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<blockquote data-quote="Iron Sky" data-source="post: 4973529" data-attributes="member: 60965"><p>Since I didn't post them before, here are the Encounters mentioned above:</p><p></p><p><strong>Wake the Dead</strong></p><p>When the PCs take an extended rest, the Sleeping Martyr strikes. The PCs find themselves in the small village on the way to Nostradus and the Sleeping Martyr appears at first as the woman who died there, head down and arms held straight out to the sides. </p><p></p><p>As the PCs watch, the woman dissolves away, leaving a figure cloaked in thick layers of tattered rags, head hidden by moth-eaten, threadbare scarves. It looks up, yellow eyes glowing in the slit between the wrappings that hide its head. <em>Kill me, if you can</em>, it whispers, the voice but a croak. Then combat is joined.</p><p></p><p>The map is a small abandoned village. The PCs start in the town square with small buildings all around. The Sleeping Martyr stands 5 squares away, next to the town well. The PCs do not realize it, effectively, they and the Martyr hay fly and they have the phasing quality(since it's all a dream). If a PC takes a minor action they can make a Moderate Insight check. Success gives them access to fly and phasing. For each PC that has made the check, all others get +2 to their checks.</p><p></p><p>The Martyr urges the PCs to kill her in different ways throughout the fight since any damage she takes increases the damage she can deal to the PCs.</p><p></p><p>Any PCs that die in the battle stay dead, as does the Sleeping Martyr if they kill her.</p><p></p><p>The Martyr's shtick: Every time she is hit by an attack, she gets an extra dice of damage that she can apply to one of her attacks the next round. Her attacks tend to drop her defenses, grant OAs, etc in return for extra damage output. </p><p></p><p>Enemies:</p><p>The Dreaming Martyr, Level 21 Solo Brute</p><p></p><p><strong>The Skythed Piper</strong></p><p>As the PCs travel, they come across an abandoned town. Along the side of the town, near the road, is an open mass grave, a 1 square deep 3x12 square pit full of bodies(difficult terrain). The edges are sloped so no checks are required to enter or exit(though they are also difficult terrain). </p><p></p><p>Just past the graveyard is the 15' tall wall that is 50 squares long, essentially setting a boundary one one side of the battlefield. Other than the wall and the pit, scattered rocks and trees are the only terrain features.</p><p></p><p>The Skythed Piper's shtick: The Piper summons 1d10 souls from the dead of the graveyard as a minor action every round, then uses his Skythe's close-burst attacks to lay into the PCs. His soultorn minions attack slides enemies so they attack anyone outside Piper's reach to push them into his attacks (imagine malefic spirits dragging PCs towards a giant bone-pipe playing, soul ripping, skythe-wielding skeleton). </p><p></p><p>Enemies:</p><p>The Skythed Piper, Level 21 Solo Controller</p><p></p><p><strong>Patchwork's Scrapmetal Mishmash</strong></p><p>Patchwork's scrapyard is a dangerous place. The battle takes place in and around variously shaped and sized mounds of sharp metal scrap fill the area, including stacked next to the walls of the Foundry itself. They are difficult terrain that costs 3 squares of movement instead of 2. 2-3 square wide paths wind through the stacks, with occasional 3x3 to 5x5 cleared out areas, including the area just outside the Foundry itself. For creatures moving into any square adjacent to one of the stacks, it takes 1d4 damage while moving through the stacks themselves deals 1d8 per square. Roll that damage for each move/forced move together. For example, if a creature moved or was pushed through 5 squares adjacent to a junk pile, it would take 5d4 damage while if it moved through the pile itself, it would take 5d8.</p><p></p><p>The golems are somewhat aware of this fact (as aware as a golem can be) and use it to their advantage.</p><p></p><p>Patchwork Guardian Golem's shtick: The Guardians hit hard and have push attacks that send players flying through razor-sharp piles of debris. If enemies are out of reach, they grab large pieces of jagged metal and hurl them at their enemies. They also grab PCs to keep them from escaping as they pound on them. They take half damage from the debris.</p><p>Helper Golems shtick: These lurker minions scurry in and out of debris piles, knocking PCs prone or dragging them into the sharp scrap. They take no damage from the scrap.</p><p>Flitter Golems shtick: These artillery minions charge up on the lightning rods and send bolts of lightning at the PCs, focusing on ranged/flying targets.</p><p></p><p>Enemies:</p><p>4 Patchwork Guardian Golems, Level 20 Elite Brutes</p><p>6 Patchwork Helper Golems, Level 18 Minions(skirmisher)</p><p>6 Patchwork Flitter Golems, Level 18 Minions(artillery)</p><p></p><p><strong>Bill for the Gates</strong></p><p><strong></strong>The gates to the Ancient Tower are guarded by a squad of Lord Kom<span style="font-family: 'Verdana'">ē's guards and one of his captains. The terrain is a 5 square wide path between massive blocks of black stone(4-8 squares tall). 6 squares of stairs(difficult terrain) lead to the front gate where the enemies wait. The gates are six squares wide and one is cracked open enough so there is a 1 square wide passage in and out.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">The guards have two traps set up at the base of the stairs, blocks of massive stone rigged to fall onto whoever stands at the base of the stairs when the guards hit a trigger. Each trap has a trigger set where the gates meet the tower wall that activates the trap on its side. As a minor action on any guard's turn while adjacent to a trigger, they can activate the trap, dropping a giant 2x2x2 square of stone on the PCs at the top of the stairs(see the trap below).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The guards fight hard, but the last one or two will flee through the gates and close them behind them. The gates are strong (All AC/Fort 30, 250hp), but the PCs should be able to get through it easily. The guards warn others in the tower, increasing the difficulty of the In the Halls encounters, below.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The various mercenaries are fairly simple and straightforward in what they do, as exemplified in their roles. They are fairly vanilla, in part due to the fact that particularly unskilled (or unlucky) groups might end up fighting <em>a lot</em> of them.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Enemies:</span></p><p><span style="font-family: 'Verdana'">Mercenary Captain, Level 20 Elite Soldier(Leader)</span></p><p><span style="font-family: 'Verdana'">Mercenary Wizard, Level 18 Controller</span></p><p><span style="font-family: 'Verdana'">2 Mercenary Archers, Level 18 Artillery</span></p><p><span style="font-family: 'Verdana'">2 Mercenary Axemen, Level 18 Brutes</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>In the Hallways</strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong>These encounters can take place anywhere you might find in a tower; a series of parallel narrow passageways, large multi-level chambers with side passageways, etc.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">If down to the last 1 or 2 enemies, they will flee. If they escape, move to the increased difficulty encounter.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The composition depends on whether the difficulty has been increased, either due to failed infiltration checks or an assault on the gate. The DM can roll randomly(d6) or select on as appropriate for the location. Hard adds +1 of each type in the encounter.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The Trap: The trap does a pile of damage, knocks any PCs it hits prone, and restrains them until they can make an escape attempt against it(squeezing/muscling out from under the rock).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">1: 2 Mercenary Wizards, 2 Mercenary Swordsmen, 2 Mercenary Axemen. </span></p><p><span style="font-family: 'Verdana'">2: 1 Mercenary Wizard, 1 Mercenary Swordsman, 4 Mercenary Spearmen. </span></p><p><span style="font-family: 'Verdana'">3: 2 Mercenary Swordsmen, 2 Mercenary Spearmen, 2 Mercenary Archers. </span></p><p><span style="font-family: 'Verdana'">4: 2 Mercenary Axemen, 2 Mercenary Swordsmen, 2 Mercenary Assassins. </span></p><p><span style="font-family: 'Verdana'">5: 3 Mercenary Archers, 1 Mercenary Swordsman, 2 Mercenary Assassins.</span></p><p><span style="font-family: 'Verdana'">6: 1 Mercenary Wizard, 1 Mercenary Swordsman, 1 Mercenary Axeman, 1 Mercenary Spearman, 1 Mercenary Assassin, 1 Mercenary Archer.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Take Back the Night/Celling Your Soul</strong></span></p><p><span style="font-family: 'Verdana'">These two fights take place in exactly the same location. The cells are located at the top of a T intersection. Just outside the cells is a 5x5 square area empty area, with three 3 square wide hallways leading away. Once the rooms are open, the runes are magically reactive and any non-untyped damage that hits them causes a backlash, dealing 2d10 damage of the same type as the damage the attack that hit them to anything in close-burst 5.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Take Back the Night</strong></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">The Sleep Taker's shtick: The Sleep Taker has several abilities that only work on people with her Sleeping Death, including a huge aura attack that forces PCs to make an immediate Endurance check against the Sleeping Death every time she hits them with it. She also has a few other necrotic/poison disease themed powers and can step <em>into</em> diseased PCs as a recharge power, forcing them to take half the damage done to her and exposing them to a variety of nasty attacks against them until they save and expel her.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Enemies:</span></p><p><span style="font-family: 'Verdana'">The Sleep Taker, Level 21 Solo Lurker</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Celling Your Soul</strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span><span style="font-family: 'Verdana'">The Grim Keeper's shtick: The Grim Keeper is an armored juggernaut that has attacks that let him push PCs, charge them, and pin them against walls. His attacks also has a dominating gaze attack teleports the enemies he hits with it next to his main target and gives his dominated target bonuses on attacks against allies.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Enemies:</span></p><p><span style="font-family: 'Verdana'">The Grim Keeper, Level 21 Solo Soldier</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><strong><span style="font-family: 'Verdana'">Komē</span> Gets Some</strong></p><p><strong></strong>This fight might take place in a variety of locations, depending on when the PCs encounter Lord Kom<span style="font-family: 'Verdana'">ē. It might be in the Ancient's Tower if they've snuck in to steal his arrows and fail, it might be in the town if they head out to face him, or it might be at Patchwork's Foundry. If appropriate, he might have a group of mercenaries with him (a group from In the Hallways, standard or hard as appropriate).</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">Lord Kom</span><span style="font-family: 'Verdana'">ē</span>'s shtick is pretty much to fly at maximum bow range and rain lightning arrows an the party. If brought down, he uses a close blast push attack to knock enemies away and repeats.</p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Lord Kom</span><span style="font-family: 'Verdana'">ē, Level 25 Solo Artillery</span></p><p><span style="font-family: 'Verdana'">+1 In the Hallways group, if appropriate</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>The Patchwork Family Golem</strong></span></p><p><span style="font-family: 'Verdana'">The Golem itself isn't exactly an encounter, but it might be used to fight Lord Kom</span><span style="font-family: 'Verdana'">ē so it is relevant. When the PCs are in the golem, it has its own movement, defenses, and hitpoints. However, with PCs in it, they roll initiative separately and on their turn treat it as their character for using powers(as if the PCs were all sharing the same body but on different initiative counts). They use all their own modifiers for attack and damage, though melee attacks add +2d10 damage. The Golem itself doesn't act without a pilot/pilots.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The Patchwork Family Golem, Level 30 Solo Brute.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">As an aside, if the PCs attempt to attack Eros, she simply disappears and the PCs have made a very powerful enemy. If they attack Death, they die quickly, painlessly, and permanently.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">I jotted down the various creature's "shticks", but the thought of creating, editing, and copying 15 paragon/epic level monsters from Adventure Tools to here seems daunting. Especially since I've already put far too many hours into this already.</span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4973529, member: 60965"] Since I didn't post them before, here are the Encounters mentioned above: [B]Wake the Dead[/B] When the PCs take an extended rest, the Sleeping Martyr strikes. The PCs find themselves in the small village on the way to Nostradus and the Sleeping Martyr appears at first as the woman who died there, head down and arms held straight out to the sides. As the PCs watch, the woman dissolves away, leaving a figure cloaked in thick layers of tattered rags, head hidden by moth-eaten, threadbare scarves. It looks up, yellow eyes glowing in the slit between the wrappings that hide its head. [I]Kill me, if you can[/I], it whispers, the voice but a croak. Then combat is joined. The map is a small abandoned village. The PCs start in the town square with small buildings all around. The Sleeping Martyr stands 5 squares away, next to the town well. The PCs do not realize it, effectively, they and the Martyr hay fly and they have the phasing quality(since it's all a dream). If a PC takes a minor action they can make a Moderate Insight check. Success gives them access to fly and phasing. For each PC that has made the check, all others get +2 to their checks. The Martyr urges the PCs to kill her in different ways throughout the fight since any damage she takes increases the damage she can deal to the PCs. Any PCs that die in the battle stay dead, as does the Sleeping Martyr if they kill her. The Martyr's shtick: Every time she is hit by an attack, she gets an extra dice of damage that she can apply to one of her attacks the next round. Her attacks tend to drop her defenses, grant OAs, etc in return for extra damage output. Enemies: The Dreaming Martyr, Level 21 Solo Brute [B]The Skythed Piper[/B] As the PCs travel, they come across an abandoned town. Along the side of the town, near the road, is an open mass grave, a 1 square deep 3x12 square pit full of bodies(difficult terrain). The edges are sloped so no checks are required to enter or exit(though they are also difficult terrain). Just past the graveyard is the 15' tall wall that is 50 squares long, essentially setting a boundary one one side of the battlefield. Other than the wall and the pit, scattered rocks and trees are the only terrain features. The Skythed Piper's shtick: The Piper summons 1d10 souls from the dead of the graveyard as a minor action every round, then uses his Skythe's close-burst attacks to lay into the PCs. His soultorn minions attack slides enemies so they attack anyone outside Piper's reach to push them into his attacks (imagine malefic spirits dragging PCs towards a giant bone-pipe playing, soul ripping, skythe-wielding skeleton). Enemies: The Skythed Piper, Level 21 Solo Controller [B]Patchwork's Scrapmetal Mishmash[/B] Patchwork's scrapyard is a dangerous place. The battle takes place in and around variously shaped and sized mounds of sharp metal scrap fill the area, including stacked next to the walls of the Foundry itself. They are difficult terrain that costs 3 squares of movement instead of 2. 2-3 square wide paths wind through the stacks, with occasional 3x3 to 5x5 cleared out areas, including the area just outside the Foundry itself. For creatures moving into any square adjacent to one of the stacks, it takes 1d4 damage while moving through the stacks themselves deals 1d8 per square. Roll that damage for each move/forced move together. For example, if a creature moved or was pushed through 5 squares adjacent to a junk pile, it would take 5d4 damage while if it moved through the pile itself, it would take 5d8. The golems are somewhat aware of this fact (as aware as a golem can be) and use it to their advantage. Patchwork Guardian Golem's shtick: The Guardians hit hard and have push attacks that send players flying through razor-sharp piles of debris. If enemies are out of reach, they grab large pieces of jagged metal and hurl them at their enemies. They also grab PCs to keep them from escaping as they pound on them. They take half damage from the debris. Helper Golems shtick: These lurker minions scurry in and out of debris piles, knocking PCs prone or dragging them into the sharp scrap. They take no damage from the scrap. Flitter Golems shtick: These artillery minions charge up on the lightning rods and send bolts of lightning at the PCs, focusing on ranged/flying targets. Enemies: 4 Patchwork Guardian Golems, Level 20 Elite Brutes 6 Patchwork Helper Golems, Level 18 Minions(skirmisher) 6 Patchwork Flitter Golems, Level 18 Minions(artillery) [B]Bill for the Gates [/B]The gates to the Ancient Tower are guarded by a squad of Lord Kom[FONT=Verdana]ē's guards and one of his captains. The terrain is a 5 square wide path between massive blocks of black stone(4-8 squares tall). 6 squares of stairs(difficult terrain) lead to the front gate where the enemies wait. The gates are six squares wide and one is cracked open enough so there is a 1 square wide passage in and out. [/FONT][FONT=Verdana]The guards have two traps set up at the base of the stairs, blocks of massive stone rigged to fall onto whoever stands at the base of the stairs when the guards hit a trigger. Each trap has a trigger set where the gates meet the tower wall that activates the trap on its side. As a minor action on any guard's turn while adjacent to a trigger, they can activate the trap, dropping a giant 2x2x2 square of stone on the PCs at the top of the stairs(see the trap below). The guards fight hard, but the last one or two will flee through the gates and close them behind them. The gates are strong (All AC/Fort 30, 250hp), but the PCs should be able to get through it easily. The guards warn others in the tower, increasing the difficulty of the In the Halls encounters, below. The various mercenaries are fairly simple and straightforward in what they do, as exemplified in their roles. They are fairly vanilla, in part due to the fact that particularly unskilled (or unlucky) groups might end up fighting [I]a lot[/I] of them. Enemies: Mercenary Captain, Level 20 Elite Soldier(Leader) Mercenary Wizard, Level 18 Controller 2 Mercenary Archers, Level 18 Artillery 2 Mercenary Axemen, Level 18 Brutes [B]In the Hallways [/B]These encounters can take place anywhere you might find in a tower; a series of parallel narrow passageways, large multi-level chambers with side passageways, etc. If down to the last 1 or 2 enemies, they will flee. If they escape, move to the increased difficulty encounter. The composition depends on whether the difficulty has been increased, either due to failed infiltration checks or an assault on the gate. The DM can roll randomly(d6) or select on as appropriate for the location. Hard adds +1 of each type in the encounter. The Trap: The trap does a pile of damage, knocks any PCs it hits prone, and restrains them until they can make an escape attempt against it(squeezing/muscling out from under the rock). 1: 2 Mercenary Wizards, 2 Mercenary Swordsmen, 2 Mercenary Axemen. 2: 1 Mercenary Wizard, 1 Mercenary Swordsman, 4 Mercenary Spearmen. 3: 2 Mercenary Swordsmen, 2 Mercenary Spearmen, 2 Mercenary Archers. 4: 2 Mercenary Axemen, 2 Mercenary Swordsmen, 2 Mercenary Assassins. 5: 3 Mercenary Archers, 1 Mercenary Swordsman, 2 Mercenary Assassins. 6: 1 Mercenary Wizard, 1 Mercenary Swordsman, 1 Mercenary Axeman, 1 Mercenary Spearman, 1 Mercenary Assassin, 1 Mercenary Archer. [B]Take Back the Night/Celling Your Soul[/B] These two fights take place in exactly the same location. The cells are located at the top of a T intersection. Just outside the cells is a 5x5 square area empty area, with three 3 square wide hallways leading away. Once the rooms are open, the runes are magically reactive and any non-untyped damage that hits them causes a backlash, dealing 2d10 damage of the same type as the damage the attack that hit them to anything in close-burst 5. [/FONT][FONT=Verdana][B]Take Back the Night[/B] [/FONT][FONT=Verdana]The Sleep Taker's shtick: The Sleep Taker has several abilities that only work on people with her Sleeping Death, including a huge aura attack that forces PCs to make an immediate Endurance check against the Sleeping Death every time she hits them with it. She also has a few other necrotic/poison disease themed powers and can step [I]into[/I] diseased PCs as a recharge power, forcing them to take half the damage done to her and exposing them to a variety of nasty attacks against them until they save and expel her. Enemies: The Sleep Taker, Level 21 Solo Lurker [/FONT][FONT=Verdana][B]Celling Your Soul [/B][/FONT][FONT=Verdana]The Grim Keeper's shtick: The Grim Keeper is an armored juggernaut that has attacks that let him push PCs, charge them, and pin them against walls. His attacks also has a dominating gaze attack teleports the enemies he hits with it next to his main target and gives his dominated target bonuses on attacks against allies. Enemies: The Grim Keeper, Level 21 Solo Soldier [/FONT][B][FONT=Verdana]Komē[/FONT] Gets Some [/B]This fight might take place in a variety of locations, depending on when the PCs encounter Lord Kom[FONT=Verdana]ē. It might be in the Ancient's Tower if they've snuck in to steal his arrows and fail, it might be in the town if they head out to face him, or it might be at Patchwork's Foundry. If appropriate, he might have a group of mercenaries with him (a group from In the Hallways, standard or hard as appropriate). [/FONT][FONT=Verdana] [/FONT][FONT=Verdana]Lord Kom[/FONT][FONT=Verdana]ē[/FONT]'s shtick is pretty much to fly at maximum bow range and rain lightning arrows an the party. If brought down, he uses a close blast push attack to knock enemies away and repeats. [FONT=Verdana] Lord Kom[/FONT][FONT=Verdana]ē, Level 25 Solo Artillery +1 In the Hallways group, if appropriate [B]The Patchwork Family Golem[/B] The Golem itself isn't exactly an encounter, but it might be used to fight Lord Kom[/FONT][FONT=Verdana]ē so it is relevant. When the PCs are in the golem, it has its own movement, defenses, and hitpoints. However, with PCs in it, they roll initiative separately and on their turn treat it as their character for using powers(as if the PCs were all sharing the same body but on different initiative counts). They use all their own modifiers for attack and damage, though melee attacks add +2d10 damage. The Golem itself doesn't act without a pilot/pilots. The Patchwork Family Golem, Level 30 Solo Brute. As an aside, if the PCs attempt to attack Eros, she simply disappears and the PCs have made a very powerful enemy. If they attack Death, they die quickly, painlessly, and permanently. I jotted down the various creature's "shticks", but the thought of creating, editing, and copying 15 paragon/epic level monsters from Adventure Tools to here seems daunting. Especially since I've already put far too many hours into this already. [/FONT] [/QUOTE]
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