It went very well over all. The party got through the hall of architect and laborers and up to alistar land. They will start tracking down the body next game.
The fights played very nicely. For the first wolf pack I used a de-leveled dire wolf and 4 gray wolves. They werent doing so hot at first but once they got a feel for their powers they started turning the tide.
the encounter with the magma claws wasnt as hard as it could have been due to the cramped space. The hurlers weren at their full potential. Also the Fighter was a very hard nut to crack with his sky high AC.
The Dire Rat, Giant rat Minions, and Rat swarm stats were a very serviceable replacement to use for the beetle swarms. I was unsure what to do with the giant statue an the sleep effect so i mostly skipped over it.
The highlight of the night was the battle against the Blue Slime who took the place of the Water Elemental. It was very epic as a solo fight should be and the PCs were on last legs by the time it was over.
I am looking forward to the fghts against Filge and the dungeon boss Wind Warrior. Below I have the stats I will be using for the Wind Warrior. i took an Angel of Valor from the MM, de-leveled it to level 4, and added a paladin template. I changed any radiant damage to Thunder damage and gave its lightning bolt the ability to recharge instead of an extra paladin encounter ability. They will likely be 2nd level before facing it so I think they have a good chance at survival.
Medium elemental humanoid (Air) XP 875
Wind Warrior
Level 4 Solo Soldier
Initiative +8 Senses Perception +6
Wind Barrier Attacks against the Wind Warrior take a –2 penalty until the warrior is bloodied.
HP 194; Bloodied 97
AC 20; Fortitude 19, Reflex 17, Will 16
Immune fear; Resist 10 lightning, 10 thunder
Speed 6, fl y 9 (hover)
Longsword (standard; at-will) Weapon
+9 vs. AC; 1d8 + 4 damage plus 1d6 lightning damage
Shortsword (standard; at-will) Weapon
+8 vs. AC; 1d6 + 4 damage plus 1d6 thunder damage
Valiant Strike (standard; at will)
+9 vs AC (+1 per enemy adjacent); 1d8+4 damage
Blade Flurry (standard; at-will) Weapon
The Wind Warrior makes a longsword attack and a shortsword attack.
Lightning/Thunder Strike (standard; recharge 5, 6) Lightning/Thunder
Close burst 1; targets enemies; +7 vs. Fortitude; 1d8 + 2 Lightning and thunder damage, and the target is dazed and deafened until the end of the Wind Warrior’s next turn.
Bolt Blades (minor, usable only while bloodied; at-will) Lightning
Until the start of the Wind Warrior’s next turn, the Wind Warrior’s weapons deal lightning damage and attack the target’s Reflex
defense instead of AC.
Lay on Hands (minor; 2/day) * Healing
The Wind Warrior regains 48 HP
Eye of the Storm (Daily, close burst 3)
Creates a 3x3 zone. When the Wind Warrior is within the zone it gains +1 to AC
Clap of Thunder (standard, daily)
Range 5; +5 vs Reflex
3d8+3 Thunder damage. Target is dazed til end of next turn, -2 to AC (save ends)
Miss: half damage and target is dazed
Alignment Any Languages Supernal
Skills Intimidate +12
Str 23 (+8) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, longsword, dagger
Saving throws: +5
Action Points: 2