Rescuing Avandra - Epic Level Adventure (Update: added final boss encounter)

Mesh Hong

First Post
The following is the current adventure for my group of 6 level 27 characters, they have completed everything presented here without taking an extended rest (which I didn’t expect).

This was written before MM3 so it does not reflect the new style of creature design, but these are creatures designed for my game so they may not be suitable for everyone.

This is the first time I have ever written out an adventure in this detail ahead of time (with one eye on presenting it for other peoples amusement) so I hope it makes sense.

Rescue Avandra from imprisonment by Dagon

What the PCs know:
Avandra is being held underwater in a location not in the Abyss. Through divination they saw her limp body securely chained, alive but unconscious. This is enough information for them to be able to use Dark Wanderer to walk to Location 1.

Location 1: Outside The Deep Sea Complex
Deep on the sea floor a twisted mass of coral and stone lurks under a shifting forest of seaweed. Ahead the group can see a wide opening to a low tunnel that extends into the reef complex.
- When within 20 squares of the opening they will notice there seems to be a current drawing water in.
- When within 10 squares they will notice that the current is getting stronger and trying to pull them in, if they end their turn in this area that take an attack +23 vs. Fortitude; on hit they are pulled in (see Exit).
- When they end their turn within 5 squares of the opening they take an attack +28 vs. Fortitude; on hit they are pulled in (see Exit).
If any PCs are pulled in make a note of when characters go through if they don’t all go through together, this will effect the next encounter.

As they approach the entrance they are attacked by 3 Ancient Fleshtearer Sharks, followed 1 or 2 rounds later by 20 Kuo-Toa guards on patrol.

Loot: If they search the guards they will find small rough gems worth 20,000 gps in total (1,000 gps each).

Exit: large entrance opening to Location 2.


Kuo-Toa Guard Level 27 Minion
Medium Natural Humanoid (aquatic) XP 2,750

Initiative +22 Senses Perception +18, darkvision
HP 1; a missed attack never damages a minion.
AC 41; Fortitude 39, Reflex 40, Will 38
Speed 6, swim 6

:bmelee: Spear Stab (Standard; at-will)
Attack +32 vs. AC; 12 damage

Agile Swimmer (Minor; at-will or immediate reaction)
While under water Guard may shift 2 squares as a minor action, or may
shift 2 squares as an immediate reaction when missed by an attack

Alignment Evil Languages deep speech
Skills Athletics +26, Dungeoneering +18
Str 26 (+21) Dex 28 (+22) Wis 11 (+13)
Con 26 (+21) Int 12 (+14) Cha 15 (+15)
Equipment spear, small shield


Ancient Fleshtearer Shark Level 28 Brute
Huge Natural Beast (aquatic) XP 13,000

Initiative +22 Senses Perception +19, low light vision
HP 320; Bloodied 160
AC 40; Fortitude 42, Reflex 40, Will 38
Speed swim 8

:bmelee: Bite (Standard; at-will)
Attack +31 vs. AC; 4d8+10 damage

:melee: Lockjaw Charge (Standard; at-will) charge attack
Charge attack (when not grabbing a target); attack +32 vs. AC; 4d10+10
damage; on hit target is grabbed (escape ends), aftereffect target takes
10 ongoing damage (save ends)

:melee: Shredding Teeth (Standard; at-will) grabbed target
Grabbed target only; automatic hit; 4d10+10 damage and the grab is
maintained

Feeding Frenzy
If the Shark starts it turn within 5 squares of a bloodied creature it must
attack it, if it is grabbing a non bloodied target it releases it as a free
action (in this case the target does not take the 10 ongoing damage)

Waterborne
While in water Shark deals an additional 5 damage to any creature that
does not have a swim speed

Alignment Unaligned Languages
Str 30 (+24) Dex 26 (+22) Wis 20 (+19)
Con 30 (+24) Int 2 (+10) Cha 18 (+18)

----


Location 2: Entrance Chamber

The characters are pulled down a long and winding passageway, twisting down below the seabed that ends with them shooting out of a waterfall in an air filled chamber, landing in a 20ft deep pool. Strangely the pool does not overflow and doesn’t lead anywhere.

100ft Fall; 5d10 falling damage (water landing)

The large stone chamber is inscribed with bizarre patterns, mosaics and murals depicting strange undersea themes. There is a large raised stone section at one end of the chamber upon which stands a massive 30ft diameter bronze gong suspended by ropes from two large pillars.

In front of the gong is a heavy set human with tattooed skin (Dagon Cult Gong Sounder), with two robed humans a little way in front (Dagon Cult Chanter). At ground level stand four Human Cultists already spreading out and heading over to the group.

Note: Any members of the group that got sucked through the portal will arrive in their respective rounds. This could get nasty.

Loot: The Gong Sounder is wearing a belt of Titan Strength (phb p.253) and a mace of resounding +6 (phb p.236). The Cult Chanters each have a ring of Aquatic Adaptability (av p.157). Between them the defeated creatures have 100,000 gps worth of gems and jewellery. If the PC spend a couple of hours hacking at the floor and walls they could harvest another 500,000 gps worth of gemstones.

Exits: There is a large impressive set of double doors on one wall (Location 3), a smaller set of double doors on another wall (Location 5) and a large stone pedestal (10ft diameter) filled with churning water that looks like it is a similar doorway to the one they entered by (Location 10).


Dagon Cultist Level 26 Skirmisher
Medium Natural Humanoid (human) XP 9,000

Initiative +19 Senses Perception +16
HP 240; Bloodied 120; see Slashing Escape
AC 40; Fortitude 39, Reflex 38, Will 37
Speed 6, swim 5

:bmelee: Sword Stab (Standard; at-will)
Attack +31 vs. AC; 2d10+9 damage

:bmelee: Dagger Slash (Standard; at-will)
Attack +29 vs. Reflex; 1d10+9 damage

:melee: Double Strike (Standard; at-will)
Cultist makes a Sword Stab attack, hit or miss Cultist may shift 1 square
and make a Dagger Slash attack

:melee: Slashing Escape (Free; encounter) when first bloodied
When first bloodied Cultist makes a Dagger Slash attack if possible and
shifts 3 squares as an immediate free action

Combat Advantage
Once a round on its turn Cultist may deal an additional 2d10 damage
against a target granting it combat advantage

Alignment Evil Languages common
Skills Athletics +23, Endurance +25, Stealth +22
Str 20 (+18) Dex 18 (+17) Wis 16 (+16)
Con 24 (+20) Int 12 (+14) Cha 14 (+15)
Equipment leather armour, short sword, dagger


Dagon Cult Chanter Level 28 Artillery
Medium Natural Humanoid (human) XP 13,000

Initiative +18 Senses Perception +19
HP 198; Bloodied 99
AC 40; Fortitude 39, Reflex 40, Will 41
Speed 6, swim 5

:bmelee: Dagger Twist (Standard; at-will)
Attack +33 vs. AC; 2d6+8 damage; on hit target takes 10 ongoing
bleeding damage (save ends)

:ranged: Solid Voice (Standard; at-will) thunder
Range 10/20; attack +33 vs. Fortitude; 3d8+10 thunder damage

:ranged: Echo of the Abyss (Standard; recharge :5::6:) thunder
Range 10/20; attack +33 vs. Will; 4d8+10 thunder damage on hit target is
weakened (save ends); aftereffect target takes 2d8+10 thunder damage

:close: Drone of Dagon (Standard; encounter) thunder, psychic
Burst 10; enemies only; attack +33 vs. Will; 1d10+10 thunder and psychic
damage; on hit slide target 6 squares

Alignment Evil Languages common
Skills Bluff +29, Endurance +26, Religion +27
Str 14 (+16) Dex 18 (+18) Wis 20 (+19)
Con 24 (+21) Int 27 (+22) Cha 30 (+24)
Equipment ritual dagger, blue/green robes


Dagon Cult Gong Sounder Level 27 Elite Brute
Medium Natural Humanoid (goliath) XP 22,000

Initiative +21 Senses Perception +15
HP 620; Bloodied 310; see Resounding Rampage
AC 40; Fortitude 41, Reflex 39, Will 38
Resist 10 Thunder
Saving Throws +2
Speed 6, charge 7, swim 5
Action Points 1

:bmelee: Mace Whack (Standard; at-will)
Attack +30 vs. AC; 4d6+10 damage (crit: 6d6+34 thunder damage)

:melee: Swinging Mace (Standard; at-will)
Gong Sounder makes 2 Mace Whack attacks; on hit target is also dazed
(save ends)

:melee: Thunderous Cleave (Standard; recharge :5::6:) thunder
Attack +30 vs. AC; 4d10+10 damage (crit 6d6+50 thunder damage); on
hit target is pushed 6 squares and knocked prone, also all other adjacent
enemies take 15 thunder damage and are knocked prone

:melee: Knockout Blow (Standard; encounter)
Attack +28 vs. Fortitude; 4d8+10 damage (crit 6d6+42 thunder damage);
on hit target is knocked unconscious (save ends), if the unconscious
target takes any damage it is no longer unconscious; on miss target takes
half damage

:melee: Resounding Rampage (Standard; encounter) while bloodied only
While bloodied only; 6 attacks against the same target; attack +30 vs.
AC; 1d10+10 damage if 2 attacks hit target is knocked prone, if 4 attacks
hit target is knocked prone and dazed (save ends), if 6 attacks hit target
is knocked prone and stunned (save ends)

:area: Gong Strike (Standard; recharge :5::6:) adjacent to gong
Gong Sounder must be adjacent to gong; area burst 3 within 20; attack
+28 vs. Will; 5d10+10 thunder damage; on hit secondary attack +28 vs.
Fortitude; on hit target is stunned (save ends)

Titan Strength (Free; encounter)
Gong Sounder gains a +10 bonus to damage roll on melee attacks until the
start of its next turn

Alignment Evil Languages common, abyssal
Skills Athletics +31, Endurance +28, Intimidate +22, Religion +19
Str 30 (+23) Dex 26 (+21) Wis 14 (+15)
Con 30 (+23) Int 12 (+14) Cha 18 (+17)
Equipment mace (resounding), belt of titan strength

----

Location 3: The Singing Hall

The double doors open into a short stone passageway that ends in a heavy dark green curtain. Behind the curtain the group can hear an eerie song like wail (attack +25 vs. Will; (domination effect) on hit the target drops their weapon and enters the room – double move).

The singing hall is another stone lined chamber with a raised stage at the far end, on the stage a disturbing half fish/half human woman is singing (Dagon Halfbreed Song Ripper), with (4) Human Cultists and (4) other Halfbreed fishmen (Dagon Halfbreed Cultist) listening in wrapped awe. Any dominated characters start the encounter dominated (save ends).

The half breed singer hits a high note and points at the group, signalling for her unwanted audience to be dealt with.

Loot: The singer is wearing jewellery worth 75,000 gps, between them the cultist have about 40,000 gps worth of gemstones.

Exits: Back through the curtain to the double doors and Location 2; there is also a secret door built into a mural at the back of the stage (Perception DC 35 to spot if standing on the stage) this leads to Location 4.


Dagon Cultist Level 26 Skirmisher
Medium Natural Humanoid (human) XP 9,000

Initiative +19 Senses Perception +16
HP 240; Bloodied 120; see Slashing Escape
AC 40; Fortitude 39, Reflex 38, Will 37
Speed 6, swim 5

:bmelee: Sword Stab (Standard; at-will)
Attack +31 vs. AC; 2d10+9 damage

:bmelee: Dagger Slash (Standard; at-will)
Attack +29 vs. Reflex; 1d10+9 damage

:melee: Double Strike (Standard; at-will)
Cultist makes a Sword Stab attack, hit or miss Cultist may shift 1 square
and make a Dagger Slash attack

:melee: Slashing Escape (Free; encounter) when first bloodied
When first bloodied Cultist makes a Dagger Slash attack if possible and
shifts 3 squares as an immediate free action

Combat Advantage
Once a round on its turn Cultist may deal an additional 2d10 damage
against a target granting it combat advantage

Alignment Evil Languages common
Skills Athletics +23, Endurance +25, Stealth +22
Str 20 (+18) Dex 18 (+17) Wis 16 (+16)
Con 24 (+20) Int 12 (+14) Cha 14 (+15)
Equipment leather armour, short sword, dagger


Dagon Halfbreed Cultist Level 27 Skirmisher
Medium Natural Humanoid XP 11,000

Initiative +20 Senses Perception +15, darkvision
HP 250; Bloodied 125; see Bloodied Rush
Regeneration 10
AC 41; Fortitude 40, Reflex 38, Will 36
Resist 10 Acid, 10 poison
Speed 5, swim 6

:bmelee: Sword Stab (Standard; at-will)
Attack +32 vs. AC; 2d10+9 damage

:bmelee: Dagger Slash (Standard; at-will)
Attack +30 vs. Reflex; 1d10+9 damage

:melee: Bloodied Rush (Free; encounter) when first bloodied
When first bloodied Cultist makes the following attack as an immediate
free action against its aggressor; attack +30 vs. Fortitude; 2d10+9
damage; on hit target is pushed 3 squares and knocked prone, and Cultist
follows up to the last square that the target left

:melee: Blade Dance (Standard; at-will)
Cultist makes a Sword Stab attack; hit or miss Cultist may shift 1 square
and make a Dagger Slash attack; hit or miss Cultist may shift 1 square and
make a Dagger Slash attack

Combat Advantage
Once a round on its turn Cultist may deal an additional 2d10 damage
against a target granting it combat advantage

Alignment Evil Languages common, abyssal
Skills Athletics +27, Endurance +26, Religion +18, Stealth +23
Str 28 (+22) Dex 20 (+18) Wis 14 (+15)
Con 26 (+21) Int 10 (+13) Cha 12 (+14)
Equipment shortsword, dagger


Dagon Halfbreed Song Ripper Level 28 Controller
Medium Natural Humanoid XP 13,000

Initiative +22 Senses Perception +27, darkvision
Discordant Tones (psychic) aura 3; All enemies entering or starting their
turn inside aura take 10 psychic damage
HP 260; Bloodied 130
Regeneration 10
AC 42; Fortitude 39, Reflex 40, Will 41
Resist 10 acid, 10 poison
Speed 5, swim 6

:bmelee: Dagger Beat (Standard; at-will)
Attack +31 vs. AC; 2d10+8 damage; on hit target takes 10 ongoing
damage (save ends), aftereffect target takes 5 ongoing damage (save
ends)

:ranged: Cutting Voice (Standard; at-will) psychic, thunder
Range 10/20; attack +32 vs. Will; 3d8+10 psychic and thunder damage;
on hit target is slowed and provokes combat advantage to all enemies
(save ends both)

:ranged: Call of the Ocean (Standard; recharge :5::6:) psychic, charm
Range 15; attack +32 vs. Will; 2d10+10 psychic damage; on hit target is
dominated (save ends), aftereffect target takes 2d6+10 psychic damage

:close: Choral Wave (Standard; at-will) thunder
Close blast 3; attack +32 vs. Will; 2d8+10 thunder damage; on hit target
is pushed 5 squares and slowed (save ends)

Alignment Unaligned Languages common, abyssal
Skills Bluff +27, Endurance +27, Insight +27, Religion +27
Str 18 (+18) Dex 18 (+18) Wis 20 (+19)
Con 24 (+21) Int 27 (+22) Cha 30 (+24)
Equipment ritual dagger

----

Location 4: The Chamber Of Echoes

A 5ft wide, damp, circular tunnel leads into a circular chamber maybe 60ft wide and 200ft tall. The chamber is filled with a light damp mist that clings to all surfaces. The floor of the chamber is submerged in about 1ft of green and brown tinged water (the centre 40 ft suddenly drops off to 50ft deep).

On the other side of the chamber a Full Breed fishman (Dagon Fullbreed Cultist) squats on the floor as if deep in meditation, then without warning he leaps up rasing his arms and two large Tainted Water Elements burst from the centre of the pool.

Environment: All sound is amplified and echoes in this room:
- all thunder attacks deal an additional 2d6 thunder damage.
- all saving throws against thunder effects take a -2 penalty.
- whenever an attack with the Thunder keyword is used all creatures (including attacker) inside the room take the following attack; attack +30 vs. Fortitude; on hit target is dazed and deafened (save ends both).

Loot: The Cultist is wearing an Iron Cog shaped amulet with the symbol of Dagon on it, this is not magical but it might be some sort of key. If the PCs search the bottom of the 50ft water filled pit they find a pair of Bloodthirst Bracers (level 24 av p.114).

Exits: The only real exit from this room is the way they came in (Location 3), if the PCs for some reason climb the 200ft to the roof they take an attack +30 vs. Fortitude; on hit they are pulled through a tube of water back to the outside of the complex (near Location 1) there they might be attacked by Ancient Fleshtearer Sharks again (if it seems fun to do so).


Dagon Fullbreed Cultist Level 27 Soldier
Medium Natural Humanoid XP 11,000

Initiative +23 Senses Perception +19, darkvision
HP 252; Bloodied 126
Regeneration 10
AC 43; Fortitude 41, Reflex 39, Will 38
Resist 20 acid, 20 poison
Speed 5, swim 7

:bmelee: Claw Swipe (Standard; at-will) poison
Attack +34 vs. AC; 1d10+10 damage; on hit target takes 20 ongoing
poison damage (save ends)

:close: Acidic Expulsion (Move; at-will) acid
Burst 1; attack +32 vs. Reflex; 1d6+9 acid damage

:close: Mesmerising Stare (Minor; at-will) gaze, charm, 1/round
1 target inside burst 1; attack +30 vs. Will; on hit target is immobilised
(save ends)

:close: Acid Breath (Minor; encounter) acid
Close blast 3; attack +32 vs. Reflex; 3d6+9 acid damage; on hit target
takes a -1 penalty to AC until the end of the encounter

Alignment Evil Languages common, abyssal
Skills Athletics +28, Endurance +27, Religion +18, Stealth +26
Str 30 (+23) Dex 26 (+21) Wis 12 (+14)
Con 28 (+22) Int 10 (+13) Cha 10 (+13)


Tainted Water Elemental Level 30 Elite Brute
Large Elemental Beast XP 38,000

Initiative +25 Senses Perception +22, darkvision
Churning Currents aura 2; Area inside aura is considered difficult terrain
for creatures without a swim speed
HP 700; Bloodied 350; see Toxic Slam and Double Toxic Slam
AC 42; Fortitude 44, Reflex 41, Will 42
Immune poison;
Resist 15 acid;
Vulnerable 5 cold, 5 fire
Saving Throws +2
Speed 6 swim 6
Action Points 1

:bmelee: Water Slam (Standard; at-will) only while not bloodied
Reach 2; attack +33 vs. AC; 4d8+12 damage

:melee: Triple Slam (Standard; at-will) only while not bloodied
Elemental makes 3 attacks against the same target; reach 2; attack +33
vs. AC; 2d8+12 damage; if two attacks hit target takes a -2 penalty to
attack rolls until the end of Elementals next turn, if all three attacks hit
target instead takes a -4 penalty to attack rolls until the end of
Elementals next turn

:bmelee: Toxic Slam (Standard; at-will) poison, only while bloodied
While bloodied only; reach 2; attack +33 vs. AC; 4d10+12 damage; on hit
target takes 20 ongoing poison damage (save ends)

:melee: Double Toxic Slam (Standard; at-will) poison, only while bloodied
Elemental makes 2 Toxic Slam attacks

:melee: Internal Whirlpool (Standard; recharge :5::6:)
Reach 2; attack +31 vs. Fortitude; 4d6+12 damage; on hit the target is
pulled into the Elementals square, takes 30 ongoing damage and is
stunned (save ends both), aftereffect target is dazed (save ends); a
creature inside the Elemental moves with the Elemental, when a creature
makes its initial save it can escape to any free square adjacent to the
Elemental

:close: Wave of Water (Standard; encounter)
Burst 5; enemies only; attack +31 vs. Fortitude; 5d10+12 damage; on hit
target is pushed 3 squares and knocked prone

Alignment Evil Languages understands abyssal
Str 34 (+27) Dex 26 (+23) Wis 14 (+17)
Con 32 (+26) Int 3 (+11) Cha 28 (+24)

----

Location 5: The Corridor Of Madness

This is a 200ft long narrow and twisting corridor. Along each wall are a large number of alcoves containing a variety of offerings and dedications to Dagon. These range from small piles of rotting fish and sickly smelling candles, to elaborate glyphs and symbols. As the PCs step into the corridor their vision shifts and swims as if drunk or in a dream, it might be a challenge getting to the other end…..

Individual Skill Challenge
Each character must make one of the selected rolls at each stage as they stumble their way down the corridor.

Stage 1:
You start to lose your bearings and sense of perspective, gritting your teeth or focusing your mind you press on
Special: gain a +2 bonus to the check if you are immune to dominate, fear or charm effects
Endurance DC30
Insight DC 30
Perception DC32
Success: You keep your nerve and make steady progress; gain a +2 morale bonus to your skill check in Stage 2
Fail: You are disorientated by your surroundings; take a -2 morale penalty to your next skill check in Stage 2

Stage 2:
As you make progress strange shapes lunge out of the alcoves, groping wet tendrils slap at your arms and legs, as if trying to drag you to a watery grave
Athletics DC 30
Acrobatics DC30
Endurance DC32
Success: Ducking, weaving and forcing your way through the tendrils you fight them off and can see the end of the corridor ahead; gain a +2 morale bonus to your next skill check in Stage 3
Failure: Desperately you drag yourself along the corridor while the tendrils slam you into the walls and half choke you; take 5d10+10 damage

Stage 3:
As you approach the end of the corridor an unearthly voice croaks out your name and a multitude of voices implore you to abandon all hope and turn to Dagon for comfort and protection as the world spirals into its inevitable chaotic doom
Special: If you gained success in both Stage 1 and Stage 2 you gain an additional +2 bonus to this skill check
Arcana DC34
Religion DC34
Heal DC34
Endurance DC36
Success: Hardening your resolve against the choir of evil you emerge from the hellish corridor
Failure: Wracked with confusion and uncertainty you stumble or crawl from the hellish corridor with the voices of the dammed still echoing in your mind; lose a number of healing surges equal to the number of Stages you failed in this challenge

Exit: Characters Emerge in Location 6, looking back the corridor looks dry and safe with no sign of the horrors they have gone through (no challenge for returning to Location 2)

----


Location 6: Octopuses Garden (in the shade)

The characters emerge from the corridor into a large circular room, the floor of the room is under about 6inches of water, with some areas dropping to 2-3ft (difficult terrain). In the room are twelve black/green coral mounds (like mini volcanoes) from which thin wisps of greenish vapour drift into the air and gather in a cloud across the ceiling which is about 50ft above them.

Perched on top of a larger mound in the centre is a giant pearl about 4ft across, shining in the otherwise dim green light. At their feet the group also notice the glint of gold and gems spread out across the rough floor, and the occasion bone.

When anyone approaches the pearl Suckered Tentacles emerge from the coral mounds and attack. These tentacles are counted as individual creatures and can emerge and strike from any free mound.

There are eight tentacles in total but all tentacles might not attack on the first round depending on the position of the PCs. When four tentacles have been destroyed (on its initiative) a large single eyed Bulbous Octopus Head will emerge from under the giant pearl (rolling it at the nearest PC; attack +32 vs. AC; 1d10+10 damage) and attack.

When the Bulbous Head is defeated any remaining Tentacles immediately fall lifeless.

Special conditions: Any burst or blast attacks directed solely into an unoccupied coral mound (i.e. does not effect the surface) is considered an automatic hit against all Tentacles in the encounter, the damage from the attack is applied to all tentacles.

Loot: If the PCs spend half an hour scouring the floor they find 20,000 gps worth of gold nuggets, 15,000 gps worth of gemstones, a small brass idol of Dagon in the form of an angler fish and a stone tablet containing a ritual used to call fish to a location from a wide area of open ocean, and an Iron Cog with the symbol of Dagon on it, the giant pearl is worth 500,000 gps.

Upon investigating the room, characters can make a DC25 Religion check; on success they figure out that this is some sort of offering chamber where cultists can present gifts to Dagon. The Octopus was probably a guardian that passed certain items on.

Exits: The obvious exit is back the way they came (through the corridor) to Location 2. There is another exit if the PCs go through the large coral mound that the Octopus Head appeared through and actually move the dead body of the Octopus they will discover a circular passageway with a current to draw them through a passageway leading down to Location 7 (no roll, they only get sucked through if they say they are entering the tunnel).
Note: If they discover this route they will bypass a puzzle, for play test purposes I didn’t give my group any help in discovering the passage, though I did allow them to find an extra item of loot for fishing around in the holes.


Suckered Tentacle Level 27 Lurker
Medium Natural Beast XP 11,000

Initiative +26 Senses Perception +12
HP 200; Bloodied 100
AC 41; Fortitude 40, Reflex 40, Will 38
Immune knocked prone, push/pull/slide;
Resist 15 acid, 10 poison
Speed considered immobile

:bmelee: Tentacle Grab (Standard; at-will)
Reach 5; attack +32 vs. AC; 2d10+9 damage; on hit target is grabbed
(escape ends) and Tentacle may slide target to any free square within its
reach

:melee: Emergent Slam (at-will)
Tentacle must start its turn Withdrawn; reach 5; attack +32 vs. Reflex;
4d10+9 damage; on hit target is knocked prone

:melee: Crush and Withdraw (Standard; at-will) acid
Grabbed target only; attack +30 vs. Fortitude; 4d6+9 damage; on hit
target is dazed and takes 15 ongoing acid damage (save ends both); on
miss target takes half damage; hit or miss Tentacle uses Withdraw as an
immediate free action

Withdraw (Standard; at-will)
Tentacle recoils back into its current mound and removes all ongoing
effects it is subject to, any target currently grabbed by Tentacle is
immediate released

Alignment Unaligned
Skills Athletics +27
Str 28 (+22) Dex 28 (+22) Wis 8 (+12)
Con 28 (+22) Int 6 (+11) Cha 3 (+9)


Bulbous Octopus Head Level 28 Elite Artillery
Medium Natural Magical Beast XP 26,000

Initiative +18 Senses Perception +19, darkvision, blindsight 5
Green Haze (acid) aura 3; All creatures entering or starting their turn
inside aura take 10 acid damage
HP 404; Bloodied 202
AC 42; Fortitude 40, Reflex 39, Will 41
Immune knocked prone, push/pull/slide;
Resist 15 acid, 10 poison
Saving Throws +5
Speed considered immobile
Action Points 1

:bmelee: Beak Bite (Standard; at-will)
Attack +33 vs. AC; 3d6+5 damage

:melee: Tentacles, Tentacles (Standard; at-will)
1 or 2 Suckered Tentacles may make an immediate standard action

:melee: Beak Back (Immediate Reaction; at-will) attacked by an adjacent
enemy
When attacked by an adjacent enemy Head may make a Beak Bite attack
against its aggressor as an immediate reaction

:close: Acidic Ink Cloud (Standard; recharge :4::5::6:) acid
Close blast 3; attack +33 vs. Reflex; 5d10+10 acid damage; hit or miss
creates a zone that lasts until the end of Heads next turn that blocks line
of sight (Head has blindsight), all creatures inside the zone are considered
blinded

:close: Expel Acid (Standard; at-will) acid
Burst 5; attack +33 vs. Fortitude; 3d8+10 acid damage

Alignment Unaligned Languages
Str 20 (+19) Dex 18 (+18) Wis 10 (+14)
Con 28 (+23) Int 8 (+13) Cha 30 (+24)

----


Location 7: Vault Of Dagon

If the PCs enter via the water tunnel from Location 6 they are buffeted along a twisting rocky tunnel (each PC must make an Acrobatics, Athletics or Endurance check DC 25, on fail lose a healing surge) then they shoot out of hole in the ceiling and fall 60ft to the floor below (6d10 damage).

This is a 50ft square room, lined in rusting copper plates with the seams scarred with a green mossy residue which casts an unearthly green light on the rooms contents. There is a single large metal door in one wall that has an elaborate set of locking mechanisms visible that would make it very hard to break down, however it is relatively easy to open from the inside (3x thievery DC30 checks). If the group entered from Location 8 this door is obviously open and the lock disengaged.

The main thing that focuses the group though is the huge pile of gold, gems and items that are piled in the centre of the room and spread out to cover the floor.

As the group search the treasure (or use detect magic) they will also find a large teleport circle built into the floor. (If Tellis uses his teleport tracking ritual he will discover that it was last used a week ago to open a portal to somewhere deep in the Abyss).

As the group spread out searching the treasure three Green Slime Feeders seep to the surface and attack (DC 30 perception checks to act in a surprise round).

Loot: 750,000 gps worth of gemstones and small art objects, 250,000 gps worth of coins. Coral Platemail +6 (av p.43), Phrenic Crown lvl 17 (av. p.144), Translocating Leather Armour +5 (av2 p.14), Aura Killer Greataxe +6 (av2 p.15), Oceanstrider Boots (av p.129), Pouches of Shared Acquisition (av p.176)

Exits: If they try the water channel in the ceiling the group will quickly discover that the force of the flow makes it impossible to travel up it (it’s a one way chute). This leaves the only exit as the Vault door (location 8).


Green Slime Feeder Level 28 Elite Lurker
Large Elemental Beast (blind, ooze) XP 26,000

Initiative +21 Senses Perception +16, blindsight 10, tremorsense 10
HP 404; Bloodied 202
AC 42; Fortitude 41, Reflex 39, Will 40
Immune gaze;
Resist 30 acid;
Vulnerable 5 fire, 5 radiant
Saving Throws +2
Speed 5, climb 5

:bmelee: Engulf (Standard; at-will) acid
Attack +31 vs. Reflex; 4d8+10 acid damage; on hit target is engulfed
(save ends); while engulfed target takes 10 ongoing acid damage and is
restrained; while engulfing a target Slime takes half damage and target
takes half damage from all attacks (except those by the target); while
engulfing the Slime can only attack its engulfed target

:melee: Acidic Ingestion (Standard; at-will) acid, engulfed target only
Engulfed target only; 2 attacks; attack +31 vs. Fortitude; 5d6+10 acid
damage

:melee: Concentrated Crush (Minor; encounter) acid, engulfed target only
Engulfed target only; attack +31 vs. Fortitude; 4d12+10 acid damage; on
miss target takes half damage

Alignment Unaligned
Skills Stealth +30
Str 30 (+24) Dex 16 (+17) Wis 14 (+16)
Con 28 (+23) Int 3 (+10) Cha 3 (+10)

----


Location 8: Traps And Tribulations

This is a trapped antechamber for the Vault (Location 7); PCs will either approach from the Vault (location 7) or via the Globe of the Churning Sea (Location 9).

It is a stone room, approximately 30ft wide and 90ft long, each wall is heavily decorated with intricate interwoven carved depictions of sea creatures and plants creating deeply shadowed recesses.

There plenty of traps in this room:
Dart Cascade (2x level 25 artillery)
15ft from each end of the corridor a 10ft wide trap stretches from wall to wall;
Trigger: any creature entering the zone takes the following attack
Attack +32 vs. AC; 2d10+10 damage; on hit target takes 10 ongoing poison damage (save ends)
Disarm: each trap can be disarmed with 2x DC30 thievery checks as standard actions, or by dealing 100 damage to a section of wall inside the trap zone.

Wall of Pain (2x level 25 controller)
10ft after each of the Dart Cascade trap area (towards the centre of the corridor) are a further 2 5ft wide trap zones;
Trigger: any living creature entering the zone takes the following attack
Attack +29 vs. Will; 1d12+10 psychic damage; on hit target is stunned (save ends), this is a charm effect
Disarm: each trap can be disarmed by either a DC35 Arcana check as a standard action, 2x DC40 thievery checks as standard actions or by dealing 150 damage to a section of wall inside the trap zone.

Key Plate (8x level 25 controller)
Adjacent to each side of each Dart Cascade and Wall of Pain trap zones there is a red starfish carved into the otherwise plain floor tiles. If a creature possessing an Iron Cog stands on one of these starfish it deactivates the trap it is adjacent to while they are stood on it. (note you would need 2 people each with a cog in order to safely traverse the room).
If a creature not carrying an Iron Cog stands on a starfish it activates as a trap
Trigger: creature not carrying an Iron Cog stands on it
Attack +29 vs. Fortitude; 3d6+10 lightning damage; on hit target is dazed (save ends)
Disarm: Each Key Plate can be disarmed with a DC45 thievery check as a standard action, this deactivates both the Key Plate and the trap it is adjacent to.

Guarding this room are 2 Crystal Statues, who stand in the centre of the room and will attack any creatures who do not possess a visible Iron Cog. Note if a creature with an Iron Cog attacks them they will then be considered an enemy until they leave the room and re-enter.
Note: DC 30 arcana or religion check to guess that Statues could be dominated if you had an Iron Cog (see creatures stat block).

Note: This is an incredibly easy encounter if the PCs figure everything out (which isn’t difficult). My group loved dominating the statues and systematically disarming the traps. Do not expect this room to provide anything other than light or even comical relief.

Loot: Fragments of the Crystal Statues (if defeated) are worth about 200,000 gps (in total), also each of the two Statues has an Iron Cog.

Exits: Heavily reinforced metal door to Location 7 (the Vault – see separate notes if opening from this location); set of ornate wooden doors to Location 9.


Crystal Statue Level 29 Controller
Medium Elemental Animate (earth) XP 15,000

Initiative +15 Senses Perception +16, truesight 5
HP 270; Bloodied 135
AC 43; Fortitude 41, Reflex 39, Will 39
Immune charm, illusion, disease, poison;
Resist 10 non weapon damage;
Vulnerable 5 thunder
Saving Throws +2 vs. ongoing damage
Speed 4 (cannot shift)

:bmelee: Crystal Push (Standard; at-will)
Attack +32 vs. AC; 2d8+10 damage; on hit target is pushed 2 squares

:ranged: Psychic Lock (Standard; at-will) psychic
Range 10/20; attack +33 vs. Will; 2d8+10 psychic damage; on hit slide
target 3 squares and target is immobilised (save ends)

:area: Mental Dysfunction (Standard; encounter) psychic
Area burst 1 within 15; attack +32 vs. Will; 3d10+10 psychic damage; on
hit target is slowed (save ends); on miss half damage

Reflective Body (Free; at-will) hit by non melee attack
when hit by a non weapon attack the attacker repeats the attack against
all creatures adjacent to the Statue; on hit target takes half damage

By Your Command
Any creature possessing an Iron Cog speaking abyssal may target a statue
with a DC33 Bluff, Diplomacy or Intimidate skill check as a standard action;
on hit the statue is dominated until the end of creatures next turn

I am a Cog
Remember Crystal Statue has an Iron Cog set into its chest, i.e. if it
stands on a red starfish it will deactivate the appropriate trap

Alignment Unaligned Languages understands abyssal
Str 20 (+19) Dex 12 (+15) Wis 14 (+16)
Con 28 (+23) Int 3 (+10) Cha 3 (+10)
Equipment iron cog

----


Vault Door

This is a heavy metal single door, about 10ft wide and 15ft tall, it is so elaborately constructed that any character with the thievery skill will recognise it as some kind of vault or safe. Cast into the door is a large symbol of Dagon with 5 circular recesses about 5inches in diameter.

If the group have collected any Iron Cogs they will realise that they are keys that will fit into the recesses in the door.

Inscribed in Abyssal anticlockwise around the symbol of Dagon is the following passage;

Lifeless and dark
Barren and bleak
Before the beginning
Eternal in sleep
Waiting in music
Calling in dream
An end to all suffering
Its ultimate theme
For those who dance over
And those crawling beneath
It is father and mother
It is joy it is grief

Looking at the cogs the PCs will notice that each has a notch in one of its teeth, and if inserted into the lock can turn to face a letter (in Abyssal script) around the edge of the “key hole”, like a combination lock.

When 5 cogs are placed in the holes a round centre unit will click forward, and should be pressed back in to activate the cogs. If the correct letters have been selected then when the centre unit is pressed it will open the door.

The letters around the 5 locks in clockwise order, starting at the top are:
1: S, B, O, A, D
2: D, Y, N, S, N
3: O, A, S, T, A
4: E, L, Y, E, G
5: A, R, C, A, B

The correct sequence for the cogs is:
(Note: the word should read anticlockwise, like the inscription)
1: O; 5: C; 4: E; 3: A; 2: N (OCEAN)
Other incorrect possibilities are: ABYSS and DAGON which are reasonable and SALTY, DREAD and BREAD which are amusing.

If the incorrect combination is activated the PC who pressed it takes 6d10+20 lightning damage.

If the correct combination is activated the PC who pressed it regains a healing surge and door opens revealing the Vault (Location 7).

----


Location 9: Globe Of The Churning Sea

This is a large square chamber that has a 50ft by 50ft sunken central section with a 15ft wide shadowed colonnaded walkway around its edge lined by 5ft wide pillars of rough coral. The central sunken section is 5ft lower than the walkway and is accessed by a steep section of steps between each of the pillars.

In the centre of the room a raised coral structure (10ft wide) houses a large clear crystal that glows with an eerie blue/green light illuminating the sunken section.

Around the crystal stand 7 creatures concentrating on moving images within the crystals strange glow, while the leader chants softly, moving his hands as if conducting a ritual. 4 Dagon Fullbreed Cultists, 2 Dagon Water Demons and a Dagon Fullbreed Priest.

Whichever door the PCs enter through the 4 Cultists will have their backs to the group with the Priest flanked by the Demons on the far side of the Crystal.

If the PCs enter carefully allow a stealth vs. Passive perception for a surprise round.

Otherwise the Priest will snap out of his trance like state and sound the attack.

Special Conditions: The large crystal device is relatively fragile;
AC 30; Fortitude: 35; Reflex: 25; Will: 25
HPs: 150; bloodied 75
If bloodied cracks will appear in the crystal and the light it projects will start to stutter as the images inside it grow fuzzy.
If reduced to 0HPs the crystal will explode in a burst 4 (all the sunken area); attack +30 vs. Reflex; 70 damage; on hit target is dazed (save ends); on miss target takes half damage

Loot: Only the priest has anything of value on him, jewellery worth 100,000 gps, 200,000 gps worth of residuum and a magical shortsword
Shortsword of Discord (level 30)
Enhancement +6; Critical +6d6 damage
Property: this item can also be used as a divine or arcane implement if the wielder is proficient in the weapon.
Daily Power (free, when weapon hits with a melee attack)
The target takes 3d12 ongoing damage (save ends), aftereffect target takes 2d12 ongoing damage (save ends)

If the crystal survives the encounter it is a crystal ball that the Dagon temple uses to direct the will of the ocean against its enemies. The PCs should be able to use it to see various ominous acts of evil being perpetrated in Dagons name, and also scry Avandra if they think of it. If the PCs do scry Avandra they will see her naked and chained horizontally on a slab but alarmingly she looks heavily pregnant and its hard to see but her belly ripples and bulges as if tens of tiny creatures are pressing against her flesh.

Exits: Three walls have solid wooden double doors (Locations 8, 10, 11) and a set of elaborate metal doors with a pair of sharks embossed on them one with an open mouth which contains an 8inch round recess which probably requires a larger cog like key (Location 13)


Dagon Fullbreed Cultist Level 27 Soldier
Medium Natural Humanoid XP 11,000

Initiative +23 Senses Perception +19, darkvision
HP 252; Bloodied 126
Regeneration 10
AC 43; Fortitude 41, Reflex 39, Will 38
Resist 20 acid, 20 poison
Speed 5, swim 7

:bmelee: Claw Swipe (Standard; at-will) poison
Attack +34 vs. AC; 1d10+10 damage; on hit target takes 20 ongoing
poison damage (save ends)

:close: Acidic Expulsion (Move; at-will) acid
Burst 1; attack +32 vs. Reflex; 1d6+9 acid damage

:close: Mesmerising Stare (Minor; at-will) gaze, charm, 1/round
1 target inside burst 1; attack +30 vs. Will; on hit target is immobilised
(save ends)

:close: Acid Breath (Minor; encounter) acid
Close blast 3; attack +32 vs. Reflex; 3d6+9 acid damage; on hit target
takes a -1 penalty to AC until the end of the encounter

Alignment Evil Languages common, abyssal
Skills Athletics +28, Endurance +27, Religion +18, Stealth +26
Str 30 (+23) Dex 26 (+21) Wis 12 (+14)
Con 28 (+22) Int 10 (+13) Cha 10 (+13)


Dagon Water Demon Level 28 Skirmisher
Large Elemental Humanoid (water) XP 13,000

Initiative +27 Senses Perception +19, darkvision
HP 256; Bloodied 128
AC 42; Fortitude 39, Reflex 42, Will 40
Immune slow, immobilised;
Resist 15 cold;
Vulnerable 5 fire
Speed 8, swim 10

:bmelee: Water Slam (Standard; at-will)
Reach 2; attack +33 vs. AC; 3d6+11 damage; on hit slide target 1 square
and Demon may shift 3 squares

:ranged: Water Jet (Minor; at-will)
Range 10; attack +33 vs. AC; 1d8+11 damage; on hit target is pushed 1
square and Demon may shift 2 squares

:close: Frigid Breath (Standard; recharge :5::6:) cold
Close blast 3; attack +30 vs. Fortitude; 4d6+10 cold damage; on hit
target is slowed (save ends)

Aqueous Escape (Immediate Reaction; at-will) hit by an attack
When hit by an attack Demon may shift 5 squares as an immediate
reaction

Flowing Form
Demon cannot be slowed or immobilised and ignores movement penalties
from difficult terrain

Alignment Evil Languages abyssal
Skills Diplomacy +20, Religion +22
Str 28 (+23) Dex 32 (+25) Wis 20 (+19)
Con 24 (+21) Int 16 (+17) Cha 12 (+15)


Dagon Fullbreed Priest Level 28 Elite Controller
Medium Natural Humanoid XP 26,000

Initiative +19 Senses Perception +23, darkvision
Blood to Water aura 10; All bloodied enemies starting their turn inside the
aura take 20 damage and are weakened until the start of their next turn
HP 510; Bloodied 255
Regeneration 20
AC 42; Fortitude 40, Reflex 40, Will 42
Resist 15 acid, 15 poison
Saving Throws +2
Speed 5, swim 8 also see Wash Away
Action Points 1

:bmelee: Discordant Strike (Standard; at-will)
Attack +32 vs. AC; 2d12+8 damage; on hit target takes a -4 penalty to
attack rolls and 3d12 ongoing damage (save ends both), aftereffect target
takes 2d12 ongoing damage (save ends)

:melee: Discordant Flourish (Standard; at-will)
Priest makes a Discordant Strike attack against 1 or 2 targets

:ranged: Echo of the Deep (Standard; at-will) psychic, thunder
1 or 2 primary targets; range 10/20; attack +32 vs. Will; 3d8+11 psychic
and thunder damage; on hit target dazed (save ends) and a secondary
target within 3 squares takes 15 psychic and thunder damage (this attack
cannot target the same secondary target from each primary target)

:ranged: Call of the Ocean (Standard; recharge :5::6:) psychic, charm
Range 15; attack +32 vs. Will; 3d10+11 psychic damage; on hit target is
dominated (save ends), aftereffect target takes 2d10+11 psychic damage

:close: Tides of Change (Standard; encounter)
Burst 15; slide all allies and enemies inside the burst 5 squares

Wash Away (Move; recharge :6:) shapechange
Priest transforms into water and moves 8 squares gaining a +6 bonus to all
defences until the end of this movement when it changes back

Alignment Evil Languages common, abyssal
Skills Arcana +28, Bluff +30, Endurance +27, Insight +23, Religion +28
Str 20 (+19) Dex 20 (+19) Wis 18 (+18)
Con 26 (+22) Int 28 (+23) Cha 32 (+25)
Equipment discordant shortsword

----


Location 10: Hall Of Meditation

This is an 80ft square chamber formed from rough coral, with a 20ft deep and 30ft wide alcove directly opposite a set of double wooden doors on the far side of the room. The alcove contains a 10ft diameter stone pedestal filled with churning water (the entry from, and exit to Location 2).

At the far end of the room there is a 10ft high raised platform 40ft wide by 30ft deep flanked by 2 10ft square and 30ft high stylised statues of Dagon, this platform is reached by 3 ramps built into the platform (1 either side of platform behind the statues and another at the front of the platform in the centre).

Sunk into the open area between the platform and the water pedestal entrance are 4 15ft square ornamental warm water pools (2 at either side, offset from each other).

In and around these pools are groups of cultists meditating, taking instruction or waiting for an audience with the temples officials. There are 2 Halfbreed Cultists teaching or preaching Dagon scripture while a Cult Chanter is in heated discussion with a Fullbreed Punisher whose guards the doorway to the rest of the complex.

There are 30 Dagon Cultist (minion); 1 Dagon Cult Chanter, 2 Dagon Halfbreed Cultist, 1 Dagon Fullbreed Punisher.

If the PCs enter via the water channel then they automatically get a surprise round.

Environment: The warm water pools are considered difficult terrain to all creatures that do not have a swim speed.

Loot: between them the cultists have 30,000 gps worth of gems and jewellery, the Cult Chanter has a ring of Aquatic Adaptability (av p.157), the Halfbreed Cultists have jewellery worth 20,000 gps each and the Punisher has a Vicious Greatsword +6 (phb p.236), and an Iron Cog.

Exits: Set of wooden double doors leading to Location 9 and the water chute in the stone pedestal leading to Location 2.

Note: I also added a narrow secret passage that led to Location 8, spotted with a DC33 perception check.


Dagon Cultist (minion) Level 26 Minion
Medium Natural Humanoid XP 1,125

Initiative +17 Senses Perception +16
HP 1; a missed attack never damages a minion.
AC 40; Fortitude 39, Reflex 38, Will 37
Speed 6, swim 5

:bmelee: Sword and Dagger (Standard; at-will)
Attack +31 vs. AC; 14 damage; if Cultist has combat advantage this
attack deals 19 damage

:ranged: Dagger Toss (Standard; at-will)
Range 5/10; attack +30 vs. AC; 10 damage

Fighting Defeat (Immediate Reaction) on death
When killed Cultist may make an immediate free Sword and Dagger or
Dagger Toss attack

Alignment Evil Languages common
Skills Athletics +23, Endurance +25, Stealth +22
Str 20 (+18) Dex 18 (+17) Wis 16 (+16)
Con 24 (+20) Int 12 (+14) Cha 14 (+15)
Equipment leather armour, shortsword, dagger


Dagon Cult Chanter Level 28 Artillery
Medium Natural Humanoid (human) XP 13,000

Initiative +18 Senses Perception +19
HP 198; Bloodied 99
AC 40; Fortitude 39, Reflex 40, Will 41
Speed 6, swim 5

:bmelee: Dagger Twist (Standard; at-will)
Attack +33 vs. AC; 2d6+8 damage; on hit target takes 10 ongoing
bleeding damage (save ends)

:ranged: Solid Voice (Standard; at-will) thunder
Range 10/20; attack +33 vs. Fortitude; 3d8+10 thunder damage

:ranged: Echo of the Abyss (Standard; recharge :5::6:) thunder
Range 10/20; attack +33 vs. Will; 4d8+10 thunder damage on hit target is
weakened (save ends); aftereffect target takes 2d8+10 thunder damage

:close: Drone of Dagon (Standard; encounter) thunder, psychic
Burst 10; enemies only; attack +33 vs. Will; 1d10+10 thunder and psychic
damage; on hit slide target 6 squares

Alignment Evil Languages common
Skills Bluff +29, Endurance +26, Religion +27
Str 14 (+16) Dex 18 (+18) Wis 20 (+19)
Con 24 (+21) Int 27 (+22) Cha 30 (+24)
Equipment ritual dagger, blue/green robes


Dagon Halfbreed Cultist Level 27 Skirmisher
Medium Natural Humanoid XP 11,000

Initiative +20 Senses Perception +15, darkvision
HP 250; Bloodied 125; see Bloodied Rush
Regeneration 10
AC 41; Fortitude 40, Reflex 38, Will 36
Resist 10 Acid, 10 poison
Speed 5, swim 6

:bmelee: Sword Stab (Standard; at-will)
Attack +32 vs. AC; 2d10+9 damage

:bmelee: Dagger Slash (Standard; at-will)
Attack +30 vs. Reflex; 1d10+9 damage

:melee: Bloodied Rush (Free; encounter) when first bloodied
When first bloodied Cultist makes the following attack as an immediate
free action against its aggressor; attack +30 vs. Fortitude; 2d10+9
damage; on hit target is pushed 3 squares and knocked prone, and Cultist
follows up to the last square that the target left

:melee: Blade Dance (Standard; at-will)
Cultist makes a Sword Stab attack; hit or miss Cultist may shift 1 square
and make a Dagger Slash attack; hit or miss Cultist may shift 1 square and
make a Dagger Slash attack

Combat Advantage
Once a round on its turn Cultist may deal an additional 2d10 damage
against a target granting it combat advantage

Alignment Evil Languages common, abyssal
Skills Athletics +27, Endurance +26, Religion +18, Stealth +23
Str 28 (+22) Dex 20 (+18) Wis 14 (+15)
Con 26 (+21) Int 10 (+13) Cha 12 (+14)
Equipment shortsword, dagger


Dagon Fullbreed Punisher Level 28 Elite Brute
Medium Natural Humanoid XP 26,000

Initiative +21 Senses Perception +14, darkvision
HP 600; Bloodied 300; see Bloodied Renewal
Regeneration 20
AC 40; Fortitude 42, Reflex 39, Will 38
Resist 20 acid, 20 poison
Saving Throws +2
Speed 5, swim 6
Action Points 1

:bmelee: Sword Chop (Standard; at-will)
Attack +31 vs. AC; 4d10+11 damage (crit 6d12+51 damage)

:melee: Double Chop (Standard; at-will)
Punisher makes 2 Sword Chop attacks; if both attacks hit the same target
the target is also knocked prone and weakened (save ends)

:melee: Violent Parry (Immediate Interrupt; recharge :6:) hit by melee attack
When hit by melee attack from an adjacent enemy; Punisher takes half
damage and makes the following attack against its aggressor; attack +31
vs. AC; 2d10+11 damage

:close: Acid Breath (Minor; recharge :5::6:) acid
Close blast 3; attack +29 vs. Reflex; 3d8+10 acid damage; on hit target
takes a cumulative -1 penalty to AC until the end of the encounter

:close: Call of Dagon (Standard; recharge :6:)
1 target inside burst 5; target is pulled adjacent to Punisher and marked
until the start of Punishers next turn, Punisher makes a Sword Chop attack
against the target

Bloodied Renewal (Free) when first bloodied
When first bloodied Punishers Call of Dagon Power recharges as an
immediate free action

Alignment Evil Languages abyssal
Skills Athletics +30, Endurance +29, Intimidate +25
Str 32 (+25) Dex 25 (+21) Wis 10 (+14)
Con 30 (+24) Int 8 (+13) Cha 6 (+12)
Equipment coral greatsword

----


Location 11: I Grow My Own Gods! (and they said I was insane?)

The double doors from Location 9 lead into a large chamber approximately 100ft square (with the right hand side near corner being walled off as a separate room with a simple wooden door on one wall, if investigated this room is completely empty and looks like it has been washed out recently). The room is dominated by 6 massive tanks made from what looks like thick glass or clear crystal, the tanks are each 20ft in diameter and 40ft high. Four of these tanks stand in a row on the left hand side of the room with 5ft gaps between each other and the walls of the chamber. The remaining two tanks stand about 60ft into the room 10ft from the right hand wall at 90 degrees to the other tanks. Running along the centre of the tanks at the top is a 10ft wide metal walkway with a set of ladders at either end of the section that runs across the room. Set into the far right corner of the room are four 10ft square alcoves filled with an assortment of pipes, tubes and mechanical apparatus.

Three of the four tanks along the left hand side contains a cloudy green liquid which occasionally show slight eddies and swirls that hint at something moving inside, with the fourth tank being empty except for streaked traces of a thick green residue on its internal face. One of the tanks in the centre of the room contains what must be the same liquid but it is bubbling and churning giving off a pale green glow. The other tank seems to contain something much different, it glows with a creamy white light and churns as if filled with writhing glowing frogspawn. (Arcana or Religion DC30 to realise it is full of souls! anyone who fails this roll realises it is emanating radiant energy).

Before the PCs can fully come to terms with what they are seeing a large spidery shape appears round the side of the churning green tank and shouts
“You’re too late, TOO LATE! No one can stop my children now………………. .…..ahhhahahhhahhahahah!” (or words to that effect). Then a dark medium sized humanoid silhouette presses against the inside of the tank slides up to the tanks surface and climbs over. Dropping to the floor it looks like a naked human female but has slightly mottled or scaly skin and glowing green eyes (the group will recognise her as Avandra!) and the battle is on.

Notes:
1: Encounter starts with Dagon Spawning Demon and Juvenile Avandra Demon Clone.

2: Each of the remaining 3 liquid filled tanks contain an Immature Avandra Demon Clone, these should be released when dramatically appropriate or when Dagon Spawning Demon becomes bloodied. They could be released by sections of the tanks swinging open releasing the acidic contents of the tank as a Blast 4; attack +32 vs. Reflex; 4d10+10 acid damage; on hit target is pushed 2 squares; on miss target takes half damage; creates a zone that lasts until the end of the encounter; all creatures entering or starting their turn inside the zone take 15 acid damage

3: The tank containing the souls (used to power the cloning ritual) contains 1000 souls. It can be destroyed during the combat. If it is destroyed the souls are released during an explosion of radiant energy in a burst 10; 1d12 radiant damage for each 100 souls inside the tank when it is destroyed. The Tank has 150 HPs; AC:10; Fortitude: 40; Reflex: 35; Will: 35.

4: If the tank survives the combat the remaining souls can be released with arcane/divine magic and the use of the machine (whatever seems appropriate) or Tellis could siphon them into his Rod of Ultimate Power, though this would be morally dubious.

5: The tanks are filled with a strange acidic substance anyone falling into a tank takes 15 acid damage when they enter and at the start of their turn and gain ongoing 15 acid damage (save ends) when they climb out.

Loot: The Spawning Demon has a large Iron Cog with the symbol of Dagon on it (key for Location 13). With a little effort it should also be possible to extract 200,000 gps worth of residuum from the machinery on the back wall.

Exit: The only exit is back the way they came through the double doors to Location 9.


Dagon Spawning Demon Level 28 Solo Controller
Large Elemental Beast XP 65,000

Initiative 45/35/25 Senses Perception +26, darkvision
Poisonous Vapour (poison, activates when first bloodied) aura 2; All
creatures inside the aura gain concealment against attacks from outside
the aura, all creatures ending their turn inside the aura take 15 poison
damage
HP 1,270; Bloodied 635
Regeneration 20 (on initiative 45 only)
AC 44; Fortitude 39, Reflex 41, Will 40
Resist 30 acid
Saving Throws +5
Speed 6, swim 6, spiderclimb 6
Action Points 2

:bmelee: Leg Slam (Standard; at-will)
Reach 2; attack +33 vs. AC; 2d8+8 damage; on hit slide target 1 square

:melee: Double Leg Slam (Standard; at-will)
Demon makes 2 Leg Slam attacks; if both attacks hit the same target the
target is also knocked prone

:ranged: Blinding Strand (Standard; recharge :5::6:) acid
Range 10; attack +32 vs. Reflex; 3d6+10 acid damage; on hit target is
blinded (save ends)

:close: Spawn Oozes (Standard; recharge :6:) summon
Burst 3; summons 4 Green Oozelings that appear in any free square within
burst and act on initiative 10

:area: Acidic Web (Standard; recharge :5::6:) acid
Area burst 1 within 15; attack +33 vs. AC; 3d6+10 acid damage; on hit
target is restrained and takes 10 ongoing acid damage (save ends both)

Soul Transfer (Standard; at-will) healing, souls
Demon expends 100 souls from the Tank and target ally it can see regains
150 HPs

Threatening Reach
Demon has threatening reach (2) with its Leg Slam attack

Multiple Actions
Demon acts 3 times each round, on initiative 45, 35 and 25; at the end of
each turn Demon may make a saving throw with a -5 penalty against any
1 ongoing effect that does not normally allow a saving throw

Alignment Evil Languages common, abyssal
Skills Arcana +29, Religion +29, Stealth +27
Str 24 (+21) Dex 27 (+22) Wis 24 (+21)
Con 22 (+20) Int 30 (+24) Cha 28 (+23)


Green Oozeling Level 27 Brute
Small Elemental Beast XP 0

Initiative +22 Senses Perception +19
HP 100; Bloodied 50
Regeneration 10
AC 39; Fortitude 38, Reflex 40, Will 37
Immune acid
Speed 5

:bmelee: Slam (Standard; at-will) acid
Attack +30 vs. AC; 4d6+7 acid damage; on hit if target is already taking
ongoing acid damage it is increased by 5

Flowing Form (Move; at-will)
Oozeling shifts 3 squares as a move action

Alignment Evil Languages telepathy with master
Str 24 (+20) Dex 28 (+22) Wis 22 (+19)
Con 16 (+16) Int 3 (+9) Cha 3 (+9)


Juvenile Avandra Demon Clone Level 30 Elite Skirmisher
Medium Elemental Humanoid XP 38,000

Initiative +28 Senses Perception +23, darkvision
Zone of Unluck aura 5; When any enemies inside the zone make a saving
throw they roll twice and take the lower result
Acidic Cloud (acid, while bloodied) aura 3; All creatures entering or
starting their turn inside aura take 15 acid damage
HP 550; Bloodied 275; see Acidic Cloud, Acidic Rupture
Regeneration 20
AC 46; Fortitude 43, Reflex 44, Will 42
Resist 30 acid, 10 radiant;
Vulnerable 10 necrotic
Saving Throws +2 also see Essence of a God
Speed 8, teleport 6
Action Points 1

:bmelee: Radiant Slap (Standard; at-will) radiant
Attack +35 vs. AC; 4d6+11 radiant damage; on hit target glows with
radiant energy and grants combat advantage to all enemies (save ends)

:melee: Dimensional Assault (Standard; recharge :4::5::6:) teleport
Clone makes a Radiant Slap attack against a primary target; hit or miss
Clone teleports up to 6 squares and makes a Radiant Slap attack against a
secondary target

:ranged: Fires of Rebellion (Standard; encounter) fire
Range 10; 1 or 2 targets; attack +33 vs. Fortitude (clone rolls twice and
takes the highest result); 5d12+11 fire damage; on hit target takes 3d12
fire damage the first time it makes an attack during its turn (save ends),
aftereffect target takes 3d12 fire damage

:close: Radiant Arc (Standard; at-will) radiant
1, 2 or 3 targets inside burst 5; attack +33 vs. Reflex; 2d10+11 radiant
damage

:close: Acidic Rupture (Free) acid, while bloodied
While bloodied whenever Clone takes damage from an attack all creatures
adjacent to it take 10 acid damage

Luck is on my side (Free; recharge :5::6:)
Clone may reroll any attack roll, damage roll or saving throw, or force an
enemy to reroll any one attack roll that includes it as a target

Essence of a God
Clone can make an unmodified saving throw against any one condition is it
subject to at the start of its turn, note this includes effects or conditions
that normally do not allow a save

Alignment Chaotic Evil Languages abyssal
Skills Acrobatics +31, Athletics +30, Endurance +30
Str 30 (+25) Dex 32 (+26) Wis 16 (+18)
Con 30 (+25) Int 20 (+20) Cha 28 (+24)


Immature Avandra Demon Clone Level 30 Brute
Medium Elemental Humanoid XP 19,000

Initiative +25 Senses Perception +22, darkvision
Acidic Cloud (acid, while bloodied) aura 3; All creatures entering or
starting their turn inside aura take 15 acid damage
HP 340; Bloodied 170; see Acidic Cloud
Regeneration 20
AC 44; Fortitude 44, Reflex 43, Will 41
Resist 30 acid, 10 radiant;
Vulnerable 10 necrotic
Speed 8, teleport 3

:bmelee: Radiant Slam (Standard; at-will) radiant
Attack +35 vs. AC; 4d10+11 radiant damage; on hit target is pushed 2
squares

:melee: Counter Attack (Immediate Reaction; at-will) hit by melee attack
When hit by a melee attack Clone may make a Radiant Slam attack
against its aggressor as an immediate reaction

:close: Acidic Vomit (Standard; recharge :4::5::6:) acid
Close blast 3; attack +31 vs. Reflex; 3d8+11 acid damage; on hit target
takes 15 ongoing acid damage (save ends)

Essence of a God
Clone can make an unmodified saving throw against any one condition is it
subject to at the start of its turn, note this includes effects or conditions
that normally do not allow a save

Alignment Chaotic Evil Languages abyssal
Skills Acrobatics +30, Athletics +31, Endurance +30
Str 32 (+26) Dex 30 (+25) Wis 14 (+17)
Con 30 (+25) Int 16 (+18) Cha 28 (+24)

----

Well thats another massive post, I hope you found it interesting. Of course I would welcome any comments.
 
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Garthanos

Arcadian Knight
I have a character who might love this adventure. Its actually a character concept I havent quite built... he is a former lover of Avandra, she favors him still. The idea is he is perhaps an invoker/not sure if that class is best... but mostly by accident Lady Luck and happen chance just seem to bend and warp them selves out of all reason around him he kicks a stone and it knocks another and before you know it an avalanche falls on the head of his enemy ... he sometime gets a feeling he should do something... he does it then maybe days later it helps him out. He moves an egg shaped knot of wood and a bird picks it up and drops it later just in time to help hom make a point in a conversation.... and so on. He might even be more fun as a leader (precentien bard maybe) bending the luck of his allies ... he really ought to seem more than a little insane.

I just picture him at level 27 and my mind is boggling.. I first thought to make him a wizard because cantrips ummm would be so fun ;-)

I am just going to have to find a DM for that character.
 

Mesh Hong

First Post
Way back in heroic tier the rogue in my group acquired an Avandran artefact, Grafters Armour.

Part of its concordance was:
Roll a natural 20 on any d20 roll; +1 concordance
Roll a natural 1 on any d20 roll; -1 concordance

When I designed it I thought it would be great. How was I to know he would roll far more 1's and 20's? This caused the character to grow to hate Avandra more and more as his concordance fell and the artefact turned against him.

It all worked out in the end and the moving on gift it gave him (an encounter power that let him teleport 5 squares as a move action) softened his heart a little. But he still muses about killing her from time to time, and whenever he has bad luck he places the blame squarely on her shoulders saying "she's always had it in for me".

Its funny he is now rescuing her in a bid to pesuade her to call a conclave of the gods to avert the god war that is starting to spiral out of control.
 


Mentat55

First Post
So wait, your level 27 party has completed ALL of these encounters without an extended rest? Are they going to face Dagon himself soon?

You've mentioned that your party is beastly, and I know epic PCs are awesome, but I am impressed nonetheless.

And can someone help a brutha out and give Mesh some XP? Seems like I've been overdoing it recently, but this series of encounters is just too cool.
 

Mesh Hong

First Post
So wait, your level 27 party has completed ALL of these encounters without an extended rest? Are they going to face Dagon himself soon?

You've mentioned that your party is beastly, and I know epic PCs are awesome, but I am impressed nonetheless.

Yes they have completed all of the above in one chunk, levelling to 28 after defeating the Green Slime Feeders in the Vault. This levelling didn't give them any healing surges back, just gave them their new stuff and carried on.

You say you're impressed, personally I am amazed! I really thought that they would have to rest once and was slightly worried that they might be a bit too cautious and try to rest twice.

As we left it they openned the Shark Door in The Globe of the Churning Sea room, revealing a 60ft square stone passageway about 150ft long. They cautiously walked down it until it abruptly ended in a massive cavern (bigger than they could see) that was an undersea lake (or ocean) with the water a couple of inches below the the floor of the corridor then walked down.

Battered and bruised they looked at each other and decidied that they would press on to find Avandra down there somewhere and get the hell out. What could possibly go wrong afterall they had defeated the demon in charge of the temple and therefore the biggest threat down there hadn't they?
 

Mesh Hong

First Post
Well my PCs stood at the edge of the undersea lake and their bravado started to slip, deciding on the wise precaution of sending the rogue to scout the sea bed before diving in. An hour later he had returned having spotted Fleshtearer sharks (not a problem) and the biggest lobster he had ever seen sitting on top of a shaft that was probably where Avandra was being held.

Upon reflection the group decided that they should rest before pushing on. This would give them more time to play with the large scrying device in the previous room (The Globe of the Churning Sea).

After a couple of hours the warlock had discovered that it was an ancient artefact created thousands of years by Dagon, it was a sentient device that was fixated on ruling and controlling the seas and allowed powerful Dagon spellcasters to focus their power anywhere under the oceans.

The device was made in an age where many demons claimed areas of the sea for themselves and warred with each other and the surface world. This device allowed Dagon to channel his power into either destroying his opposition or driving them back into the Abyss. Since that time it has only been used a couple of times at its full potential. The group tried to find a way to deactivate the device but only succeeded in placing it back into a dormant state, from which it would wake in another twelve hours. Before then though they scryed Avandra to confirm her location in a stone cell 60ft below the Colossal Lobster, and could see that as before she was naked and chained to a slab, heavily pregnant with a squirming stomach.

The groups rest was however fitful and disturbed, each of them having dreams or visions of madness and aquatic horror. I called for Endurance checks after rest:-

On fail: PC regains 4 healing surges, 2 unspent daily powers and half of their total utility powers.

On Pass: PC regains half their maximum healing surges (or 4 if that is higher), 2 unspent daily powers and all their utility powers.

The group then entered the water and headed for the final showdown…..they had a god to save.

This encounter takes place at the bottom of a murky lake, approximately 250ft to the surface and around a mile from where the group entered the water. The only real feature is a 20ft by 20ft vertical shaft, 60ft deep that ends in four 20ft by 20ft stone cells with magical iron portcullis doorways. Three of these cells are empty, one contains the unconscious chained body of Avandra.

Creatures:
4x Ancient Fleshtearer Shark (level 28 brute)
4x Spitting Clam (level 28 artillery)
2x Piranha Swarm (level 30 skirmisher)
1x Colossal Lobster (level 32, 2 stage solo brute)

The lobster starts sitting over the shaft with the clams about 15ft away from it, one at each corner. As the PCs approach the area they can see 2 sharks swimming in and 1 piranha swarm behind the lobster. On round 2 the second piranha swarm swims into view and 2 more sharks approach from the PCs rear.


Ancient Fleshtearer Shark Level 28 Brute
Huge Natural Beast (aquatic) XP 13,000

Initiative +22 Senses Perception +19, low light vision
HP 320; Bloodied 160
AC 40; Fortitude 42, Reflex 40, Will 38
Speed swim 8

:bmelee: Bite (Standard; at-will)
Attack +31 vs. AC; 4d8+10 damage

:melee: Lockjaw Charge (Standard; at-will) charge attack
Charge attack (when not grabbing a target); attack +32 vs. AC; 4d10+10
damage; on hit target is grabbed (escape ends), aftereffect target takes
10 ongoing damage (save ends)

:melee: Shredding Teeth (Standard; at-will) grabbed target
Grabbed target only; automatic hit; 4d10+10 damage and the grab is
maintained

Feeding Frenzy
If the Shark starts it turn within 5 squares of a bloodied creature it must
attack it, if it is grabbing a non bloodied target it releases it as a free
action (in this case the target does not take the 10 ongoing damage)

Waterborne
While in water Shark deals an additional 5 damage to any creature that
does not have a swim speed

Alignment Unaligned
Str 30 (+24) Dex 26 (+22) Wis 20 (+19)
Con 30 (+24) Int 2 (+10) Cha 18 (+18)

-

Spitting Clam Level 28 Artillery
Medium Natural Beast (blind) XP 13,000

Initiative +14 Senses Perception +14, blindsight 15
HP 204; Bloodied 102
AC 40; Fortitude 42, Reflex 38, Will 39
Immune blind, gaze;
Resist 15 poison
Speed 2, burrow 1

:bmelee: Shell Nip (Standard; at-will)
Attack +33 vs. AC; 2d6+5 damage; hit or miss Clam may shift 2 squares

:ranged: Poisonous Spit (Standard; at-will) poison
Range 15; attack +35 vs. AC; 3d10+10 poison damage; on hit target is
slowed (save ends), 1st failed save target is instead immobilised (save
ends), 2nd failed save target is instead unconscious (save ends or ends if
target takes damage)

:close: Cloud of Silt (Move; recharge :5::6:) zone
Burst 3; attack +30 vs. Fortitude; on hit target is blinded (save ends); hit
or miss creates a zone that lasts until the end of Clams next turn that
blocks line of sight

Alignment Unaligned
Skills Endurance +29
Str 20 (+19) Dex 10 (+14) Wis 10 (+14)
Con 30 (+24) Int 3 (+10) Cha 3 (+10)

-

Piranha Swarm Level 30 Skirmisher
Gargantuan Natural Beast (6x6 squares) XP 19,000

Initiative +29 Senses Perception +21, lowlight vision, Blood Sense
HP 280; Bloodied 140
AC 44; Fortitude 41, Reflex 45, Will 41
Resist half damage from melee and ranged attacks;
Vulnerable 10 close and area attacks
Speed 8

:melee: Ripping Teeth (Standard; at-will)
Attacks all enemies sharing a square with Swarm; attack +35 vs. AC;
2d10+10 damage; this attack deals an additional 2d10 damage against
bloodied targets

Swarm Characteristics
Swarm is not subject to any effects generated from a single target attack
(other than damage), but is subject to effects from close, area or zone
sources

Shoal Survivor
Piranha Swarm cannot make opportunity attacks but does not provoke
opportunity attacks when it moves and may enter or even end its turn in
another creatures square

Blood Sense
Piranha Swarm is always aware of any bloodied creature with 10 squares
of it and gains a +1 bonus to attack bloodied creatures

Alignment Unaligned
Skills Stealth +32
Str 22 (+21) Dex 34 (+27) Wis 12 (+16)
Con 26 (+23) Int 3 (+11) Cha 3 (+11)

-

Colossal Lobster Level 32 Solo Brute
Huge (6x4 squares) Elemental Beast (demon) XP 135,000

Initiative 40 / 30 Senses Perception +24, darkvision
HP 1,500; Bloodied 750; see Bloodied Transformation
AC 47; Fortitude 45, Reflex 42, Will 40
Resist 20 variable (3/encounter);
Vulnerable 5 fire, also see Brittle Shell
Saving Throws +5
Speed 6, swim 6
Action Points 2

:bmelee: Pincer Slam (Standard; at-will)
Reach 4; attack +35 vs. AC; 4d8+13 damage

:melee: Pincer Grab (Standard; at-will)
Reach 4; attack +33 vs. Reflex; 2d10+13 damage; on hit target is grabbed
(escape ends)

:melee: Pincer Crush (Standard; at-will) grabbed target only
Grabbed target only; attack +33 vs. Fortitude; 5d10+13 damage; on hit
target is dazed (save ends); on miss half damage

:melee: Tail Slam (Immediate Reaction; at-will) enemy moves adjacent to
Lobster
When an enemy moves into a square adjacent to Lobster it may make the
following attack as an immediate reaction; attack +35 vs. AC; 3d8+13
damage; on hit target is knocked prone

:melee: Double Pincer (Standard; recharge :5::6:)
Lobster makes a Pincer (Slam, Grab or Crush) attack against a primary and
a secondary target

:melee: Rampage (Standard; encounter)
Lobster moves 10 squares and may move through enemy squares but
provokes opportunity attacks when doing so; each enemy it moves
through takes the following attack; attack +35 vs. AC; 4d10+13 damage;
on hit target is knocked prone and stunned (save ends); on miss target
takes half damage

:ranged: Water Jet (Standard; at-will)
Range 10/20; attack +33 vs. Reflex; 4d6+10 damage; on hit target is
pushed 6 squares; on miss target may shift 1 square as a free action

:close: Cloud of Acid (Standard; recharge :6:) acid
Close blast 5; attack +33 vs. Fortitude; 5d10+10 acid damage; on hit
target takes 15 ongoing acid damage (save ends); on miss target takes
half damage

Brittle Shell subject to critical hit
Whenever Lobster is subject to a critical hit it takes a cumulative -1
penalty to AC until it becomes bloodied and transforms

Multiple Actions
Lobster acts twice each round on initiative 40 and 30

Scuttle (Move; recharge 56)
Lobster shifts 6 squares as a move action

Bloodied Transformation (Free) when bloodied
When bloodied Lobster transforms into Dagon Form Lobster (see separate
stat block) as an immediate free action; when transforming Lobster
removes all ongoing effects and releases any grabbed enemies

Alignment Evil Languages abyssal
Skills Athletics +34, History +21, Religion +21
Str 36 (+29) Dex 24 (+23) Wis 16 (+19)
Con 34 (+28) Int 10 (+16) Cha 6 (+14)


Dagon Form Lobster Level 32 Solo Brute
Huge (6x4 squares) Elemental Beast (demon) XP 0 (see Colossal Lobster)

Initiative 40 / 30 Senses Perception +28, darkvision
HP 750; Considered Bloodied
Regeneration 40 if Lobster has at least 1 swallowed target at the start
of its turn
AC 45; Fortitude 46, Reflex 40, Will 42
Resist 20 variable (3/encounter)
Saving Throws +5
Speed 6, swim 8, teleport 8
Action Points 2

:bmelee: Pincer Slam (Standard; at-will)
Reach 4; attack +35 vs. AC; 4d8+13 damage

:bmelee: Tentacle Grab (Minor; at-will)
Reach 10; attack +33 vs. Reflex; 2d8+13 damage; on hit the target is
grabbed (escape ends), targets grabbed by this attack are pulled 2
squares towards the Lobster at the start of their turn

:melee: Pincer Grab (Standard; at-will)
Reach 4; attack +33 vs. Reflex; 2d10+13 damage; on hit target is grabbed
(escape ends), creatures grabbed by this attack are pulled 2 squares at
the start of Lobsters turn

:melee: Pincer Crush (Standard; at-will) grabbed target only
Grabbed target only; attack +33 vs. Fortitude; 5d10+13 damage; on hit
target is dazed (save ends); on miss half damage

:melee: Double Pincer (Standard; at-will)
Lobster makes a Pincer (Slam, Grab or Crush) attack against a primary and
a secondary target

:melee: Swallow Whole (Standard; at-will) adjacent grabbed target only
Adjacent grabbed target only; attack +33 vs. Fortitude; 4d10+13 damage;
on hit target is swallowed; a swallowed creature is restrained and takes
20 damage and 20 acid damage at the start of its turn and has no line of
effect to creatures who are not also swallowed; a swallowed creature may
attempt to force its way out of the Lobsters feeding gullet by making a
DC35 Athletics, Acrobatics or Endurance check as a move action with a
+1 bonus per 10 HPs damage it has done to the Lobster in its current turn,
if two or more creatures are swallowed at the same time a swallowed
creature may pass the bonus to an ally who must use it on his next turn
(this bonus stacks with any the ally gains by dealing damage); escaping
creatures may emerge in any free square adjacent to the Lobster

:close: Groping Tentacles (Standard; at-will)
Burst 1; attack +33 vs. Reflex; 3d6+13 damage; on hit target is grabbed
(escape ends)

:close: Doom Drone (Standard; recharge :6:) psychic
Burst 10; enemies only; attack +33 vs. Will; 2d10+10 psychic damage; on
hit target is pulled 5 squares and dazed (save ends)

Multiple Actions
Lobster acts twice each round on initiative 40 and 30

Threatening Reach
Lobster has threatening reach (4) with its Pincer Slam and (10) with its
Tentacle Grab attacks, Lobster must use its Pincer Slam if possible

Alignment Evil Languages abyssal
Skills Athletics +34, History +26, Intimidate +26, Religion +26
Str 36 (+29) Dex 24 (+23) Wis 24 (+23)
Con 34 (+28) Int 20 (+21) Cha 20 (+21)


Well it was a suitably epic, the sharks surrounded the groups while the piranha parked themselves over multiple PCs (and each other for double the fun!) while the clams spat away in the background.

The Lobster initially put up a good show with a couple of rounds of Water Jet, some pincer action then its Rampage. Like usual trample style attacks are pretty much suicide, in this case the lobster took 3 critical hits but did manage to stun 4 out of the 5 PCs it Rampaged through so it worked well. At this point it also knocked the rogue to negative HPs.

Then the Lobster became bloodied and the PCs opened up with tatarian tomb, and their small but devastating arsenal of stun attacks. The poor lobster didn’t have an answer for that as I hadn’t given it any anti status effect powers (I know I should have known better but you can’t really make every solo immune to stun or it completely devalues the players choices).

The main problem for the Lobster was the Paladins “Discipline the Unruly” power (DP p.93). Against solos it is a real kick in the teeth as a good solo should be able to attack at least 3 people every turn, but DtU punishes “fair solo design” by damaging it and blinding it every time it hits or misses someone other than the paladin. Yes there are ways around it, and I can understand the concept of the power, but it is really demoralising as a DM when in the turns you are not stunned you are blinding yourself. (to continue the rambling and in defence of the power I was able to bypass it twice by slow/immobilising the paladin and teleporting out of the powers range, but then the Ranger used his power that stopped me teleporting and all hope was lost!).

Anyway, in the end I gave the second form of the lobster 500 more HPs and carried on. This bought it another 2 rounds, but at least it got to swallow someone and use most of its powers before it died.

Its not easy being a demonic Crustacean!

Back to the plot
So the PCs rescue Avandra, using a combination of divine and arcane magic to release her physical bonds and telepathic diplomacy rolls to convince her subdued consciousness that they are there to help her, stopping her godly mind from resisting them releasing Dagons powerful psychological binding.

She is still initially weak and turns to the cleric to “lend her his strength”, he agrees and she consumes most of his remaining healing surges. She is in dire need of raw divine power and permanently consumes two of his healing surges (his healing surge total is permanently reduced by 2), but he discovers that during the link he receives a boon from Avandra and gains a daily power where he can reroll any one dice roll he has just made.

They then tell Avandra why they have rescued her and she agrees that everything is getting out of hand (including her allies), and agrees that a conclave of the gods needs to be called to end the god war and sort the whole mess out. They all teleport to Erathis’s main temple in her realm where Avandra takes another moment to speak to the party.

She thanks them for their efforts (again) and explains that she will speak to Erathis then call the godly conclave. All the old gods will be honour bound to attend but the new gods (i.e. the parties main adversaries) are not bound by the same weight of age so she thinks there is a good chance they will stay away. Avandra also says that while the conclave is in session the gods will be unavailable and separated from the rest of the universe so the PCs will have noone to turn to for support. She also says that the conclave could last some time…….

Twisty turny plot (what could possibly go wrong?)
The PCs head back to Vikensburg but as soon as Tellis (warlock) gets home he is contacted by his mother who says that things have taken an alarming turn for the worse during their recent absence. The Curtain of Despair (Tellis’s sister and main bad guy) ordered Samsarrow (Tellis’s mother) to summon the Flailing Prince and take the final artefact piece from Tiamat. The raid went surprisingly well and they managed to discorporate Tiamat and take the piece of Sunder Stone. The Flailing Prince then (acting on Curtain of Despairs secret orders) took the artefact fragment and teleported to an Extra-dimensional prison to release its captive. Tharizdun!

Samsarrow then gives Tellis the address and says he will have to go and stop them right away, or Tharizdun will eat the world. She also sounds very worried and says “Good luck, there is very little else I will be able to do for you, I have always been proud of you” thus implying that as the god of fate she may have foreseen her own demise.

And on that bombshell we left it.

EDIT: For the record these are last pre MM3 creatures my group will face.
 
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