Академический Документы
Профессиональный Документы
Культура Документы
http://www.wizards.com/default.asp?x=dnd/duad/20080211
Adventure for 18 level characters.
This conversion for True20 makes use of my True20 D&D conversion document, version 2.1.
DAMAGE TRACK
Damage 20 Damage 25 Damage 30 Damage 35 Damage 40
Skills: Acrobatics 21 (27/28), Bluff 21 (22), Diplomacy 21 (22), Disguise 21 (32), Escape Artist 21 (32/33),
Jump 21 (25/27), Medicine 9 (10), Notice 21 (27), Ride 6 (12/13), Swim 7 (10/12), Sleight of Hand 21 (27/28),
Search 21 (29), Stealth 21 (32/33).
Feats: 1 Weapon Tr., 2 Armor Tr., 3 Heavy Armor Tr., 4 Shield Tr., 6 Sneak Attack +7, 6 Quick Draw, 7
Mental Strife, 8 Dodge Focus +3, 9 Crippling Strike, 10 Hide in Plain Sight, 11 Iron Will, 12 Great Fortitude, 13
Use Magic Item, 14 Move-by Action, 15 Accurate Attack, 16 Tough, 17 Evasion, 18 Blind-fight 19 Uncanny
Dodge, 20 Precise Shot, 21 Skill Mastery (Stealth, Acrobatics, Sleight of Hand, Notice), 22 Grappling Finessse
23 Skill Focus (Search)
Magic: Adept level 9, Power rank 12, Power bonus 13, Save Difficulty 16, Base save diff. 15.
Equipment: 530 thousand gp limit: keen, adaptable, ghost touch +5 adamantine rapier;
dimension door, improved fire resistance, improved slick, shadow, agile, blur, comfortable +5 mithril breastplate
(Armor check penalty 0); force seeking undead bane (+4) + 5 composite bow (5 strength); animated shield,
wings of flying, ring of blinking, hand of glory, greater goggles of night, belt of strength +2, gloves of dexterity
+1, hat of disguise, ring of mind shielding (power bonus 22), shining jewel,
wand of cure, wand of fireball, wand of lesser restoration, wand of invisibility, bag of holding
20 potion of cure light wounds, 4 potions of cure moderate wounds, 1 potion of cure serious wounds, 10 dozes of
silversheen
Kaspar, Human Warrior 18 Medium 18 Lev. Humanoid
DAMAGE TRACK
Damage 23 Damage 28 Damage 33 Damage 38 Damage 43
Skills: Acrobatics 21 (23), Climb 5 (11/16), Jump 21 (26/31), Notice 21 (27), Ride 5 (8), Swim 5 (11/16),
Stealth 21 (28), Survival 6 (7)
Feats: 1 Weapon Tr., 2 Armor Tr., 3 Heavy Armor Tr., 4 Rage +5 (Difficulty 23), 5 Dodge +3, 6 Iron Will, 7
Great Fortitude, 8 Whirlwind, 9 Mind Blank, 10 Imp. Initiative, 11 Constrict, 12 Improved Grab, 13 Grappling
Finesse, 14 Tough, 15 Uncanny Dodge, 16 Improved Weapon Damage, 17 Improved Strike, 18 Two Weapon
Fighting, 19 Death Ward, 20 Endurance, 21 Tireless, 22 Mounted Combat, 23 Improved Critical (Great axe)
DAMAGE TRACK
Damage 20 Damage 25 Damage 30 Damage 35 Damage 40
Skills: Concentration 21 (25), Craft 11 (19), Disable Device 21 (31), Escape Artist 21 (31), Knowledge
(Engineering) 21 (29), Knowledge (History) 21 (29), Knowledge (Science) 21 (29), Knowledge (Supernatural)
21 (29), Knowledge (Nature) 21 (29), Notice 21 (30), Ride 5 (6), Search 21 (34), Stealth 21 (26), Swim 5 (6)
Feats: 1 Wizard, 2 Widen Power, 3 Empower, 4 Iron Will, 5 Tough, Powers (18)
Magic: Adept level 18, Power rank 21, Power bonus 29, Save Difficulty 27, Base save diff. 19
Powers: Cantrips (bonus), 1 Mage Armor, 2 Improved Mage Armor, 3 Enhance Senses, 4 Ward, 5 Second Sight,
6 Mind Touch, 7 Teleport, 8 Enhance Ability, 9 Force Structures, 10 Black Tentacles, 11 Phase, 12 Light
Shaping, 13 Cloud the Mind, 14 Fly, 15 Combat Sense, 16 Necromancy, 17 Cloudkill, 18 Elemental Resistance
(Fire),
Reserve Powers: Conjuration, Force Shaping, Wind Shaping, Water Shaping, Pain, Psychic Blast, Sleep,
Charm, Confusion, Dominate, Elemental Blast, Severance, Scrying, Fog Shaping, Blink, Move Object, Arcane
Sight,
Staff Powers: Force Shaping, Fire Shaping, Cold Shaping, Energy Shaping, Elemental Blast, Ghost Touch(only
staff), Elemental Weapon(only staff, can select cold, electric or fire), Widen Power
Equipment: 530 thousand gp limit:
bracers of armor +5, Cloak of Resistance +12, master’s ring of freedom of movement, goggles of minute seeing,
hat of disguise, ring of mind shielding, hand of glory, greater goggles of night
20 potion of cure light wounds, 4 potions of cure moderate wounds, 1 potion of cure serious wounds, shining
jewel, iridescent IOUN stone, masterwork thieves’ tools,
Staff of Power, Wand of Magic Missile, W. of Invisibility, W. of Fireball, W. of Pain.
Aurelius, Human Adept 10 Warrior 8 Medium 18 Lev. Humanoid
DAMAGE TRACK
Damage 22 Damage 27 Damage 32 Damage 37 Damage 42
Skills: Climb 8 (10), Concentration 27, Knowledge (Theology) 21, Medicine 14, Ride 8(9), Sense Motive 27,
Stealth 28 (29), Swim 7 (9)
Feats: 1 Cleric, 2 Armor Tr., 3 Heavy Armor Tr., 4 Shield Tr., 5 Warrior Fortitude, 6 Great Fortitude, 7 Iron
Will, 8 Precise Shot, 9 Improved Precise Shot, 10 Tough, 11 Blind Fighting, 12 Uncanny Dodge, 13 Empower,
14 Widen Power, 15 All-Out Attack, Powers (8),
Magic: Adept level 14, Power rank 17, Power bonus 23, Save Difficulty 23, Base save diff. 17
Powers: Positive Energy Shaping (bonus), 1 Sound Shaping, 2 Elemental Ray, 3 Elemental Weapon, 4 Cure, 5
Cure Disease, 6 Imbue Life, 7 Combat Sense, 8 Elemental Blast
Equipment: 530 thousand gp limit:
improved slick, shadow, agile, blur, fire immunity +5 mithril full plate (Armor check penalty -1);
cold iron masterwork mace,
animated shield of arrow deflection,
gloves of dexterity +1, belt of giant’s strength+2 (Fortitude Save Difficulty 19), hand of glory, hat of disguise,
greater goggles of night, wings of flying/cape of mountebank, master’s ring of mind shielding, 20 potion of cure
light wounds, 4 potions of cure moderate wounds, 1 potion of cure serious wounds, shining jewel, iridescent
IOUN stone, handy hoversack, Healer’s Kit
wand of cure, wand of electric ray, wand of lesser restoration, wand of pain, wand of fireball
Chapter 1: The escaped wizard
1st Encounter: Enemies from beyond
Use the optional magic point system for cultists – it will go faster.
1 Cultist of Acererak leader with Conviction 2 (1 point already spent for magic points), 6 magic points left.
7 Cultists of Acererak minions – 4 magic points left
All start with 6 magic points already spent for used powers and for using powers while maintaining.
Attack
Attack Damage Critical Range I.
Bonus
sickle 17 10 electric 20 dam 3
touch 16
ray 17 17 electric 100
DAMAGE TRACK
Damage 13 Damage 18 Damage 23 Damage 28 Damage 33
1. Bottom Turret
12 Advanced Forsaken Shells, all minions
Attack
Attack Damage Critical Range I.
Bonus
Skin Slap (power) 13 14 20 dam 3
Skills: Darkvision 60 ft. Notice +22, Stealth +28, Swim 15, Climb 19
Feats: Alertness, Improved Initiative, Improved Natural Armor, Dodge Focus, Tough, Lightning Reflexes,
Attack Focus (skin slap)
Traits: Constrict damage 14 when pinning, Improved Grab
Create Spawn (Su) Creatures killed by a forsaken shell slough off their skins after 3 rounds. These sloughed
skins are new forsaken shells under the spawner’s control. These forsaken shells do not possess any of the
abilities they had in life.
The forsaken shells pose no danger, but when controlled can be used as a source of information and spies (they
are passably intelligent undead).
Spirit Engine
The spirit engine can be identified with Knowledge (Engineering) or (Supernatural), Difficutly 30. You can
determine its functioning with Knowledge (Engineering) test with difficulty 34, or activate it blindly with
Knowledge (Engineering) test Difficulty 25. As long as the divination block is in place you cannot use Second
Sight and Knowledge (Supernatural) to examine its magic auras.
If the divination block is removed, the spirit engine detects as: Strong conjuration, necromancy and
transmutation; adept level 20. You must make Knowledge(Supernatural) test with Difficulty 25 to discern those
auras. If you beat Difficulty 35, you magically divine the engine’s function and its means of activation.
4. Fourth Turret
DAMAGE TRACK
Damage 16 Damage 21 Damage 26 Damage 31 n/a (undead)
Skills: Bluff +21, Concentration +17, Knowledge (supernatural) + 24, Knowledge (history) +24, Knowledge
(geography) +24, Knowledge (religion) +24, Knowledge (science) +24, Listen +17, Stealth +24, Search +26,
Sense Motive +19, Notice+19
Feats (17+bonus): Night Vision (b), Weapon Training (b), Improved Initiative (b), Lightning Reflexes (b),
Great Fortitude (b), Dodge Focus (+3), Wizard, Intellect Fortress, Widen Power, Powers (13),
Traits: blood drain, children of the night, create spawn, dominate (Difficulty 20), energy drain, alternate form,
gaseous form, spider climb,
Magic: Adept level 13, Power rank 16, Power bonus 24, Save Difficulty 25, Base save diff. 17
Powers: Cantrips (bonus), Psychic Shield (b), 1- Mage Armor, 2-Mage Armor, Improved, 3- Necromancy, 4-
Combat Sense (+4), 5-Elemental Weapon (fire, electric, prerequisites in reserve powers) 6-Elemental Ray (fire,
electric), 7-Light Shaping, 8- Blink 9-Arcane Sight (Second Sight is a reserve power), 10-Teleport,
11-Conjuration, 12-Black Tentacles, 13-Force Shaping
Equipment: masterwork longsword, amulet of mighty fists (54 th. gp), gloves of Dexterity +3, master’s ring,
keys to all of the doors in the tower, silver unholy symbol (leering demonic face), potions of inflict serious
wounds (2) (work for undead as cure serious wounds).
The vampire necromancers can be easily defeated. They will try to escape when they perceive that the characters
have uncontestable advantage. They can use their gaseous form to pass through the door into the tower or
Teleport to area 20 in order to report to Acererak. If prevented from escape and magically controlled they could
be an excellent source of knowledge about the tower, but they fear Acererak above anything else and will
probably never voluntarily surrender or betray him. Even when magically controlled, they treat revealing any
important information as obviously harmful (to them) action. They do reveal some less sensitive information.
5. Fifth Turret - The Engineer
DAMAGE TRACK
Damage 19 Damage 24 Damage 29 Damage 34 n/a (construct)
Necroacidic Slime Trap: CR 17; mechanical; location trigger; automatic reset after 10 rounds; hidden switch
bypass (Search DC 25); necroacidic slime (damage 16 per round; acid; plus 1 Constitution drain per two rounds;
Fortitude DC 30 resists the drain); Search DC 30; Disable Device DC 25. Two walls of force block the exits
(Adept level 20, power bonus 33).
Incorporeal beings ignore the acid damage, but are still subject to the Constitution drain. 50% chance to avoid
damage does not apply, since this is a negative energy attack.
7. Black Lightning
Negative Energy Bolt Hazard (CR 16): Creatures that cross the bridge or enter the area of this inner ring are
targeted by 1-5 bolts of negative energy each round. You can avoid each bolt with Reflex save DC 24. If hit, you
suffer negative energy damage 12 + 2 for each additional hit. Undead struck by the negative energy bolts gain
instead recovery checks with bonus equal to damage.
For each decrease in power output, the damage the negative energy bolts deal is decreased by 2. For
each increase in power output, the damage is increased by the same amount.
Tower Level 5
Korthus starts combat remaining immobile (and hopefully inconspicuous) and uses a widened Mind Touch to
contact as many opponents as possible. If some resist him, it repeats the attempt each round it can spare a move
action. It uses Cloudkill (it does not damage undead), and than widened Confusion, or Dominate against fighters.
If physically attacked or damaged it uses invisibility or Cloud the Mind and attempts to escape and report to
Acererak. Even when escaping, it maintains mental contacts and continues attacks with Mind Thrust (which has
mental contact range). Incidentally, all attacks of Korthus are psychical and do not end the Cloud the Mind
power when observed by characters without Second Sight.
Ragewind starts combat with Blade Fury and uses it as often as possible. If the ragewind cannot
regularly hit or damage opponents with its attacks, it uses feinting against a single opponent, activates All-out
attack feat and combines all its attacks against him. It uses Move-by Attack to try to avoid getting mobbed.
Ragewind fights to the death and does not abandon Korthus regardless of circumstances.
If Korthus is killed, the Divination Block ends. Acererak notices is very quickly and begins to search for
enemies using his divinations. If cornered Korthus immediately tries to surrender; it willingly betrays all secrets
it knows, secure in the knowledge its block against divination will make it impossible for Acererak to know
about his betrayal.
Korthus - brain in a jar CR 17 17 Lev. Tiny Undead
DAMAGE TRACK
Damage 19 Damage 24 Damage 29 Damage 34 n/a undead
DAMAGE TRACK
Damage 26 Damage 31 Damage 36 Damage 41 n/a - undead
Feats: Blind-Fight, Dodge Focus (+3), Attack Specialisation(all weapons, +2 to damage, +2 to attack), Move-by Attack,
Improved Disarm, Improved Weapon Damage(+5), All-out Attack, Two-weapon Defense, Uncanny Dodge, Grappling
Finesse,
Skills: Stealth 35, Acrobatics 39, Notice 35, Jump 37, Search 35
Traits: Damage Resistance 6 (magic)
Blade Fury (Su) Three times per day, a ragewind can as a standard action expand itself outward into a 15-foot-radius spread,
filling that entire space with its whirling weapons. This attack deals slashing damage 20 to every creature within that area or
16 on a successful DC 26 Reflex save. Immediately after this attack, the ragewind reverts to its normal size and shape. Once
it has used its blade fury attack, it must wait 3 rounds before it can do so again. A ragewind cannot benefit from both blade
fury and whirlwind at the same time.
Whirlwind (Su) A ragewind can intensify the swirling air that composes its usual form to the strength of a whirlwind as a
free action. When it does so, it transforms into a whirling mass of air and weapons 5 feet wide and 20 feet high. Each creature
that is at least two size categories smaller than the ragewind and in contact with it must succeed on a DC 26 Reflex save or
take damage 6. Whether or not this save is successful, an affected creature must immediately make a second Reflex save
against the same DC. Failure indicates that the affected creature is picked up by the winds and takes an additional damage 3
that round and each round thereafter that it remains suspended in the winds. (The ragewind may also direct weapon attacks at
creatures caught within its whirlwind if desired, treating it as surprised.) A flying creature may leave the whirlwind with a
successful Reflex save, though it still takes damage for the round in which it does so. A ragewind may also cause its
whirlwind to touch the ground kicking up a swirling cloud of debris with a 10-foot radius. This cloud obscures all vision, in-
cluding darkvision, beyond 5 feet. Creatures at a distance of 5 feet have concealment, and those farther away have total
concealment. A creature caught in this dust cloud must succeed at a DC 20 Concentration check to cast a spell.
Invisibility (Su) At will, a ragewind can as a standard action suppress its whirlwind to become invisible. The effect ends if
the subject attacks any creature. For purposes of this effect, an attack includes any spell targeting a foe or whose area or
effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended
objects do not break the spell. Causing harm indirectly is not an attack.
See Invisibility (Su) This ability is always active.
Superior Multiweapon Fighting (Ex) A ragewind fights with six weapons at once. Because the creature is an amalgam of
many dead warriors, a separate intelligence controls each weapon. Thus, the ragewind has no penalty on attack rolls for
attacking with multiple weapons. It can make combined attacks with all of its weapons against a single or more foes.
Weapon Proficiency: A ragewind is proficient with all simple and martial weapons.
Equipment: 6 weapons – the ragewind uses stats of longswords, but the actual weapons may be different.
Tower Level 4
10. The Lady in the Bottle
2 Death Giants, both with 3 conviction, EL 18
DAMAGE TRACK
Damage 26 Damage 31 Damage 36 Damage 41 n/a - undead
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
Feats: Double Strike(B), Mental Strife, Cleave, Precise Shot, All-Out Attack, Constrict, Widen Power, Mind
Blank, Blind-Fight (Blindsight 30 feet),
Skills: Concentration +19, Intimidate +26, Knowledge (arcana) +14, Knowledge (history) +12, Knowledge
(religion) +19, Notice +24, Survival +6
Magic: Key Ability: Charisma. Adept level 16 (3/4 of total level), Power rank 19, Power bonus 26, Save
Difficulty 25, Base save D. 18.
Powers: Elemental Blast (Fire, Negative Energy), Ward, Supernatural Weapon (irresistible), Fire Shaping,
Negative Energy Shaping, Psychic Shield
Special Abilities (similar to powers, but not fatiguing):
Frightful Keening (Su) As a standard action, a death giant can trigger the guardian souls that waft around its
body to wail in frightful anguish. Living creatures within 100 feet that hear this keening must make a Difficulty
25 Will save. Success indicates that the creature is shaken until it can no longer hear the keening or moves out of
range. Failure causes the creature to be panicked for as long as it can hear the keening and remains within
range, and shaken for 24 hours afterward.
Ending the frightful keening is a standard action. This is a sonic, mind-affecting fear ability.
Steal Soul (Su) Any Disabled living creature within 15 feet of a death giant must succeed on a Difficulty 25
Fortitude save each round or die instantly. This is a death effect.
Any creature that dies within 15 feet of a death giant has its spirit sucked up into the swirling guardian souls that
protect the death giant. Such creatures cannot be raised, resurrected, or reincarnated so long as the death giant
lives. Killing the death giant releases the souls. If a living death giant is within 15 feet of a death giant that dies,
the souls are not released and are instead transferred to the nearby death giant due to its steal soul ability.
Under extraordinary circumstances, a living death giant may release a soul it has captured.
Traits: Immune to fear and ability drain
Rock Throwing (Ex) Death giants are accomplished rock throwers and gain a +1 racial bonus on attack rolls
when throwing rocks. A death giant can hurl rocks of 60 to 80 pounds (Medium objects) – damage 6 - up to five
range increments. The range increment is 120 feet.
Guardian Souls (Su) A death giant’s victims become its guardians in death. Each death giant is surrounded by a
constantly swirling cloud of intangible spirits.
These spirits provide the death giant with warnings and protection, granting the creature a bonus on saves and to
initiative equal to its Charisma, instead of the normal ability bonus.
A death giant’s will binds its guardian souls to it. They are not ghosts or undead in the usual sense and cannot be
damaged, dispelled, or separated from the death giant. Only a successful turning attempt can quell these spirits
for a time. If the death giant fails the Will save, the guardian souls vanish until the end of the encounter (3
minutes), and the death giant loses the benefits of its guardian souls, frightful keening, soul healing, and steal
soul abilities until the souls return. The death giant suffers no other ill effects of a turning.
Rock Catching (Ex) Once per round, a death giant that would normally be hit by a rock (or projectile of similar
shape) can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one,
and 25 for a Large one. The giant must be ready for and aware of the attack in order to make a rock-catching
attempt.
Sold Soul (Ex) A death giant cannot be raised, resurrected, or reincarnated. If a death giant’s soul is not taken as
a guardian soul by another death giant or kept from departing by some other means (such as soul bind), it is
utterly destroyed 1 round after the giant’s death.
Soul Healing (Su) When a death giant is protected by its guardian souls, damage due to negative energy (such as
from an inflict spell) heals rather than harms a death giant. A death giant gains a recovery check with bonus
equal to damage. Death giants are healed by positive energy (such as from cure spells) normally.
The two giants guard a ghaele eladrin Rainmoon, who is under the effect of the minimus containment version
binding spell. The spell cannot be dispelled using Ward. It is possible to break it conducting a binding ritual in
reverse. Such a ritual takes 10 minutes, costs 500 gp in alchemical substances, and has difficulty 43. In case of
failure by 5 or more, the ritualist is imprisoned alongside Rainmoon. If no one knows the ritual, 1 hour of
research (using divinations) and Knowledge(supernatural) test with difficulty 30 allows to design an adequate
ad-hoc ritual to free her.
10 Lev. Medium Outsider(eladrin, virtue,
Rainmoon CR 16 –ghaele eladrin extraplanar), 6 lev. warrior
DAMAGE TRACK
Damage 18 Damage 23 Damage 28 Damage 33 Damage 38
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
Feats: Double Strike(B), Death Ward, Improved Disarm, Improved Initiative, Improved Trip, Uncanny Dodge,
Precise Shot
Skills: Notice +22, Bluff +22, Concentration +22, Stealth +23, Sense Motive +22, Escape Artist +23, Diplomacy
+22, Disable Device +7, Disguise +3, Handle Animal +16, Knowledge (religion) +16, Knowledge (science &
the planes) +16, Ride +16,
Magic: Key Ability: Wisdom. Adept level 13, Power rank 16, Power bonus 19, Save Difficulty 19, Base save D.
16.
Powers: Psychic Shield (B), 1 Enhance Ability, 2 Combat Sense, 3 Elemental Ray, 4 Fire Shaping, 5 Wind
Shaping, 6 Light Shaping, 8 Mind Touch, 9 Mage Armor, 10 Improved Mage Armor, 11 Teleport, 12 Force
Structures, 13 Second Sight, 14 Arcane Sight, 15 Weather Shaping, 16 Ward, 17 Cure, 18 Cure Disease, 19
Imbue Life,
Light Ray: A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes
damage reduction of any type, except DR/area, as an elemental attack. It can affect both material and immaterial
opponents with no chance to avoid damage.
Gaze: Will save DC 19 or suffer fear (as Heart Shaping) until the end of encounter.
Alternate Form: A ghaele can shift between its humanoid and globe forms as a standard action. In
humanoid form, it cannot fly or use its light rays, but it can make physical attacks, and cast spells. In globe form,
it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score
while in that form. A ghaele remains in one form until it chooses to assume a new one. A change in form
cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability,
however, reveals both forms simultaneously.
Protective Aura: A ghaele has a Psychic Shield; in addition, its Psychic Shield can protect anyone within 20
feet. Creatures already possessing a Psychic Shield must chose whether they want to use its own or be defended
by the ghaele; they cannot benefit from both at the same time.
Equipment: +4 holy shocking greatsword, holy water (10), silver holy symbol, spell component pouch, thieves’
tools
Tower Level 3
DAMAGE TRACK
Damage 22 Damage 27 Damage 32 Damage 37 n/a - undead
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
DAMAGE TRACK
Damage 23 Damage 28 Damage 33 Damage 38 n/a undead
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
Conviction 3 ○ ○ ○ 20 ft.
DAMAGE TRACK
Damage 27 Damage 32 Damage 37 Damage 42 n/a construct
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
Feats: -
Skills: -
Breath Weapon The red-tinged golem can breathe a 15-foot cone of fire once every 3 rounds, damage 20. The
silvery golem can breathe a 15-foot cone of cold once every 3 rounds, damage 20. DC 22 Reflex save for
Damage 16
Poison Initial and secondary damage 3 Constitution, Fortitude DC 22 negates.
Supernatural Immunity: An iron golem is immune to most supernatural powers. An iron golem that is
attacked by a supernatural power dealing electricity damage, suffers no damage, but must succeed on a Fortitude
save equal to 10 + the damage of the attack or be slowed for 3 rounds. It can only take a single move or
standard action per round and cannot move and attack in the same round during this time unless it
charges. It takes a –1 penalty on attack rolls, Defense, and Reflex saves. A slowed character moves at half
normal speed.
A supernatural attack against an iron golem that deals fire damage does no damage to it and instead breaks
any slowing efect on the golem and grants it an immediate recovery check with a bonus equal to the damage of
the attack. An iron golem is afected normally by rust attacks, such as that of a rust monster.
Tower Level 1
El 19; 40 Cultists (minions), one leader with 4 conviction points; 1 Spawn of the mother
DAMAGE TRACK
Damage 20 Damage 25 Damage 30 Damage 35 Damage 40
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
Black Blade of Disaster Trap: Blade attacks like a combatant on 17 in the initiative order. Attack 25, if hit
damage 30, Fort save DC 26 for Damage 26. Any creature reduced to the Dying condition by this spell is
entirely disintegrated, leaving behind only a trace of fine dust.
The blade attacks the nearest creature to the door for 18 rounds, but does not leave the corridor.
Dungeon
DAMAGE TRACK
Damage 22 Damage 27 Damage 32 Damage 37 Damage 42
Hurt Wounded Disabled Dying Dead
[ ][ ][ ] [ ][ ][ ] [ ] [ ] [ ]
Bruised Dazed Staggered Unconscious
Skills: Acrobatics 21 (23), Climb 21 (31), Jump 11 (21), Notice 21 (22), Ride 5 (8), Swim 5 (15),
Feats: 1 Weapon Tr., 2 Armor Tr., 3 Heavy Armor Tr., 4 Attack Specialisation(+2, +2), 5 Dodge +3, 6 Iron
Will, 7 Great Fortitude, 8 All-Out Attack, 9 Move-By Action, 10 Imp. Initiative, 11 Constrict, 12 Improved
Grab, 13 Grappling Finesse, 14 Tough, 15 Uncanny Dodge, 16 Improved Weapon Damage (+5), 17 Improved
Strike (+5), 18 Cleave, 19 Bathed in Styx (+5), 20 Blind Fight 21 Great Cleave 22 Exotic Weapon (Greatsword),
23 Improved Critical (Greatsword)
Aeristus is permanently dominated and under control by vampires. He can be freed by killing the vampires, or by
a focused use of Ward. The power bonus of vampires equals 24.
20. Acererak’s Lab
DAMAGE TRACK
Damage 20 Damage 25 Damage 30 Damage 35 n/a
Feats: Wizard, Widen Power, Intellect Fortress, Teleport Sense, Still Spell
Skills: Notice 25, Search 34, Sense Motive 25, Stealth 29, Concentration 25
Traits:
Magic: Adept level 20, Power rank 23, Power bonus 34, Save Difficulty 31, Base save diff. 20
Powers: Cantrips (b), 1 Time Shaping, 2 Project Image, 3 Force Structures, 4 Disintegrate, 5 Combat Sense
(+10), 6 Enhance Ability, 7 Teleport, 8 Enhance Senses, 9 Fog Shaping, 10 Second Sight, 11 Mind Touch, 12
Psychic Blast, 13 Fly, 14 Ward, 15 Phase, 16 Necromancy, 17 Time Stop 18 Pain, 19 Elemental Blast, 20 Mage
Armor, 21 Improved Mage Armor
Reserve Powers: Sound Shaping et al.
Staff Powers: Force Shaping, Fire Shaping, Cold Shaping, Energy Shaping, Elemental Blast, Ghost Touch(only
staff), Elemental Weapon(only staff, can select cold, electric or fire), Widen Power,
Special Abilities:
Fear Aura: Liches are shrouded in a dreadful aura of evil. Creatures in a 60-foot radius that look at the lich must
succeed on a DC 28 Will save or be affected by the fear efect of the Heart Shaping supernatural power. A
creature that successfully saves cannot be afected again by the same lich’s aura for 24 hours.
Paralyzing Touch: A paralyzing touch attacks deals negative energy damage 20 - equal to the level of the lich,
without bonuses from Strength. Any living creature a lich hits with its touch attack must make a DC 28 Fortitude
save or be permanently paralyzed. The effect cannot be dispelled. A Cure Disease check against the save
Difficulty can restore the victim. Anyone paralyzed by a lich seems dead. A Difficulty 20 Notice check or a
Difficulty 15 Medicine check reveals the victim is still alive. An undead creature is healed by the touch instead;
use the damage as the bonus for the recovery roll.
Damage Reduction: A lich’s undead body is tough, giving the creature damage reduction 6/bludgeoning and
magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities: Liches have all the immunities of undead. In additon they are immune to cold, electricity and
polymorph effects (though they can use polymorph effects on themselves).
Equipment: robe of archmagi, amulet of mind shielding, staff of power, master’s ring of freedom of movement,
hand of glory