Encounter 8
The gargantuan (5x6 squares) white dragon with its surprise rider swooshed over the edge of the castle and landed with heavy thud coating the ground around it with a heavy cracking frost. From within the swirling sleet storm that surrounded it the two exposed PCs could see its forearms moving and gesticulating, it was casting a spell!
Two bolts of frozen lightning shot from its claws dazing the paladin but somehow missing the warlock. Shortly after Trip Trip hopped off the dragons back and targeted the Paladin with his Decidal Eye then transformed his greatsword into a greatbow and fired a shot at the paladin that had a glowing chord attached to it. The shot hit but the chord snapped when Trip Trip tried to apply force to it.
The PCs regrouped at the top of the stairway, placing the churning elemental shield between themselves and the dragon. There they buffed themselves and started devising a plan of attack as this was going to be a hard fight…
Vapith - White Dragon Form Level 32 Solo Soldier
Gargantuan Immortal Magical Beast (Apocalypse Dragon) XP 135,000
Initiative +40 Senses Perception +32, darkvision
HP 1,500; Bloodied 750; see Apocalypse Now
AC 48; Fortitude 49, Reflex 45, Will 44
Immune environmental cold effects
Saving Throws +5, Vapith may make an unmodified save against any one
effect (including none save ends powers) at the start of its turn
Speed 8 (icewalk), fly 12 (hover)
Action Points 2
Raging Blizzard (aura) ♦ trait, cold
Aura 5; All creatures entering or starting their turn inside aura take 30
cold damage; the ground is considered difficult terrain for creatures
without icewalk and flying creatures other than Vapith move at half
speed; all creatures inside the aura gain concealment against ranged
attacks from outside the aura
Bite (Standard; at-will)
Reach 3; attack +37 vs. AC; 4d8+22 damage (critical 6d10+54 damage)
Claw Slash (Standard; at-will)
Reach 3; attack +37 vs. AC; 2d8+14 damage (critical 2d8+30 damage)
Dragon Fury (Standard; at-will)
Vapith makes 2 claw attacks and a Bite attack against the same target; if
both Claw attacks hit Vapith gains combat advantage against the target
for its Bite attack
Cold Lightning (Standard; recharge 
) ♦ cold, lightning
Range 30; 1, 2 or 3 targets; attack +37 vs. Reflex; 3d6+14 cold and
lightning damage; on hit target is dazed (save ends)
Numbing Breath (Standard; recharge 
) ♦ cold
Close blast 7; attack +36 vs. Reflex; 4d6+20 cold damage; on hit
secondary attack +35 vs. Fortitude; on hit target loses all cold resistance
until the end of the encounter; on miss target takes 20 ongoing cold
damage (save ends)
Hurricane Blast (Standard; encounter)
Close Blast 10; attack +37 vs. Fortitude; 2d10+24 damage; on hit target
is pushed 12 squares and knocked prone; on miss target is pushed 6
squares; hit or miss Vapith may shift 4 squares
Tail Slam (Immediate Reaction; recharge
) ♦ triggered action
When enemy enters a square adjacent to Vapith it takes the following
attack; attack +35 vs. Reflex; 2d10+22 damage; on hit target is pushed 8
squares and knocked prone
Apocalypse Now (Free; encounter) ♦ triggered action, fear
When bloodied Vapith transforms into Apocalypse Dragon form, loses all
ongoing effects and makes the following attack as an immediate free
action; burst 10; enemies only; attack +35 vs. Will; on hit target is
stunned (save ends), aftereffect target takes a -2 penalty to attack rolls
(save ends)
Alignment Evil Languages common, draconic, supernal
Skills Arcana +29, Athletics +36, Endurance +33, History +29,
Intimidate +31, Religion +29
Str 40 (+31) Dex 30 (+26) Wis 24 (+23)
Con 34 (+28) Int 26 (+24) Cha 30 (+26)
--
Vapith - Apocalypse Dragon Level 32 Solo Controller
Gargantuan Immortal Magical Beast (Apocalypse Dragon) XP 135,000
Initiative +40 Senses Perception +23, darkvision
HP 750; considered bloodied, also see Necrotic Sympathy
AC 46; Fortitude 49, Reflex 45, Will 44
Immune environmental cold and necrotic effects
Saving Throws +5, Vapith may make an unmodified save against any one
effect (including none save ends effects) at the start of its turn
Speed 8 (icewalk), fly 6 (hover), teleport 10
Action Points 2
Aura of Death (aura) ♦ trait, necrotic
Aura 5; All enemies entering or starting their turn inside aura take 30
necrotic damage; all enemies inside aura take a -2 penalty to saving
throws and when gaining HPs or temporary HPs only regain half the
amount
Threatening Reach ♦ trait
Vapith has threatening reach (3) with its Draining Bite attack
Draining Bite (Standard; at-will) ♦ necrotic
Reach 3; attack +37 vs. AC; 3d8+22 necrotic damage (critical 6d6+46
necrotic damage); on hit target is weakened (save ends)
Soul Rake (Standard; at-will) ♦ necrotic
Reach 3; attack +37 vs. AC; 4d10+22 necrotic damage; on hit secondary
attack against the same target; attack +32 vs. Will; on hit target cannot
spend healing surges (save ends)
Claw Scratch (Minor; at-will) ♦ poison
Reach 3; attack +37 vs. AC; 1d10+10 damage; on hit slide target 1
square and target takes cumulative 5 ongoing poison damage (save ends)
Dispel Magic (Minor; recharge 
)
Range 10; does not provoke opportunity attacks; targets 1 zone or
effect; attack +35 vs. Will of effects creator; on hit zone or effect is
ended with immediate effect
Anti Life Breath (Standard; recharge 
) ♦ necrotic, psychic
Close blast 7; attack +35 vs. Fortitude; 2d10+20 necrotic and psychic
damage; on hit target takes 20 ongoing necrotic and psychic damage;
each failed save the ongoing damage increases by 20
Apocalypse Bargain (Standard; encounter)
Burst 8; enemies only; attack +35 vs. Will; on hit target chooses either to
take damage equal to its bloodied value and be dazed (save ends) or take
damage equal to its healing surge value and be stunned (save ends); on
miss target takes damage equal to its healing surge value
Necrotic Sympathy (Immediate Reaction; at-will) ♦ triggered action
Whenever an enemy spends a healing surge inside Vapiths Aura of Death it
may regain 100 HPs, this may not take above 750 HPs
Alignment Evil Languages common, draconic, supernal
Skills Arcana +29, Athletics +36, Endurance +33, History +29,
Intimidate +31, Religion +29
Str 40 (+31) Dex 30 (+26) Wis 24 (+23)
Con 34 (+28) Int 26 (+24) Cha 30 (+26)
----
Trip Trip (consumed) Level 30 Solo Brute
Medium Fey Humanoid XP 95,000
Initiative +35 Senses Perception +24, lowlight vision
HP 1,400; Bloodied 700; also see So You Want A Fight? and I'm Taking
You With Me
AC 42; Fortitude 44, Reflex 43, Will 41
Immune fear, aura damage from Vapith (both forms)
Saving Throws all effects Trip Trip is subject to become (save ends)
effects, Trip Trip may make a saving throw with a -2 penalty against each
effect at the start of each turn, and a saving throw with a +5 bonus at
the end of each turn
Speed 10, charge 14
Action Points 2, also see Adrenaline Rush
Multiple Actions ♦ trait
On each turn Trip Trip has a minor, move and 2 standard actions
Adrenaline Rush ♦ trait
Trip Trip gains an additional action point whenever he scores a critical hit
or a critical hit is scored against him
God Killer ♦ trait
Aura 1; All enemies inside aura take a -5 penalty to saving throws
Greatsword Cleave (Standard; at-will)
Reach 2; attack +35 vs. AC; 4d10+25 (critical 6d10+65 damage); on hit
all other enemies within reach take 13 damage
Greatbow Shot (Standard; at-will)
Range 20/40; attack +35 vs. AC; 4d8+25 damage; on hit target takes a
secondary attack +33 vs. Fortitude; on hit target is pushed 3 squares,
knocked prone and takes 15 ongoing bleeding damage (save ends)
I Travel, I Kill (Standard; encounter) ♦ teleport
Trip Trip teleports 10 squares and makes 4 attacks against the same
target; attack +35 vs. AC; 2d10+25 damage; each time an attack misses
Trip Trip gains a cumulative +2 bonus to all the remaining attacks with this
power; if 2 attacks hit the target is knocked prone, if 3 attacks hit the
target is knocked prone and dazed (save ends), if all 4 attacks hit the
target is knocked prone and stunned (save ends)
Harpoon Shot (Standard; recharge 
)
Range 20; attack +35 vs. AC; 4d10+25 damage; on hit Trip Trip may
either pull the target to the closest adjacent free square to him or shift to
the closest available adjacent square to the target
Worthy Challenge (Minor; recharge 
)
1 enemy inside burst 5; target chooses to either be pulled to the closest
adjacent free square to Trip Trip or be stunned until the end of Trip Trips
next turn, while a target is stunned by this power they cannot be the
primary target of any of Trip Trips attacks
Whirling Blade (Standard; encounter)
Burst 2; enemies only; 4d12+25 damage; on hit target is pushed 3 squares
and knocked prone; hit or miss Trip Trip may teleport 10 squares
Decidal Eye (Minor; encounter)
1 target inside burst 10; until the end of the encounter target gains
vulnerability 5 to all of Trip Trips attacks, and Trip Trip's attacks ignore all
immunities and resistances of the target
Strike for Strike (Immediate Reaction; at-will) ♦ triggered action
When a melee attack is made against Trip Trip by an adjacent enemy he
may make the following attack against the triggering enemy as an
immediate reaction; attack +35 vs. AC; 4d8+20 damage
So You Want A Fight? (Free) ♦ triggered action
When first bloodied all Trip Trip's encounter and recharge powers except
Decidal Eye recharge, and he may teleport 10 squares to any free square
that is not adjacent to another creature as an immediate free action
I'm Taking You With Me (Free) ♦ triggered action
When reduced to 0 HPs the triggering enemy (or the target of his Decidal
Eye if there is no triggering enemy) takes an attack +35 vs. Fortitude; on
hit target is reduced to 0 HPs on miss target takes 50 necrotic damage
Alignment Evil Languages common, elven
Skills Athletics +33, Dungeoneering +24, Endurance +30, Intimidate +25,
Nature +24, Stealth +30
Str 36 (+28) Dex 30 (+25) Wis 18 (+19)
Con 30 (+25) Int 14 (+17) Cha 20 (+20)
Equipment oversized greatsword/greatbow (morphing weapon)
This was a hard and desperate fight, but highly enjoyable as it pushed the PCs to their limit and no action, no matter how minor, could be wasted against the onslaught of damage and effects.
The dragon was correctly identified as the main threat by the PCs but they also had to split up to keep Trip Trip at bay.
To my surprise the PCs continually tried to talk both Trip Trip and the dragon around and convince them that they were on the wrong side (10 out of 10 for heroic bravado). But they didn’t seem to grasp the idea that Trip Trip was under the influence of the Curtain of Despair and was now her puppet. They also deduced a few key points about the dragon:
- It was very young, definitely a wrymling and maybe less than five years old.
- It had no idea who the PCs were and didn’t understand why they had suddenly turned up and started attacking his mistress and his home.
- Again it was less than five years old and even with 26 intelligence and 24 wisdom it didn’t have the life experience or knowledge of any world outside the castle where it had been raised by the Curtain of Despair. It knew that it was destined to destroy the world and could sense the rising power it had to accomplish that, but it didn’t know what the rest of the world actually meant. So the PCs were continually met with answers such as “what do you mean I’m on the wrong side?”, “Are you insane? I’m going to destroy the world”, “I don’t understand why you are attacking me, I’m going to destroy the world!”, “what do you mean you don’t want to destroy the world? That’s stupid!” etc.
The epic fight had many cool moments with the PCs pulling out all the stops to gain any advantage over their fearsome foes. The rogue used close quarters to climb onto the back of the dragon who had one chance to dislodge him when it hit with its Hurricane Blast but the paladin used a power to take the attack himself allowing the rogue to stay there for the rest of the encounter. The rogue of course took an absolute pounding from the 30 damage aura, but tenaciously stabbed away turn after turn until the dragon was dead.
Trip Trip put up a reasonable fight, alternating between ranged and melee attacks as necessary and getting to use all his powers. But at level 30 he wasn’t really a match for the defences of a fully buffed Order of Elites. But he outlived the dragon and as he went down his I’m Taking You With Me power hit the Paladin reducing him to 0 HPs.
0 HPs is nothing to the Order of Elites with the warlords level 30 Legendary General power that has the effect of; while he has at least 1 HP all his allies within 20 squares do not drop unconscious when on negative HPs (but still make death saves and die when at negative bloodied). This was an ability that would prove very useful in the next encounter.
During the tail end of the encounter Victor (in the other team) had been in touch with Tellis by use of the magical communication stones to say that they were ready to deactivate the Soul Reservoir, Tellis had asked him to hold off for a moment while in the background he could hear the heavy clanking sound of metal on metal.
Encounter 9 – Meet the aspects
Victor got back on the stone to see how long Tellis needed before the Reservoir was shut down and Tellis started asking him questions about it. This was cut short by Victor saying, “hang on a sec, Tilly is trying to get my attention…..”
And at that point there was a massive explosion from the side of the castle as a great cloud of rubble and dust burst out into the sky, followed by a huge stream of screaming souls rushing up into the sky and spiralling round in a great screaming cloud that hung above the castle roof.
The PCs instinctively moved back into the shelter of the stairway as the elemental shield briefly expanded then collapsed leaving a large adamantine statue surrounded by 6 vaguely humanoid creatures.
The statue was of a tall thin woman with small horns like a tiefling and features (not unsurprisingly) closely resembling Tellis’s and Samsarrows. This was obviously a representation of the Curtain of Despair, but strangely the statue was missing its arms. Suspicious, thought the group.
The creatures were an assortment of similar vaguely humanoid creatures along a theme that it only took a moment for the party to work out. Each creature was an aspect of one of the Curtain of Despairs domains.
1. (winter) a white/blue translucent humanoid with the ground around it frozen as if by intense ice.
2. (fear) a black humanoid with long clawed fingers and a hazy aura.
3. (undeath) a heavy humanoid with skin not unlike a zombie.
4. (secrets) the only figure with equipment, a massively bulky and unwieldy suit of platemail with a very heavy looking (and shiny) shield and a glowing radiant sword.
5. (death) a thin, hazy black insubstantial humanoid
6. (fate) a humanoid that appears to be made of hundreds of long black worms (the PCs have had previous experience of seeing the Scion of Fate which was an orb of similar looking writhing worms).
The PCs huddled in the stairwell and quickly discussed what powers and most importantly defensive buff they had left. This being the Order of Elites they have more than one tool for any situation, initiative was rolled and the battle was on…
Winter Level 33 Artillery
Medium Immortal Humanoid XP 31,000
Initiative +27 Senses Perception +26, darkvision
HP 232; Bloodied 116
AC 45; Fortitude 44, Reflex 46, Will 45
Resist 30 cold
Speed 6 (icewalk)
Extreme Frost ♦ trait, cold
Aura 1; all enemies ending their turn inside aura take 20 ongoing cold
damage and are restrained (save ends both)
Slippery When Wet ♦ trait
Whenever Winter is subject to a push, pull or slide effect it may instead
shift the appropriate number of squares
Ice Slam (Standard; at-will) ♦ cold
Attack +38 vs. AC; 2d8+23 cold damage
Ice Shard (Standard; at-will) ♦ cold
Range 10/20; attack +40 vs. AC; 4d8+23 cold damage; on hit secondary
attack +36 vs. Fortitude; on hit target is immobilised (save ends)
Shard Burst (Standard; encounter) ♦ cold
Burst 5; enemies only; attack +36 vs. Reflex; 4d6+18 cold damage
Alignment Evil Languages supernal
Str 24 (+23) Dex 32 (+27) Wis 30 (+26)
Con 28 (+25) Int 20 (+21) Cha 20 (+21)
----
Fear Level 33 Skirmisher
Medium Immortal Humanoid XP 31,000
Initiative +29 Senses Perception +21, darkvision
HP 302; Bloodied 151
AC 47; Fortitude 45, Reflex 46, Will 46
Immune Fear;
Resist 30 psychic
Speed 10
The Frightener ♦ trait, fear
Aura 3; all enemies inside aura take a -2 penalty to attack rolls
Claw Swipe (Standard; at-will) ♦ fear
Attack +38 vs. AC; 3d8+23 damage; on hit target is immobilised (save
ends)
Insidious Claw (Standard; at-will)
Attack +38 vs. AC; 3d8+23 damage (5d8+23 damage with combat
advantage); Fear may shift 2 squares before and after this attack
Living Nightmare (Standard; encounter) ♦ psychic, fear
Burst 3; enemies only; attack +35 vs. Will; 2d6+18 psychic damage; on hit
target is stunned (save ends), aftereffect target takes 20 psychic damage
Alignment Evil Languages supernal
Str 26 (+24) Dex 32 (+27) Wis 20 (+21)
Con 30 (+26) Int 18 (+20) Cha 32 (+27)
----
Undeath Level 33 Brute
Medium Immortal Humanoid XP 31,000
Initiative +24 Senses Perception +21, darkvision
HP 380; Bloodied 190
AC 45; Fortitude 46, Reflex 44, Will 45
Resist 30 necrotic
Speed 6
Brutal Mass ♦ trait
Undeath reduces all push, pull and slide effects by 5 squares and may
make an immediate saving throw to negate being knocked prone
Creation Slam (Standard; at-will) ♦ necrotic, summon
Attack +38 vs. AC; 4d10+30 necrotic damage; hit or miss summons 1
Spectral Skull in any free square adjacent to target (see separate stat
block)
Spectral Skull Blast (Standard; encounter) ♦ necrotic, summon
Close blast 5; enemies only; attack +36 vs. Fortitude; 4d8+18 necrotic
damage; on hit target is pushed 3 squares; hit or miss summons 1 Spectral
Skull in any free square adjacent to each target (see separate stat block)
Alignment Evil Languages supernal
Str 32 (+27) Dex 26 (+24) Wis 20 (+21)
Con 32 (+27) Int 10 (+16) Cha 28 (+25)
--
Spectral Skull Level 33 Minion
Small Immortal Animate (undead) XP 7,750
Initiative acts on 20 Senses Perception +14, truesight
HP 1; a missed attack never damages a minion.
AC 47; Fortitude 45, Reflex 47, Will 44
Immune disease, poison;
Resist 30 necrotic
Speed fly 4 (hover), cannot be knocked prone
Skull Bite (Standard; at-will)
Attack +35 vs. Reflex; 23 damage; on hit target gains vulnerability 10
necrotic (save ends)
Agile Bite ♦ triggered action
When an adjacent enemy shifts it provokes an opportunity attack from
Spectral Skull
Alignment Evil
Str 30 (+26) Dex 34 (+28) Wis 6 (+14)
Con 16 (+19) Int 3 (+12) Cha 3 (+12)
----
Secrets Level 33 Soldier
Medium Immortal Humanoid XP 31,000
Initiative +23 Senses Perception +26
HP 310; Bloodied 155
AC 49; Fortitude 45, Reflex 47, Will 47
Speed 5
Lockdown ♦ trait
Aura 5; all enemies inside aura cannot teleport
Rebut Ignorance ♦ trait, radiant
Aura 3; whenever an enemy inside aura makes an attack that does not
include Secrets it takes 30 radiant damage
Sword Strike (Standard; at-will) ♦ radiant
Attack +38 vs. AC; 2d8+24 radiant damage
Reflective Shield (Immediate Reaction; recharge
) ♦ triggered action
When Secrets is hit by an Arcane or Divine ranged or close attack the
triggering enemy repeats the attack against themselves; on hit they take
the relevant damage and effects
Alignment Evil Languages supernal
Str 24 (+23) Dex 20 (+21) Wis 30 (+26)
Con 34 (+28) Int 34 (+28) Cha 22 (+22)
Equipment radiant sword, shield and heavy armour
----
Death Level 33 Lurker
Medium Immortal Humanoid XP 31,000
Initiative +31 Senses Perception +20
HP 160; Bloodied 80
AC 47; Fortitude 43, Reflex 46, Will 46
Immune disease, poison;
Resist 30 necrotic, insubstantial; Vulnerable 10 radiant
Speed 7, phasing
Fade Away ♦ trait
If Death is not adjacent to an enemy at the start of its turn it becomes
invisible until it makes a attack
Spectral Hand (Standard; at-will) ♦ necrotic
Attack +36 vs. Fortitude; 4d6+23 necrotic damage, if this attack scores a
critical hit the target instead takes necrotic damage equal to their
bloodied value
Word of Death (Standard; encounter) ♦ necrotic
Close blast 3; enemies only; attack +35 vs. Will; on hit target is reduced
to 0 HPs; on miss target takes 4d8+20 necrotic damage
Strange Tides (Free) ♦ triggered action
Whenever Death is missed by an attack from an adjacent enemy it may
slide the target 1 square (this slide may not be reduced by any means)
Alignment Evil Languages supernal
Str 20 (+21) Dex 32 (+27) Wis 18 (+20)
Con 24 (+23) Int 22 (+22) Cha 32 (+27)
----
Fate Level 33 Controller (Leader)
Medium Immortal Humanoid (blind) XP 31,000
Initiative +25 Senses Perception +29, blindsight
HP 296; Bloodied 148
AC 47; Fortitude 43, Reflex 45, Will 46
Saving Throws Fate makes 2 saving throw rolls per effect and takes the
highest result
Speed 6
Anti Magic ♦ trait
Whenever Fate ends it turn inside an enemy zone the zone is dispelled
Loathsome Tendril (Standard; at-will) ♦ acid
Reach 2; attack +38 vs. AC; 20 acid damage; on hit target takes 20
ongoing acid damage (save ends)
Control Destiny (Standard; recharge 
) ♦ psychic
Range 20; attack +36 vs. Will; 2d10+23 psychic damage; on hit target is
dominated (save ends)
Master Translocation (Standard; at-will) ♦ teleport
Burst 20; 2 target allies inside burst; the targets switch places and one of
the targets may make an immediate free basic attack
Control Fate (at-will; Immediate Interrupt) ♦ triggered action
Whenever an enemy within 20 squares makes a d20 roll the triggering
enemy rerolls the dice and must keep the new result
Alignment Evil Languages supernal
Str 22 (+22) Dex 20 (+21) Wis 26 (+24)
Con 24 (+23) Int 30 (+26) Cha 32 (+27)
This was a tense and brutal fight against an enemy that was prepared to do whatever it took to kill them. For once the monsters did very well on the initiative and by the end of the first round the cleric was on -66 HPs (but still active thanks to the warlord) and practically the entire group were blocked in on the stairway (which was open to the sky) which they rapidly realised was turning into a murder hole.
This was a tough encounter to run, primarily because there were 6 different creatures on 6 different initiatives. I had tried to keep the creatures as straight forward as possible but their was still a lot to keep track of with auras, triggered actions and ongoing effects. It was worth the extra effort though as there were many interesting moments and on one particularly tense turn the cleric and the warlord were both reduced to 0 HPs by Word of Death, then the warlord was coup de graced for a further 70 damage (actually 80 as he was vulnerable to necrotic at the time) then attacked by Fears Insidious Claw, if it had hit he would have been dead (by negative bloodied) but the attack missed and the paladin was able to fly in an lay on hands the cleric, who was in turn able to heal the warlord, and all before the Warlords; sustain minor +4 to all defences buff expired! A close call.
All the creatures played their part and as a DM it was nice to see an encounter including every combat role. Secrets was the first to die as it was the most annoying, surprisingly Fate survived to be the last creature to meet the Order of Elites wrath. Fate’s Control Fate power had done a sterling service keeping an immobilised status effect of the ranger so that Winter could restrain him with its Extreme Frost aura, but its dominate power only worked once. Undeaths minion summoning attacks were also very interesting and the little floating skulls dished out a very reasonable amount of damage making it important to keep their numbers low, mainly through including them in area and burst effects. It was also nice (for me as the DM) to see the shock in the PCs when their standard emergency fire zone was dispelled by Fates Anti Magic trait at the end of her turn before it could have any effect.
During the combat whenever an aspect was defeated it instantly crumbled into dust and a specific arm appeared on the statue…
1: (winter) Crystalline translucent blue arm of ice, wielding a frozen sword
2: (fear) A twisted, disjointed arm ending in a large 3 fingered claw
3: (undeath) an immaculate and delicate arm, wielding a skull mace
4: (secrets) a mummified arm holding a rod made from obsidian and jade
5: (death) an arm made from maggots
6: (fate) an arm clad in bonemail carrying a shield bearing the symbol of Tharizdun
As soon as the final creature was defeated the adamantine surface of the statue melted away revealing the flesh and blood god within. While the frenzy of circling souls hung lower screaming and laughing.
The next encounter will take place immediately with no time to heal (but will count as a fresh encounter). Everyone will keep the same initiative (just as if the last fight was still going on) with the Curtain of Despair acting next.
The group looked at their desperate position with very few healing surges and almost completely out of daily powers and tricks. Gritting their teeth they prepared for the most important fight of their lives, their destinies had been building towards this. Today and now the celestial contract forged by Pholtus the Pale (at the cost of his godly existence) would be resolved and the world would either be lost to the shadowfell forever or saved by our plucky heroes.
Tune in next time to see if they succeed.
The gargantuan (5x6 squares) white dragon with its surprise rider swooshed over the edge of the castle and landed with heavy thud coating the ground around it with a heavy cracking frost. From within the swirling sleet storm that surrounded it the two exposed PCs could see its forearms moving and gesticulating, it was casting a spell!
Two bolts of frozen lightning shot from its claws dazing the paladin but somehow missing the warlock. Shortly after Trip Trip hopped off the dragons back and targeted the Paladin with his Decidal Eye then transformed his greatsword into a greatbow and fired a shot at the paladin that had a glowing chord attached to it. The shot hit but the chord snapped when Trip Trip tried to apply force to it.
The PCs regrouped at the top of the stairway, placing the churning elemental shield between themselves and the dragon. There they buffed themselves and started devising a plan of attack as this was going to be a hard fight…
Vapith - White Dragon Form Level 32 Solo Soldier
Gargantuan Immortal Magical Beast (Apocalypse Dragon) XP 135,000
Initiative +40 Senses Perception +32, darkvision
HP 1,500; Bloodied 750; see Apocalypse Now
AC 48; Fortitude 49, Reflex 45, Will 44
Immune environmental cold effects
Saving Throws +5, Vapith may make an unmodified save against any one
effect (including none save ends powers) at the start of its turn
Speed 8 (icewalk), fly 12 (hover)
Action Points 2
Raging Blizzard (aura) ♦ trait, cold
Aura 5; All creatures entering or starting their turn inside aura take 30
cold damage; the ground is considered difficult terrain for creatures
without icewalk and flying creatures other than Vapith move at half
speed; all creatures inside the aura gain concealment against ranged
attacks from outside the aura

Reach 3; attack +37 vs. AC; 4d8+22 damage (critical 6d10+54 damage)

Reach 3; attack +37 vs. AC; 2d8+14 damage (critical 2d8+30 damage)

Vapith makes 2 claw attacks and a Bite attack against the same target; if
both Claw attacks hit Vapith gains combat advantage against the target
for its Bite attack



Range 30; 1, 2 or 3 targets; attack +37 vs. Reflex; 3d6+14 cold and
lightning damage; on hit target is dazed (save ends)



Close blast 7; attack +36 vs. Reflex; 4d6+20 cold damage; on hit
secondary attack +35 vs. Fortitude; on hit target loses all cold resistance
until the end of the encounter; on miss target takes 20 ongoing cold
damage (save ends)

Close Blast 10; attack +37 vs. Fortitude; 2d10+24 damage; on hit target
is pushed 12 squares and knocked prone; on miss target is pushed 6
squares; hit or miss Vapith may shift 4 squares


When enemy enters a square adjacent to Vapith it takes the following
attack; attack +35 vs. Reflex; 2d10+22 damage; on hit target is pushed 8
squares and knocked prone

When bloodied Vapith transforms into Apocalypse Dragon form, loses all
ongoing effects and makes the following attack as an immediate free
action; burst 10; enemies only; attack +35 vs. Will; on hit target is
stunned (save ends), aftereffect target takes a -2 penalty to attack rolls
(save ends)
Alignment Evil Languages common, draconic, supernal
Skills Arcana +29, Athletics +36, Endurance +33, History +29,
Intimidate +31, Religion +29
Str 40 (+31) Dex 30 (+26) Wis 24 (+23)
Con 34 (+28) Int 26 (+24) Cha 30 (+26)
--
Vapith - Apocalypse Dragon Level 32 Solo Controller
Gargantuan Immortal Magical Beast (Apocalypse Dragon) XP 135,000
Initiative +40 Senses Perception +23, darkvision
HP 750; considered bloodied, also see Necrotic Sympathy
AC 46; Fortitude 49, Reflex 45, Will 44
Immune environmental cold and necrotic effects
Saving Throws +5, Vapith may make an unmodified save against any one
effect (including none save ends effects) at the start of its turn
Speed 8 (icewalk), fly 6 (hover), teleport 10
Action Points 2
Aura of Death (aura) ♦ trait, necrotic
Aura 5; All enemies entering or starting their turn inside aura take 30
necrotic damage; all enemies inside aura take a -2 penalty to saving
throws and when gaining HPs or temporary HPs only regain half the
amount
Threatening Reach ♦ trait
Vapith has threatening reach (3) with its Draining Bite attack

Reach 3; attack +37 vs. AC; 3d8+22 necrotic damage (critical 6d6+46
necrotic damage); on hit target is weakened (save ends)

Reach 3; attack +37 vs. AC; 4d10+22 necrotic damage; on hit secondary
attack against the same target; attack +32 vs. Will; on hit target cannot
spend healing surges (save ends)

Reach 3; attack +37 vs. AC; 1d10+10 damage; on hit slide target 1
square and target takes cumulative 5 ongoing poison damage (save ends)



Range 10; does not provoke opportunity attacks; targets 1 zone or
effect; attack +35 vs. Will of effects creator; on hit zone or effect is
ended with immediate effect



Close blast 7; attack +35 vs. Fortitude; 2d10+20 necrotic and psychic
damage; on hit target takes 20 ongoing necrotic and psychic damage;
each failed save the ongoing damage increases by 20

Burst 8; enemies only; attack +35 vs. Will; on hit target chooses either to
take damage equal to its bloodied value and be dazed (save ends) or take
damage equal to its healing surge value and be stunned (save ends); on
miss target takes damage equal to its healing surge value
Necrotic Sympathy (Immediate Reaction; at-will) ♦ triggered action
Whenever an enemy spends a healing surge inside Vapiths Aura of Death it
may regain 100 HPs, this may not take above 750 HPs
Alignment Evil Languages common, draconic, supernal
Skills Arcana +29, Athletics +36, Endurance +33, History +29,
Intimidate +31, Religion +29
Str 40 (+31) Dex 30 (+26) Wis 24 (+23)
Con 34 (+28) Int 26 (+24) Cha 30 (+26)
----
Trip Trip (consumed) Level 30 Solo Brute
Medium Fey Humanoid XP 95,000
Initiative +35 Senses Perception +24, lowlight vision
HP 1,400; Bloodied 700; also see So You Want A Fight? and I'm Taking
You With Me
AC 42; Fortitude 44, Reflex 43, Will 41
Immune fear, aura damage from Vapith (both forms)
Saving Throws all effects Trip Trip is subject to become (save ends)
effects, Trip Trip may make a saving throw with a -2 penalty against each
effect at the start of each turn, and a saving throw with a +5 bonus at
the end of each turn
Speed 10, charge 14
Action Points 2, also see Adrenaline Rush
Multiple Actions ♦ trait
On each turn Trip Trip has a minor, move and 2 standard actions
Adrenaline Rush ♦ trait
Trip Trip gains an additional action point whenever he scores a critical hit
or a critical hit is scored against him
God Killer ♦ trait
Aura 1; All enemies inside aura take a -5 penalty to saving throws

Reach 2; attack +35 vs. AC; 4d10+25 (critical 6d10+65 damage); on hit
all other enemies within reach take 13 damage

Range 20/40; attack +35 vs. AC; 4d8+25 damage; on hit target takes a
secondary attack +33 vs. Fortitude; on hit target is pushed 3 squares,
knocked prone and takes 15 ongoing bleeding damage (save ends)

Trip Trip teleports 10 squares and makes 4 attacks against the same
target; attack +35 vs. AC; 2d10+25 damage; each time an attack misses
Trip Trip gains a cumulative +2 bonus to all the remaining attacks with this
power; if 2 attacks hit the target is knocked prone, if 3 attacks hit the
target is knocked prone and dazed (save ends), if all 4 attacks hit the
target is knocked prone and stunned (save ends)



Range 20; attack +35 vs. AC; 4d10+25 damage; on hit Trip Trip may
either pull the target to the closest adjacent free square to him or shift to
the closest available adjacent square to the target



1 enemy inside burst 5; target chooses to either be pulled to the closest
adjacent free square to Trip Trip or be stunned until the end of Trip Trips
next turn, while a target is stunned by this power they cannot be the
primary target of any of Trip Trips attacks

Burst 2; enemies only; 4d12+25 damage; on hit target is pushed 3 squares
and knocked prone; hit or miss Trip Trip may teleport 10 squares

1 target inside burst 10; until the end of the encounter target gains
vulnerability 5 to all of Trip Trips attacks, and Trip Trip's attacks ignore all
immunities and resistances of the target

When a melee attack is made against Trip Trip by an adjacent enemy he
may make the following attack against the triggering enemy as an
immediate reaction; attack +35 vs. AC; 4d8+20 damage
So You Want A Fight? (Free) ♦ triggered action
When first bloodied all Trip Trip's encounter and recharge powers except
Decidal Eye recharge, and he may teleport 10 squares to any free square
that is not adjacent to another creature as an immediate free action
I'm Taking You With Me (Free) ♦ triggered action
When reduced to 0 HPs the triggering enemy (or the target of his Decidal
Eye if there is no triggering enemy) takes an attack +35 vs. Fortitude; on
hit target is reduced to 0 HPs on miss target takes 50 necrotic damage
Alignment Evil Languages common, elven
Skills Athletics +33, Dungeoneering +24, Endurance +30, Intimidate +25,
Nature +24, Stealth +30
Str 36 (+28) Dex 30 (+25) Wis 18 (+19)
Con 30 (+25) Int 14 (+17) Cha 20 (+20)
Equipment oversized greatsword/greatbow (morphing weapon)
This was a hard and desperate fight, but highly enjoyable as it pushed the PCs to their limit and no action, no matter how minor, could be wasted against the onslaught of damage and effects.
The dragon was correctly identified as the main threat by the PCs but they also had to split up to keep Trip Trip at bay.
To my surprise the PCs continually tried to talk both Trip Trip and the dragon around and convince them that they were on the wrong side (10 out of 10 for heroic bravado). But they didn’t seem to grasp the idea that Trip Trip was under the influence of the Curtain of Despair and was now her puppet. They also deduced a few key points about the dragon:
- It was very young, definitely a wrymling and maybe less than five years old.
- It had no idea who the PCs were and didn’t understand why they had suddenly turned up and started attacking his mistress and his home.
- Again it was less than five years old and even with 26 intelligence and 24 wisdom it didn’t have the life experience or knowledge of any world outside the castle where it had been raised by the Curtain of Despair. It knew that it was destined to destroy the world and could sense the rising power it had to accomplish that, but it didn’t know what the rest of the world actually meant. So the PCs were continually met with answers such as “what do you mean I’m on the wrong side?”, “Are you insane? I’m going to destroy the world”, “I don’t understand why you are attacking me, I’m going to destroy the world!”, “what do you mean you don’t want to destroy the world? That’s stupid!” etc.
The epic fight had many cool moments with the PCs pulling out all the stops to gain any advantage over their fearsome foes. The rogue used close quarters to climb onto the back of the dragon who had one chance to dislodge him when it hit with its Hurricane Blast but the paladin used a power to take the attack himself allowing the rogue to stay there for the rest of the encounter. The rogue of course took an absolute pounding from the 30 damage aura, but tenaciously stabbed away turn after turn until the dragon was dead.
Trip Trip put up a reasonable fight, alternating between ranged and melee attacks as necessary and getting to use all his powers. But at level 30 he wasn’t really a match for the defences of a fully buffed Order of Elites. But he outlived the dragon and as he went down his I’m Taking You With Me power hit the Paladin reducing him to 0 HPs.
0 HPs is nothing to the Order of Elites with the warlords level 30 Legendary General power that has the effect of; while he has at least 1 HP all his allies within 20 squares do not drop unconscious when on negative HPs (but still make death saves and die when at negative bloodied). This was an ability that would prove very useful in the next encounter.
During the tail end of the encounter Victor (in the other team) had been in touch with Tellis by use of the magical communication stones to say that they were ready to deactivate the Soul Reservoir, Tellis had asked him to hold off for a moment while in the background he could hear the heavy clanking sound of metal on metal.
Encounter 9 – Meet the aspects
Victor got back on the stone to see how long Tellis needed before the Reservoir was shut down and Tellis started asking him questions about it. This was cut short by Victor saying, “hang on a sec, Tilly is trying to get my attention…..”
And at that point there was a massive explosion from the side of the castle as a great cloud of rubble and dust burst out into the sky, followed by a huge stream of screaming souls rushing up into the sky and spiralling round in a great screaming cloud that hung above the castle roof.
The PCs instinctively moved back into the shelter of the stairway as the elemental shield briefly expanded then collapsed leaving a large adamantine statue surrounded by 6 vaguely humanoid creatures.
The statue was of a tall thin woman with small horns like a tiefling and features (not unsurprisingly) closely resembling Tellis’s and Samsarrows. This was obviously a representation of the Curtain of Despair, but strangely the statue was missing its arms. Suspicious, thought the group.
The creatures were an assortment of similar vaguely humanoid creatures along a theme that it only took a moment for the party to work out. Each creature was an aspect of one of the Curtain of Despairs domains.
1. (winter) a white/blue translucent humanoid with the ground around it frozen as if by intense ice.
2. (fear) a black humanoid with long clawed fingers and a hazy aura.
3. (undeath) a heavy humanoid with skin not unlike a zombie.
4. (secrets) the only figure with equipment, a massively bulky and unwieldy suit of platemail with a very heavy looking (and shiny) shield and a glowing radiant sword.
5. (death) a thin, hazy black insubstantial humanoid
6. (fate) a humanoid that appears to be made of hundreds of long black worms (the PCs have had previous experience of seeing the Scion of Fate which was an orb of similar looking writhing worms).
The PCs huddled in the stairwell and quickly discussed what powers and most importantly defensive buff they had left. This being the Order of Elites they have more than one tool for any situation, initiative was rolled and the battle was on…
Winter Level 33 Artillery
Medium Immortal Humanoid XP 31,000
Initiative +27 Senses Perception +26, darkvision
HP 232; Bloodied 116
AC 45; Fortitude 44, Reflex 46, Will 45
Resist 30 cold
Speed 6 (icewalk)
Extreme Frost ♦ trait, cold
Aura 1; all enemies ending their turn inside aura take 20 ongoing cold
damage and are restrained (save ends both)
Slippery When Wet ♦ trait
Whenever Winter is subject to a push, pull or slide effect it may instead
shift the appropriate number of squares

Attack +38 vs. AC; 2d8+23 cold damage

Range 10/20; attack +40 vs. AC; 4d8+23 cold damage; on hit secondary
attack +36 vs. Fortitude; on hit target is immobilised (save ends)

Burst 5; enemies only; attack +36 vs. Reflex; 4d6+18 cold damage
Alignment Evil Languages supernal
Str 24 (+23) Dex 32 (+27) Wis 30 (+26)
Con 28 (+25) Int 20 (+21) Cha 20 (+21)
----
Fear Level 33 Skirmisher
Medium Immortal Humanoid XP 31,000
Initiative +29 Senses Perception +21, darkvision
HP 302; Bloodied 151
AC 47; Fortitude 45, Reflex 46, Will 46
Immune Fear;
Resist 30 psychic
Speed 10
The Frightener ♦ trait, fear
Aura 3; all enemies inside aura take a -2 penalty to attack rolls

Attack +38 vs. AC; 3d8+23 damage; on hit target is immobilised (save
ends)

Attack +38 vs. AC; 3d8+23 damage (5d8+23 damage with combat
advantage); Fear may shift 2 squares before and after this attack

Burst 3; enemies only; attack +35 vs. Will; 2d6+18 psychic damage; on hit
target is stunned (save ends), aftereffect target takes 20 psychic damage
Alignment Evil Languages supernal
Str 26 (+24) Dex 32 (+27) Wis 20 (+21)
Con 30 (+26) Int 18 (+20) Cha 32 (+27)
----
Undeath Level 33 Brute
Medium Immortal Humanoid XP 31,000
Initiative +24 Senses Perception +21, darkvision
HP 380; Bloodied 190
AC 45; Fortitude 46, Reflex 44, Will 45
Resist 30 necrotic
Speed 6
Brutal Mass ♦ trait
Undeath reduces all push, pull and slide effects by 5 squares and may
make an immediate saving throw to negate being knocked prone

Attack +38 vs. AC; 4d10+30 necrotic damage; hit or miss summons 1
Spectral Skull in any free square adjacent to target (see separate stat
block)

Close blast 5; enemies only; attack +36 vs. Fortitude; 4d8+18 necrotic
damage; on hit target is pushed 3 squares; hit or miss summons 1 Spectral
Skull in any free square adjacent to each target (see separate stat block)
Alignment Evil Languages supernal
Str 32 (+27) Dex 26 (+24) Wis 20 (+21)
Con 32 (+27) Int 10 (+16) Cha 28 (+25)
--
Spectral Skull Level 33 Minion
Small Immortal Animate (undead) XP 7,750
Initiative acts on 20 Senses Perception +14, truesight
HP 1; a missed attack never damages a minion.
AC 47; Fortitude 45, Reflex 47, Will 44
Immune disease, poison;
Resist 30 necrotic
Speed fly 4 (hover), cannot be knocked prone

Attack +35 vs. Reflex; 23 damage; on hit target gains vulnerability 10
necrotic (save ends)
Agile Bite ♦ triggered action
When an adjacent enemy shifts it provokes an opportunity attack from
Spectral Skull
Alignment Evil
Str 30 (+26) Dex 34 (+28) Wis 6 (+14)
Con 16 (+19) Int 3 (+12) Cha 3 (+12)
----
Secrets Level 33 Soldier
Medium Immortal Humanoid XP 31,000
Initiative +23 Senses Perception +26
HP 310; Bloodied 155
AC 49; Fortitude 45, Reflex 47, Will 47
Speed 5
Lockdown ♦ trait
Aura 5; all enemies inside aura cannot teleport
Rebut Ignorance ♦ trait, radiant
Aura 3; whenever an enemy inside aura makes an attack that does not
include Secrets it takes 30 radiant damage

Attack +38 vs. AC; 2d8+24 radiant damage
Reflective Shield (Immediate Reaction; recharge


When Secrets is hit by an Arcane or Divine ranged or close attack the
triggering enemy repeats the attack against themselves; on hit they take
the relevant damage and effects
Alignment Evil Languages supernal
Str 24 (+23) Dex 20 (+21) Wis 30 (+26)
Con 34 (+28) Int 34 (+28) Cha 22 (+22)
Equipment radiant sword, shield and heavy armour
----
Death Level 33 Lurker
Medium Immortal Humanoid XP 31,000
Initiative +31 Senses Perception +20
HP 160; Bloodied 80
AC 47; Fortitude 43, Reflex 46, Will 46
Immune disease, poison;
Resist 30 necrotic, insubstantial; Vulnerable 10 radiant
Speed 7, phasing
Fade Away ♦ trait
If Death is not adjacent to an enemy at the start of its turn it becomes
invisible until it makes a attack

Attack +36 vs. Fortitude; 4d6+23 necrotic damage, if this attack scores a
critical hit the target instead takes necrotic damage equal to their
bloodied value

Close blast 3; enemies only; attack +35 vs. Will; on hit target is reduced
to 0 HPs; on miss target takes 4d8+20 necrotic damage
Strange Tides (Free) ♦ triggered action
Whenever Death is missed by an attack from an adjacent enemy it may
slide the target 1 square (this slide may not be reduced by any means)
Alignment Evil Languages supernal
Str 20 (+21) Dex 32 (+27) Wis 18 (+20)
Con 24 (+23) Int 22 (+22) Cha 32 (+27)
----
Fate Level 33 Controller (Leader)
Medium Immortal Humanoid (blind) XP 31,000
Initiative +25 Senses Perception +29, blindsight
HP 296; Bloodied 148
AC 47; Fortitude 43, Reflex 45, Will 46
Saving Throws Fate makes 2 saving throw rolls per effect and takes the
highest result
Speed 6
Anti Magic ♦ trait
Whenever Fate ends it turn inside an enemy zone the zone is dispelled

Reach 2; attack +38 vs. AC; 20 acid damage; on hit target takes 20
ongoing acid damage (save ends)



Range 20; attack +36 vs. Will; 2d10+23 psychic damage; on hit target is
dominated (save ends)

Burst 20; 2 target allies inside burst; the targets switch places and one of
the targets may make an immediate free basic attack
Control Fate (at-will; Immediate Interrupt) ♦ triggered action
Whenever an enemy within 20 squares makes a d20 roll the triggering
enemy rerolls the dice and must keep the new result
Alignment Evil Languages supernal
Str 22 (+22) Dex 20 (+21) Wis 26 (+24)
Con 24 (+23) Int 30 (+26) Cha 32 (+27)
This was a tense and brutal fight against an enemy that was prepared to do whatever it took to kill them. For once the monsters did very well on the initiative and by the end of the first round the cleric was on -66 HPs (but still active thanks to the warlord) and practically the entire group were blocked in on the stairway (which was open to the sky) which they rapidly realised was turning into a murder hole.
This was a tough encounter to run, primarily because there were 6 different creatures on 6 different initiatives. I had tried to keep the creatures as straight forward as possible but their was still a lot to keep track of with auras, triggered actions and ongoing effects. It was worth the extra effort though as there were many interesting moments and on one particularly tense turn the cleric and the warlord were both reduced to 0 HPs by Word of Death, then the warlord was coup de graced for a further 70 damage (actually 80 as he was vulnerable to necrotic at the time) then attacked by Fears Insidious Claw, if it had hit he would have been dead (by negative bloodied) but the attack missed and the paladin was able to fly in an lay on hands the cleric, who was in turn able to heal the warlord, and all before the Warlords; sustain minor +4 to all defences buff expired! A close call.
All the creatures played their part and as a DM it was nice to see an encounter including every combat role. Secrets was the first to die as it was the most annoying, surprisingly Fate survived to be the last creature to meet the Order of Elites wrath. Fate’s Control Fate power had done a sterling service keeping an immobilised status effect of the ranger so that Winter could restrain him with its Extreme Frost aura, but its dominate power only worked once. Undeaths minion summoning attacks were also very interesting and the little floating skulls dished out a very reasonable amount of damage making it important to keep their numbers low, mainly through including them in area and burst effects. It was also nice (for me as the DM) to see the shock in the PCs when their standard emergency fire zone was dispelled by Fates Anti Magic trait at the end of her turn before it could have any effect.
During the combat whenever an aspect was defeated it instantly crumbled into dust and a specific arm appeared on the statue…
1: (winter) Crystalline translucent blue arm of ice, wielding a frozen sword
2: (fear) A twisted, disjointed arm ending in a large 3 fingered claw
3: (undeath) an immaculate and delicate arm, wielding a skull mace
4: (secrets) a mummified arm holding a rod made from obsidian and jade
5: (death) an arm made from maggots
6: (fate) an arm clad in bonemail carrying a shield bearing the symbol of Tharizdun
As soon as the final creature was defeated the adamantine surface of the statue melted away revealing the flesh and blood god within. While the frenzy of circling souls hung lower screaming and laughing.
The next encounter will take place immediately with no time to heal (but will count as a fresh encounter). Everyone will keep the same initiative (just as if the last fight was still going on) with the Curtain of Despair acting next.
The group looked at their desperate position with very few healing surges and almost completely out of daily powers and tricks. Gritting their teeth they prepared for the most important fight of their lives, their destinies had been building towards this. Today and now the celestial contract forged by Pholtus the Pale (at the cost of his godly existence) would be resolved and the world would either be lost to the shadowfell forever or saved by our plucky heroes.
Tune in next time to see if they succeed.