the dragon; Failure carries no consequences.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Insight DC 19: The character gains a sense of what the wyvern wants to hear - that you seek to save people, that you want to stop the dark magics from harming others; Success grants a +2 bonus to the next social check made with the wyvern; Failure instead provides a -2 penalty, as you misinterpret its behavior. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Diplomacy DC 19: The character convinces the Wyvern Spirit of their good intentions and gain its attention. Success counts as one success towards the Purification Victory Path, and results in it answering one question they pose to it. Failure carries no penalty. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Bluff DC 23: The character convinces the Wyvern Spirit of their good intentions through lies and deceit. Success counts as one success towards the Purification Victory Path, and results in it answering one question they pose to it. Failure carries no penalty, only leaving the Wyvern puzzled and confused. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Intimidate DC 19: The character demands the Wyvern Spirit's attention. Success results in it answering one question they pose to it, but grants no Successes. Failure carries no penalty. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Questions and Answers</em>: The Wyvern Spirit provides the following responses to questions, speaking in a strange, child-like, sing-song form of Draconic: </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">If asked about the statues and the villains, or how they ended here: </span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">"Devil's children caused despairing dragon's cries, chose death."</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">"Death's choosing chained devils, defleshed caretaker continues duty."</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">"Portal snatches statues, protector; petty sorcerer suffuses power."</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">"Potent spells seem precarious; pet skull soothes problems."</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">"Broken warden, willful blackguards brew whirling, wrathful blackfire."</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">If asked about how to end the curse: </span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">"Dark Statues symbols define; define symbols, statues defined."</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">If asked about the Death Knight: </span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">"Death knight, killed dearest."</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">If asked about the Vampire: </span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">"Pilfering thief, tenderness punished."</span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">If asked about the Lich: </span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">"Hopeful builder, bargain hardened."</span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">If asked about the Mummy: </span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">"Cruel priestess, people comprehended." </span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Providing peace to the Spirit: </em>If all four statues have been purified, but the players have not yet attained 12 successes for the Purification Victory Path, then the cleansing begins to take hold but seems to have something holding it back - the Wyvern Spirit seems to still be in pain. While the statues begins to glow with golden light, it is obvious that they will need to provide comfort to the Wyvern and ease its troubled soul to complete the purification. Heal and Diplomacy are the best skills for this, though Bluff can also be used - other ideas or healing the PCs might be able to provide might also be acceptable solutions. </span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">Heal DC 16: The character tries to provide specific comfort for the Wyvern Spirit's wounds, ethereal as they may be - even though they are only truly present in the Spirit's mind, the symbolic act of caring for them can still somehow provide aid. Success results in one Success towards the Purification Victory Path; Failure carries no penalty. </span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">Diplomacy DC 19: The character tries to calm the Wyvern Spirit and sooth its troubled soul. Success results in one Success towards the Purification Victory Path; Failure carries no penalty. </span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">Bluff DC 19: The character tries to convince the Wyvern Spirit to calm itself through deceptive claims. Success results in one Success towards the Purification Victory Path; Failure, however, confuses the Wyvern Spirit and means that one additional Success will be required for the Purification Victory Path. </span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span>[/sblock]</p><p><span style="font-family: 'Verdana'"><span style="color: white"><strong>Skill Challenge: Destruction Path Skills</strong></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">[sblock]</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><u>Destruction Victory Path Skills</u>:</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The party may decide from the beginning that the statues are the source of the unholy energy being unleashed, and decide to smash them from the start, or they may do so partly through the Purification Victory Path, after learning the history of the statues. They can indeed win the challenge in this fashion, by breaking the statues and defeating the villains trapped within. If they do so while also gaining Successes towards the Purification Victory Path, they can even gain the same gratitude of the Wyvern Spirit. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Breaking the Statues</em>: Sheer force can be used to smash the statues, with physical strength and radiant energy being the easiest way to do so. Each statue requires four total Successes to be 'broken', and the villain within unleashed; however, some methods may provide multiple Successes towards this end. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Strength DC 14: A character can try to get through the blackfire tempest and simply try to smash the statue with a heavy object. Success results in two Successes towards breaking that specific statue, and alows them to retreat back to safety; Failure results in one Success towards breaking the statue, and then they are automatically struck by the blackfire, taking 1d6+5 necrotic/fire damage, being pushed out of the field and knocked prone. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Radiant Melee Attack DC 18: A character can try to hit a statue with a melee attack (or Close attack that requires entering the Tempest) that deals radiant damage. Success results in two Successes towards breaking that specific statue, and alows them to retreat back to safety; Failure results in one Success towards breaking the statue, and then they are automatically struck by the blackfire, taking 1d6+5 necrotic/fire damage, being pushed out of the field and knocked prone.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Radiant Ranged Attack DC 22: A character can try to hit a statue with a ranged attack (or area attack, or close attack that doesn't require entering the tempest) that deals radiant damage. Success results in two Successes towards breaking that specific statue; Failure results in one Success towards breaking the statue.</span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Melee Attack DC 20: A character can try to hit a statue with a melee attack (or Close attack that requires entering the Tempest). Success results in one Success towards breaking that specific statue, and alows them to retreat back to safety; Failure results in being automatically struck by the blackfire, taking 1d6+5 necrotic/fire damage, being pushed out of the field and knocked prone.</span></span></span></span></span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">Ranged Attack DC 24: A character can try to hit a statue with a ranged attack (or area attack, or close attack that doesn't require entering the tempest). Success results in one Success towards breaking that specific statue; Failure carries no penalty.</span></span></span></span></span></span></span></span></p><p> <span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Defeating the Villains</em>: Once a statue has been broken, the villain imprisoned within that statue is freed. They will then actively assault the PCs through the rest of the fight, and must be destroyed for the tempest to be brought to an end. The tempest will continue to grow from where the statue was, rather than from the freed villain. Each turn they start in the blackfire, instead of being damaged by it, they are healed of 10 damage. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">See the NPC stat blocks after the challenge for the details of each foe. </span></span></p><p>[/sblock]</p><p><span style="color: white"><span style="font-family: 'Verdana'"><strong>Skill Challenge: Victory Scenes</strong></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'">[sblock]</span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"><u>Victory Scenes</u>: Here are the results of the various methods of success.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Escape - Partial Success</em>: If the party gains 6 Successes towards the Escape Victory Path, but then is unable to seal the room in time (or flees instead of trying to seal the room), then the blackfire tempest rages out of control, consuming the Wyvern Spirit and setting the dark champions free. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The blackfire burns through the Pyramid before fading, and each PC suffers two attacks: +15 vs Fort and +15 vs Reflex (3d6+5 necrotic/fire damage per hit; miss: half damage), plus the loss of a healing surge per hit. Each full round spent running before the tempest was released reduces the attack roll by 1 and damage by 2. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The chamber is scoured of all within... and any undead creatures still on this level are empowered by the magic, gaining +1 on attacks, defenses and damage. However, the PCs do gain half xp for escaping the encounter. The PCs hear the wicked laughter of the dark champions mocking them as the villains escape the Pyramid. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">The chamber itself has opened a path from the Pyramid to the deepest part of the Shadowfell, but it is not a remotely safe place to be - each round a PC spends in the room, they lose one Healing Surge. If out of Healing Surges, they take necrotic damage equal to their bloodied value each round, ignoring any necrotic resistance they may have. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Escape - Full Success</em>: If the party, after escaping the room, gains another 6 Successes to seal the chamber, the blackfire tempest rages inward and eventually consumes itself - but snuffs out the soul of the spirit wyvern, and sets the 4 dark champions free to continue serving their dark gods. Everything in the room is consumed, but the PCs gain full xp for defeating the encounter. They can hear the laughter of the dark champions as the villains escape the Pyramid. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'">The chamber itself has opened a path from the Pyramid to the deepest part of the Shadowfell, but it is not a remotely safe place to be - each round a PC spends in the room, they lose one Healing Surge. If out of Healing Surges, they take necrotic damage equal to their bloodied value each round, ignoring any necrotic resistance they may have. </span></span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Purification - Partial Victory</em>: If the PCs purify all four statues, but do not gain the full 12 Successes for the Purification Victory Path, they still manage to stop the blackfire tempest. The statues turn to golden dust and the Wyvern fades away, seemingly at peace. The PCs gain full xp for defeating the encounter. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Purification - Total Victory</em>: If the PCs purify all four statues and gain at least 12 Successes for the Purification Victory Path, they not only stop the tempest, but fully break the curse and provide salvation for the Wyvern Spirit. Golden tears pour down the faces of the statues as they turn to golden dust, and the Wyvern Spirit glows with a brighter and brighter golden light. Speaking one last time, the Wyvern Spirit says "Great triumph, thanks given!" and then vanishes, and a shimmering golden suit of Wyvernscale armor appears in the center of the room. (See the Golden Scales item description following the challenge.) The PCs gain full xp for defeating the encounter. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><em>Destruction - Partial Victory</em>: If the PCs defeat all four villains, but do not gain the full 12 Successes for the Purification Victory Path, they still manage to stop the blackfire tempest. The villains have been reduced to dust, the tempest ends, and the Wyvern fades away, seemingly at peace. The PCs gain full xp for defeating the encounter. They gain no additional xp for killing the dark champions.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Verdana'"><em>Destruction - Total Victory</em>: If the PCs defeat all four villains, or defeat some villains and purify the others, and gain at least 12 Successes for the Purification Victory Path, they not only stop the tempest, but fully break the curse and provide salvation for the Wyvern Spirit. Golden tears pour down the faces of the statues as they turn to golden dust, and the Wyvern Spirit glows with a brighter and brighter golden light. Speaking one last time, the Wyvern Spirit says "Great triumph, thanks given!" and then vanishes, and a shimmering golden suit of Wyvernscale armor appears in the center of the room. (See the Golden Scales item description following the challenge.) The PCs gain full xp for defeating the encounter. They gain no additional xp for killing the dark champions.</span></span></span></span></p><p>[/sblock]</p><p><span style="color: white"><span style="font-family: 'Verdana'"><strong>The Four Dark Champions</strong></span></span></p><p>[sblock]</p><p><strong>Akemos the Death Knight</strong></p><p><em>Tiefling Paladin</em>: Level 11 Elite Soldier (Leader)</p><p>Medium Natural Humanoid (Undead)</p><p><u>Init</u>: +6; <u>Senses</u>: Perception +5, low-light vision, Darkvision</p><p><u>HP</u>: 200; <u>Bloodied</u>: 100; <u>Healing Surges</u>: 2; <u>Healing Surge Value</u>: 50</p><p><u>AC</u>: 32; <u>Fort</u>: 29, <u>Ref</u>: 26, <u>Will</u>: 27</p><p><u>Immune</u>: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant</p><p>1 Action Point, Saving Throws +2</p><p><u>Speed</u>: 5</p><p><strong>At Will Power</strong>: <em>Divine Challenge</em> - Mark opponent, who takes 10 damage if they attack someone else. </p><p><strong>At Will Power</strong>: <em>Lay on Hands - </em>Once per day, use Lay on Hands as a minor action. </p><p><strong>At Will Power</strong>: <em>Valiant Strike</em>: +16 vs AC (+1 per adjacent enemy): 1d8+9 plus 5 necrotic (Brutal 1)</p><p><strong>Encounter Power</strong>: <em>Thunder Smite</em>: +16 vs AC (Crit on 19-20); 2d8+9 thunder damage plus 5 necrotic and Knock Prone. </p><p><strong>Encounter Power</strong>: <em>Arcing Smite</em>: +16 vs AC: 1d8+9 plus 5 necrotic and marked for 1 round; attack 1 or 2 targets.</p><p><strong>Recharge 5, 6 Power</strong>: <em>Unholy Flames</em>: Close Burst 2, +13 vs Reflex: 6d8+1 necrotic and fire damage to living creatures; undead within the burst deal +2d6 fire damage with melee attacks until the end of the death knight's next turn. </p><p><strong>Daily Power</strong>: <em>Martyr's Retribution</em>: Costs 1 Healing Surge: +16 vs AC: 4d8+9 plus 5 necrotic; Miss: Half damage. </p><p><strong>Utility Power</strong>: <em>Cleansing Spirit</em>: Minor, Range 5, you or one ally saves at +2.</p><p><strong>Utility Power</strong>: <em>Wrath of the Gods</em>: Minor, you and all adjacent allies gain +4 to damage for encounter. </p><p><strong>Racial Power</strong>: <em>Infernal Wrath</em>: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. </p><p><strong>Bloodhunt</strong>: +1 to hit vs bloodied foes.</p><p><strong>Marshal Undead</strong>: Lower-level undead allies within 10 gain +2 on attacks. </p><p><u>Skills</u>: Religion +13, Intimidate +14</p><p><u>Strength</u>: 19 (+9), <u>Dexterity</u>: 13 (+5), <u>Wisdom</u>: 10 (+3)</p><p><u>Constitution</u>: 12 (+5), <u>Intelligenc</u>e: 16 (+7), <u>Charisma</u>: 19 (+9)</p><p><u>Equipment</u>: Khopesh, Heavy Shield, Plate Armor</p><p> </p><p> </p><p><strong>Orianna the Vampire Thief</strong></p><p><em>Tiefling Rogue</em>: Level 11 Elite Skirmisher</p><p>Medium Natural Humanoid (Undead)</p><p><u>Init</u>: +9; <u>Senses</u>: Perception +6, low-light vision, Darkvision</p><p><u>HP</u>: 200; <u>Bloodi</u>ed: 100; <u>Healing Surges</u>: 2; <u>Healing Surge Value</u>: 50</p><p><u>AC</u>: 28; <u>Fort</u>: 24, <u>Ref</u>: 28, <u>Will</u>: 26</p><p><u>Immune</u>: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant</p><p>Regeneration 10 (Except when in sunlight)</p><p>1 Action Point, Saving Throws +2</p><p><u>Speed</u>: 6 </p><p><strong>At Will Power</strong>: <em>Sly Flourish</em>: +17 vs AC: 1d6+13</p><p><strong>Encounter Power</strong>: <em>Sand in the Eyes</em>: +17 vs Reflex: 1d6+9 and target is blinded for 1 round. </p><p><strong>Encounter Power</strong>: <em>Trickster's Blade</em>: +17 vs AC: 2d6+9 and gain +4 AC until the start of your next turn.</p><p><strong>Encounter Power</strong>: <em>Mist Form</em>: Standard; Vampire becomes insubstantial with fly 12, but cannot attack. </p><p><strong>Encounter Power, recharges when an adjacent enemy becomes bloodied</strong>: <em>Blood Drain</em>: Requires Combat Advantage: +13 vs Fort, 2d12+4 damage and target is weakened (save ends), and heal 50 hp. </p><p><strong>Recharge 6 Power</strong>: <em>Dominating Gaze</em>: Minor, Range 5, +13 vs Will, target is dominated (save ends at -2). Only one creature can be dominated at a time. </p><p><strong>Daily Power</strong>: <em>Knockout</em>: +17 vs Fort: 2d6+9 damage and target is unconscious (save ends; damage breaks). Miss: Half damage, target is dazed for 1 round. </p><p><strong>Utility Power</strong>: <em>Dangerous Theft</em>: Free Action, Encounter, ignore -10 penalty on a thievery check in combat. </p><p><strong>Utility Power</strong>: <em>Chameleon</em>: At Will, Immediate Interrupt when no longer hidden; remain hidden with a stealth check for 1 round. </p><p><strong>Racial Power</strong>: <em>Infernal Wrath</em>: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. </p><p><strong>Bloodhunt</strong>: +1 to hit vs bloodied foes.</p><p><strong>First Strike</strong>, <strong>Rogue Weapon Talent</strong>, <strong>+3d6 Sneak Attack</strong> </p><p><u>Skills</u>: Thievery +14, Stealth +16</p><p><u>Strength</u>: 14 (+7), <u>Dexterity</u>: 19 (+9), <u>Wisdom</u>: 13 (+6)</p><p><u>Constitution</u>: 12 (+7), <u>Intelligence</u>: 10 (+5), <u>Charisma</u>: 19 (+9)</p><p><u>Equipment</u>: Dagger, Short Sword, Leather Armor</p><p> </p><p> </p><p><strong>Morthos the Archlich</strong></p><p><em>Tiefling Wizard</em>: Level 11 Elite Controller</p><p>Medium Natural Humanoid (Undead)</p><p><u>Necromantic Aura</u>: 5 necrotic damage to any living creature that enters or starts within 5. </p><p><u>Init</u>: +9; <u>Senses</u>: Perception +6, low-light vision, Darkvision</p><p><u>HP</u>: 182; <u>Bloodied</u>: 91; <u>Healing Surges</u>: 2; <u>Healing Surge Value</u>: 45</p><p><u>AC</u>: 28; <u>Fort</u>: 26, <u>Ref</u>: 25, <u>Will</u>: 30</p><p><u>Immune</u>: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant</p><p>Regeneration 10 (Radiant damage negates for 1 round)</p><p>1 Action Point, Saving Throws +2</p><p><u>Speed</u>: 6 </p><p><strong>At Will Power</strong>: <em>Scorching Burst</em>: Area burst 1 within 10: +15 vs Ref: 1d6+10 fire damage</p><p><strong>Encounter Power</strong>: <em>Winter's Wrath</em>: Area burst 2 within 10: +15 vs Fort: 2d8+10 cold damage. Effect: A blizzard appears until the end of your next turn, granting concealment; any creature that starts in the area takes 5 damage; you can end it as a minor action. </p><p><strong>Encounter Power</strong>: <em>Icy Rays</em>: 2 creatures within 10: +15 vs Ref: 1d10+10 and immobilized for 1 round. </p><p><strong>Encounter Power</strong>: <em>Staff Mastery</em>: Immediate Interrupt, gain +2 on defenses against an attack. </p><p><strong>Recharge 5, 6 Power</strong>: <em>Spellmaster</em>: Minor, regain an encounter power. </p><p><strong>Daily Power</strong>: <em>Ice Storm</em>: Area Burst 3 within 20: +15 vs Fort: 2d8+10 and immobilized (save ends). Miss: Half damage and slowed (save ends.) </p><p><strong>Utility Power</strong>: <em>Mirror Image</em>: +6 AC; -2 AC every time an attack misses you.</p><p><strong>Utility Power</strong>: <em>Shield</em>: Immediate Interrupt: +4 AC/Reflex for 1 round. </p><p><strong>Racial Power</strong>: <em>Infernal Wrath</em>: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. </p><p><strong>Bloodhunt</strong>: +1 to hit vs bloodied foes.</p><p><strong>Necrotic Master</strong>: Convert any energy powers to necrotic. </p><p><strong>Arcane Implement Mastery</strong>, <strong>Spellbook</strong> </p><p><u>Skills</u>: Arcana +15, Religion +15</p><p><u>Strength</u>: 11 (+5), <u>Dexterity</u>: 13 (+6), <u>Wisdom</u>: 12 (+6)</p><p><u>Constituti</u>on: 14 (+7), <u>Intelligence</u>: 21 (+10), <u>Charisma</u>: 19 (+9)</p><p><u>Equipment</u>: Staff, Robes</p><p> </p><p> </p><p><strong>Kallista the Mummy Priestess</strong></p><p><em>Tiefling Cleric</em>: Level 11 Elite Controller</p><p>Medium Natural Humanoid (Undead)</p><p><u>Despair (fear) Aura</u>: Enemies within 5 are at -2 to attack Kallista. </p><p><u>Init</u>: +5; <u>Senses</u>: Perception +6, low-light vision, Darkvision</p><p><u>HP</u>: 222; <u>Bloodied</u>: 111; <u>Healing Surges</u>: 2; <u>Healing Surge Value</u>: 55</p><p><u>AC</u>: 28; <u>Fort</u>: 26, <u>Ref</u>: 22, <u>Will</u>: 30</p><p><u>Immune</u>: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant</p><p>Regeneration 10 (Fire damage negates for 1 round)</p><p>1 Action Point, Saving Throws +2</p><p><u>Speed</u>: 6 </p><p><strong>At Will Power</strong>: <em>Priest's Shield</em>: +16 vs AC: 1d8+9 and you and one adjacent ally gain +1 AC for 1 round. </p><p><strong>At Will Power</strong>: <em>Rotting Slam</em>: +16 vs AC: 2d8+9 necrotic and Level 11 Mummy Rot. </p><p><strong>Encounter Power</strong>: <em>Healer's Lore</em>: Twice per encounter, heal someone within 10 for surge+3d6. </p><p><strong>Encounter Power</strong>: <em>Awe Strike</em>: +16 vs Will: 1d8+9 and target is immobilized for 1 round. (Fear)</p><p><strong>Encounter Power</strong>: <em>Split the Sky</em>: +16 vs Fort: 1d8+9 thunder damage and target is pushed 2 and knocked prone.</p><p><strong>Daily Power</strong>: <em>Divine Power</em>: Close Burst 2: +16 vs Fort: 2d8+9 radiant and push 1. Effect: Gain Regen 5 and you and each ally in burst gain +2 power bonus to AC. </p><p><strong>Utility Power</strong>: <em>Mass Cure Light</em>: Standard, You and each ally in close burst 5 heal 1 surge value +4.</p><p><strong>Utility Power</strong>: <em>Bastion of Health</em>: Minor, Encounter, range 10, you or one ally in range can spend a surge +4. </p><p><strong>Racial Power</strong>: <em>Infernal Wrath</em>: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. </p><p><strong>Bloodhunt</strong>: +1 to hit vs bloodied foes.</p><p><strong>Channel Divinity</strong> (free action, gain +1 to next attack or saving throw) </p><p><u>Skills</u>: Arcana +15, Religion +15</p><p><u>Strength</u>: 19 (+9), <u>Dexterity</u>: 10 (+5), <u>Wisdom</u>: 14 (+7)</p><p><u>Constitution</u>: 12 (+6), <u>Intelligence</u>: 15 (+7), <u>Charisma</u>: 19 (+9)</p><p><u>Equipment</u>: Mace, Chainmail</p><p>[/sblock] </p><p><span style="color: white"><span style="font-family: 'Verdana'"><strong>Golden Scales</strong></span></span></p><p>[sblock]</p><p><strong><span style="font-size: 10px">Golden Scales (</span></strong><span style="font-size: 10px">Summoned Wyvernscale Armor +3<strong>)</strong></span><strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">: </span>[/FONT]</strong><span style="font-size: 9px">L<strong>evel 11</strong></span></p><p><em>[FONT=Mentor Std,Mentor Std]<span style="font-size: 9px">This armor of heavy golden scales shines with an inner light, and bestows an aura of calm and peace upon its wearer. Whispered words in Draconic resonate through their mind, guiding them on the path of selflessness. </span>[/FONT]</em></p><p><strong><span style="font-size: 9px">Armor: </span></strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">Scale</span>[/FONT]</p><p>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px"><strong>Masterwork Property:</strong> +9 base Armor bonus</span>[/FONT]</p><p>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px"><strong>Enhancement Bonus:</strong> +3 AC</span>[/FONT]</p><p>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px"><strong><span style="font-family: 'MentorSansStd-Bold'"><span style="font-size: 9px">Power (At-Will): </span></span></strong><span style="font-family: 'MentorSansStd'"><span style="font-size: 9px">Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. </span></span></span></p><p><span style="font-size: 9px"></span>[/FONT]<strong><span style="font-size: 9px">Communication </span></strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">Touch Telepathy (Empathy)</span>[/FONT]</p><p><strong><span style="font-size: 9px">Persona </span></strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">Golden Scales is a childlike wyvern spirit imbued in this armor, one dedicated to the idea of self-sacrifice for the greater good. It encourages its owner to help those in need, and stand against evil, even if doing so might come at great cost. </span>[/FONT]</p><p><strong><span style="font-size: 9px">Alignment </span></strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">Lawful Good </span>[/FONT]<strong><span style="font-size: 9px">Languages </span></strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">Draconic</span>[/FONT]</p><p><strong><span style="font-size: 9px">Skills </span></strong>[FONT=Mentor Sans Std,Mentor Sans Std]<span style="font-size: 9px">Golden Scales grants a +2 bonus to skill checks related to dragons.</span>[/FONT]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="MrMyth, post: 4538989, member: 61155"] [COLOR=white][FONT=Verdana][/FONT][/COLOR] [COLOR=white][FONT=Verdana]Sure - though, as I mentioned before, it is extremely complex, and significantly more detailed on how to overcome than a standard challenge. But feel free to make use of if desired![/FONT][/COLOR] [COLOR=white][FONT=Verdana]Hidden behind a spoiler tag - while there are only a very few actual spoiler elements, I figure it is large enough to make this useful. :)[/FONT][/COLOR] [COLOR=white][FONT=Verdana]Warning once more, just for emphasis - this is a much more elaborate challenge than most, and thus not nearly as freeform as a normal challenge. But it does allow a lot of ways for PCs to succeed, and provides opportunities for pretty much all party member to contribute to any given path of success. [/FONT][/COLOR] [B]Skill Challenge: The 'Basics'[/B] [sblock] [B][COLOR=white][FONT=Verdana]The Black Maelstrom[/FONT][/COLOR][/B] [U][COLOR=white][FONT=Verdana]Skill Challenge[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: - Complexity 5 (12 Successes*)[/FONT][/COLOR] [COLOR=white][FONT=Verdana]*See Victory Paths for detailed explanation of success and failure.[/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Experience Points[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: 3,500 xp[/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Location[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: N2 - The Hall of Death's Shadow[/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Summary[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: The four statues within this room appeared in the Pyramid long ago, and Kravak bound them in this room and enhanced their power. The Skull Lord here is not just a guardian, but is also here to keep their magic in check. When he falls, the power within the statues will be unleashed - forcing the party to flee or find a way to end the threat. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][U]Preparation[/U]: Earlier in the adventure, the party found two pieces of Eternal Chalk in the magical laboratory of Arat Karavakos, along with a book of translation for the Draconic Tongue - these will be useful in this challenge. In the Library, they found a tome of ancient Draconic Poetry with hints that may prove useful for this challenge. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Background[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: In life, the 4 statues were a band of undead villains that hunted dragons throughout Arkhosia. True dragons they snuffed out the life entirely, but they bound and feasted upon the life-force of lesser dragons, condemning their spirits to an eternity of torture. A trap was eventually set for them, and a wyvern sacrificed itself so that they would be caught in a powerful spell that would turn them to stone. What happened to them after that was lost to the records of history. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The statues ended up in the pyramid, along with the spirit of the wyvern that had trapped them - only Kravak took control of its power and used it to enhance his own servants. Now the spell that bound the villains is unstable, and when his servant can no longer control is, black fire blazes forth in a maelstrom of dark power...[/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Description[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: [I][FONT=Verdana]"As the last of your undead foes fall to the ground in a pile of black dust, the chamber - briefly - grows still. And then the curtains of darkness lining the pillars in the room begins to shudder, and then swirl inward into each quadrant - wrapping around each of the statues resting there. The door behind you slams shut with a furious bang, the room is filled with the howl of the damned, and the shadows on each statue ignite into black flames that race up and down their length - and look like they will soon begin to spread. The howling manifests into words in the draconic tongue - and a spectral draconic form appears in the center of the room, gazing down upon you with solemn eyes..."[/FONT][/I][/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]The Challenge[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: The PCs have several options here. They can simply bash their way out of the room and try to seal the energy in the chamber. If they fail, the energy will wash over them (draining healing surges) before dissipating throughout the Pyramid. If they succeed, the energy will be trapped within the chamber and eventually consume itself, leaving the area scorched and empty of anything except ash. Either way, the spirit of the wyvern is snuffed out forever. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The PCs can also simply try to end the threat through brute force, by attacking the statues. Unfortunately, each one they shatter frees the villain trapped within it, who will certainly attack them while the challenge is going on. If they shatter the statues and destroy all four undead villains, the maelstrom ends. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]However, they can also try to befriend the wyvern spirit and gain insight from it into the statues, and realize that the magic Kravak placed on each statue can be inverted. Either through conversing with the dragon or consulting their own lore of the past, they can try and recall the history of the villains, and figure out how to purify the statues, destroying the villains trapped within, and freeing the wyvern spirit. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]If all of the statues can be purified or the villains within defeated, the wyvern will fade away with a word of thanks and leave them a powerful gift. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Blackfire[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: The challenge begins when the last of the foes in this room are defeated, and the statues begin to blaze with unholy energy, blackfire pouring out from it into the ceiling and floor. The blackfire spreads - one pillar each round gains an aura of blackfire, which initially extends one square, and grows one square outwards per round. Any character starting their turn in an area of blackfire is subject to an attack: +15 vs Fort (1d6+5 necrotic/fire damage and push them out of the field; Miss: half damage.)[/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]The Wyvern[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: When the challenge begins, the spectral form of a wyvern appears in the center of the chamber, and whispers in draconic: "A fallen soul seeks freedom and... amid faded seals seeks flight's abandon..."[/FONT][/COLOR] [COLOR=white][FONT=Verdana]The wyvern seems to barely notice them, and only with successful social rolls can the party get its attention, and try to learn what it knows. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]The Statues[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: Looking at the statues in more detail reveals several key elements. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The statue of Akemos, the Death Knight, is that of a powerfully armored figure in full platemail. The figure carries a wicked blade and a massive shield - upon which is inscribed the draconic symbol for vengeance.[/FONT][/COLOR] [COLOR=white][FONT=Verdana]The statue of Orianna the Vampire is that of a female tiefling with fangs, wearing heavy leathers and carrying a variety of sharp blades kept close about her person - she holds an oversized, flat blade in front of her, upon which is inscribed the draconic symbol for greed. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The statue of Morthos the Archlich shows a skeletal figure in elaborate robes, who holds aloft a staff topped by a large orb of obsidian, upon which is inscribed the draconic symbol for pride. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The statue of Kallista the Mummy Priestess shows a figure bound in heavy wrappings, with numerous chains bound tightly around their arms and torso. In one hand is held a black book - a holy symbol of Vecna - upon which is inscribed the draconic symbol for hatred. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Victory[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: There are multiple Victory Paths to succeed in this challenge - escaping the danger, destroying the villains directly, or purifying the statues. Different actions contribute towards the success of different Victory Paths, which each have their own total requirements for completion. The Skill Challenge does not end after a certain number of failures - rather, failures either have a direct physical consequence, or subtract successes that have already been gained. However, there is a time limit - the room will continue to fill with blackfire, making it a more and more dangerous place... and after 6 rounds, the room will be completely filled, at which point the full strength of the Black Maelstrom is unleashed, and the PCs have failed the challenge. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Victory Path - Escape[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: The easiest way to overcome the challenge is simply to escape the room. The most likely method by which this is accomplished is using Thievery or Strength checks to open the entrance and escape the room, and then using similar abilities, or magic, to seal the maelstrom in the room until it burns itself out. 6 Successes along this path will open the way out, and achieve a partial victory; another 6 Successes along this path will seal the chamber, and make this a complete victory. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Victory Path - Destruction[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: The most direct way to overcome the challenge is to destroy the four undead villains whose will has unleashed the dark energy. To do so, the statues must themselves be broken(through Strength checks or attacks), requiring two Successes each. Once a statue is broken, the villain trapped within is freed, and must then be killed. Once all four are killed, the blackfire tempest ends. [/FONT][/COLOR] [U][COLOR=white][FONT=Verdana]Victory Path - Purification[/FONT][/COLOR][/U][COLOR=white][FONT=Verdana]: The most rewarding way to overcome the challenge is to learn the history of the statues, and figure out how to purify them. The knowledge can be gained either through Social skill checks with the Wyvern Spirit, or various Knowledge skill checks. Once 12 Successes have been gathered, and all four statues have been purified, the maelstrom ends and the Wyvern Spirit rewards them before turning to its final rest. If the statues are purified by they are not able to gain enough Successes, they will have fully completed the challenge, but not gain the Wyvern Spirit's reward. [/FONT][/COLOR] [/sblock] [B]Skill Challenge: General Skills[/B] [COLOR=white][FONT=Verdana][sblock][/FONT][/COLOR] [COLOR=white][FONT=Verdana][B]SKILLS[/B][/FONT][/COLOR] [COLOR=white][FONT=Verdana]Skill use has been broken up into the different sections relevant for the different Victory Paths. A party can certainly switch from one path to another, or have different members attempting different things - one half trying to purify the statues, the other trying to open an exit in case the purification isn't finished in time. But victory for each path is tracked seperately, and each path has its own skill uses to gain Successes. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Nearly every skill has some possible use in this challenge, with the single exception of Stealth. Some skills may have very limited use. As always, any creative application of a skill or ability, even one not accounted for in this list, should be accepted as the DM feels appropriate. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][U]General Use[/U]: These are skill uses potentially useful regardless of the victory path the party pursues. Some help explain the nature of the challenge, or give the background of the challenge, and one allows the party to buy themselves more time to succeed. None of these skills provide Successes towards any specific Victory Path, however. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Understanding the Maelstrom: [/I]This skill use can be accomplished through either Arcana, Nature or Religion. Each reveals subtle differences, and so each can be attempted independantly, but as long as one of them has been made, that is enough to reveal the basics of the situation the heroes find themselves in. Success reveals the relevant information for the skill, and unlocks a variety of other skill uses for the challenge. Failure simply reveals no information - or potentially misleading information. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Arcana DC 19: An ancient curse lingers about the four statues - and it has been enhanced by further magics laid about them more recently, turning them into foci for necromantic energy. That energy must normally be kept in check by a steward - likely the skull lord they destroyed - and with that steward gone, the power is raging out of control. A magic user might be able to slow the effect, but without being undead, doing so would be an intense strain upon their system. The only way to reign in the power fully is to break whatever underlying curse lingers about the statues. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Nature DC 23: These are not natural statues, but instead some terrible curse is bound to them - which the spectral wyvern is tied to as well. The blackfire tempest currently raging, meanwhile, seems driven by a dark will - one tied to the statues. Finding a way to break the curse should end the tempest. [/FONT][/COLOR] [FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white]Religion DC 23: An ancient curse lingers about the four statues - and it has been enhanced by further magics laid about them more recently, turning them into foci for necromantic energy. That energy must normally be kept in check by a steward - likely the skull lord they destroyed - and with that steward gone, the power is raging out of control. A magic user might be able to slow the effect, but without being undead, doing so would be an intense strain upon their system. The only way to reign in the power fully is to break whatever underlying curse lingers about the statues. [/COLOR][/FONT] [/COLOR][/FONT][/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Slowing the Maelstrom: [/I]This skill use becomes unlocked once the party has succeeded at [I]Understanding the Maelstrom[/I]. It allows a character to try and temporarily slow the tempest, but at the cost of their own health - a cost that grows more painful the longer they hold the tempest back. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Arcana DC 14: A character can try and gain some control over the dark magic raging loose. Success results in the blackfire tempest ceasing its advance for one round, but costs 1 healing surge for each quadrant in which they want the tempest to halt. Failure results in the loss of 1 healing surge and the tempest advancing in one random quadrant. Each consecutive round in which the party slows the tempest, the cost in healing surges doubles. A single round of allowing the tempest to proceed normally, however, returns the cost to its original amount. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][I]Draconic Translation[/I]: If none of the PCs speak Draconic, this challenge can be significantly harder. They do have a Draconic translation book that can be used to help in this situation - costing them time, but allowing them to proceed through the challenge anyway. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Intelligence DC 12: Provide relevant translation for the next specific skill to be used that involves Draconic - this is required for any interaction with the Wyvern Spirit or the Draconic Runes. Success allows that interaction to proceed; failure means it cannot be used until a successful translation. The book can be freely passed around the party as needed. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Advice from the back[/I]: Many of the skill uses can be assisted through the use of Perception, as a character carefully observes the best way to accomplish a specific task. The only exceptions to this are the Knowledge skills - Arcana, History, Nature, Religion - which cannot be aided in this fashion. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Perception DC 19: Used to assist with other skills; Success grants a +2 bonus to the next use of that skill, while Failure provides a -2 penalty. [/FONT][/COLOR] [/sblock] [B]Skill Challenge: Escape Path Skills[/B] [COLOR=white][FONT=Verdana][sblock][/FONT][/COLOR] [COLOR=white][FONT=Verdana][U]Escape Victory Path Skills[/U]:[/FONT][/COLOR] [COLOR=white][FONT=Verdana][I][FONT=Verdana]Unsealing the Chamber[/FONT][/I]: In order to escape the chamber, the party needs 6 specific Successes towards that goal. The primary means of accomplishing this are through Thievery checks or Strength checks. Dungeoneering, meanwhile, can be used to assist those making such checks, potentially speeding up the escape. [/FONT][/COLOR] [FONT=Verdana][COLOR=white][COLOR=white][FONT=Verdana]Thievery DC 24: The character tries to find the mechanism that sealed the doors, and use it to open them. Success grants one Success towards the Escape Victory Path. Failure results in one extra Success being needed for the Escape Victory Path, as the doors become jammed even further. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Strength DC 17: You try to break down the door to the chamber. Success with this check grants one Success towards the Escape Victory path; failure just wedges the door firmer, thus making it require one additional Success to escape. However, each Success gained in this fashion increases the number of Successes needed to seal the chamber by one, as the doors are now partly broken and no longer fully intact.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Dungeoneering DC 19: A character can try to analyze the chamber doors and structural design, and give advice on how to open them. Success results in a +2 bonus on the next check made to open them (whether through Thievery or Strength), and if that check succeeds, it counts for an extra Success. Failure results on a -2 penalty on the next check made to open the doors. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][I]Resealing the Chamber[/I]: Once the party has escaped the room, they realize that if the chamber isn't sealed, the tempest will pour forth through the complex nonetheless. To fully achieve this Victory Path, they will need to reseal the chamber, requiring another 6 Successes. Thievery and Dungeoneering can be used to physically close the chamber, while Arcana and Religion can be used to provide magical wards to seal the unholy energy within. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana]Thievery DC 19: A character can try to reactive the mechanism that sealed the chamber, be used to try and seal the chamber behind them. Success results in 1 Success towards the Escape Victory Path; Failure results in 1 extra Success being needed, as the mechanism jams instead. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Dungeoneering DC 17: A character can try to use this skill to figure out how to best close up the chamber and block the exit behind them. Success results in 1 Success towards the Escape Victory Path; Failure has no penalty. [/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Arcana DC 23: A character can work on magically sealing the chamber behind them. Success results in 1 Success towards the Escape Victory Path; Failure has no penalty. [/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Religion DC 19: A character can work on magically sealing the chamber behind them, containing the unholy energy within. Success results in 1 Success towards the Escape Victory Path; Failure has no penalty. [/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [/COLOR][/FONT][/sblock] [FONT=Verdana][COLOR=white][B]Skill Challenge: Purification Path Knowledge Skills[/B][/COLOR][/FONT] [FONT=Verdana][COLOR=white][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][sblock][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/COLOR][/FONT] [FONT=Verdana][COLOR=white][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][U]Purification Victory Path Knowledge Skills[/U]:[/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/COLOR][/FONT] [COLOR=white][FONT=Verdana]The steps for the Purification Victory Path can be gained through the knowledge and insight of the character's themselves, or through conversing with the Wyvern Spirit. The social skills used to do so are listed on their own simply for ease of convenience, but characters can certainly gain information from both sources as desired. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]The Origin of the Curse[/I]: Understanding how the curse came to be is not strictly required to break the curse, but can provide valuable insight into the nature of the challenge and how to go about purifying the statues. Both History and Religion can reveal relevant knowledge, and hints at similar information can be gained through speaking with the Wyvern Spirit. The first successful skill used for this provides one Success towards the Purification Victory Path, though the other check can be made simply for additional information. Failure results in only partial information, and potentially misleading information at that. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]History DC 14: Seeing the Wyvern Spirit and the statues, you recall a tale from the distant past, from the days when Arkhosia, the Dragon Empire, was at its strongest. During those times, a band of undead villains stalked the dragons of the Empire, devouring the souls of true dragons and imprisoning the souls of lesser dragonkin. There were four members of that band - Akemos the Death Knight; Orianna the Vampire Thief; Morthos the Archlich; and Kallista the Mummy Priestess. They plagued the empire until a simple wyvern sacrificed itself to lure them into a trap that turned them all to stone...[/FONT][/COLOR] [COLOR=white][FONT=Verdana]Religion DC 19: Each of these statues is a servant of a different dark god - the Death Knight bears the sign of Bane, the Vampire bears the sign of Tiamat, the Lich bears the sign of Asmodeous, and the Mummy bears the symbol of Vecna. You have heard tales of a band of such dark champions who plagued the Dragonborn Empire long ago, and were defeated when a wyvern sacrificed itself in a ritual that turned them to stone. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Noticing the Runes[/I]: The first step in purifying the statue is becoming aware of the runes on each statue, and that altering them could end the curse. Arcana and Religion can reveal this directly. If the party notices the runes on their own, and comes up with the idea of altering them on their own, they can immediately proceed to the attempts to do so. Note that speaking with the Wyvern Spirit may also reveal this idea to them. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Arcana DC 19: Each statue bears a rune tied into its key nature. If the rune were to be changed into a concept still connected to the statue, but one that defied the curse and dark magic about it, that might purify the statue and end the curse. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Religion DC 14: Each statue bears a rune tied into its key nature. If the rune were to be changed into a concept still connected to the statue, but one that defied the curse and dark magic about it, that might purify the statue and end the curse. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]The Runes[/I]: The first step in purifying a statue is to figure out what the rune needs to be changed to. History can reveal the background of each villain, steering the players in the right direction, while Religion can reveal the answer more clearly. The book of Draconic poetry may also provide hints, and the Wyvern Spirit can also provide clues - and, should the players (in running through different ideas), mention the correct word for a given statue, the Wyvern will nod to confirm that they are correct. If the players cannot determine the exact word, but find one close enough in meaning, that should be accepted as valid. Each skill used to gain useful information provides one Success towards the Purification Victory Path. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]The Rune of the Death Knight[/I]: For the Death Knight, the draconic rune for Vengeance needs to be altered to the draconic rune for Love. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]History DC 21: Akemos the Death Knight was an angry, wrathful tiefling who would fly into a rage at the slightest provocation. He left a trail of death through Bael Turath, though as a Champion of Bane, none were willing to call him to account for his sins. He became a death knight when, in a bout of anger at some simple servant staff, he accidently struck down his wife - his one true love who had never angered him. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Religion DC 23: The Death Knight bears the symbol of Vengeance - should one replace it with a symbol somehow tied to a concept of unconditional forgiveness, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]The Rune of the Vampire[/I]: For the Vampire, the draconic rune for Greed needs to be altered to the draconic rune for Compassion. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]History DC 21: Orianna the Vampire Thief sought wealth in all its forms - gems, coins, magic items, decorative objects and pieces of art. Once she had acquired something, she had little use for it - but accumulating a greater and greater horde was of utmost importance to her, as well as proving herself in ever more daring thefts. A devoted servant of Tiamat, who commanded her to plunder the temples of Bahamut throughout Arkhosia, she balked when ordered to slay the orphaned children found in one such temple. For her crime of compassion, her goddess cursed her and changed her into a vampire, ensuring she would never again hesitate to take a life. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Religion DC 23: The Thief bears the symbol of greed - should one replace it with a symbol somehow tied to a concept of purest connection with others, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][I]The Rune of the Lich[/I]: For the Lich, the draconic rune for Pride needs to be altered to the draconic rune for Altriusm. (Or any similar words - Charity, Generosity, Benevolence, Philanthropy, etc.)[/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]History DC 23: Morthos the Archlich was a proud citizen of Bael Turath, and sought ways to make his nation even greater. His line had been instrumental in forging the pacts with the infernal powers that had joined with the nobility of Bael Turath, but Morthos sought even greater success yet. A private pact with Asmodeous assured Morthos the secrets to eternal life (of a sorts), and tutoring by powerful devils from the Nine Hells. A generous and thoughtful visionary, he intended to use this power to create wondrous magical advances for his civilization - but though he thought he had gotten the better of Asmodeous in his bargain, he was wrong. When he transitioned into a lich, he discovered that he needed constant magical power to survive, and his dreams and hopes faded away beneath the quest for power alone. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Religion DC 23: The Lich bears the symbol of pride - should one replace it with a symbol somehow tied to a concept of selfless contribution, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][I]The Rune of the Mummy[/I]: For the Mummy, the draconic rune for Hatred needs to be altered to the draconic rune for Empathy or Understanding.[/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]History DC 23: Kallista the Mummy Priestess had no redeeming qualities, and was a petty and spiteful tiefling who bore nothing but hatred for those around her. She sought out the secrets of her kinsmen, seeking every advantage over them, and every piece of blackmail she could use against them. Why she bore such hatred for those around her was only guessed at, but seemed to be the product of constant imagined slights that drove her into the service of Vecna. She met much success in his service, even once she fell in battle and was restored by his dark magic to continue battle against her country's enemies. Her only contribution to the world was the legacy she left behind - a collection of writings and knowledge that showed immense insight into the nature of people and the way the world worked, brilliant treatises that displayed an understanding of mortal nature that have proven useful even to the modern day. [/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Religion DC 23: The Mummy bears the symbol of hatred - should one replace it with a symbol of tied to a concept of acceptance and connection, it might cleanse the statue. The new symbol, however, must still have some connection to the figure in the statue.[/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][I]Altering the Runes[/I]: Once the party knows how a specific rune needs to be altered, they must physically do so. The Eternal Chalk, found earlier, is the most effective way to do so. However, they can use other means, such as using their own writing tools, or using the black ash the tempest has reduced the former inhabitants of the room to, or even using their own blood. Allow any acceptable suggestion - but with the tempest raging, using such impermanent substances is more difficult, and provides a -4 penalty on any of these skill checks. Characters can try to weave through the maelstrom with Acrobatics or Athletics, or push through it directly via Endurance. Additionally, both Thievery and Streetwise can be used to give advice on the best way to change the runes. [/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Acrobatics DC 19: The character attempts to dodge their way through the blackfire tempest and reach a statue and change the runes upon it. Success grants 1 Success towards the Purification Victory Path, and purifies the statue; Failure results in being struck by the blackfire during the process - the character takes 1d6+5 necrotic/fire damage, is pushed to the closest square outside of the blackfire, and is knocked prone. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Athletics DC 21: The character attempts to jump through the blackfire tempest with well-timed strides, and to reach a statue and change the runes upon it. Success grants 1 Success towards the Purification Victory Path, and purifies the statue; Failure results in being struck by the blackfire during the process - the character takes 1d6+5 necrotic/fire damage, is pushed to the closest square outside of the blackfire, and is knocked prone. [/FONT][/COLOR] [/FONT][/COLOR] Endurance DC 14: The character attempts to push through the blackfire tempest to reach a statue and change the runes upon it. Regardless of success, they take 1d6+5 necrotic/fire damage. Success grants 1 Success towards the Purification Victory Path, and purifies the statue; Failure results in being unable to withstand the blackfire during the process - in addition to the damage taken, the character is pushed to the closest square outside of the blackfire, and is knocked prone. [COLOR=white][FONT=Verdana]Thievery DC 19: A character can use this skill to analyze the most efficient way to change the runes on a statue. They can choose either to assist the next person trying to change the runes, or instead try and analyze that knowledge on their own. If used to advise another, Success grants a +2 bonus to the next person attempting to change the runes; Failure instead applies a -2 penalty, as they give bad advice. If used for oneself, Success grants a +4 bonus on their own next attempt to change the runes; Failure instead applies a -4 penalty. [/FONT][/COLOR] [FONT=Verdana][COLOR=white][FONT=Verdana]Streetwise DC 17[/FONT]: A character can use their knowledge of graffiti and 'tagging' to give advice on changing the runes. [/COLOR][/FONT][COLOR=white][FONT=Verdana]They can choose either to assist the next person trying to change the runes, or instead try and analyze that knowledge on their own. If used to advise another, Success grants a +2 bonus to the next person attempting to change the runes; Failure instead applies a -2 penalty, as they give bad advice. If used for oneself, Success grants a +4 bonus on their own next attempt to change the runes; Failure instead applies a -4 penalty.[/FONT][/COLOR] [/sblock] [B]Skill Challenge: Purification Path Social Skills[/B] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][sblock][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][U]Purification Victory Path Social Skills[/U]:[/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]The Wyvern Spirit: [/I]In addition to the other means of learning about the curse and how to break it, characters can gain the attention of the Wyvern Spirit and ask it what it knows. The Wyvern Spirit itself is a simple-minded but noble creature, that sacrificed itself to stop the rampage of the four villains in the ancient days of the war between Arkhosia and Bael Turath. While glad to help the PCs, it is vague and unfocused and has lived in pain ever since its soul was set to watch over the imprisoned villains - thus, they need to calm it or gain its attention to get any useful knowledge from it. Diplomacy is the easiest way to do so, but Bluff and Intimidate can be called upon as well. Heal and Insight can be used to learn more about the Spirit, and thus become better able to get its attention. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Heal DC 23: The character examines the spectral wyvern's form, and realizes that the wounds upon the wyvern are self-inflicted - however it died, it took its own life, and did so in a fashion similar to ritual sacrifice - giving up its own life for a powerful spell to be performed. Success grants greater understanding into the Wyvern's motivations, providing a +2 bonus on all social checks with the dragon; Failure carries no consequences.[/FONT][/COLOR] [COLOR=white][FONT=Verdana]Insight DC 19: The character gains a sense of what the wyvern wants to hear - that you seek to save people, that you want to stop the dark magics from harming others; Success grants a +2 bonus to the next social check made with the wyvern; Failure instead provides a -2 penalty, as you misinterpret its behavior. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Diplomacy DC 19: The character convinces the Wyvern Spirit of their good intentions and gain its attention. Success counts as one success towards the Purification Victory Path, and results in it answering one question they pose to it. Failure carries no penalty. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Bluff DC 23: The character convinces the Wyvern Spirit of their good intentions through lies and deceit. Success counts as one success towards the Purification Victory Path, and results in it answering one question they pose to it. Failure carries no penalty, only leaving the Wyvern puzzled and confused. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Intimidate DC 19: The character demands the Wyvern Spirit's attention. Success results in it answering one question they pose to it, but grants no Successes. Failure carries no penalty. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Questions and Answers[/I]: The Wyvern Spirit provides the following responses to questions, speaking in a strange, child-like, sing-song form of Draconic: [/FONT][/COLOR] [COLOR=white][FONT=Verdana]If asked about the statues and the villains, or how they ended here: [/FONT][/COLOR] [COLOR=white][FONT=Verdana]"Devil's children caused despairing dragon's cries, chose death."[/FONT][/COLOR] [FONT=Verdana][COLOR=white]"Death's choosing chained devils, defleshed caretaker continues duty."[/COLOR][/FONT] [FONT=Verdana][COLOR=white]"Portal snatches statues, protector; petty sorcerer suffuses power."[/COLOR][/FONT] [FONT=Verdana][COLOR=white]"Potent spells seem precarious; pet skull soothes problems."[/COLOR][/FONT] [FONT=Verdana][COLOR=white]"Broken warden, willful blackguards brew whirling, wrathful blackfire."[/COLOR][/FONT] [COLOR=white][FONT=Verdana]If asked about how to end the curse: [/FONT][/COLOR] [COLOR=white][FONT=Verdana]"Dark Statues symbols define; define symbols, statues defined."[/FONT][/COLOR] [COLOR=white][FONT=Verdana]If asked about the Death Knight: [/FONT][/COLOR] [COLOR=white][FONT=Verdana]"Death knight, killed dearest."[/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]If asked about the Vampire: [/FONT][/COLOR] "Pilfering thief, tenderness punished." [COLOR=white][FONT=Verdana]If asked about the Lich: [/FONT][/COLOR] "Hopeful builder, bargain hardened." [COLOR=white][FONT=Verdana]If asked about the Mummy: [/FONT][/COLOR] "Cruel priestess, people comprehended." [I]Providing peace to the Spirit: [/I]If all four statues have been purified, but the players have not yet attained 12 successes for the Purification Victory Path, then the cleansing begins to take hold but seems to have something holding it back - the Wyvern Spirit seems to still be in pain. While the statues begins to glow with golden light, it is obvious that they will need to provide comfort to the Wyvern and ease its troubled soul to complete the purification. Heal and Diplomacy are the best skills for this, though Bluff can also be used - other ideas or healing the PCs might be able to provide might also be acceptable solutions. Heal DC 16: The character tries to provide specific comfort for the Wyvern Spirit's wounds, ethereal as they may be - even though they are only truly present in the Spirit's mind, the symbolic act of caring for them can still somehow provide aid. Success results in one Success towards the Purification Victory Path; Failure carries no penalty. Diplomacy DC 19: The character tries to calm the Wyvern Spirit and sooth its troubled soul. Success results in one Success towards the Purification Victory Path; Failure carries no penalty. Bluff DC 19: The character tries to convince the Wyvern Spirit to calm itself through deceptive claims. Success results in one Success towards the Purification Victory Path; Failure, however, confuses the Wyvern Spirit and means that one additional Success will be required for the Purification Victory Path. [/FONT][/COLOR][/sblock] [FONT=Verdana][COLOR=white][B]Skill Challenge: Destruction Path Skills[/B][/COLOR][/FONT] [COLOR=white][FONT=Verdana][sblock][/FONT][/COLOR] [COLOR=white][FONT=Verdana][U]Destruction Victory Path Skills[/U]:[/FONT][/COLOR] [COLOR=white][FONT=Verdana]The party may decide from the beginning that the statues are the source of the unholy energy being unleashed, and decide to smash them from the start, or they may do so partly through the Purification Victory Path, after learning the history of the statues. They can indeed win the challenge in this fashion, by breaking the statues and defeating the villains trapped within. If they do so while also gaining Successes towards the Purification Victory Path, they can even gain the same gratitude of the Wyvern Spirit. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Breaking the Statues[/I]: Sheer force can be used to smash the statues, with physical strength and radiant energy being the easiest way to do so. Each statue requires four total Successes to be 'broken', and the villain within unleashed; however, some methods may provide multiple Successes towards this end. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Strength DC 14: A character can try to get through the blackfire tempest and simply try to smash the statue with a heavy object. Success results in two Successes towards breaking that specific statue, and alows them to retreat back to safety; Failure results in one Success towards breaking the statue, and then they are automatically struck by the blackfire, taking 1d6+5 necrotic/fire damage, being pushed out of the field and knocked prone. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Radiant Melee Attack DC 18: A character can try to hit a statue with a melee attack (or Close attack that requires entering the Tempest) that deals radiant damage. Success results in two Successes towards breaking that specific statue, and alows them to retreat back to safety; Failure results in one Success towards breaking the statue, and then they are automatically struck by the blackfire, taking 1d6+5 necrotic/fire damage, being pushed out of the field and knocked prone.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Radiant Ranged Attack DC 22: A character can try to hit a statue with a ranged attack (or area attack, or close attack that doesn't require entering the tempest) that deals radiant damage. Success results in two Successes towards breaking that specific statue; Failure results in one Success towards breaking the statue.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Melee Attack DC 20: A character can try to hit a statue with a melee attack (or Close attack that requires entering the Tempest). Success results in one Success towards breaking that specific statue, and alows them to retreat back to safety; Failure results in being automatically struck by the blackfire, taking 1d6+5 necrotic/fire damage, being pushed out of the field and knocked prone.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]Ranged Attack DC 24: A character can try to hit a statue with a ranged attack (or area attack, or close attack that doesn't require entering the tempest). Success results in one Success towards breaking that specific statue; Failure carries no penalty.[/FONT][/COLOR][/FONT][/COLOR] [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Defeating the Villains[/I]: Once a statue has been broken, the villain imprisoned within that statue is freed. They will then actively assault the PCs through the rest of the fight, and must be destroyed for the tempest to be brought to an end. The tempest will continue to grow from where the statue was, rather than from the freed villain. Each turn they start in the blackfire, instead of being damaged by it, they are healed of 10 damage. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]See the NPC stat blocks after the challenge for the details of each foe. [/FONT][/COLOR] [/sblock] [COLOR=white][FONT=Verdana][B]Skill Challenge: Victory Scenes[/B][/FONT][/COLOR] [COLOR=white][FONT=Verdana][sblock][/FONT][/COLOR] [COLOR=white][FONT=Verdana][U]Victory Scenes[/U]: Here are the results of the various methods of success.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Escape - Partial Success[/I]: If the party gains 6 Successes towards the Escape Victory Path, but then is unable to seal the room in time (or flees instead of trying to seal the room), then the blackfire tempest rages out of control, consuming the Wyvern Spirit and setting the dark champions free. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The blackfire burns through the Pyramid before fading, and each PC suffers two attacks: +15 vs Fort and +15 vs Reflex (3d6+5 necrotic/fire damage per hit; miss: half damage), plus the loss of a healing surge per hit. Each full round spent running before the tempest was released reduces the attack roll by 1 and damage by 2. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The chamber is scoured of all within... and any undead creatures still on this level are empowered by the magic, gaining +1 on attacks, defenses and damage. However, the PCs do gain half xp for escaping the encounter. The PCs hear the wicked laughter of the dark champions mocking them as the villains escape the Pyramid. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]The chamber itself has opened a path from the Pyramid to the deepest part of the Shadowfell, but it is not a remotely safe place to be - each round a PC spends in the room, they lose one Healing Surge. If out of Healing Surges, they take necrotic damage equal to their bloodied value each round, ignoring any necrotic resistance they may have. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Escape - Full Success[/I]: If the party, after escaping the room, gains another 6 Successes to seal the chamber, the blackfire tempest rages inward and eventually consumes itself - but snuffs out the soul of the spirit wyvern, and sets the 4 dark champions free to continue serving their dark gods. Everything in the room is consumed, but the PCs gain full xp for defeating the encounter. They can hear the laughter of the dark champions as the villains escape the Pyramid. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana]The chamber itself has opened a path from the Pyramid to the deepest part of the Shadowfell, but it is not a remotely safe place to be - each round a PC spends in the room, they lose one Healing Surge. If out of Healing Surges, they take necrotic damage equal to their bloodied value each round, ignoring any necrotic resistance they may have. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Purification - Partial Victory[/I]: If the PCs purify all four statues, but do not gain the full 12 Successes for the Purification Victory Path, they still manage to stop the blackfire tempest. The statues turn to golden dust and the Wyvern fades away, seemingly at peace. The PCs gain full xp for defeating the encounter. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Purification - Total Victory[/I]: If the PCs purify all four statues and gain at least 12 Successes for the Purification Victory Path, they not only stop the tempest, but fully break the curse and provide salvation for the Wyvern Spirit. Golden tears pour down the faces of the statues as they turn to golden dust, and the Wyvern Spirit glows with a brighter and brighter golden light. Speaking one last time, the Wyvern Spirit says "Great triumph, thanks given!" and then vanishes, and a shimmering golden suit of Wyvernscale armor appears in the center of the room. (See the Golden Scales item description following the challenge.) The PCs gain full xp for defeating the encounter. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][I]Destruction - Partial Victory[/I]: If the PCs defeat all four villains, but do not gain the full 12 Successes for the Purification Victory Path, they still manage to stop the blackfire tempest. The villains have been reduced to dust, the tempest ends, and the Wyvern fades away, seemingly at peace. The PCs gain full xp for defeating the encounter. They gain no additional xp for killing the dark champions.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][COLOR=white][FONT=Verdana][I]Destruction - Total Victory[/I]: If the PCs defeat all four villains, or defeat some villains and purify the others, and gain at least 12 Successes for the Purification Victory Path, they not only stop the tempest, but fully break the curse and provide salvation for the Wyvern Spirit. Golden tears pour down the faces of the statues as they turn to golden dust, and the Wyvern Spirit glows with a brighter and brighter golden light. Speaking one last time, the Wyvern Spirit says "Great triumph, thanks given!" and then vanishes, and a shimmering golden suit of Wyvernscale armor appears in the center of the room. (See the Golden Scales item description following the challenge.) The PCs gain full xp for defeating the encounter. They gain no additional xp for killing the dark champions.[/FONT][/COLOR][/FONT][/COLOR] [/sblock] [COLOR=white][FONT=Verdana][B]The Four Dark Champions[/B][/FONT][/COLOR] [sblock] [B]Akemos the Death Knight[/B] [I]Tiefling Paladin[/I]: Level 11 Elite Soldier (Leader) Medium Natural Humanoid (Undead) [U]Init[/U]: +6; [U]Senses[/U]: Perception +5, low-light vision, Darkvision [U]HP[/U]: 200; [U]Bloodied[/U]: 100; [U]Healing Surges[/U]: 2; [U]Healing Surge Value[/U]: 50 [U]AC[/U]: 32; [U]Fort[/U]: 29, [U]Ref[/U]: 26, [U]Will[/U]: 27 [U]Immune[/U]: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant 1 Action Point, Saving Throws +2 [U]Speed[/U]: 5 [B]At Will Power[/B]: [I]Divine Challenge[/I] - Mark opponent, who takes 10 damage if they attack someone else. [B]At Will Power[/B]: [I]Lay on Hands - [/I]Once per day, use Lay on Hands as a minor action. [B]At Will Power[/B]: [I]Valiant Strike[/I]: +16 vs AC (+1 per adjacent enemy): 1d8+9 plus 5 necrotic (Brutal 1) [B]Encounter Power[/B]: [I]Thunder Smite[/I]: +16 vs AC (Crit on 19-20); 2d8+9 thunder damage plus 5 necrotic and Knock Prone. [B]Encounter Power[/B]: [I]Arcing Smite[/I]: +16 vs AC: 1d8+9 plus 5 necrotic and marked for 1 round; attack 1 or 2 targets. [B]Recharge 5, 6 Power[/B]: [I]Unholy Flames[/I]: Close Burst 2, +13 vs Reflex: 6d8+1 necrotic and fire damage to living creatures; undead within the burst deal +2d6 fire damage with melee attacks until the end of the death knight's next turn. [B]Daily Power[/B]: [I]Martyr's Retribution[/I]: Costs 1 Healing Surge: +16 vs AC: 4d8+9 plus 5 necrotic; Miss: Half damage. [B]Utility Power[/B]: [I]Cleansing Spirit[/I]: Minor, Range 5, you or one ally saves at +2. [B]Utility Power[/B]: [I]Wrath of the Gods[/I]: Minor, you and all adjacent allies gain +4 to damage for encounter. [B]Racial Power[/B]: [I]Infernal Wrath[/I]: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. [B]Bloodhunt[/B]: +1 to hit vs bloodied foes. [B]Marshal Undead[/B]: Lower-level undead allies within 10 gain +2 on attacks. [U]Skills[/U]: Religion +13, Intimidate +14 [U]Strength[/U]: 19 (+9), [U]Dexterity[/U]: 13 (+5), [U]Wisdom[/U]: 10 (+3) [U]Constitution[/U]: 12 (+5), [U]Intelligenc[/U]e: 16 (+7), [U]Charisma[/U]: 19 (+9) [U]Equipment[/U]: Khopesh, Heavy Shield, Plate Armor [B]Orianna the Vampire Thief[/B] [I]Tiefling Rogue[/I]: Level 11 Elite Skirmisher Medium Natural Humanoid (Undead) [U]Init[/U]: +9; [U]Senses[/U]: Perception +6, low-light vision, Darkvision [U]HP[/U]: 200; [U]Bloodi[/U]ed: 100; [U]Healing Surges[/U]: 2; [U]Healing Surge Value[/U]: 50 [U]AC[/U]: 28; [U]Fort[/U]: 24, [U]Ref[/U]: 28, [U]Will[/U]: 26 [U]Immune[/U]: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant Regeneration 10 (Except when in sunlight) 1 Action Point, Saving Throws +2 [U]Speed[/U]: 6 [B]At Will Power[/B]: [I]Sly Flourish[/I]: +17 vs AC: 1d6+13 [B]Encounter Power[/B]: [I]Sand in the Eyes[/I]: +17 vs Reflex: 1d6+9 and target is blinded for 1 round. [B]Encounter Power[/B]: [I]Trickster's Blade[/I]: +17 vs AC: 2d6+9 and gain +4 AC until the start of your next turn. [B]Encounter Power[/B]: [I]Mist Form[/I]: Standard; Vampire becomes insubstantial with fly 12, but cannot attack. [B]Encounter Power, recharges when an adjacent enemy becomes bloodied[/B]: [I]Blood Drain[/I]: Requires Combat Advantage: +13 vs Fort, 2d12+4 damage and target is weakened (save ends), and heal 50 hp. [B]Recharge 6 Power[/B]: [I]Dominating Gaze[/I]: Minor, Range 5, +13 vs Will, target is dominated (save ends at -2). Only one creature can be dominated at a time. [B]Daily Power[/B]: [I]Knockout[/I]: +17 vs Fort: 2d6+9 damage and target is unconscious (save ends; damage breaks). Miss: Half damage, target is dazed for 1 round. [B]Utility Power[/B]: [I]Dangerous Theft[/I]: Free Action, Encounter, ignore -10 penalty on a thievery check in combat. [B]Utility Power[/B]: [I]Chameleon[/I]: At Will, Immediate Interrupt when no longer hidden; remain hidden with a stealth check for 1 round. [B]Racial Power[/B]: [I]Infernal Wrath[/I]: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. [B]Bloodhunt[/B]: +1 to hit vs bloodied foes. [B]First Strike[/B], [B]Rogue Weapon Talent[/B], [B]+3d6 Sneak Attack[/B] [U]Skills[/U]: Thievery +14, Stealth +16 [U]Strength[/U]: 14 (+7), [U]Dexterity[/U]: 19 (+9), [U]Wisdom[/U]: 13 (+6) [U]Constitution[/U]: 12 (+7), [U]Intelligence[/U]: 10 (+5), [U]Charisma[/U]: 19 (+9) [U]Equipment[/U]: Dagger, Short Sword, Leather Armor [B]Morthos the Archlich[/B] [I]Tiefling Wizard[/I]: Level 11 Elite Controller Medium Natural Humanoid (Undead) [U]Necromantic Aura[/U]: 5 necrotic damage to any living creature that enters or starts within 5. [U]Init[/U]: +9; [U]Senses[/U]: Perception +6, low-light vision, Darkvision [U]HP[/U]: 182; [U]Bloodied[/U]: 91; [U]Healing Surges[/U]: 2; [U]Healing Surge Value[/U]: 45 [U]AC[/U]: 28; [U]Fort[/U]: 26, [U]Ref[/U]: 25, [U]Will[/U]: 30 [U]Immune[/U]: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant Regeneration 10 (Radiant damage negates for 1 round) 1 Action Point, Saving Throws +2 [U]Speed[/U]: 6 [B]At Will Power[/B]: [I]Scorching Burst[/I]: Area burst 1 within 10: +15 vs Ref: 1d6+10 fire damage [B]Encounter Power[/B]: [I]Winter's Wrath[/I]: Area burst 2 within 10: +15 vs Fort: 2d8+10 cold damage. Effect: A blizzard appears until the end of your next turn, granting concealment; any creature that starts in the area takes 5 damage; you can end it as a minor action. [B]Encounter Power[/B]: [I]Icy Rays[/I]: 2 creatures within 10: +15 vs Ref: 1d10+10 and immobilized for 1 round. [B]Encounter Power[/B]: [I]Staff Mastery[/I]: Immediate Interrupt, gain +2 on defenses against an attack. [B]Recharge 5, 6 Power[/B]: [I]Spellmaster[/I]: Minor, regain an encounter power. [B]Daily Power[/B]: [I]Ice Storm[/I]: Area Burst 3 within 20: +15 vs Fort: 2d8+10 and immobilized (save ends). Miss: Half damage and slowed (save ends.) [B]Utility Power[/B]: [I]Mirror Image[/I]: +6 AC; -2 AC every time an attack misses you. [B]Utility Power[/B]: [I]Shield[/I]: Immediate Interrupt: +4 AC/Reflex for 1 round. [B]Racial Power[/B]: [I]Infernal Wrath[/I]: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. [B]Bloodhunt[/B]: +1 to hit vs bloodied foes. [B]Necrotic Master[/B]: Convert any energy powers to necrotic. [B]Arcane Implement Mastery[/B], [B]Spellbook[/B] [U]Skills[/U]: Arcana +15, Religion +15 [U]Strength[/U]: 11 (+5), [U]Dexterity[/U]: 13 (+6), [U]Wisdom[/U]: 12 (+6) [U]Constituti[/U]on: 14 (+7), [U]Intelligence[/U]: 21 (+10), [U]Charisma[/U]: 19 (+9) [U]Equipment[/U]: Staff, Robes [B]Kallista the Mummy Priestess[/B] [I]Tiefling Cleric[/I]: Level 11 Elite Controller Medium Natural Humanoid (Undead) [U]Despair (fear) Aura[/U]: Enemies within 5 are at -2 to attack Kallista. [U]Init[/U]: +5; [U]Senses[/U]: Perception +6, low-light vision, Darkvision [U]HP[/U]: 222; [U]Bloodied[/U]: 111; [U]Healing Surges[/U]: 2; [U]Healing Surge Value[/U]: 55 [U]AC[/U]: 28; [U]Fort[/U]: 26, [U]Ref[/U]: 22, [U]Will[/U]: 30 [U]Immune[/U]: Disease, Poison; Resist Fire 10, Resist 10 Necrotic, Vulnerable 10 Radiant Regeneration 10 (Fire damage negates for 1 round) 1 Action Point, Saving Throws +2 [U]Speed[/U]: 6 [B]At Will Power[/B]: [I]Priest's Shield[/I]: +16 vs AC: 1d8+9 and you and one adjacent ally gain +1 AC for 1 round. [B]At Will Power[/B]: [I]Rotting Slam[/I]: +16 vs AC: 2d8+9 necrotic and Level 11 Mummy Rot. [B]Encounter Power[/B]: [I]Healer's Lore[/I]: Twice per encounter, heal someone within 10 for surge+3d6. [B]Encounter Power[/B]: [I]Awe Strike[/I]: +16 vs Will: 1d8+9 and target is immobilized for 1 round. (Fear) [B]Encounter Power[/B]: [I]Split the Sky[/I]: +16 vs Fort: 1d8+9 thunder damage and target is pushed 2 and knocked prone. [B]Daily Power[/B]: [I]Divine Power[/I]: Close Burst 2: +16 vs Fort: 2d8+9 radiant and push 1. Effect: Gain Regen 5 and you and each ally in burst gain +2 power bonus to AC. [B]Utility Power[/B]: [I]Mass Cure Light[/I]: Standard, You and each ally in close burst 5 heal 1 surge value +4. [B]Utility Power[/B]: [I]Bastion of Health[/I]: Minor, Encounter, range 10, you or one ally in range can spend a surge +4. [B]Racial Power[/B]: [I]Infernal Wrath[/I]: Minor, Encounter: Gain a +1 power bonus to hit an opponent that hit you in the last round, and deal 4 extra damage if you hit. [B]Bloodhunt[/B]: +1 to hit vs bloodied foes. [B]Channel Divinity[/B] (free action, gain +1 to next attack or saving throw) [U]Skills[/U]: Arcana +15, Religion +15 [U]Strength[/U]: 19 (+9), [U]Dexterity[/U]: 10 (+5), [U]Wisdom[/U]: 14 (+7) [U]Constitution[/U]: 12 (+6), [U]Intelligence[/U]: 15 (+7), [U]Charisma[/U]: 19 (+9) [U]Equipment[/U]: Mace, Chainmail [/sblock] [COLOR=white][FONT=Verdana][B]Golden Scales[/B][/FONT][/COLOR] [sblock] [B][SIZE=2]Golden Scales ([/SIZE][/B][SIZE=2]Summoned Wyvernscale Armor +3[B])[/B][/SIZE][B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]: [/SIZE][/FONT][/B][SIZE=1]L[B]evel 11[/B][/SIZE] [I][FONT=Mentor Std,Mentor Std][SIZE=1]This armor of heavy golden scales shines with an inner light, and bestows an aura of calm and peace upon its wearer. Whispered words in Draconic resonate through their mind, guiding them on the path of selflessness. [/SIZE][/FONT][/I] [B][SIZE=1]Armor: [/SIZE][/B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]Scale[/SIZE][/FONT] [FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1][B]Masterwork Property:[/B] +9 base Armor bonus[/SIZE][/FONT] [FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1][B]Enhancement Bonus:[/B] +3 AC[/SIZE][/FONT] [FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1][B][FONT=MentorSansStd-Bold][SIZE=1]Power (At-Will): [/SIZE][/FONT][/B][FONT=MentorSansStd][SIZE=1]Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. [/SIZE][/FONT] [/SIZE][/FONT][B][SIZE=1]Communication [/SIZE][/B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]Touch Telepathy (Empathy)[/SIZE][/FONT] [B][SIZE=1]Persona [/SIZE][/B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]Golden Scales is a childlike wyvern spirit imbued in this armor, one dedicated to the idea of self-sacrifice for the greater good. It encourages its owner to help those in need, and stand against evil, even if doing so might come at great cost. [/SIZE][/FONT] [B][SIZE=1]Alignment [/SIZE][/B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]Lawful Good [/SIZE][/FONT][B][SIZE=1]Languages [/SIZE][/B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]Draconic[/SIZE][/FONT] [B][SIZE=1]Skills [/SIZE][/B][FONT=Mentor Sans Std,Mentor Sans Std][SIZE=1]Golden Scales grants a +2 bonus to skill checks related to dragons.[/SIZE][/FONT] [/sblock] [/QUOTE]
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