FOURTHCORE TEAM DEATHMATCH

February 9, 2011

Red Hand of Doom: The Fane of Tiamat


from wizards.com
This chapter takes a lot of influence from the epic tier adventures in the Scales of War adventure path, including some of the traps, the final encounter, and many terrain powers. This chapter was a little boring for me, lathough it had many cool terrain powers, it was the most straight-forward and direct conversion. The PCs should be 8th level by the start of this chapter, and 9th level before the final encounter. In the final chapter of this great saga, the PCs (having just stopped the Red Hand Horde at Brindol) delve into the lair of Wyrmlord Azarr Khul to stop him from summoning his dark god Tiamat.

Summary of Encounters                                                       
The Mark of Tiamat (EL 10)
Enemies: Tyrgarun (Level 9 Solo Brute), Thin Ice (Level 9 Minion Obstacle)
Terrain: frozen water, falling stalactite, snow drifts (provides concealment)
Foyer (EL 7)
Enemies: 2 Cambion Wrathborn (Level 9 Skirmisher), Murder Lord Imp (Level 7 Lurker), Magic Force Bridge (Level 9 Blaster)
Terrain: force bridges, canal of lava
Guard Barracks (EL 9)
Enemies: 2 Blackspawn Lurkers (Level 8 Elite Lurker), 8 Hobgoblin Scrubs (Level 7 Minion Soldier)\
Terrain: blackspawn webbing
Priest’s Cells (EL 8)
Enemies: Demon-Prince (Level 9 Elite Soldier), 3 Doom Hand Priests (Level 7 Controller (Leader))
Terrain: summoning circle, faulty portal arch
Outer Sanctum (EL 8)
Enemies: Doom Hand Priest (Level 7 Controller (Leader)), Legion Devil Portals (Skill Challenge spewing out minions)
Terrain: canal of lava, magma vortex
Laryssa’s Infernal Kitchen (EL 8)
Enemies: Laryssa, Pact Hag (Level 10 Elite Controller (Leader)), Black Pudding (Level 8 Elite Brute)
Terrain: boiling soup, lightning vent
Treasure: devil’s brew
Torture Chamber (EL 8)
Enemies: Chained Cambion (Level 10 Controller), 3 Kytons (Level 9 Skirmisher)
Terrain: iron maiden, wall-hung shackles, rising and falling blocks
Treasure: greenblood oil, carrion crawler brain juice, bloodroot poison
Great Temple & Cavern of the Guardian Spawn (EL 9)
Enemies: Greenspawn Skirmisher (Level 9 Elite Skirmisher), Bluespawn Thunderlizard (Level 11 Elite Brute)
Terrain: canal of lava, hanging dragon skull, hanging dragon ribcage
Treasury (EL 5)
Enemies: 5 Locked, Trapped Treasure Chests (Level 12 Minion Blaster)
Inner Sanctum (EL 12)
Enemies: High Wyrmlord Azarr Khul (Level 10 Solo Brute), Tiamat Comes Through the Portal! (Skill Challenge)
Terrain: energy screens, 70 ft platform

Terrain Powers                                                                          
Frozen Water                              Single Use Terrain
You freeze the shallow water, trapping those stepping in it.
Single Use
Immediate Reaction

Trigger: You target a pool of water with a power with the Cold keyword.
Effect: The water attacks each creature standing in it.
Attack: +13 vs. Fortitude
Hit: 1d10+8 cold damage and the target is grabbed (until escape, DC 26).
Effect: The water is frozen over for the rest of the encounter. Creatures that move more than 1 square on the frozen pool must succeed on a DC 13 Acrobatics check or fall prone and end their movement.
r Falling Stalactite                     Single Use Terrain
The stalactite ends at a sharp point. With the right pressure, you might break it free to send it down and impale any creature below it.
Single Use
Immediate Reaction

Trigger: You attack a stalactite on the ceiling.
Effect: The stalactite drops and attacks a creature below it.
Attack: +15 vs. Armor Class
Hit: 2d8+13 damage and the target is immobilized.
Miss: The square is filled with rubble and becomes difficult terrain until cleared.
Canal of Lava                              At-Will Terrain Hazard
Built by ancient Minotaurs, these fiery canals crisscross the dungeon and are a deadly hazard. The flowing lava generates intense heat and a dull, red light.
At-Will

Trigger: A creature enters or starts its turn adjacent to or in a square of lava.
Effect: Any creature that ends its turn on the top of the basalt wall takes 1d10+7 fire damage.
Any creature in the canal takes 3d6+15 fire damage and is slowed until the end of its next turn.
Blackspawn Webbing                             At-Will Terrain Hazard
The vile creations called “Blackspawn” have set up their lair near here. Acid-infused strands of thick spider webs are plastered across the walls, floors and ceilings.
At-Will

Trigger: A creature enters or starts its turn in a square of webbing.
Attack: +12 vs. Fortitude
Hit: 1d10+7 acid damage and the target is immobilized until escape (escape DC 17).
Miss: The target is slowed until the end of its next turn.
Special: Blackspawn are immune to this hazard.
Faulty Portal Arch                        At-Will Terrain
This portal is not currently functioning, but the teleportation magic that still imbues its stones makes the area around the archway hazardous.
At-Will
Requirement:
You must be adjacent to the portal arch.
Minor Action                         Close
burst 5
Check: Arcana DC 24
Target: One creature in the burst.
Effect: The target is teleported up to 10 squares. A creature that is teleported into an occupied square takes 1d10+7 damage and is placed in an unoccupied space nearest to its destination.
m Summoning Circle                               At-Will Terrain
Violet lightning crackles around the dais, binding any creature within with agonizing force.Trigger: A creature moves from inside the circle to outside.
Target: The triggering creature
Attack: +11 vs. Will
Hit: 3d8+10 force and lightning damage, and the target is pushed to the center of the circle.
Miss: Half damage.
Magma Vortex                            At-Will Terrain Hazard
Built by ancient Minotaurs, the lava flows of this dungeon collect into a giant obsidian cauldron. The flowing lava generates intense heat and a dull, red light, swirling around into a deadly vortex.
At-Will

Trigger: A creature enters or starts its turn adjacent to or in a square of swirling lava.
Effect: Any creature that ends its turn on the top of the basalt wall takes 1d10+7 fire damage.
Any creature in the magma vortex takes 3d6+15 fire damage and is slowed and dazed until the end of its next turn.
Lightning Vent                            At-Will Terrain Hazard
Vents jetting pure elemental energy dot the area.Trigger: A creature starts its turn in a square of an elemental vent.
At-Will

Effect: Roll 1d6. On a roll of a 1, each creature on the same elemental vent as the triggering creature takes 2d6+9 lightning damage and is dazed (save ends).
Devil Brew                                                       Magic Item
This foul liquid is a putrid concoction distilled from the blood of devils.
Consumable
+ Healing
Minor Action
Effect: Drink this potion, spend up to two healing surges, and take ongoing 10 poison and necrotic damage (save ends).
c Boiling Soup                         Single Use Terrain
You topple over a boiling cauldron of thick, sticky , green soup.
Single Use
Standard Action                          Close
blast 3
Check: Strength DC 12
Attack: +11 vs. Reflex
Hit: 1d10+7 fire damage and the target is slowed until the end of their next turn.
m Iron Maiden                              At-Will Terrain
You throw your enemy into the spike-filled torture device and slam it shut.

At-Will
Immediate Reaction
              Melee
1
Trigger: An adjacent enemy suffers forced movement, ending in a square with an iron maiden.

Attack:
+
11 vs. Fortitude
Hit: 3d
6+13 damage and the target is restrained (until escape; must target Fortitude). While restrained, the target does not have line of sight or line of effect to any creature, nor do creatures in the iron maiden have line of sight or line of effect to any other creature.
Sustain Standard: You maintain the grab, and the target takes
10 damage. You must be adjacent to the iron maiden to maintain the grab.
m Wall-Hung Shackles                At-Will Terrain
You grab the hand of your distracted enemy and lock him into place.

At-Will
Requirement: You must be adjacent to a wall.
Standard Action                    Melee
1
Target: One creature adjacent to a wall.
Attack: +11 vs. Reflex
Hit: The target is restrained (until escape);
Escape DC 24.
Rising and Falling Blocks            Terrain Hazard
Massive stone blocks rise and fall in shafts near the center of the room. Depending on its position, each moving block can be a barrier or a pit, and creatures can also be squashed under several tons of stone.                                                                         Initiative +4
Move Actions                                                   .
Moving Stone Blocks
+ At-Will (1/rd.)        
Block B starts flush with floor

+ up into a 10 ft. ceiling cavity
+ down to form walls
+ down to flush with the floor+ down to the bottom of a 10 ft pit
+ up to flush with floor level
Triggered Actions                                            .
Crushed
+ At-Will                                           
Trigger: The block moves into the ceiling cavity
Effect (No Action):
Each creature on the block takes 3d6+13 damage.

Countermeasures                                            .
+ Thievery DC 25: A character in one of the block areas or adjacent to it can jam it, thereby preventing further movement.
a Dragon Skull                      Single Use Terrain
The hanging, jagged dragon skull comes crashing down on anyone caught beneath it.
Single Use
Immediate Reaction              Area
burst 2
Trigger: The chains holding the dragon skull take damage (AC 20; Fort 14)
Target: Each creature in burst.

Attack:
+13 vs. Reflex
Hit: 4d8+6 damage, and the target is knocked prone.
Miss: Half damage.
a Dragon Ribcage                 Single Use Terrain
The hanging, skeletal torso comes crashing down, trapping anyone caught beneath it.
Single Use
Immediate Reaction              Area
burst 1
Trigger: The chains holding the dragon ribcage take damage (AC 20; Fort 14)
Target: Each creature in burst.

Attack:
+13 vs. Reflex
Hit: 1d8+6 damage, and the target is restrained.
Miss: Half damage.
Effect: If the ribcage takes further damage, all creatures caught in it are no longer restrained.
Energy Screens: These screens are physical barriers that act like normal walls. At the start of every round, a random energy screen will depict a moment of heroic triumph against the Red Hand, then disappear. This reminds the players of how far they’ve come , but it also makes it easier to shove characters over the platform edge as the walls disappear.

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