The following is the first section of end of my campaign. This section takes the PCs from level 29 to level 30, for the record they did this without taking an extended rest.
With the massive battle between the forces of the middle world and the shadowfell nearing its conclusion (see separate thread for mass battle system) two small teams were in position to fulfil their vital missions.
The first group were tasked with entering the Curtain of Despairs ice castle and locating the Soul Reservoir, which is collecting and utilising soul energy to complete the evil villainess’s plan of bringing the shadowfell and the middle world into complete and irreversible alignment, then to destroy it or render it useless. This should stop the convergence and cut her off from her power source making her vulnerable.
The second group (the PCs) job was to enter the castle by a little known back door, make their way up an ice shaft, then navigate through the castle heading for the Curtain of Despair herself to put an end to her insane godly plan and save the world. This coincides with the warlocks (Tellis) personal goal (which has really been the driving force for the entire campaign) of facing the curtain of despair so that he can use the Sunder Stone of Erek’Hus to “resurrect” his sister from its psychic imprint.
Unnecessary plot points catch up
- Tellis and Kaya were twins separated at birth.
- Both Tellis and Kaya were demonically/divinely conceived (Kaya by Orcus and Tellis by the Raven Queen) as part of a godly contract to settle a conflict between the shadowfell and the feywild which it turns out was manipulated by Orcus to spawn a demon strong enough to kill the Raven Queen.
- Tellis’s mother Samsarrow became a lich to avoid her fate as decreed by the Raven Queen, which was to die when both Tellis and Kaya came of age. She did this so that she could continue to try and stop the horror to come, and try to save both her children, but mainly Kaya who she considers an absolute innocent (as Tellis could look after himself and had a good heart).
- Kaya transformed into the Aspect of Slaughter
<skips lots of stuff>
- Samsarrow joins the Aspect of Slaughter to gain her trust and try and solve the problem from the inside.
- The Aspect of Slaughter with Samsarrows help breaks free of Orcus and together they kill the Raven Queen and Vecna. Sharing the dead gods domains between themselves.
- Orcus is killed by the PCs after he is set up by other powerful demon lords.
<skip lots of stuff>
The PCs learn about the Sunder Stone of Erek’Hus and collect it (epic level story arc) – The Sunder Stone was created by followers of the defeated primordial who wanted to use it to reform him. Bahamut and Tiamat hunted them down and destroyed them all, splitting the artefact into 4 pieces so that it could never be used as it commands power over creation and destruction and has theoretically limitless power.
<skip lots of stuff>
- The Aspect of Slaughter renames herself the Curtain of Despair and decides to destroy the world by waking Tharizdun, as a reaction to her whole life being manipulated by the gods and Tharizdun being the one thing she can be certain will get the job of revenge against the gods done.
- Samsarrow tips off the PCs and they manage to stop Tharizdun being released.
- The Curtain of Despair realises that she has been betrayed by her mother and kills her and takes her domains. Then sets about her backup plan of destroying the gods most precious possession (the middle world) by replacing it with the shadowfell.
On with the show
So the PCs find themselves entering icy caves in the rock face to one side of the Curtain of Despairs castle.
Encounter 1 – Frozen Cave
The PCs enter a large ice covered cave, the floor and walls are covered with a strange rough blue ice. As they enter on the far side 6 skeletons with glowing blue hearts and 2 large ice elementals burst from the ice and the battle is on.
Blue Ice - Hazardous Terrain
Large areas of the cave are blue ice, whenever a creature without icewalk moves across the blue ice it starts to crack, once it is cracked each subsequent time a creature without icewalk enters the square there is a 50% chance it will break up.
Counter measure – move at speed 2 or make a DC 30 acrobatics check to be able to move at full speed without breaking ice.
Broken ice becomes difficult terrain and releases a blue mist at the start of each round, all creatures standing on Broken Ice take 15 cold, necrotic and poison damage.
Frozen Heart Skeleton Level 28 Soldier
Medium Natural Animate (undead) XP 13,000
Initiative +25 Senses Perception +14, darkvision
Broken Heart (cold) aura 1; activates when first bloodied; all creatures
entering or starting their turn inside aura take 10 cold damage
HP 260; Bloodied 130; see Broken Heart
AC 44; Fortitude 41, Reflex 40, Will 39
Immune disease, poison;
Resist 30 necrotic, 30 cold; Vulnerable 5 fire
Speed 6 (icewalk)
Frozen Sword (Standard; at-will) ♦ cold
Attack +35 vs. AC; 3d8+15 cold damage (critical 6d6+39 cold damage);
on hit target is slowed (save ends)
Freezing Bolt (Standard; recharge 
) ♦ cold, not bloodied only
Only while not bloodied; range 10/20; attack +35 vs. AC; 3d8+10 cold
damage; on hit target is restrained (save ends)
Black Ice Blast (Minor; encounter) ♦ cold, necrotic
Close blast 3; attack +33 vs. Fortitude; 2d8+10 cold and necrotic
damage; on hit target takes 10 ongoing cold and necrotic damage (save
ends)
Alignment Unaligned Languages common
Skills Athletics +29
Str 30 (+24) Dex 28 (+23) Wis 10 (+14)
Con 27 (+22) Int 5 (+11) Cha 3 (+10)
Equipment frozen longsword, black ice shield
----
Ice Hewn Terror Level 29 Brute
Large Elemental Animate (construct, water) XP 15,000
Initiative +16 Senses Perception +12, darkvision
HP 330; Bloodied 165
AC 41; Fortitude 43, Reflex 40, Will 39
Immune disease, poison;
Resist 30 cold; Vulnerable 5 fire
Speed 5 (icewalk), charge 7
Cold Slam (Standard; at-will)
Reach 2; attack +34 vs. AC; 4d8+13 damage
Heavy Smash (Standard; at-will)
Reach 2; attack +34 vs. AC; 4d8+20 damage; on hit secondary attack
+32 vs. Fortitude; on hit target is pushed 4 squares or knocked prone
(Terrors choice)
Foot Stomp (Minor; at-will) ♦ prone target only
Prone target only; attack +34 vs. AC; 2d8+13 damage; on hit Terror may
shift 1 square; on miss target may shift 1 square (but remains prone)
Terrorise (Standard; encounter) ♦ fear
Burst 2; enemies only; attack +34 vs. Will; on hit target is stunned (save
ends); hit or miss Terror makes a Cold Slam attack against each enemy
inside burst
Alignment Unaligned Languages common
Skills Athletics +32, Endurance +29
Str 36 (+27) Dex 14 (+16) Wis 6 (+12)
Con 30 (+24) Int 3 (+10) Cha 3 (+10)
This encounter went quite well, all the creatures got to act and some good damage was done. My group are pretty well optimised against undead so I count it as a victory whenever undead get to act instead of being stunned.
The Blue Ice terrain was pretty pointless, it was too slow a mechanic in too big a room. It would have worked a lot better either in a smaller room where movement would have been more restricted, or a room that the PCs have to come back to more than once so that on each return visit it gets more dangerous.
Encounter 2 – Frozen Tunnels
The PCs made their way into the mountain following icy tunnels that lead to a long corridor maybe 20ft wide hacked from the ice, a little way in front of them on either side a smaller tunnel branched off at ninety degrees. Ahead of them, maybe 120ft away they could see the tunnel widen into a small cave, in front of this was a pair of wooden barricades behind which 4 blue dwarves with icy beards were pointing crossbows at them and the battle was on.
The dwarves were guarding the entrance to the ice shaft that was accessed through a corridor behind them. Out of sight 4 dwarven tunnel fighters and a dwarven cleric of despair lay in wait to catch the interlopers in an ambush. With sound tactics and cover what could possibly go wrong?
The side tunnels quickly led to another cave with barricades in before rejoining the main tunnel at the far end. The dwarves were prepared to split up to engage the PCs if they split up and tried to flank them, or use the tunnels themselves.
Kaiden Pelter Level 29 Artillery
Medium Natural Humanoid (ice dwarf) XP 15,000
Initiative +24 Senses Perception +23, darkvision
Fearful Odour (fear) aura 1; Activates when first bloodied; all enemies
inside aura take a -4 penalty to attack rolls
HP 208; Bloodied 104; also see Fearful Odour
AC 41; Fortitude 41, Reflex 42, Will 39
Saving Throws +5 vs. poison
Speed 5 (icewalk)
Sword Stab (Standard; at-will)
Attack +34 vs. AC; 3d8+10 damage
Frozen Bolt (Standard; at-will) ♦ cold
Range 15/30; attack +36 vs. AC; 3d8+15 cold damage; on hit target takes
15 ongoing cold damage (save ends)
Shatter Shot (Standard; encounter) ♦ cold
Area burst 2 within 20; attack +36 vs. AC; 4d10+15 cold damage; on hit
secondary attack +34 vs. Fortitude; on hit target is dazed (save ends)
Stable Footing
Kaiden may reduce all push, pull and slide effects it is subject to by 1
square, if an effect would knock Kaiden prone it may make an immediate
saving throw to remain standing
Fall Back (Immediate Reaction; encounter) ♦ enemy moves adjacent
When an enemy moves adjacent to Kaiden it may shift 5 squares as an
immediate reaction
Alignment Evil Languages common, dwarven
Skills Athletics +27, Dungeoneering +23, Thievery +29
Str 26 (+22) Dex 30 (+24) Wis 18 (+18)
Con 28 (+23) Int 10 (+14) Cha 16 (+17)
Equipment short sword, ice crossbow, chainmail
----
Kaiden Tunnel Fighter Level 30 Soldier
Medium Natural Humanoid (ice dwarf) XP 19,000
Initiative +19 Senses Perception +23, darkvision
Numb Bones (cold) aura 1; All enemies starting their turn inside aura are
slowed until the start of their next turn
HP 280; Bloodied 140
AC 46; Fortitude 44, Reflex 41, Will 42
Saving Throws +5 vs. Poison
Speed 5 (icewalk)
Pick Strike (Standard; at-will)
Attack +37 vs. AC; 3d8+20 damage (critical 6d8+44 damage); hit or miss
target is marked until the start of Tunnel Fighters next turn
Rain of Picks (Standard; encounter)
4 attacks against the same target; attack +35 vs. AC; 1d10+10 damage;
if 2 attacks hit the target takes a -1 penalty to AC until the end of the
encounter, if 3 attacks hit the target instead dazed (save ends) and takes
a -2 penalty to AC until the end of the encounter, if all 4 attacks hit the
target is instead stunned (save ends) and takes a -2 penalty to AC until
the end of the encounter
Holding Strike (Immediate Interrupt; at-will) ♦ triggered action
If an enemy marked by Tunnel Fighter shifts Tunnel Fighter may take a
Pick Strike attack against the triggering target; on hit the target is
immobilised (save ends)
True Strike (Free; encounter) ♦ triggered action
When Tunnel Fighter hits with a melee attack the attack is converted to a
critical hit
Alignment Evil Languages common, dwarven
Skills Athletics +31, Dungeoneering +23, Endurance +30
Str 32 (+26) Dex 14 (+17) Wis 16 (+18)
Con 30 (+25) Int 10 (+15) Cha 14 (+17)
Equipment kaiden pick, platmail, shield
----
Kaiden Cleric of Despair Level 29 Controller (Leader)
Medium Natural Humanoid (ice dwarf) XP 15,000
Initiative +22 Senses Perception +26
Disturbing Presence (fear) aura 3; All enemies inside the aura take a -2
penalty to attack rolls and saving throws
HP 270; Bloodied 135
AC 43; Fortitude 41, Reflex 41, Will 42
Resist 10 radiant, 10 necrotic
Saving Throws +5 vs. Poison
Speed 5 (icewalk)
Pick Strike (Standard; at-will)
Attack +34 vs. AC; 3d6+20 damage
Distressing Blast (Standard; at-will) ♦ necrotic, psychic
Range 10/20; attack +33 vs. Fortitude; 2d10+15 necrotic damage; on hit
target takes 10 ongoing psychic damage and Cleric slides the target 3
squares at the beginning of its turn (save ends both)
Desperate Flight (Standard; recharge 
) ♦ necrotic, fear
Range 10; attack +33 vs. Will; 3d10+19 necrotic damage; on hit target
moves its speed away from the Cleric by the safest route, and may not
move into any square closer to the cleric (save ends)
Healing Word (Minor; recharge 

) ♦ healing
Burst 5; Cleric or 1 ally in burst; Cleric or ally regains 50 HPs
Grand Malaise (Standard; encounter) ♦ necrotic, fear
Area burst 3 within 15; enemies only; attack +33 vs. Will; 3d6+14 necrotic
damage; on hit target is dazed (save ends)
Alignment Evil Languages common, dwarven
Skills Dungeoneering +26, Endurance +28, Intimidate +29, Religion +20
Str 24 (+21) Dex 26 (+22) Wis 24 (+21)
Con 28 (+23) Int 12 (+15) Cha 30 (+24)
Equipment kaiden pick, holy symbol, chainmail
This should have been a tough but dynamic encounter, the PCs had the choice of either heading down a heavily defended position or flanking to try and gain an advantage.
It all started as planned with the PCs scrambling for cover in the side tunnels while taking shattering shots that dazed them. This allowed two of the tunnel fighters to advance to act as a shield for the crossbowmen. Then it all went horribly wrong as the PCs recovered from their panic and went on the attack.
Try and imagine the dwarves surprise when the cleric used Angelic Hosts so that a swarm of angels flew into the corridor and carried everyone 8 squares, then he dropped a large fire zone right over the dwarves defensive position. The Paladin took this opportunity to fly forward himself landing behind the barricades and used Champions Call to drag the archers and remaining tunnel fighters around him. It was a bold and decisive move from the PCs and an absolute disaster for the bad guys.
Panic ensued and the archers actually used run actions to try and escape the paladin and the fire, the cleric of despair was completely useless against the paladin (angel) who has heavy necrotic resistance and is immune to fear, all the cleric could do was heal himself and try to keep out of the flames. Cut off from their support and no form of defensive line the dwarves went down quickly, they never knew what hit them.
Encounter 3 – Ice Chimney
A short ice corridor led the PCs to the base of a very tall shaft cut from the rock and ice, this was the 400ft tall ice chimney they were looking for that led to the upper reaches of the castle. Spiralling around the cold walls a narrow 10ft wide path cut into the stone or built out in thick ice was their only means of ascent. Above them at 200ft and 300ft they could see narrow ice bridges crossing the shaft that would need to be crossed carefully.
At various levels along the path were heavy wooden doors with iron grates above them. This shaft was obviously someway of maintaining airflow through the castle but the PCs were wary of being ambushed from the doorways so they started their ascent carefully, stopping at each door they came to to disable the locks.
When two of PCs (the paladin and the rogue) had crossed the first ice bridge (200ft above the ground) and the ranger was nearly across there was a cracking sound from high above and several huge chunks of ice came crashing down from the ceiling smashing the two ice bridges, the ranger made a quick acrobatics check to dive out of the way and onto the ledge. This left the group separated across a roughly 40ft gap, 200ft in the air, and from high above them they could see 3 large flying glistening black dragon like creatures swooping down to attack.
Black Ice Wyrm Level 29 Elite Brute
Large Shadow Beast (dragon) XP 30,000
Initiative +24 Senses Perception +15, darkvision
HP 652; Bloodied 326
AC 41; Fortitude 42, Reflex 42, Will 40
Resist 15 cold;
Vulnerable 10 fire, also see Fire to Ice
Saving Throws +2
Speed 6, fly 10 (hover)
Action Points 1
Bite (Standard; at-will) ♦ cold
Reach 2; attack +32 vs. AC; 3d8+15 cold damage; on hit target takes 20
ongoing cold damage (save ends)
Claw (Standard; at-will)
Reach 2; attack +32 vs. AC; 2d6+15 damage; on hit slide target 1 square
Claw and Bite (Standard; at-will)
Wyrm makes a Bite and a Claw attack
Fly By Attack (Standard; at-will)
Wyrm flies 10 squares and may make 1 Bite or Claw attack at any point,
this movement does not provoke opportunity attacks from its target
Black Ice Breath (Standard; recharge 
) ♦ necrotic, cold
Close blast 5; attack +30 vs. Fortitude; 4d10+20 cold and necrotic
damage; on hit target loses any cold or necrotic resistance (save ends);
on miss half damage
Withering Blast (Standard; encounter) ♦ necrotic
Close blast 5; enemies only; attack +30 vs. Fortitude; 1d10+20 necrotic
damage; on hit target loses a healing surge and is weakened (save ends)
Fire to Ice (Free) ♦ triggered action
Whenever Wyrm takes fire damage it may make an immediate free
recharge roll for its Black Ice Breath power
Alignment Evil Languages draconic, common, dwarven
Skills Athletics +29, Dungeoneering +20, Intimidate +22
Str 30 (+24) Dex 30 (+24) Wis 12 (+15)
Con 26 (+22) Int 16 (+17) Cha 16 (+17)
This turned out to be a brilliant encounter. The PCs tried to maintain their advance up the winding path while fighting off the Wyrms. The rogue went ahead an concentrated on disabling all the locks, pausing only briefly to leap from a ledge down onto one of the Wyrms backs (using close quarters) and stabbing it repeatedly and grounding it reach of the rest of the party. The warlock used his Wings of the Fiend to take to the air to combat the Wyrms and use his powers to keep them from concentrating on one target.
The paladin very stylishly stood out at the edge of a destroyed ice bridge and used champions call to drag the Wyrms away from the party and next to him which was cinematically brilliant. The cleric staunchly and tenaciously (with a little initial support from the paladin) used ropes fastened to a vicious sword struck into the ice to climb between levels instead of foolishly attempting to jump. While the rogue stunted his way across a destroyed bridge by leaping and teleporting, the ranger amazed everybody with an amazing athletics check (which he isn’t trained in) to leap 40ft over a 300ft drop to cross the final bridge.
As the Group were nearing the top sole surviving Wyrm raised the alarm at the top door (for some reason the group were surprised to find out the Wyrms could speak common) and some shadar kai minions came out to investigate. Finally the battle was done and the PCs ended the encounter looking down a short corridor into the bleak castle, they were in.
Encounter 4 – Fighting Through The Castle
This encounter was loosely based on trying to get the feel of the old games workshop game “space hulk”. I had prepared an elaborate corridor and room layout that the PCs must find their way through to find a set of iron doors that they knew would lead them in the right direction. To hinder them I had an infinite number of minions, two Shadar Kai Pain Mages and a nasty surprise in the shape of an insubstantial phasing Dark Seeker.
It didn’t take long for the PCs to realise that they couldn’t just form a defensive line in the first room and kill everything so they split up and started exploring to find the right route. Splitting into two groups they fought their way forward while defending their rear, one room at a time. It was nice to see the importance of opening doors/closing doors.
The minions were only level 26 so weren’t really a threat at all against the highly armoured defenders and leaders but the Dark Seeker was a surprise, especially with its aura that turned enemy necrotic resistance into a stacking +2 bonus to all its defences.
The players got through about half the prepared map before I realised that it was taking far too long and as they had already faced all the non minion threats I discarded my map and moved the entrance they were looking for to the next room. It was fair enough, I had done some damage and they had expended all the non encounter resources they were going to so there was no real reason not to move the action on.
Shadar Kai Soldier Level 26 Minion
Medium Shadow Humanoid XP 2,250
Initiative +18 Senses Perception +16
HP 1; a missed attack never damages a minion.
AC 40; Fortitude 39, Reflex 38, Will 38
Speed 5
Chain Lash (Standard; at-will)
Reach 2; attack +31 vs. AC; 16 damage
Quick Lash (Immediate Reaction; at-will) ♦ triggered action
When Soldier is missed by a melee attack it may shift 1 square and make a
Chain Lash attack against the triggering enemy
Alignment Evil Languages common
Str 29 (+22) Dex 20 (+18) Wis 16 (+16)
Con 26 (+21) Int 12 (+14) Cha 10 (+13)
Equipment spiked chain, leather armour
----
Shadar Kai Skirmisher Level 26 Minion
Medium Shadow Humanoid XP 2,250
Initiative +22 Senses Perception +15
HP 1; a missed attack never damages a minion.
AC 40; Fortitude 38, Reflex 39, Will 38
Speed 6
Spear Jab (Standard; at-will)
Attack +31 vs. AC; 12 damage
Spear Throw (Standard; at-will)
Range 6/12; attack +31 vs. AC; 15 damage
Side Step (Immediate Reaction; at-will) ♦ triggered action
When missed by any attack Skirmisher may shift 1 square as an immediate
reaction
Alignment Evil Languages common
Str 24 (+20) Dex 29 (+22) Wis 14 (+15)
Con 26 (+21) Int 12 (+14) Cha 10 (+13)
Equipment throwing spears, leather armour
----
Shadar Kai Pain Mage Level 28 Artillery
Medium Shadow Humanoid XP 13,000
Initiative +17 Senses Perception +19, darkvision
HP 202; Bloodied 101
AC 40; Fortitude 40, Reflex 39, Will 41
Immune fear
Speed 6
Dagger Stab (Standard; at-will)
Attack +33 vs. AC; 2d6+18 damage
Painful Bolts (Standard; at-will) ♦ necrotic
Range 20; 1 or 2 targets; attack +33 vs. Fortitude; 3d6+14 necrotic
damage; on hit target is slowed (save ends)
Spirit Tap (Standard; recharge 
) ♦ necrotic, healing
Range 20; attack +33 vs. Will; 2d8+18 necrotic damage; on hit target
loses a healing surge and Mage regains a number of HPs equal to the
targets healing surge
Paralyse With Pain (Standard; encounter) ♦ necrotic
Range 15; attack +33 vs. Fortitude; 4d8+18 necrotic damage; on hit
target is stunned (save ends)
Alignment Evil Languages common
Skills Arcana +23, Endurance +28, Intimidate +29, Stealth +22
Str 18 (+18) Dex 16 (+17) Wis 20 (+19)
Con 28 (+23) Int 18 (+18) Cha 30 (+24)
Equipment skull orb, dagger
----
Dark Seeker Level 30 Lurker
Medium Shadow Humanoid (undead) XP 19,000
Initiative +30 Senses Perception +29, truesight 20
Necrotic Consumption (necrotic) aura 1; All enemies inside aura lose any
necrotic resistance, Seeker gains a +2 bonus to all defences for each
creature inside its aura that is losing necrotic resistance in this way
HP 180; Bloodied 90
AC 44; Fortitude 38, Reflex 44, Will 42
Immune disease, poison;
Resist 30 necrotic, insubstantial;
Vulnerable 10 radiant, also see Darkness from Light
Speed fly 8 (hover), phasing
Empowered Undead ♦ trait
Seeker cannot be knocked prone or be stunned, any effect that would
stun seeker instead dazes it for the appropriate duration
Lurking Threat ♦ trait
Seeker is invisible until it makes its first attack in an encounter
Ghostly Swipe (Standard; at-will) ♦ necrotic
Attack +33 vs. Reflex; 3d6+20 necrotic damage; on hit target is
immobilised (save ends)
Soul Feast (Standard; at-will) ♦ necrotic, immobilised target only
Immobilised target only; attack +33 vs. Fortitude; 3d10+20 necrotic
damage; on hit target loses a healing surge and is weakened (save ends)
Darkness from Light (Free; at-will) ♦ triggered action
When Seeker takes radiant damage all adjacent enemies take 15 necrotic
damage and are blinded until the end of Seekers next turn
Alignment Evil Languages common
Skills Arcana +24, Religion +24, Stealth +31
Str 18 (+19) Dex 32 (+26) Wis 28 (+24)
Con 20 (+20) Int 18 (+19) Cha 3 (+11)
Encounter 5 – Assassins Den
They passed through an iron doorway with an inscription on it that read “those who enter here abandon their souls” or words to that effect and found themselves in a large chamber with a series of stepped stone seating on either side and at the far end a huge (really huge) fire place. In front of the fireplace was a large couch, a couple of tables and a heavy high backed chair facing the roaring black fire.
On either side at the top of the stone seating stood two shadar kai wearing elaborate dark leather armour, wearing shortbows, rapiers and daggers. Between themselves and the high backed chair were two large black hounds and leaning against the fireplace was a shadar kai wearing elaborate silks over leather armour with 2 shadowy daggers on his belt.
The doors snapped shut behind the PCs and the head of a young girl appeared over the back of the chair, “Look, our dinner has arrived” she said as the PCs realised this shadar kai child had empty eye sockets but was still looking directly at them, at this point they also realised they were in some sort of demoralising aura that stopped them spending action points and halves power bonuses. The elaborately dressed shadar kai chided the child for being rude and announced himself as Reegor the master assassin and stated that it would be his pleasure to see the PCs lying dead before him. And the battle was on.
Shadar Kai Emotional Sink Level 28 Controller
Medium Shadow Humanoid (blind) XP 13,000
Initiative +19 Senses Perception +24, blindsight
HP 256; Bloodied 128
AC 42; Fortitude 39, Reflex 40, Will 42
Immune fear, gaze;
Resist 10 psychic also see Soul of Shadow
Saving Throws automatically succeeds any saving throw roll
Speed 7
Dampen Spirits ♦ trait
Aura 10; all enemies inside aura gain only half benefit from power bonuses
(round down) and cannot spend action points
Soul of Shadow ♦ trait
When hit by a non critical ranged, close or area attack Shadar Kai
becomes momentarily insubstantial and takes only half damage from the
attack
Stunning Staff (Standard; at-will) ♦ cold
Attack +31 vs. AC; 3d6+10 cold damage; on hit target is stunned (save
ends)
Drain Vigour (Standard; at-will) ♦ necrotic
Range 10; attack +32 vs. Fortitude; 3d8+18 necrotic damage; on hit
target is weakened (save ends)
Darkness Descends (Standard; encounter) ♦ necrotic, zone, sustain
minor
Area burst 2 within 15; enemies only; attack +32 vs. Will; 4d6+13 necrotic
damage; on hit target is blinded (save ends); hit or miss creates a zone
that blocks line of sight for enemies, all enemies inside zone take a -2
penalty to saving throws and cannot spend healing surges; Shadar Kai
may move this zone 3 squares as a move action; minor action to sustain
the zone
Cleanse Essence (Minor; at-will) ♦ 1/round
Shadar Kai transfers any number of ongoing effects from a single ally
inside its Dampen Spirits aura to itself
Alignment Evil Languages common
Skills Endurance +26, History +28, Religion +28, Stealth +24
Str 16 (+17) Dex 20 (+19) Wis 20 (+19)
Con 24 (+21) Int 28 (+23) Cha 30 (+24)
Equipment staff, tattered robes
----
Shadar Kai Assassin Level 28 Skirmisher
Medium Shadow Humanoid XP 13,000
Initiative +26 Senses Perception +25, darkvision
HP 260; Bloodied 130
AC 42; Fortitude 40, Reflex 42, Will 41
Immune fear
Speed 6
Quick Draw ♦ trait
Assassin may stow and draw weapons as a free action before making an
attack on its turn
Rapier Lunge (Standard; at-will)
Attack +33 vs. AC; 3d8+18 damage (19/20 critical 4d8+42 damage and
the target takes 15 ongoing bleeding damage (save ends))
Dagger Slash (Minor; at-will)
Attack +31 vs. Reflex; 1d6+10 damage; hit or miss Assassin may shift 1
square
Deadly Shot (Standard; at-will) ♦ poison
Range 10/20; attack +33 vs. AC; 4d8+18 damage (19/20 critical 4d8+50
damage); on hit target is slowed and takes 15 ongoing poison damage
(save ends both)
Assassins Eye (Free; encounter) ♦ triggered action
When Assassin misses with an attack it may reroll the attack with a +5
bonus
True Strike (Free; encounter) ♦ triggered action
When Assassin hits with an attack it is converted to a critical hit
Alignment Evil Languages common
Skills Acrobatics +29, Endurance +28, Stealth +29, Thievery +29
Str 22 (+20) Dex 30 (+24) Wis 22 (+20)
Con 28 (+23) Int 20 (+19) Cha 28 (+23)
Equipment shortbow, rapier, dagger
----
Reegor Shadar Kai Master Assassin Level 29 Elite Lurker
Medium Shadow Humanoid XP 30,000
Initiative +32 Senses Perception +26, darkvision, truesight 10
HP 400; Bloodied 200; see Bloodied Revival
AC 43; Fortitude 42, Reflex 42, Will 42
Immune fear;
Resist 30 poison, 15 necrotic
Saving Throws +2
Speed 8 also see Into Thin Air
Action Points 1
Into Thin Air ♦ Trait
Whenever Reegor moves at least 3 squares as part of one action he
becomes invisible until he makes an attack or the start of his next turn
Dagger Strike (Standard; at-will)
Attack +34 vs. AC; 3d8+19 damage (18/20 critical 5d8+19 damage and
the target takes a -2 penalty to all defences (save ends))
Double Dagger (Standard; at-will)
Reegor makes 2 Dagger Strike attacks and may shift 2 squares between
attacks
Slaying Strike (Standard; encounter) ♦ necrotic
Attack +32 vs. Fortitude; on hit target is reduced to -1 HPs; on miss
target takes their bloodied value in necrotic damage
Masterful Flurry (Standard; encounter) ♦ poison
Reegor makes 4 attacks against the same target;
1: Attack +34 vs. AC; 4d10+25 damage
2: Attack +32 vs. Fortitude; on hit target is stunned (save ends)
3: Attack +32 vs. Reflex; on hit target takes 15 ongoing poison damage, if
target is already taking poison damage this attack instead increases the
number of saves required to end the effect by 1
4: Attack +32 vs. Will; on hit slide target 5 squares and target is knocked
prone
Quick Blade (Minor; at-will)
Range 5/10; attack +32 vs. Reflex; 1d12+10 damage
Cloud of Poisoned Steel (Standard; recharge 
) ♦ poison
Close blast 5; enemies only; attack +32 vs. Reflex; 3d6+14 damage; on hit
target takes 15 ongoing poison damage (save ends)
Nimble Footing (Minor; at-will)
Reegor shifts 1 square as a minor action
Assassins Eye (Free; recharge
) ♦ triggered action
When Reegor misses with an attack he may reroll the attack with a +5
bonus
True Strike (Free; encounter) ♦ triggered action
When Reegor hits with an attack it is converted to a critical hit
Bloodied Revival (Free) ♦ triggered action
When first bloodied Reegor regains 100 HPs and his Slaying Strike power
recharges
Alignment Evil Languages common, dwarven
Skills Acrobatics +29, Bluff +29, Dungeoneering +26, Endurance +29,
Stealth +29, Streetwise +29, Thievery +29
Str 26 (+22) Dex 30 (+24) Wis 24 (+21)
Con 30 (+24) Int 22 (+20) Cha 30 (+24)
Equipment slaying daggers, ring of truesight (10)
----
Shadow Sentinel Level 28 Soldier
Large Shadow Beast (hound) XP 13,000
Initiative +19 Senses Perception +19, darkvision
HP 260; Bloodied 130
AC 46; Fortitude 40, Reflex 39, Will 39
Vulnerable 5 radiant, also see Radiant Reaction
Speed 7, charge 9
Active Threat ♦ trait
Aura 2; all enemies inside the aura who shift provoke an opportunity
attack from the Shadow Sentinel
Claw Rake (Standard; at-will)
Reach 2; attack +33 vs. AC; 3d10+18 damage; on hit target is knocked
prone, if target is already prone it is instead dazed until the end of its next
turn
Paralysing Breath (Standard; encounter) ♦ necrotic, poison
Close blast 4; enemies only; attack +33 vs. Will; 2d12+20 necrotic and
poison damage; on hit target is immobilised (save ends)
Radiant Reaction (Free) ♦ triggered action
Whenever Sentinel takes radiant damage its Paralysing Breath power
recharges
Alignment Unaligned
Skills Athletics +28, Endurance +27, Stealth +22
Str 28 (+23) Dex 16 (+17) Wis 10 (+14)
Con 26 (+22) Int 5 (+11) Cha 3 (+10)
This was another great fight and one that the PCs could not use quick brute force alone to push aside. The Shadow Sentinels tried to head the defenders off and keep them pinned while the Assassins started at range before coming forward in stages to enter melee and keep the PCs from approaching the Emotional Sink.
Reegor quickly became invisible then hit the warlord with Slaying Strike dropping him instantly, of course the cleric used Sanctified Revival (which brought him back at full hit points, standing with a +2 bonus to attack rolls and all defences until the end of the encounter). There were a few tense rounds while big damage was done and the assassins used their Assassins Strike and True Strike powers to make every hit hurt. But eventually the PCs realised that everything would be so much easier if they killed the little girl, once she found herself in melee range she was cut down very quickly and that was the turning point as action points became available and the Order Of Elites clicked into top gear.
Still it was a bloody fight, while they looted the ring of truesight from Reegors dead finger the ranger spotted that the fireplace was a secret door. This was opened to reveal a set of stairs leading up. Was the Curtain of Despair waiting in the next room? Buoyed by their steady progress they raced up the stairs to find out.
Encounter 6 – Hall of Hatred
The PCs crested the stairs to find themselves in another large and simple hall, dominated by the headless body of a woman in tattered black robes strung from the high ceiling by a pair of heavy chains. The Raven Queen!
Underneath the headless trophy stood four heavily muscled shadar kai with long spiked chains, and at the far end of the room was a 10ft high raised platform that lead to a set of iron doors. On the platform stood an identical looking little girl to the one from the previous room, guarded by two shadar Kai assassins. There was also Angel with an almost featureless face and heavy black feathered wings carrying a black longspear.
“Quiver in the presence of your dead god and prepare to share her fate. I am Kalad Angel of Hatred, I am your doom” the angel boomed and the battle was on.
Kalad, Angel of Hatred Level 29 Elite Skirmisher
Medium Immortal Humanoid XP 30,000
Initiative +25 Senses Perception +24, darkvision
HP 532; Bloodied 266, also see Spear of Revenge
AC 44; Fortitude 42, Reflex 42, Will 41
Immune fear;
Resist 20 cold, 20 radiant
Saving Throws +2
Speed 6, fly 10 (hover)
Action Points 1
Longspear Thrust (Standard; at-will)
Reach 2; attack +34 vs. AC; 4d6+20 damage; if Angel has combat
advantage this attack deals 4d10+20 damage
Control Hatred (Standard; recharge 

)
Angel makes 2 Longspear Thrust attacks against the same target; if both
hit the target is also dominated (save ends)
Throw Spear (Standard; at-will)
Range 6/12; attack +34 vs. AC; 3d6+20 damage; on hit target is slowed
(save ends)
Share the Pain (Minor; encounter)
Burst 3; enemies only; attack +32 vs. Will; on hit target gains a copy all
ongoing effects the Angel is currently subject to for the appropriate
durations
Blast of Hatred (Standard; recharge 
) ♦ radiant
Area Burst 1 within 10; enemies only attack +32 vs. Will; 3d6+14 radiant
damage; on hit target cannot use daily or item powers (save ends)
Swift Wings (Move; encounter)
Angel shifts 6 squares as a move action
Spear of Revenge (Free) ♦ triggered action
When Angel is reduced to 0 HPs its spear turns into a stream of radiant
energy that spirals out and attacks all enemies inside burst 10; attack +32
vs. Fortitude; 30 radiant damage
Alignment Evil Languages supernal
Skills Acrobatics +28, Athletics +29, Religion +22
Str 30 (+24) Dex 28 (+23) Wis 20 (+19)
Con 26 (+22) Int 16 (+17) Cha 14 (+16)
Equipment longspear
----
Shadar Kai, Hate Bearer Level 29 Brute
Medium Shadow Humanoid XP 15,000
Initiative +22 Senses Perception +18, darkvision
HP 325; Bloodied 162; see Feel the Hate
AC 41; Fortitude 42, Reflex 41, Will 40
Immune fear
Speed 6
Chain Lash (Standard; at-will)
Reach 3; attack +34 vs. AC; 4d6+20 damage; on hit target takes 15
ongoing bleeding damage, if target is already taking ongoing bleeding
damage the number of saves required to end the effect increases by 1
Chain Grab and Drag (Standard; recharge 
)
Reach 3; attack +32 vs. Reflex; 2d8+15 damage; on hit target is grabbed
(escape ends) and target takes a secondary attack +32 vs. Fortitude;
2d8+15 damage; on hit Shadar Kai moves up to 6 squares and pulls its
target as it moves, at the end of this movement if the target has been
pulled at least 1 square it is knocked prone and released from the grab
Shake It Off (Minor; encounter)
Shadar Kai makes a saving throw with a +2 bonus against any one effect
a save can end
Feel the Hate (Free) ♦ triggered action
When Shadar Kai is first bloodied all enemies within 10 squares taking
ongoing bleeding damage take an equal amount of damage
Alignment Evil Languages common
Skills Athletics +29, Endurance +26, Stealth +27
Str 30 (+24) Dex 26 (+22) Wis 18 (+18)
Con 25 (+21) Int 12 (+15) Cha 10 (+14)
Equipment spiked chain
This was another reasonable fight, but the Order of Elites were in no mood for chit chat and weren’t going to be put off from taking out the Emotional Sink as quickly as possible this time.
The Hate Bearers were unceremoniously dealt with by the paladins Call of Champions, Stunning Smite combo which effectively took 3 of them out of the fight. The rogue made sure to reach the Emotional Sink at all costs and with a little support cut her down. Meanwhile the rest of the group set about the other threats.
The Angel of Hatred put up a reasonable show, using Blast of Hatred a couple of times, but it didn’t once hit twice with its Control Hatred dominate power. I actually think that the Angel of Hatred is underpowered as a creature but all in all the encounter was enjoyable and did its job.
After the encounter the Raven Queens body was cut down and their was a slightly comical moment when the Paladin retrieved the Raven Queens head from his bag (you would be amazed what he has in their!) and held it against the fleshy stub of her neck as the rest of the group watched wide eyed and dumbstruck. Nothing happened so back in the bag they went.
The iron doors opened to reveal another set of stairs leading up sharply, but this time above them they could see the grey shadowfell sky. They had reached the castles roof. Surely their nemesis would be waiting.
Encounter 7 – Up On The Roof
The PCs emerged onto the grey stone flat roof of the castle, on three sides the unprotected edge dropped away to courtyards and the castle walls below, a drop of about 400ft. The fourth side was built into the solid rock and ice of the mountain reaching up a further couple of hundred feet. A 20ft by 20ft stub tower marked each corner with a steep set of narrow stairs leading to a gap in their crenulations.
At the centre of the paved roof a roughly 20ft diameter domed cylinder of pulsing elemental energy churned ominously underneath the sullen shadowfell sky. Standing on the top of this cylinder stood a creature with twisted flesh wrapped fraying bandages with large leathery wings and an oversized greatsword while below were four smaller but similar creatures wielding executioners axes. The paladin instantly recognised these as Sorrowsworn, the Raven Queens old agents of fate now in the service of the Curtain of Despair.
Surely this was the final confrontation before the Curtain of Despair herself, with silent resolve the battle began. Only when the Paladin started his move forward did he notice in the towers four groups of four dwarven sharpshooters, but it was too late and he was committed to face his one time allies the Sorrowsworn.
Sorrowsworn Executioner Level 29 Soldier
Medium Shadow Humanoid XP 15,000
Initiative +26 Senses Perception +26, darkvision
HP 270; Bloodied 135
AC 45; Fortitude 42, Reflex 41, Will 41
Immune fear
Saving Throws +2 vs. none damage effects
Speed 8, fly 6 (hover)
Bleak Visage ♦ trait, fear
Melee and ranged attacks against the Sorrowsworn take a -2 penalty to
their attack roll
Axe Strike (Standard; at-will) ♦ psychic
Attack +34 vs. AC; 4d8+19 psychic damage (critical 8d8+51 psychic
damage); hit or miss target is marked until the start of Sorrowsworns next
turn
Summon to Execution (Minor; encounter) ♦ teleport
1 enemy inside burst 10; target is teleport to any free square adjacent to
Sorrowsworn, target may not teleport (save ends)
Executioners Axe (Minor; recharge 6)
Sorrowsworn gains a +5 bonus to its next attack roll this turn and deals an
additional 2d8 psychic damage if the attacks hits
Alignment Evil Languages common
Skills Insight +26, Intimidate +28
Str 28 (+23) Dex 26 (+22) Wis 24 (+21)
Con 30 (+24) Int 20 (+19) Cha 28 (+23)
Equipment robes, executioners axe
----
Sorrowsworn Berserker Level 30 Elite Brute
Large Shadow Humanoid XP 38,000
Initiative +30 Senses Perception +23, darkvision
HP 680; Bloodied 340
AC 42; Fortitude 44, Reflex 43, Will 40
Immune fear
Saving Throws +2 vs. non damage effects
Speed 10, fly 10 (hover)
Action Points 1
Bleak Visage ♦ trait, fear
Melee and ranged attacks against the Sorrowsworn take a -2 penalty to
their attack roll
Mobile Fighter ♦ trait
Sorrowsworn gains a +4 bonus to all defences against opportunity attacks
Sword Hack (Standard; at-will) ♦ psychic
Reach 3; attack +35 vs. AC; 4d12+20 psychic damage (critical 6d10+68
psychic damage and the target is knocked prone)
Brutal Assault (Standard; at-will)
Sorrowsworn makes 2 Sword Hack attacks against the same target, if the
first attack misses it gains a +5 bonus to its second attack roll
Berserker Charge (Standard; recharge 
)
Primary target; Sorrowsworn moves up to 8 squares attacks a primary
target; attack +32 vs. Fortitude; 2d10+15 damage; on hit target is
pushed 1 square and knocked prone; hit or miss Sorrowsworn moves up to
6 squares attacks a secondary target; attack +32 vs. Fortitude; 2d10+15
damage; on hit target is pushed 1 square and knocked prone; hit or miss
Sorrowsworn moves up to 4 squares and makes a Sword Hack attack
against a tertiary target
Whirlwind Blade (Standard; encounter)
Sorrowsworn makes a Sword Hack attack against all enemies within reach;
on hit target is dazed (save ends)
Alignment Evil Languages common
Skills Athletics +31, Intimidate +25
Str 32 (+26) Dex 30 (+25) Wis 16 (+18)
Con 30 (+25) Int 12 (+16) Cha 20 (+20)
Equipment robes, oversized greatsword
----
Kaiden Sharpshooter Level 29 Minion
Medium Natural Humanoid (ice dwarf) XP 3,750
Initiative +24 Senses Perception +24
HP 1; a missed attack never damages a minion.
AC 43; Fortitude 41, Reflex 42, Will 41
Immune fear
Speed 5
Duck and Cover ♦ trait
Sharpshooter gains a +4 bonus to all defences against close or area
attacks
Sword Stab (Standard; at-will)
Attack +34 vs. AC; 15 damage
Steady Shot (Standard; at-will)
Range 15/30; attack +36 vs. AC; 18 damage
Alignment Evil Languages common, dwarven
Skills Athletics +27, Endurance +28
Str 26 (+22) Dex 30 (+24) Wis 20 (+19)
Con 28 (+23) Int 12 (+15) Cha 16 (+17)
Equipment crossbow, shortsword, heavy armour
Again this was primarily a short but brutal fight, with the PCs unleashing their small amount of chain stunning to lockdown multiple enemies. The Berserker did a respectable amount of damage but morale was high in the Order of Elites and success in their minds was never in doubt.
Amusingly, and on the fly, when a PC started its turn next to the elemental cylinder I had them make an insight check on success they got an overwhelming feeling of being examined closely. This should have been enough to warn them not to stay where they were. Near the end of the fight the ranger didn’t move away, at the start of his next turn he received an attack vs. Will that went through his mind like a paper bag. He knew it was wrong but he couldn’t help but twin shot the Warlock, who turned around and gave him a piece of his mind but could see he was under a dominate effect more than likely coming from inside the elemental cylinder.
The Warlords answer to this was to attempt to bulrush the ranger away from the cylinder. The image of a large human warrior in platemail and shield charging headlong at a lithe lightly armoured elf and failing was hilarious. Especially as that meant that there were now two of them next to the cylinder and theoretically open to dominate. Coldly the Warlock muttered to himself under his breath and targeted them both with Spiteful Darts, hitting them both and pushing them away.
When the Sorrowsworn had been defeated most of the party withdrew down the stairs they had reached the roof by, shielding them from the crossbowmens attacks, while the paladin and the Warlock stayed up top systematically killing them.
Throughout the encounter Tellis (warlock) had been in sporadic communication with Victor in the group heading for the Soul Reservoir by the use of magical talking stones.
The first communication had informed Tellis that the group were almost at the location of the Reservoir.
The Second was a short worried exchange where Victor had started by saying that there was a problem. The biggest dragon he has ever seen was guarding the Reservoir and there was no way he and his two remaining colleagues could hope to defeat it. He thought is might be a young apocalypse dragon, but they were thought extinct since the dawn war. This was cut short by Victor suddenly shouting “its seen us, quick run, for god sake run…….arrrrrgh!”
A few turns later (when the Sorrowsworn had been defeated and the Crossbowmen were being mopped up) there was a final short conversation where Victor said that everything was alright now because the dragon had flown away. They were heading to the reservoir (ooooh theres a lot of power here, why don’t we keep some of it? No, I suppose not, sorry), we should have it shut down very soon.
As the encounter ended and the final dwarf was cut down I informed the players that they had reached level 30 (hurrah!) but then added that there was a heavy flapping of wings and a gargantuan white dragon sheathed in a swirling vortex of ice and sleet came tearing up into view over the side of the castle. Within the haze of wind and ice the PCs could make out a solitary rider, one PC vaguely recognised it from somewhere then jaws dropped with the realisation of who it was. Trip Trip, the god hunter!
Who is this Trip Trip guy?
Trip Trip was someone that half the party met when they were 8th level. He was a heavily tattooed, feral looking elf who sought the PCs out as he had learned that they had a great future. (DM wise he was one of a small number of brief encounters I slipped in to the game to give the players a sense of what Epic characters were like, and to establish that they had a place in world but were also strangely alien to it). Trip Trip made a big impression with my players even though the brief conversation they had with him at the time was confusing and stilted.
Trip Trips answer to most questions, and the catchphrase that made him memorable, was “I travel, I kill”. By the end of the conversation half the group had made a verbal pact with him that “when you kill gods, Trip Trip will be there”, “You kill gods, I kill gods”.
At the time the concept of killing gods was unimaginable to the PCs and they had no idea that they would ever be involved in such actions. So overtime they forgot their bargain and the PCs and Trip Trips paths never crossed again.
Whats all this got to do with the plot?
What must have happened is that Trip Trip got tired of waiting so maybe tried to take on the Curtain of Despair himself. It doesn’t look like that went well, and now he seems to be on the wrong side.
Cliff Hanger
So as we left it next time the party will be facing an Apocalypse Dragon (not seen since the Dawn War) and their one time ally Trip Trip (an epic level God Hunter). Maybe then their ultimate adversary the Curtain of Despair will show herself to end this one way or another?
Tune in next time to find out.
With the massive battle between the forces of the middle world and the shadowfell nearing its conclusion (see separate thread for mass battle system) two small teams were in position to fulfil their vital missions.
The first group were tasked with entering the Curtain of Despairs ice castle and locating the Soul Reservoir, which is collecting and utilising soul energy to complete the evil villainess’s plan of bringing the shadowfell and the middle world into complete and irreversible alignment, then to destroy it or render it useless. This should stop the convergence and cut her off from her power source making her vulnerable.
The second group (the PCs) job was to enter the castle by a little known back door, make their way up an ice shaft, then navigate through the castle heading for the Curtain of Despair herself to put an end to her insane godly plan and save the world. This coincides with the warlocks (Tellis) personal goal (which has really been the driving force for the entire campaign) of facing the curtain of despair so that he can use the Sunder Stone of Erek’Hus to “resurrect” his sister from its psychic imprint.
Unnecessary plot points catch up
- Tellis and Kaya were twins separated at birth.
- Both Tellis and Kaya were demonically/divinely conceived (Kaya by Orcus and Tellis by the Raven Queen) as part of a godly contract to settle a conflict between the shadowfell and the feywild which it turns out was manipulated by Orcus to spawn a demon strong enough to kill the Raven Queen.
- Tellis’s mother Samsarrow became a lich to avoid her fate as decreed by the Raven Queen, which was to die when both Tellis and Kaya came of age. She did this so that she could continue to try and stop the horror to come, and try to save both her children, but mainly Kaya who she considers an absolute innocent (as Tellis could look after himself and had a good heart).
- Kaya transformed into the Aspect of Slaughter
<skips lots of stuff>
- Samsarrow joins the Aspect of Slaughter to gain her trust and try and solve the problem from the inside.
- The Aspect of Slaughter with Samsarrows help breaks free of Orcus and together they kill the Raven Queen and Vecna. Sharing the dead gods domains between themselves.
- Orcus is killed by the PCs after he is set up by other powerful demon lords.
<skip lots of stuff>
The PCs learn about the Sunder Stone of Erek’Hus and collect it (epic level story arc) – The Sunder Stone was created by followers of the defeated primordial who wanted to use it to reform him. Bahamut and Tiamat hunted them down and destroyed them all, splitting the artefact into 4 pieces so that it could never be used as it commands power over creation and destruction and has theoretically limitless power.
<skip lots of stuff>
- The Aspect of Slaughter renames herself the Curtain of Despair and decides to destroy the world by waking Tharizdun, as a reaction to her whole life being manipulated by the gods and Tharizdun being the one thing she can be certain will get the job of revenge against the gods done.
- Samsarrow tips off the PCs and they manage to stop Tharizdun being released.
- The Curtain of Despair realises that she has been betrayed by her mother and kills her and takes her domains. Then sets about her backup plan of destroying the gods most precious possession (the middle world) by replacing it with the shadowfell.
On with the show
So the PCs find themselves entering icy caves in the rock face to one side of the Curtain of Despairs castle.
Encounter 1 – Frozen Cave
The PCs enter a large ice covered cave, the floor and walls are covered with a strange rough blue ice. As they enter on the far side 6 skeletons with glowing blue hearts and 2 large ice elementals burst from the ice and the battle is on.
Blue Ice - Hazardous Terrain
Large areas of the cave are blue ice, whenever a creature without icewalk moves across the blue ice it starts to crack, once it is cracked each subsequent time a creature without icewalk enters the square there is a 50% chance it will break up.
Counter measure – move at speed 2 or make a DC 30 acrobatics check to be able to move at full speed without breaking ice.
Broken ice becomes difficult terrain and releases a blue mist at the start of each round, all creatures standing on Broken Ice take 15 cold, necrotic and poison damage.
Frozen Heart Skeleton Level 28 Soldier
Medium Natural Animate (undead) XP 13,000
Initiative +25 Senses Perception +14, darkvision
Broken Heart (cold) aura 1; activates when first bloodied; all creatures
entering or starting their turn inside aura take 10 cold damage
HP 260; Bloodied 130; see Broken Heart
AC 44; Fortitude 41, Reflex 40, Will 39
Immune disease, poison;
Resist 30 necrotic, 30 cold; Vulnerable 5 fire
Speed 6 (icewalk)

Attack +35 vs. AC; 3d8+15 cold damage (critical 6d6+39 cold damage);
on hit target is slowed (save ends)



Only while not bloodied; range 10/20; attack +35 vs. AC; 3d8+10 cold
damage; on hit target is restrained (save ends)

Close blast 3; attack +33 vs. Fortitude; 2d8+10 cold and necrotic
damage; on hit target takes 10 ongoing cold and necrotic damage (save
ends)
Alignment Unaligned Languages common
Skills Athletics +29
Str 30 (+24) Dex 28 (+23) Wis 10 (+14)
Con 27 (+22) Int 5 (+11) Cha 3 (+10)
Equipment frozen longsword, black ice shield
----
Ice Hewn Terror Level 29 Brute
Large Elemental Animate (construct, water) XP 15,000
Initiative +16 Senses Perception +12, darkvision
HP 330; Bloodied 165
AC 41; Fortitude 43, Reflex 40, Will 39
Immune disease, poison;
Resist 30 cold; Vulnerable 5 fire
Speed 5 (icewalk), charge 7

Reach 2; attack +34 vs. AC; 4d8+13 damage

Reach 2; attack +34 vs. AC; 4d8+20 damage; on hit secondary attack
+32 vs. Fortitude; on hit target is pushed 4 squares or knocked prone
(Terrors choice)

Prone target only; attack +34 vs. AC; 2d8+13 damage; on hit Terror may
shift 1 square; on miss target may shift 1 square (but remains prone)

Burst 2; enemies only; attack +34 vs. Will; on hit target is stunned (save
ends); hit or miss Terror makes a Cold Slam attack against each enemy
inside burst
Alignment Unaligned Languages common
Skills Athletics +32, Endurance +29
Str 36 (+27) Dex 14 (+16) Wis 6 (+12)
Con 30 (+24) Int 3 (+10) Cha 3 (+10)
This encounter went quite well, all the creatures got to act and some good damage was done. My group are pretty well optimised against undead so I count it as a victory whenever undead get to act instead of being stunned.
The Blue Ice terrain was pretty pointless, it was too slow a mechanic in too big a room. It would have worked a lot better either in a smaller room where movement would have been more restricted, or a room that the PCs have to come back to more than once so that on each return visit it gets more dangerous.
Encounter 2 – Frozen Tunnels
The PCs made their way into the mountain following icy tunnels that lead to a long corridor maybe 20ft wide hacked from the ice, a little way in front of them on either side a smaller tunnel branched off at ninety degrees. Ahead of them, maybe 120ft away they could see the tunnel widen into a small cave, in front of this was a pair of wooden barricades behind which 4 blue dwarves with icy beards were pointing crossbows at them and the battle was on.
The dwarves were guarding the entrance to the ice shaft that was accessed through a corridor behind them. Out of sight 4 dwarven tunnel fighters and a dwarven cleric of despair lay in wait to catch the interlopers in an ambush. With sound tactics and cover what could possibly go wrong?
The side tunnels quickly led to another cave with barricades in before rejoining the main tunnel at the far end. The dwarves were prepared to split up to engage the PCs if they split up and tried to flank them, or use the tunnels themselves.
Kaiden Pelter Level 29 Artillery
Medium Natural Humanoid (ice dwarf) XP 15,000
Initiative +24 Senses Perception +23, darkvision
Fearful Odour (fear) aura 1; Activates when first bloodied; all enemies
inside aura take a -4 penalty to attack rolls
HP 208; Bloodied 104; also see Fearful Odour
AC 41; Fortitude 41, Reflex 42, Will 39
Saving Throws +5 vs. poison
Speed 5 (icewalk)

Attack +34 vs. AC; 3d8+10 damage

Range 15/30; attack +36 vs. AC; 3d8+15 cold damage; on hit target takes
15 ongoing cold damage (save ends)

Area burst 2 within 20; attack +36 vs. AC; 4d10+15 cold damage; on hit
secondary attack +34 vs. Fortitude; on hit target is dazed (save ends)
Stable Footing
Kaiden may reduce all push, pull and slide effects it is subject to by 1
square, if an effect would knock Kaiden prone it may make an immediate
saving throw to remain standing
Fall Back (Immediate Reaction; encounter) ♦ enemy moves adjacent
When an enemy moves adjacent to Kaiden it may shift 5 squares as an
immediate reaction
Alignment Evil Languages common, dwarven
Skills Athletics +27, Dungeoneering +23, Thievery +29
Str 26 (+22) Dex 30 (+24) Wis 18 (+18)
Con 28 (+23) Int 10 (+14) Cha 16 (+17)
Equipment short sword, ice crossbow, chainmail
----
Kaiden Tunnel Fighter Level 30 Soldier
Medium Natural Humanoid (ice dwarf) XP 19,000
Initiative +19 Senses Perception +23, darkvision
Numb Bones (cold) aura 1; All enemies starting their turn inside aura are
slowed until the start of their next turn
HP 280; Bloodied 140
AC 46; Fortitude 44, Reflex 41, Will 42
Saving Throws +5 vs. Poison
Speed 5 (icewalk)

Attack +37 vs. AC; 3d8+20 damage (critical 6d8+44 damage); hit or miss
target is marked until the start of Tunnel Fighters next turn

4 attacks against the same target; attack +35 vs. AC; 1d10+10 damage;
if 2 attacks hit the target takes a -1 penalty to AC until the end of the
encounter, if 3 attacks hit the target instead dazed (save ends) and takes
a -2 penalty to AC until the end of the encounter, if all 4 attacks hit the
target is instead stunned (save ends) and takes a -2 penalty to AC until
the end of the encounter

If an enemy marked by Tunnel Fighter shifts Tunnel Fighter may take a
Pick Strike attack against the triggering target; on hit the target is
immobilised (save ends)
True Strike (Free; encounter) ♦ triggered action
When Tunnel Fighter hits with a melee attack the attack is converted to a
critical hit
Alignment Evil Languages common, dwarven
Skills Athletics +31, Dungeoneering +23, Endurance +30
Str 32 (+26) Dex 14 (+17) Wis 16 (+18)
Con 30 (+25) Int 10 (+15) Cha 14 (+17)
Equipment kaiden pick, platmail, shield
----
Kaiden Cleric of Despair Level 29 Controller (Leader)
Medium Natural Humanoid (ice dwarf) XP 15,000
Initiative +22 Senses Perception +26
Disturbing Presence (fear) aura 3; All enemies inside the aura take a -2
penalty to attack rolls and saving throws
HP 270; Bloodied 135
AC 43; Fortitude 41, Reflex 41, Will 42
Resist 10 radiant, 10 necrotic
Saving Throws +5 vs. Poison
Speed 5 (icewalk)

Attack +34 vs. AC; 3d6+20 damage

Range 10/20; attack +33 vs. Fortitude; 2d10+15 necrotic damage; on hit
target takes 10 ongoing psychic damage and Cleric slides the target 3
squares at the beginning of its turn (save ends both)



Range 10; attack +33 vs. Will; 3d10+19 necrotic damage; on hit target
moves its speed away from the Cleric by the safest route, and may not
move into any square closer to the cleric (save ends)




Burst 5; Cleric or 1 ally in burst; Cleric or ally regains 50 HPs

Area burst 3 within 15; enemies only; attack +33 vs. Will; 3d6+14 necrotic
damage; on hit target is dazed (save ends)
Alignment Evil Languages common, dwarven
Skills Dungeoneering +26, Endurance +28, Intimidate +29, Religion +20
Str 24 (+21) Dex 26 (+22) Wis 24 (+21)
Con 28 (+23) Int 12 (+15) Cha 30 (+24)
Equipment kaiden pick, holy symbol, chainmail
This should have been a tough but dynamic encounter, the PCs had the choice of either heading down a heavily defended position or flanking to try and gain an advantage.
It all started as planned with the PCs scrambling for cover in the side tunnels while taking shattering shots that dazed them. This allowed two of the tunnel fighters to advance to act as a shield for the crossbowmen. Then it all went horribly wrong as the PCs recovered from their panic and went on the attack.
Try and imagine the dwarves surprise when the cleric used Angelic Hosts so that a swarm of angels flew into the corridor and carried everyone 8 squares, then he dropped a large fire zone right over the dwarves defensive position. The Paladin took this opportunity to fly forward himself landing behind the barricades and used Champions Call to drag the archers and remaining tunnel fighters around him. It was a bold and decisive move from the PCs and an absolute disaster for the bad guys.
Panic ensued and the archers actually used run actions to try and escape the paladin and the fire, the cleric of despair was completely useless against the paladin (angel) who has heavy necrotic resistance and is immune to fear, all the cleric could do was heal himself and try to keep out of the flames. Cut off from their support and no form of defensive line the dwarves went down quickly, they never knew what hit them.
Encounter 3 – Ice Chimney
A short ice corridor led the PCs to the base of a very tall shaft cut from the rock and ice, this was the 400ft tall ice chimney they were looking for that led to the upper reaches of the castle. Spiralling around the cold walls a narrow 10ft wide path cut into the stone or built out in thick ice was their only means of ascent. Above them at 200ft and 300ft they could see narrow ice bridges crossing the shaft that would need to be crossed carefully.
At various levels along the path were heavy wooden doors with iron grates above them. This shaft was obviously someway of maintaining airflow through the castle but the PCs were wary of being ambushed from the doorways so they started their ascent carefully, stopping at each door they came to to disable the locks.
When two of PCs (the paladin and the rogue) had crossed the first ice bridge (200ft above the ground) and the ranger was nearly across there was a cracking sound from high above and several huge chunks of ice came crashing down from the ceiling smashing the two ice bridges, the ranger made a quick acrobatics check to dive out of the way and onto the ledge. This left the group separated across a roughly 40ft gap, 200ft in the air, and from high above them they could see 3 large flying glistening black dragon like creatures swooping down to attack.
Black Ice Wyrm Level 29 Elite Brute
Large Shadow Beast (dragon) XP 30,000
Initiative +24 Senses Perception +15, darkvision
HP 652; Bloodied 326
AC 41; Fortitude 42, Reflex 42, Will 40
Resist 15 cold;
Vulnerable 10 fire, also see Fire to Ice
Saving Throws +2
Speed 6, fly 10 (hover)
Action Points 1

Reach 2; attack +32 vs. AC; 3d8+15 cold damage; on hit target takes 20
ongoing cold damage (save ends)

Reach 2; attack +32 vs. AC; 2d6+15 damage; on hit slide target 1 square

Wyrm makes a Bite and a Claw attack

Wyrm flies 10 squares and may make 1 Bite or Claw attack at any point,
this movement does not provoke opportunity attacks from its target



Close blast 5; attack +30 vs. Fortitude; 4d10+20 cold and necrotic
damage; on hit target loses any cold or necrotic resistance (save ends);
on miss half damage

Close blast 5; enemies only; attack +30 vs. Fortitude; 1d10+20 necrotic
damage; on hit target loses a healing surge and is weakened (save ends)
Fire to Ice (Free) ♦ triggered action
Whenever Wyrm takes fire damage it may make an immediate free
recharge roll for its Black Ice Breath power
Alignment Evil Languages draconic, common, dwarven
Skills Athletics +29, Dungeoneering +20, Intimidate +22
Str 30 (+24) Dex 30 (+24) Wis 12 (+15)
Con 26 (+22) Int 16 (+17) Cha 16 (+17)
This turned out to be a brilliant encounter. The PCs tried to maintain their advance up the winding path while fighting off the Wyrms. The rogue went ahead an concentrated on disabling all the locks, pausing only briefly to leap from a ledge down onto one of the Wyrms backs (using close quarters) and stabbing it repeatedly and grounding it reach of the rest of the party. The warlock used his Wings of the Fiend to take to the air to combat the Wyrms and use his powers to keep them from concentrating on one target.
The paladin very stylishly stood out at the edge of a destroyed ice bridge and used champions call to drag the Wyrms away from the party and next to him which was cinematically brilliant. The cleric staunchly and tenaciously (with a little initial support from the paladin) used ropes fastened to a vicious sword struck into the ice to climb between levels instead of foolishly attempting to jump. While the rogue stunted his way across a destroyed bridge by leaping and teleporting, the ranger amazed everybody with an amazing athletics check (which he isn’t trained in) to leap 40ft over a 300ft drop to cross the final bridge.
As the Group were nearing the top sole surviving Wyrm raised the alarm at the top door (for some reason the group were surprised to find out the Wyrms could speak common) and some shadar kai minions came out to investigate. Finally the battle was done and the PCs ended the encounter looking down a short corridor into the bleak castle, they were in.
Encounter 4 – Fighting Through The Castle
This encounter was loosely based on trying to get the feel of the old games workshop game “space hulk”. I had prepared an elaborate corridor and room layout that the PCs must find their way through to find a set of iron doors that they knew would lead them in the right direction. To hinder them I had an infinite number of minions, two Shadar Kai Pain Mages and a nasty surprise in the shape of an insubstantial phasing Dark Seeker.
It didn’t take long for the PCs to realise that they couldn’t just form a defensive line in the first room and kill everything so they split up and started exploring to find the right route. Splitting into two groups they fought their way forward while defending their rear, one room at a time. It was nice to see the importance of opening doors/closing doors.
The minions were only level 26 so weren’t really a threat at all against the highly armoured defenders and leaders but the Dark Seeker was a surprise, especially with its aura that turned enemy necrotic resistance into a stacking +2 bonus to all its defences.
The players got through about half the prepared map before I realised that it was taking far too long and as they had already faced all the non minion threats I discarded my map and moved the entrance they were looking for to the next room. It was fair enough, I had done some damage and they had expended all the non encounter resources they were going to so there was no real reason not to move the action on.
Shadar Kai Soldier Level 26 Minion
Medium Shadow Humanoid XP 2,250
Initiative +18 Senses Perception +16
HP 1; a missed attack never damages a minion.
AC 40; Fortitude 39, Reflex 38, Will 38
Speed 5

Reach 2; attack +31 vs. AC; 16 damage

When Soldier is missed by a melee attack it may shift 1 square and make a
Chain Lash attack against the triggering enemy
Alignment Evil Languages common
Str 29 (+22) Dex 20 (+18) Wis 16 (+16)
Con 26 (+21) Int 12 (+14) Cha 10 (+13)
Equipment spiked chain, leather armour
----
Shadar Kai Skirmisher Level 26 Minion
Medium Shadow Humanoid XP 2,250
Initiative +22 Senses Perception +15
HP 1; a missed attack never damages a minion.
AC 40; Fortitude 38, Reflex 39, Will 38
Speed 6

Attack +31 vs. AC; 12 damage

Range 6/12; attack +31 vs. AC; 15 damage
Side Step (Immediate Reaction; at-will) ♦ triggered action
When missed by any attack Skirmisher may shift 1 square as an immediate
reaction
Alignment Evil Languages common
Str 24 (+20) Dex 29 (+22) Wis 14 (+15)
Con 26 (+21) Int 12 (+14) Cha 10 (+13)
Equipment throwing spears, leather armour
----
Shadar Kai Pain Mage Level 28 Artillery
Medium Shadow Humanoid XP 13,000
Initiative +17 Senses Perception +19, darkvision
HP 202; Bloodied 101
AC 40; Fortitude 40, Reflex 39, Will 41
Immune fear
Speed 6

Attack +33 vs. AC; 2d6+18 damage

Range 20; 1 or 2 targets; attack +33 vs. Fortitude; 3d6+14 necrotic
damage; on hit target is slowed (save ends)



Range 20; attack +33 vs. Will; 2d8+18 necrotic damage; on hit target
loses a healing surge and Mage regains a number of HPs equal to the
targets healing surge

Range 15; attack +33 vs. Fortitude; 4d8+18 necrotic damage; on hit
target is stunned (save ends)
Alignment Evil Languages common
Skills Arcana +23, Endurance +28, Intimidate +29, Stealth +22
Str 18 (+18) Dex 16 (+17) Wis 20 (+19)
Con 28 (+23) Int 18 (+18) Cha 30 (+24)
Equipment skull orb, dagger
----
Dark Seeker Level 30 Lurker
Medium Shadow Humanoid (undead) XP 19,000
Initiative +30 Senses Perception +29, truesight 20
Necrotic Consumption (necrotic) aura 1; All enemies inside aura lose any
necrotic resistance, Seeker gains a +2 bonus to all defences for each
creature inside its aura that is losing necrotic resistance in this way
HP 180; Bloodied 90
AC 44; Fortitude 38, Reflex 44, Will 42
Immune disease, poison;
Resist 30 necrotic, insubstantial;
Vulnerable 10 radiant, also see Darkness from Light
Speed fly 8 (hover), phasing
Empowered Undead ♦ trait
Seeker cannot be knocked prone or be stunned, any effect that would
stun seeker instead dazes it for the appropriate duration
Lurking Threat ♦ trait
Seeker is invisible until it makes its first attack in an encounter

Attack +33 vs. Reflex; 3d6+20 necrotic damage; on hit target is
immobilised (save ends)

Immobilised target only; attack +33 vs. Fortitude; 3d10+20 necrotic
damage; on hit target loses a healing surge and is weakened (save ends)

When Seeker takes radiant damage all adjacent enemies take 15 necrotic
damage and are blinded until the end of Seekers next turn
Alignment Evil Languages common
Skills Arcana +24, Religion +24, Stealth +31
Str 18 (+19) Dex 32 (+26) Wis 28 (+24)
Con 20 (+20) Int 18 (+19) Cha 3 (+11)
Encounter 5 – Assassins Den
They passed through an iron doorway with an inscription on it that read “those who enter here abandon their souls” or words to that effect and found themselves in a large chamber with a series of stepped stone seating on either side and at the far end a huge (really huge) fire place. In front of the fireplace was a large couch, a couple of tables and a heavy high backed chair facing the roaring black fire.
On either side at the top of the stone seating stood two shadar kai wearing elaborate dark leather armour, wearing shortbows, rapiers and daggers. Between themselves and the high backed chair were two large black hounds and leaning against the fireplace was a shadar kai wearing elaborate silks over leather armour with 2 shadowy daggers on his belt.
The doors snapped shut behind the PCs and the head of a young girl appeared over the back of the chair, “Look, our dinner has arrived” she said as the PCs realised this shadar kai child had empty eye sockets but was still looking directly at them, at this point they also realised they were in some sort of demoralising aura that stopped them spending action points and halves power bonuses. The elaborately dressed shadar kai chided the child for being rude and announced himself as Reegor the master assassin and stated that it would be his pleasure to see the PCs lying dead before him. And the battle was on.
Shadar Kai Emotional Sink Level 28 Controller
Medium Shadow Humanoid (blind) XP 13,000
Initiative +19 Senses Perception +24, blindsight
HP 256; Bloodied 128
AC 42; Fortitude 39, Reflex 40, Will 42
Immune fear, gaze;
Resist 10 psychic also see Soul of Shadow
Saving Throws automatically succeeds any saving throw roll
Speed 7
Dampen Spirits ♦ trait
Aura 10; all enemies inside aura gain only half benefit from power bonuses
(round down) and cannot spend action points
Soul of Shadow ♦ trait
When hit by a non critical ranged, close or area attack Shadar Kai
becomes momentarily insubstantial and takes only half damage from the
attack

Attack +31 vs. AC; 3d6+10 cold damage; on hit target is stunned (save
ends)

Range 10; attack +32 vs. Fortitude; 3d8+18 necrotic damage; on hit
target is weakened (save ends)

minor
Area burst 2 within 15; enemies only; attack +32 vs. Will; 4d6+13 necrotic
damage; on hit target is blinded (save ends); hit or miss creates a zone
that blocks line of sight for enemies, all enemies inside zone take a -2
penalty to saving throws and cannot spend healing surges; Shadar Kai
may move this zone 3 squares as a move action; minor action to sustain
the zone
Cleanse Essence (Minor; at-will) ♦ 1/round
Shadar Kai transfers any number of ongoing effects from a single ally
inside its Dampen Spirits aura to itself
Alignment Evil Languages common
Skills Endurance +26, History +28, Religion +28, Stealth +24
Str 16 (+17) Dex 20 (+19) Wis 20 (+19)
Con 24 (+21) Int 28 (+23) Cha 30 (+24)
Equipment staff, tattered robes
----
Shadar Kai Assassin Level 28 Skirmisher
Medium Shadow Humanoid XP 13,000
Initiative +26 Senses Perception +25, darkvision
HP 260; Bloodied 130
AC 42; Fortitude 40, Reflex 42, Will 41
Immune fear
Speed 6
Quick Draw ♦ trait
Assassin may stow and draw weapons as a free action before making an
attack on its turn

Attack +33 vs. AC; 3d8+18 damage (19/20 critical 4d8+42 damage and
the target takes 15 ongoing bleeding damage (save ends))

Attack +31 vs. Reflex; 1d6+10 damage; hit or miss Assassin may shift 1
square

Range 10/20; attack +33 vs. AC; 4d8+18 damage (19/20 critical 4d8+50
damage); on hit target is slowed and takes 15 ongoing poison damage
(save ends both)
Assassins Eye (Free; encounter) ♦ triggered action
When Assassin misses with an attack it may reroll the attack with a +5
bonus
True Strike (Free; encounter) ♦ triggered action
When Assassin hits with an attack it is converted to a critical hit
Alignment Evil Languages common
Skills Acrobatics +29, Endurance +28, Stealth +29, Thievery +29
Str 22 (+20) Dex 30 (+24) Wis 22 (+20)
Con 28 (+23) Int 20 (+19) Cha 28 (+23)
Equipment shortbow, rapier, dagger
----
Reegor Shadar Kai Master Assassin Level 29 Elite Lurker
Medium Shadow Humanoid XP 30,000
Initiative +32 Senses Perception +26, darkvision, truesight 10
HP 400; Bloodied 200; see Bloodied Revival
AC 43; Fortitude 42, Reflex 42, Will 42
Immune fear;
Resist 30 poison, 15 necrotic
Saving Throws +2
Speed 8 also see Into Thin Air
Action Points 1
Into Thin Air ♦ Trait
Whenever Reegor moves at least 3 squares as part of one action he
becomes invisible until he makes an attack or the start of his next turn

Attack +34 vs. AC; 3d8+19 damage (18/20 critical 5d8+19 damage and
the target takes a -2 penalty to all defences (save ends))

Reegor makes 2 Dagger Strike attacks and may shift 2 squares between
attacks

Attack +32 vs. Fortitude; on hit target is reduced to -1 HPs; on miss
target takes their bloodied value in necrotic damage

Reegor makes 4 attacks against the same target;
1: Attack +34 vs. AC; 4d10+25 damage
2: Attack +32 vs. Fortitude; on hit target is stunned (save ends)
3: Attack +32 vs. Reflex; on hit target takes 15 ongoing poison damage, if
target is already taking poison damage this attack instead increases the
number of saves required to end the effect by 1
4: Attack +32 vs. Will; on hit slide target 5 squares and target is knocked
prone

Range 5/10; attack +32 vs. Reflex; 1d12+10 damage



Close blast 5; enemies only; attack +32 vs. Reflex; 3d6+14 damage; on hit
target takes 15 ongoing poison damage (save ends)
Nimble Footing (Minor; at-will)
Reegor shifts 1 square as a minor action
Assassins Eye (Free; recharge

When Reegor misses with an attack he may reroll the attack with a +5
bonus
True Strike (Free; encounter) ♦ triggered action
When Reegor hits with an attack it is converted to a critical hit
Bloodied Revival (Free) ♦ triggered action
When first bloodied Reegor regains 100 HPs and his Slaying Strike power
recharges
Alignment Evil Languages common, dwarven
Skills Acrobatics +29, Bluff +29, Dungeoneering +26, Endurance +29,
Stealth +29, Streetwise +29, Thievery +29
Str 26 (+22) Dex 30 (+24) Wis 24 (+21)
Con 30 (+24) Int 22 (+20) Cha 30 (+24)
Equipment slaying daggers, ring of truesight (10)
----
Shadow Sentinel Level 28 Soldier
Large Shadow Beast (hound) XP 13,000
Initiative +19 Senses Perception +19, darkvision
HP 260; Bloodied 130
AC 46; Fortitude 40, Reflex 39, Will 39
Vulnerable 5 radiant, also see Radiant Reaction
Speed 7, charge 9
Active Threat ♦ trait
Aura 2; all enemies inside the aura who shift provoke an opportunity
attack from the Shadow Sentinel

Reach 2; attack +33 vs. AC; 3d10+18 damage; on hit target is knocked
prone, if target is already prone it is instead dazed until the end of its next
turn

Close blast 4; enemies only; attack +33 vs. Will; 2d12+20 necrotic and
poison damage; on hit target is immobilised (save ends)
Radiant Reaction (Free) ♦ triggered action
Whenever Sentinel takes radiant damage its Paralysing Breath power
recharges
Alignment Unaligned
Skills Athletics +28, Endurance +27, Stealth +22
Str 28 (+23) Dex 16 (+17) Wis 10 (+14)
Con 26 (+22) Int 5 (+11) Cha 3 (+10)
This was another great fight and one that the PCs could not use quick brute force alone to push aside. The Shadow Sentinels tried to head the defenders off and keep them pinned while the Assassins started at range before coming forward in stages to enter melee and keep the PCs from approaching the Emotional Sink.
Reegor quickly became invisible then hit the warlord with Slaying Strike dropping him instantly, of course the cleric used Sanctified Revival (which brought him back at full hit points, standing with a +2 bonus to attack rolls and all defences until the end of the encounter). There were a few tense rounds while big damage was done and the assassins used their Assassins Strike and True Strike powers to make every hit hurt. But eventually the PCs realised that everything would be so much easier if they killed the little girl, once she found herself in melee range she was cut down very quickly and that was the turning point as action points became available and the Order Of Elites clicked into top gear.
Still it was a bloody fight, while they looted the ring of truesight from Reegors dead finger the ranger spotted that the fireplace was a secret door. This was opened to reveal a set of stairs leading up. Was the Curtain of Despair waiting in the next room? Buoyed by their steady progress they raced up the stairs to find out.
Encounter 6 – Hall of Hatred
The PCs crested the stairs to find themselves in another large and simple hall, dominated by the headless body of a woman in tattered black robes strung from the high ceiling by a pair of heavy chains. The Raven Queen!
Underneath the headless trophy stood four heavily muscled shadar kai with long spiked chains, and at the far end of the room was a 10ft high raised platform that lead to a set of iron doors. On the platform stood an identical looking little girl to the one from the previous room, guarded by two shadar Kai assassins. There was also Angel with an almost featureless face and heavy black feathered wings carrying a black longspear.
“Quiver in the presence of your dead god and prepare to share her fate. I am Kalad Angel of Hatred, I am your doom” the angel boomed and the battle was on.
Kalad, Angel of Hatred Level 29 Elite Skirmisher
Medium Immortal Humanoid XP 30,000
Initiative +25 Senses Perception +24, darkvision
HP 532; Bloodied 266, also see Spear of Revenge
AC 44; Fortitude 42, Reflex 42, Will 41
Immune fear;
Resist 20 cold, 20 radiant
Saving Throws +2
Speed 6, fly 10 (hover)
Action Points 1

Reach 2; attack +34 vs. AC; 4d6+20 damage; if Angel has combat
advantage this attack deals 4d10+20 damage




Angel makes 2 Longspear Thrust attacks against the same target; if both
hit the target is also dominated (save ends)

Range 6/12; attack +34 vs. AC; 3d6+20 damage; on hit target is slowed
(save ends)

Burst 3; enemies only; attack +32 vs. Will; on hit target gains a copy all
ongoing effects the Angel is currently subject to for the appropriate
durations



Area Burst 1 within 10; enemies only attack +32 vs. Will; 3d6+14 radiant
damage; on hit target cannot use daily or item powers (save ends)
Swift Wings (Move; encounter)
Angel shifts 6 squares as a move action

When Angel is reduced to 0 HPs its spear turns into a stream of radiant
energy that spirals out and attacks all enemies inside burst 10; attack +32
vs. Fortitude; 30 radiant damage
Alignment Evil Languages supernal
Skills Acrobatics +28, Athletics +29, Religion +22
Str 30 (+24) Dex 28 (+23) Wis 20 (+19)
Con 26 (+22) Int 16 (+17) Cha 14 (+16)
Equipment longspear
----
Shadar Kai, Hate Bearer Level 29 Brute
Medium Shadow Humanoid XP 15,000
Initiative +22 Senses Perception +18, darkvision
HP 325; Bloodied 162; see Feel the Hate
AC 41; Fortitude 42, Reflex 41, Will 40
Immune fear
Speed 6

Reach 3; attack +34 vs. AC; 4d6+20 damage; on hit target takes 15
ongoing bleeding damage, if target is already taking ongoing bleeding
damage the number of saves required to end the effect increases by 1



Reach 3; attack +32 vs. Reflex; 2d8+15 damage; on hit target is grabbed
(escape ends) and target takes a secondary attack +32 vs. Fortitude;
2d8+15 damage; on hit Shadar Kai moves up to 6 squares and pulls its
target as it moves, at the end of this movement if the target has been
pulled at least 1 square it is knocked prone and released from the grab
Shake It Off (Minor; encounter)
Shadar Kai makes a saving throw with a +2 bonus against any one effect
a save can end
Feel the Hate (Free) ♦ triggered action
When Shadar Kai is first bloodied all enemies within 10 squares taking
ongoing bleeding damage take an equal amount of damage
Alignment Evil Languages common
Skills Athletics +29, Endurance +26, Stealth +27
Str 30 (+24) Dex 26 (+22) Wis 18 (+18)
Con 25 (+21) Int 12 (+15) Cha 10 (+14)
Equipment spiked chain
This was another reasonable fight, but the Order of Elites were in no mood for chit chat and weren’t going to be put off from taking out the Emotional Sink as quickly as possible this time.
The Hate Bearers were unceremoniously dealt with by the paladins Call of Champions, Stunning Smite combo which effectively took 3 of them out of the fight. The rogue made sure to reach the Emotional Sink at all costs and with a little support cut her down. Meanwhile the rest of the group set about the other threats.
The Angel of Hatred put up a reasonable show, using Blast of Hatred a couple of times, but it didn’t once hit twice with its Control Hatred dominate power. I actually think that the Angel of Hatred is underpowered as a creature but all in all the encounter was enjoyable and did its job.
After the encounter the Raven Queens body was cut down and their was a slightly comical moment when the Paladin retrieved the Raven Queens head from his bag (you would be amazed what he has in their!) and held it against the fleshy stub of her neck as the rest of the group watched wide eyed and dumbstruck. Nothing happened so back in the bag they went.
The iron doors opened to reveal another set of stairs leading up sharply, but this time above them they could see the grey shadowfell sky. They had reached the castles roof. Surely their nemesis would be waiting.
Encounter 7 – Up On The Roof
The PCs emerged onto the grey stone flat roof of the castle, on three sides the unprotected edge dropped away to courtyards and the castle walls below, a drop of about 400ft. The fourth side was built into the solid rock and ice of the mountain reaching up a further couple of hundred feet. A 20ft by 20ft stub tower marked each corner with a steep set of narrow stairs leading to a gap in their crenulations.
At the centre of the paved roof a roughly 20ft diameter domed cylinder of pulsing elemental energy churned ominously underneath the sullen shadowfell sky. Standing on the top of this cylinder stood a creature with twisted flesh wrapped fraying bandages with large leathery wings and an oversized greatsword while below were four smaller but similar creatures wielding executioners axes. The paladin instantly recognised these as Sorrowsworn, the Raven Queens old agents of fate now in the service of the Curtain of Despair.
Surely this was the final confrontation before the Curtain of Despair herself, with silent resolve the battle began. Only when the Paladin started his move forward did he notice in the towers four groups of four dwarven sharpshooters, but it was too late and he was committed to face his one time allies the Sorrowsworn.
Sorrowsworn Executioner Level 29 Soldier
Medium Shadow Humanoid XP 15,000
Initiative +26 Senses Perception +26, darkvision
HP 270; Bloodied 135
AC 45; Fortitude 42, Reflex 41, Will 41
Immune fear
Saving Throws +2 vs. none damage effects
Speed 8, fly 6 (hover)
Bleak Visage ♦ trait, fear
Melee and ranged attacks against the Sorrowsworn take a -2 penalty to
their attack roll

Attack +34 vs. AC; 4d8+19 psychic damage (critical 8d8+51 psychic
damage); hit or miss target is marked until the start of Sorrowsworns next
turn

1 enemy inside burst 10; target is teleport to any free square adjacent to
Sorrowsworn, target may not teleport (save ends)
Executioners Axe (Minor; recharge 6)
Sorrowsworn gains a +5 bonus to its next attack roll this turn and deals an
additional 2d8 psychic damage if the attacks hits
Alignment Evil Languages common
Skills Insight +26, Intimidate +28
Str 28 (+23) Dex 26 (+22) Wis 24 (+21)
Con 30 (+24) Int 20 (+19) Cha 28 (+23)
Equipment robes, executioners axe
----
Sorrowsworn Berserker Level 30 Elite Brute
Large Shadow Humanoid XP 38,000
Initiative +30 Senses Perception +23, darkvision
HP 680; Bloodied 340
AC 42; Fortitude 44, Reflex 43, Will 40
Immune fear
Saving Throws +2 vs. non damage effects
Speed 10, fly 10 (hover)
Action Points 1
Bleak Visage ♦ trait, fear
Melee and ranged attacks against the Sorrowsworn take a -2 penalty to
their attack roll
Mobile Fighter ♦ trait
Sorrowsworn gains a +4 bonus to all defences against opportunity attacks

Reach 3; attack +35 vs. AC; 4d12+20 psychic damage (critical 6d10+68
psychic damage and the target is knocked prone)

Sorrowsworn makes 2 Sword Hack attacks against the same target, if the
first attack misses it gains a +5 bonus to its second attack roll



Primary target; Sorrowsworn moves up to 8 squares attacks a primary
target; attack +32 vs. Fortitude; 2d10+15 damage; on hit target is
pushed 1 square and knocked prone; hit or miss Sorrowsworn moves up to
6 squares attacks a secondary target; attack +32 vs. Fortitude; 2d10+15
damage; on hit target is pushed 1 square and knocked prone; hit or miss
Sorrowsworn moves up to 4 squares and makes a Sword Hack attack
against a tertiary target

Sorrowsworn makes a Sword Hack attack against all enemies within reach;
on hit target is dazed (save ends)
Alignment Evil Languages common
Skills Athletics +31, Intimidate +25
Str 32 (+26) Dex 30 (+25) Wis 16 (+18)
Con 30 (+25) Int 12 (+16) Cha 20 (+20)
Equipment robes, oversized greatsword
----
Kaiden Sharpshooter Level 29 Minion
Medium Natural Humanoid (ice dwarf) XP 3,750
Initiative +24 Senses Perception +24
HP 1; a missed attack never damages a minion.
AC 43; Fortitude 41, Reflex 42, Will 41
Immune fear
Speed 5
Duck and Cover ♦ trait
Sharpshooter gains a +4 bonus to all defences against close or area
attacks

Attack +34 vs. AC; 15 damage

Range 15/30; attack +36 vs. AC; 18 damage
Alignment Evil Languages common, dwarven
Skills Athletics +27, Endurance +28
Str 26 (+22) Dex 30 (+24) Wis 20 (+19)
Con 28 (+23) Int 12 (+15) Cha 16 (+17)
Equipment crossbow, shortsword, heavy armour
Again this was primarily a short but brutal fight, with the PCs unleashing their small amount of chain stunning to lockdown multiple enemies. The Berserker did a respectable amount of damage but morale was high in the Order of Elites and success in their minds was never in doubt.
Amusingly, and on the fly, when a PC started its turn next to the elemental cylinder I had them make an insight check on success they got an overwhelming feeling of being examined closely. This should have been enough to warn them not to stay where they were. Near the end of the fight the ranger didn’t move away, at the start of his next turn he received an attack vs. Will that went through his mind like a paper bag. He knew it was wrong but he couldn’t help but twin shot the Warlock, who turned around and gave him a piece of his mind but could see he was under a dominate effect more than likely coming from inside the elemental cylinder.
The Warlords answer to this was to attempt to bulrush the ranger away from the cylinder. The image of a large human warrior in platemail and shield charging headlong at a lithe lightly armoured elf and failing was hilarious. Especially as that meant that there were now two of them next to the cylinder and theoretically open to dominate. Coldly the Warlock muttered to himself under his breath and targeted them both with Spiteful Darts, hitting them both and pushing them away.
When the Sorrowsworn had been defeated most of the party withdrew down the stairs they had reached the roof by, shielding them from the crossbowmens attacks, while the paladin and the Warlock stayed up top systematically killing them.
Throughout the encounter Tellis (warlock) had been in sporadic communication with Victor in the group heading for the Soul Reservoir by the use of magical talking stones.
The first communication had informed Tellis that the group were almost at the location of the Reservoir.
The Second was a short worried exchange where Victor had started by saying that there was a problem. The biggest dragon he has ever seen was guarding the Reservoir and there was no way he and his two remaining colleagues could hope to defeat it. He thought is might be a young apocalypse dragon, but they were thought extinct since the dawn war. This was cut short by Victor suddenly shouting “its seen us, quick run, for god sake run…….arrrrrgh!”
A few turns later (when the Sorrowsworn had been defeated and the Crossbowmen were being mopped up) there was a final short conversation where Victor said that everything was alright now because the dragon had flown away. They were heading to the reservoir (ooooh theres a lot of power here, why don’t we keep some of it? No, I suppose not, sorry), we should have it shut down very soon.
As the encounter ended and the final dwarf was cut down I informed the players that they had reached level 30 (hurrah!) but then added that there was a heavy flapping of wings and a gargantuan white dragon sheathed in a swirling vortex of ice and sleet came tearing up into view over the side of the castle. Within the haze of wind and ice the PCs could make out a solitary rider, one PC vaguely recognised it from somewhere then jaws dropped with the realisation of who it was. Trip Trip, the god hunter!
Who is this Trip Trip guy?
Trip Trip was someone that half the party met when they were 8th level. He was a heavily tattooed, feral looking elf who sought the PCs out as he had learned that they had a great future. (DM wise he was one of a small number of brief encounters I slipped in to the game to give the players a sense of what Epic characters were like, and to establish that they had a place in world but were also strangely alien to it). Trip Trip made a big impression with my players even though the brief conversation they had with him at the time was confusing and stilted.
Trip Trips answer to most questions, and the catchphrase that made him memorable, was “I travel, I kill”. By the end of the conversation half the group had made a verbal pact with him that “when you kill gods, Trip Trip will be there”, “You kill gods, I kill gods”.
At the time the concept of killing gods was unimaginable to the PCs and they had no idea that they would ever be involved in such actions. So overtime they forgot their bargain and the PCs and Trip Trips paths never crossed again.
Whats all this got to do with the plot?
What must have happened is that Trip Trip got tired of waiting so maybe tried to take on the Curtain of Despair himself. It doesn’t look like that went well, and now he seems to be on the wrong side.
Cliff Hanger
So as we left it next time the party will be facing an Apocalypse Dragon (not seen since the Dawn War) and their one time ally Trip Trip (an epic level God Hunter). Maybe then their ultimate adversary the Curtain of Despair will show herself to end this one way or another?
Tune in next time to find out.