| Stylx |
I ran this last Saturday, and it went very well with 5 players.
We got through the first three encounters.
I have cut out pdfs of the monsters in my sheet, so where there are no notes, use the standard MM monster. I like a few things i've seen here, so I might change it up a bit latter on.
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Cairn:
*Traveling - Goblin Ambush – battle leader and lurkers/skirmishers (level 2) 750xp
Area 5 - Wolf Pack (level 1) 625xp
Area 6 - Demon explorers (level 1) 600xp
Area 10 - Wizard Scout (level 1) 125xp
Area 13 - Small Earth Elemental (level 1) 300xp
Swarm of small beetles 2x + Ochre Jelly (level 2) 650xp
Swarm 2x & 2x Ochre Jelly (level 3) 950xp
Acid Beetle (level 4) 1100xp
Underwater Undead (level 2) 754xp
Statue (level 2) 750xp
Interesting Monster behind face (level 4) 800xp
House:
Owl Bears (level 6) 1200xp
Thugs (level 3) 900xp, 1050xp story for roleplay encounter.
Observatory:
Skeletons at door (level 2) 750xp
Zombie Dinner (non-fight no xp)
Epic Filge Encounter (level 6) 1350xp
Cairn part 2:
Air Elemental encounter (level 4) 1050xp
Adventure Reward: 900xp, given after all remains are put to rest
(Cairn - early)
Treasure: parcels
1: Magic item, level 5 – ball pit monster
2: Magic item, level 4 – Area 11
3: Magic item, level 3 – ball pit monster
4: Magic item, level 3 – Wolf Den
5: Magic item, level 1 – Wolf Den
6: two potions of healing + 100gp – goblin ambush
7: 2x 100gp gem – Area 2
8: 100gp gem – Area 2
9: 120gp artwork (intricately carved armband of unmistakable elven craftsmanship bearing a repeating leaf motif) – wolf den
10: potion of healing – Undead
11: 40gp – goblin ambush
House/Observatory/Cairn p2:
Artifact: Broken Talisman of the Sphere – Zosiel’s Room
1: Magic Item, level 6 – Zosiel’s Room
2: Magic item, level 5 – Zosiel’s Room
3: Magic item, level 4 – Zosiel’s Room
4: Magic item, level 4 - Filge
5: Magic item, level 3 – area 11 (early)
6: 290gp – Area 11
7: two potions of healing, 100gp gem, 60gp - Filge
8: 100gp gem, one potion of healing, 20gp - Filge
9: 90gp – Area 11
10: one potion of healing – zombie area
Goblin Ambush – Mixed battle group (level 2) 750xp
Treasure: two potions of healing, 140gp
Goblin Sharpshooter x2 Artillery
Goblin Blackblade x2 Lurkers
Goblin Cutter x4 Minions
Goblin Warrior x2 Skirmishers
Area 2:
Treasure: 3x 100gp gem
Wolf Pack: (level 1) 1000xp Room 3/4/5 and possibly into 6
Treasure: -Old leather backpack containing the indigo lantern.
-120gp artwork (intricately carved armband of unmistakable Elven craftsmanship bearing a repeating leaf motif) – wolf den
-marble index finger cracked off a statue
-+1 duelist’s dagger (level 3 magic item) in the sheath of a Halfling’s corpse
-Burglar’s gloves (level 1 magic item) on Halfling’s corpse
5x Grey Wolves
followed by 3x Grey Wolves when 3 of the first ones died
Demon explorers: (level 1) 600xp – room 6
Treasure: None
4x Imps – caught unaware examining the burning hands trap (it explodes in their face when players enter room – each taking 6 fire damage)
Wizard Scout: (Level 1) 125xp
Treasure: None
1x Clay Scout
Area 11:
Treasure: In tool closet
Eladdrin Chainmail +1 (level 3 magic item)
A leather sack so old that it crumbles to the touch holds:
Three broken statuettes of undeterminable shape
Three whole statuettes that remain in excellent condition (200gp each)
A grand palace
A slim spire with eight connected smaller towers of different heights
What looks to be a Grand Stadium
Scroll of Make Whole
Wand + 1 – Encounter Power: Icy Terrain (Level 3)
Area 13 the workshop 300xp
Small Earth Elemental Level 3 Elite Brute
Small Immortal Elemental XP 300
Initiative +3 Senses Perception +2; low-light vision
HP 106; Bloodied 53;
AC 16; Fortitude 15, Refl ex 14, Will 12
Speed 5;
Melee Fist (standard; at-will)
+6 vs. AC; 1d10 + 5 damage
2d10 + 5 while bloodied.
Ranged Earthen Fist (Minor; at-will)
+6 vs. AC; 1d6 +5 damage
2d6+5 while bloodied
Melee Exploding Fist: Encounter (Recharge 6)
Blast 2 squares
+8 vs. Reflex 2d8 + 6
Move Burrow: Encounter (Recharge 4, 5, 6)
Teleport 5 squares as movement.
Alignment Evil Languages Earth
Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Beetle Swarm 1( Level 2 - 650 xp)
Treasure: None
2x Rot Swarm
1x Ochre Jelly
Rot Scarab Swarm - Level 4
Initiative +7 DarkVision
swarm Attack aura 1; the rot scarab swarm makes a basic attack as a free action against each enemy that begins its turn in the aura
AC 18 Fort 17 Ref 17 Will 15
HP 60 Bloodied 30
Speed 8; Climb 8
Resist half damage from melee & ranged
Vulnerable 10 to AE attacks (close & area)
Swarm of mandibles (standard; at wil) Necrotic
+8 vs Reflex; 1d8 + 1 necrotic damage, and ongoing 1 necrotic damage (save ends) cumulative
Beetle Swarm 2( Level 3 - 950 xp)
Treasure: Potion of healing
2x Rot Swarm
2x Ochre Jelly
Rot Scarab Swarm - Level 4
Initiative +7 DarkVision
swarm Attack aura 1; the rot scarab swarm makes a basic attack as a free action against each enemy that begins its turn in the aura
AC 18 Fort 17 Ref 17 Will 15
HP 60 Bloodied 30
Speed 8; Climb 8
Resist half damage from melee & ranged
Vulnerable 10 to AE attacks (close & area)
Swarm of mandibles (standard; at wil) Necrotic
+8 vs Reflex; 1d8 + 1 necrotic damage, and ongoing 1 necrotic damage (save ends) cumulative
Acid Beetle Encounter (Level 4) 1100xp
Treasure: none
11x Acid Beetles (Same as below, but acid)
Underwater Undead: Area 19/21/20 (754xp)
Treasure: Potion of healing on Ghoul corpse
8x Zombie Rotter
2x Zombie
1x Ghoul
Statue Encounter: 750xp
Treasure: none
1x Statue large
2x Statue medium
Large Statue - Level 1 Solo Soldier 500xp
Initiative +4 Dark Vision
Aura of Fatigue: Close 1 Weakness
AC 18 Fort 15 Ref 14 Will 14
HP: 100 Bloodied 50
Speed 5 Action Points: 2 Healing Surge: 1 (25)
Minor Action
Str: 14 Con: 15 Dex: 12 Int: 1 Wis: 12 Cha: 1
Slam *At Will*: +9 vs. AC: 1d10 + 3
Double Slam *At Will*: (Two Adjacent Creatures): +8
Eyezer Beam (Recharge on bloodied): Encounter: Line 5, Target Line. All in line take 3d8+3
Sleep: Encounter +5 vs. Will. Burst 2, target all within burst.
Target slowed (Save ends)
Target fails first saving throw, then unconscious (Save ends)
Death Burst (0 hp): Close Burst 1: Attack +4 vs. Reflex 3d6 +3. Area around is difficult terrain until cleared.
Medium Statue: - Level 2 Brute 125xp
Initiative +1 Dark Vision
AC 14 Fort 15 Ref 14 Will 14
HP 34 Bloodied 17
Speed 4
Str: 14 Con: 14 Dex: 12 Int: 1 Wis: 12 Cha: 1
Slam *At Will*: +5 vs. AC: 2d6 + 5
Death Burst (0 hp): Close Burst 1: Attack +4 vs. Reflex 3d6 +3. Area around is difficult terrain until cleared.
Ball Pit Monster: 900xp
Treasure: Battle Forged Scale Mail +1 (lvl 5)
Safewing amulet (lvl 3)
Slither Serpent Level 3 Solo Lurker
Large Natural magical beast XP 800
Initiative +9 Senses Perception +9; dark vision
HP 192; Bloodied 96; see also bloodied breath
AC 20; Fortitude 18, Refl ex 19, Will 17
Resist 15 acid
Saving Throws +5
Speed 7, Burrow 7
Action Points 2
Melee Bite (standard; at-will) ✦Acid
Reach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends).
Melee Claw (standard; at-will)
Reach 2; +8 vs. AC; 1d4 + 3 damage.
Melee Double Attack (standard; at-will)
The serpent makes two claw attacks.
Melee Tail Slash (immediate reaction, when a melee attack misses the
serpent; at-will)
The serpent uses its tail to attack the enemy that missed it: reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.
Cone Breath Weapon (standard; recharge 5, 6 ) ✦Acid
Close blast 5; +7 vs. Reflex; 1d10 + 3 acid damage, and the target takes ongoing 5 acid damage and takes a –4 penalty to AC (save ends both).
Cone Bloodied Breath (free, when first bloodied; encounter) ✦Acid
The Serpent breath weapon recharges, and the dragon uses it immediately.
Alignment Unaligned Languages Common
Skills Nature +9, Stealth +17
Str 16 (+5) Con 16 (+5) Dex 20 (+7) Int 12 (+3) Wis 15 (+4) Cha 10 (+2)
Iron Cannon Wall Turret Level 1 Blaster
Trap XP 100
Geometric patterns on the northwest and southeast walls disguise numerous holes that shoot softball sized iron spheres across the room when anyone crosses the 15 foot span in the center of the beam.
Trap: Fires softball sized iron spheres at anyone who enters, or begins their turn in the center 4 squares of the bridge. Bridge is 5 inches wide and requires a balance check.
Perception
✦ DC 14: The character notices the geometic patterns
✦ DC 20: The character notices the location of the hidden firing holes
✦ DC 25: The character notices the location of the hidden control panel (far wall)
Initiative N/A
Trigger
The trap activates when a character enters one of the four trigger squares in the room.
Attack
Targets: Each creature in the center 4 squares: as they enter, or begin their turn there.
Attack: +6 vs. AC
Hit: 1d8 + 3 damage
Countermeasures
✦ An adjacent character can disable a trigger plate with a DC 20 Thievery check.
✦ Attacking a trigger plate (AC 12, other defenses 10) only triggers the trap.
✦ A character can attack a turret (AC 16, other defenses 13; hp 38). Destroying a turret stops its attacks. (8 turrets – 4 on each wall)
✦ A character can engage in a skill challenge to deactivate the control panel. DC 20 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active.
Owl Bear Encounter: (Level 4) 1200
Treasure: none
2x Owl Bears Parents
Owl bear Level 6 Elite Brute
Large fey beast XP 600
Initiative +5 Senses Perception +12; low-light vision
HP 180; Bloodied 90; see also stunning screech
AC 20; Fortitude 20, Refl ex 17, Will 18
Saving Throws +2
Speed 7
Action Points 1
Melee Claw (standard; at-will)
Reach 2; +8 vs. AC; 2d4 + 4 damage.
Melee Double Attack (standard; at-will)
The owl bear makes two claw attacks. If both claws hit the same target, the target is grabbed (until escape).
Melee Bite (standard; at-will)
Grabbed target only; automatic hit; 4d6 + 4 damage.
Close Stunning Screech (free, when first bloodied; encounter)
Close burst 1; +8 vs. Fortitude; the target is stunned (save ends).
Alignment Unaligned Languages —
Str 20 (+9) Dex 14 (+6) Wis 16 (+7) Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Owl bear Tactics
An owl bear attacks its closest enemy, using double attack when
it can. If an owl bear hits with both claws, it grabs its victim
and bites it on the following round. When first bloodied, it
uses stunning screech and attacks the nearest stunned target.
Thugs: 900xp
Treasure: +1 Great Axe with Kullen’s mark on it
1x Orc Berserker (Kullen)
1x Elf Scout
1x Human Mage
2x Human Guard
4x Human Rabble
Skeletons at the door: 450xp
3x skeletons:
Also have 2x crossbows, +11 vs AC: 1d8+2 damage, and target is marked until end of turn.
Epic Filge Encounter: (Level 6) 1352xp
Treasure: Three potions of healing,
2x 100gp gem,
80gp
Everlasting Provisions (Level 4)
1x Elite Controller Human Mage w/ DeathMaster Template (level 4 – 350xp)
4x Zombies (125xp Each)
2x Corruption Corpse (175 Each)
4x Zombie Rotter (38xp Each)
1x Decrepit Skeleton (0xp)
Filge - Level 4 Elite Human Mage Death Master Controller/Leader 350xp
Initiative +4
Resist: 5 necrotic; +2 saving throws; Aura 5: all undead within 5 squares of the death master lose any vulnerability radiant.
AC 19 Fort 15 Ref 14 Will 17
HP: 86 Bloodied 43
Speed 6 Action Points: 1
Str: 10 (+2) Con: 12 (+3) Dex:14 (+4) Int: 18 (+6) Wis: 17 (+5) Cha: 12 (+3)
Quarterstaff (Standard At Will) *Weapon +4 vs AC; 1d8
Magic Missile (Standard At Will) * Force. Range 20; +7 vs Reflex; 2d4+4 Force
Dancing Lightning (Standard Encounter) *Lightning. The mage makes a separate attack against 3 different targets: Ranged 10; +7vs. Reflex; 1d6+4 Lightning
Thunder Burst (Standard Encounter) Thunder. Area burst 1 within 10; +7 vs Fortitude; 1d8+4 thunder damage, the target is dazed (save ends)
Call of the Grave (Standard Encounter) Ranged 10; four Zombie Rotters appear and take turns immediately after master
Elemental Guards: Level 5 (1200xp)
Treasure: in Zosiel’s room:
Talisman of the Sphere (Broken)
Level 6: Magic Wand +2
Level 5: Gauntlets of Ogre Power
Level 4: Bloodcut Leather Armor + 1
4x Air Knights
Air Knights – Level 3 Elite Soldiers (300xp)
Initiative: +7
Immune: Disease/Poison; +2 Saving Throws
AC 20 Fort 17 Ref 17 Will 14
HP: 86 Bloodied 43
Speed 6 Action Points: 1
Str: 16 (+4) Con: 15 (+3) Dex: 15 (+3) Int: 5 (-2) Wis: 11 (+1) Cha: 8 (+0)
Basic Attack +8 vs. AC 1d8+3 damage
Guard Area: Makes basic extra attack against adjacent enemy in guarded area (Room)
Thunder Clap: (Standard Encounter Recharge 5,6): Range 5; Target: All within straight line; +4 vs Reflex; 2d6 + 5 Lightning/Thunder Damage
Air Step: Can walk on air until end of next turn (must end next turn on solid ground or fall)
Indomitable Presence: Every time a Air Knight attacks an enemy, whether the attack hits or misses, it marks that target. When a target is marked, it takes a -2 penalty to attack rolls if the attack doesn’t include the Air Knight. In addition, whenever a marked enemy that is adjacent to the bodyguard shifts or makes an attack that does not include the Air Knight, the knight can make a basic melee attack against that enemy as an immediate interrupt.