The Whispering Cairn
Listening to the Power Source podcast episode #40 yesterday spurred me to check out the
Demonomicon, and I stumbled across the 4E version of the back story for the Age of Worms.
The Queen of Chaos is now a primordial; she seduced the demon Miska to become her lieutenant, slew the ruler of the Abyss, and then launched the war against the immortals. The Wind Dukes of Aaqa are now seven angels who served Bahamut, instead of a now-vanished race of air elementals.
This revamped version of history is only necessary in relation to the glyphs and the Vaati (Auran) language coming into play while exploring the Whispering Cairn.
Coward's Rest: This is a fluff.
Transport Alcove: This is also fluff, but here is where the PCs find the first Vaati glyph. They also have a chance of attracting the attention of the wolves from the
Hall of Honor. The shards of black material are a treasure parcel.
Collapsed Passage: This is fluff.
Hall of Honor: This is a level 2 tactical encounter (625 XP).
- Hungry Dire Wolf, 175 XP
- 4 Ravenous Wolves, 100 XP each
- 2 Wolf Packmates, 25 XP each
Wolf Den: This is fluff, but the lantern and armband comprise a treasure parcel.
Gallery of Seven Lanterns: This is fluff.
False Tomb: This room can be complicated because you cannot predict what the characters will do first. Not wanting to railroad the players, I still want to try and get the characters to deal with one issue at a time. To that end, I redesigned the sarcophagus trap.
- Fireburst Sarcophagus Trap, 250 XP
- Burning Fire Hazard, 100 XP each
Fireburst Sarcophagus Level 2 Elite Blaster
Trap
XP 250
Flame bursts from the sides of the sarcophagus, threatening to burn all who approach.
Trap: Flame fills the 2 squares all around the sarcophagus.
Perception
- DC 10: The character thinks it might be possible to avoid the flames with a successful Acrobatics check.
- DC 15: The character sees a way to disable the sarcophagus.
Triggered Actions
C Flame Burst (fire)
* At-Will
Trigger: A creature enters a square within 2 squares of the sarcophagus.
Attack (Immediate Reaction): Close burst 2 (creatures in burst); +5 vs. Reflex
Hit: 1d10 fire damage, and ongoing 5 fire damage (save ends).
Miss: 1d10 fire damage.
Effect: Each time the fireburst sarcophagus attacks, it leaves a burning fire in its target's space whether it hits or misses.
Countermeasures
- DC 20 Acrobatics:Move action; the character can move into a triggering square without taking damage from the trap.
- DC 20 Arcana: Standard action; an adjacent character can disable the sarcophagus by altering the arcane energy generated by the trap.
- DC 20 Athletics: Standard action; an adjacent character can disable the sarcophagus by cracking the seal between the sarcophagus lid and base.
- DC 20 Thievery:Standard action; an adjacent character can disable the sarcophagus by defacing the near-invisible fire runes.
Burning Fire Level 1 Blaster
Hazard
XP 100
Triggering the flameburst sarcophagus leaves lingering areas of magical flame that continue to burn.
Hazard: 1 square has a fire.
Perception
- No check is necessary to notice the fire.
- DC 10: The character notices the fire is spreading.
Triggered Actions
M Flare (fire)
* At-Will
Trigger: A creature enters a space adjacent to the burning fire or starts its turn in a space adjacent to or inside the burning fire.
Attack (Immediate Reaction): Melee 1 (triggering creature); +4 vs. Reflex
Hit: 1d6 fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Effect: The fire provides concealment to all creatures inside it and within 2 squares of it.
Special: Each time the burning fire attacks, it spreads into its target's space whether it hits or misses.
Countermeasures
- DC 20 Acrobatics: Move action; the character can move into a triggering square without taking damage from the trap.
- Two gallons of water destroys 1 square of burning fire.
- Targeting 1 or more squares with a water attack automatically destroys the fire in those squares.