In this thread I will attempt to index various elements that appear in the Dungeon e-zines for 4th edition. DMs often find it helpful to have extra monsters, extra magic items, extra NPCs and etc. but those great things are unfortunately often buried deep within adventures we have no interest in running, and thus may overlook (and undervalue the Dungeon magazine because of that).
All lot of this information is eventually handled by the Compendium, but at present that is primarily limited to items and monsters.
I compiled this list reading as little as possible of the adventures, in the hopes that I may someday play in them (and I just don't have that much time to read them for entertainment) so it is possible I have missed some things.
I will not make a similar thread for Dragon because I feel that magazine is basically clear in its presentation of game elements.
Categories: Monsters is just that, a list of Monsters which are not from the core Monster Manual and which may or may not be unique to the adventure. In the case where they appear only in the body of the adventure, I give page numbers where the stat blocks can be found. If the adventure contains an appendix including more information about the monster, such as lore and knowledge checks (like the Monster Manual entries) I will list only the pages of the Appendix.
NPCs-as-Monsters refers to an NPC that is written up to appear as a monster's stat block, typically normal PC races with class features (or close to class features) which make them ostensibly PC classes.
It is a slight distinction between named monsters, in that I include only those with obvious class-like features, such that a player could easily recognize "Hey, that guy is a Paladin!" or such. Lots of named monsters just have their own made-up monster abilities, and are not really modeled on PC powers.
If you are a player or will be a player in a certain adventure, I would recommend not opening the associated sblocks, particularly the NPCs-as-Monsters sblocks.
Most other categories should be self-explanatory. I am now including a section on the levels adventures are made for, as well as where to find them and a general overview based on a brief read-over.
Level 1 – Rescue at Rivenroar(Scales of War 1), Dungeon 156, Page 4. By David Noonan. Starts in Elsir Vale. Takes PCs to a dungeon under a mountain fortress to rescue kidnapped citizens.
Level 2 – Menace of the Icy Spire, Dungeon 159, Page 4. By Sean Molley. Starts in Loudwater (FRCG starting town) in the Gray Vale. Takes PCs to an ice elemental-controlled tower to stop the spread of a magical winter.
Level 1-3 – Shadow of Kalarel (Keep on the Shadowfell Side Trek), Dungeon 155, Page 93. By Peter Schaefer. Set around Winterhaven, a small town. A collection of 4 encounters which can flesh out Keep on the Shadowfell a bit more.
Level 3 – Remains of the Empire, Dungeon 165, Page 52. By Kolja Raven Liquette. PCs try to remove a cult of Tiamat from the ruins of a crashed Dragonborn floating city. Several Dragonborn monsters.
Level 3 – Siege of Bordrin’s Watch(Scales of War 2), Dungeon 157, Page 4. By Robert J. Schwalb. Starts in Elsir Vale. Takes PCs into a monster-filled ancient monastery to stop a horde’s approach.
Level 3 – Storm Tower, Dungeon 166, Page 50. By Christopher Perkins. Starts in the DMG default town of Fallcrest. PCs travel to a ruin and recover an evil “artifact” before a cult. Feels somewhat unpolished.
Level 3 – The Tariff of Relkingham, Dungeon 158, Page 83. By Eytan Bernstein. Starts in a normalish town. Takes PCs to a cult-dominated town to defeat the evil plots of its leader. 3 Social Skill Challenges (lots of talking).
Level 4 – Heathen, Dungeon 155, Page 29. By Scott Fitzgerald Gray. Starts in a remote frontier territory. Takes PCs to a ruined temple to fight a demon cult.
Level 4 – The Shadow Rift of Umbraforge(Scales of War 3), Dungeon 158, Page 4. By Scott Fitzgerald Gray. Starts in Elsir Vale. Takes PCs to a town in the Shadowfell plane.
Levels 4-6 – Echoes of Thunderspire Labyrinth (Thunderspire Labyrinth Side Trek), Dungeon 156, Page 112. By Greg Bilsland. Starts in general area of Thunderspire Labyrinth. Takes PCs to various small locations.
Level 6 – The Lost Mines of Karak (Scales of War 4), Dungeon 159, Page 56. By Greg. A. Vaughan with James Larrison. Starts in town of Overlook in the Elsir Vale. Takes PCs across the Thornwastes to an ancient dwarven mine under a desert, where they defeat the inhabitant(s) and then report back.
Level 7 – Danger at the White Lotus Academy, Dungeon 165, Page 78. By Peter Schaefer. PCs stop a magical creature from taking over a magic academy. PCs travel through the campus and deal with several magical problems and creatures. Pretty short adventure.
Level 7 – Den of the Destroyer (Scales of War 5), Dungeon 160, Page 14. By Rodney Thompson. Starts in Brindol. Takes PCs to an ancient Githzerai fortress to stop a horde of Gnolls and close a gate to the Elemental Chaos. Lots of Gnolls.
Level 7 – Heart of the Forbidden Forge, Dungeon 167, Page 4. By Luke Johnson Set in Eberron, after the events of the published adventure “Seekers of the Ashen Crown.” PCs travel to the outskirts of the Mournland to a creation forge, and must liberate it from the monsters who plan to use it for their own purposes.
Level 8 – Dungeon Delve: Return of the Poisoned Shadows, Page 26. By Greg Marks. Short followup to the “Poisoned Shadows” delve from the book Dungeon Delve. Takes place in the sewer as the party tracks down
Level 8 – Massacre at Fort Dolor, Dungeon 157, Page 82. By Shawn Merwin. Set in a town in a cold, mountainous region on the outskirts of a country. Takes PCs to determine what’s wrong with the town, and fight against Devils and close a portal. Level 8 – Sleeper in the Tomb of Dreams, Dungeon 155, Page 60. By Matthew Sernett. Starts along a road. Takes PCs into a forest in pursuit of a stolen body and a fight against cultists.
Level 8 – The Last Breaths of Ashenport, Dungeon 156, Page 70. By Ari Marmell. Starts in a (secretly cult-dominated) town on a coast. PCs fight a strange cult.
Level 8-10 – House of Pain, Dungeon 163, Page 27. By Jennifer Clarke Wilkes. Side Trek: Find the cause of Eladrin disappearances and stop the Shadar-kai cult responsible.
Level 9 – The Temple Between(Scales of War 6), Dungeon 161, Page 14. By Ari Marmell. PCs must uncover a conspiracy in the town of Overlook, and then follow it to an ancient Dwarven temple to Moradin before returning to defend the town from attack. Said to go start taking characters into the Paragon tier.
Level 10 – Fist of Mourning(Scales of War 6.5), Dungeon 162, Page 4. By Robert J. Schwalb. Set in the world of Scales of War (Overlook, Bordrin’s Watch etc.). Takes PCs to the hidden mountain hideout of a crazy cult worshipping Slaads, to stop them.
Level 10 – Touch of Madness(Tear of Ioun 1), Dungeon 161, Page 72. By Robert J. Schwalb. Starts in Wellspring, a small town. Takes PCs to a ruined tower of Ioun in search of an artifact. The artifact is also being sought by aberrations, and is guarded by opposing adventurers.
Level 11 – Beyond the Mottled Tower(Scales of War 7), Dungeon 163, Page 12. By Creighton Broadhurst, Bruce R. Cordell, and David Noonan. PCs must stop a plot to destroy the world with elemental “Blood Chaos” (like lava) and defeat the villain behind it. Features some nice lava-themed fighting areas.
Level 11 – Beyond the Trollhaunt (King of the Trollhaunt Warrens Side Treks), Dungeon 160, Page 4. By Logan Bonner. Additional encounters which can be added to the published adventure book. Has lots of trolls.
Level 11 - Depths of Madness(Tear of Ioun 2), Dungeon 162, Page 62. by Robert J. Schwalb The danger to Wellspring has not abated, and it's up to the characters to delve deep beneath the town's streets to uncover the truth of the Tear of Ioun. Takes place in and below a town as the PCs uncover a plot. To sum it up in one word: Aberrations.
Level 12 – Haven of the Bitter Glass(Scales of War 8), Dungeon 164, Page 36. By Kevin Kulp. Starts in Overlook; Takes PCs to a Githzerai vs. Githyanki battleground (on the Githzerai side) and then to the city of Sayre to stop a well-positioned spy. Lots of Githyanki to fight and some long social skill challenges.
Level 12 – The Haunting of Kincep Mansion, Dungeon 156, Page 46. By Skip Williams. Starts around outskirts of a town or city. Takes PCs to a haunted and monster infested house.
Level 12 – Worse Than Death, Dungeon 164, Page 4. By Robert J. Schwalb. Starts anywhere. PCs track down a missing caravan to locate a person, and must follow to a dungeon deep in the forest that's filled with horror-themed monsters to locate him.
Level 13 - Brink of Madness(Tear of Ioun 3), Dungeon 163, Page 50. by Robert J. Schwalb As the wizard Malachi finalizes his plans to unleash the horrors of the Far Realms on the world, the adventurers race to stop his further corruption.
Level 13 – Dark Heart of Mithrendain, Dungeon 157, Page 104. By Greg Marks. Set in the Feywild city of Mithrendain (discussed in Dragon 366). PCs root out corruption on the city council and stop what’s behind it.
Level 13 – In the Depths of Avarice, Dungeon 157, Page 56. By Tim Hitchcock. Set around a town with a mine. Takes PCs into the mine to stop a cult.
Level 13 – Ruins of Starmantle, Dungeon 161, Page 4. By Bruce R. Cordell. This is not an adventure but a “side trek,” which consists of exactly one encounter with several Plague-changed ghouls. Serves as a sort of advertisement for the novel "Plague of Spells."
Level 14 – Alliance at Nefelus(Scales of War 9), Dungeon 165, Page 4. By Chris Tulach. PCs break through a blockade and make a deal with suspicious islanders to help them in return for cooperation. Takes PCs into a giant hollow glacier, with lots of ice monsters.
Level 15 – Sea Reavers of the Shrouded Crags, Dungeon 158, Page 54. By Logan Bonner. Starts in any coastal area. Takes the party above and below the sea.
Level 15 – Throne of the Stone-Skinned King(Scales of War 10), Dungeon 166, Page 4. By Logan Bonner. Takes PCs to the Feywild. PCs get involved in the local politics while chasing off enemy forces from the real world who are also there. Pretty hard to explain really. Lots of social skill challenges.
Level 17 – Garaitha’s Anvil(Scales of War 11), Dungeon 167, Page 35. By Scott Fitzgerald Gray. Very convoluted. Starts in a hidden Githyanki temple near Elsir Vale, then takes to the Planes where the PCs disrupt an invasion force, then to an astral shipyard to take down an enemy admiral and steal his magic key to a portal system. Interesting terrain.
Level 18 – Summer’s End, Dungeon 160, Page 91. By Bill Slavicsek. A sample “Dungeon Delve,” this is not really an adventure as much as a series of encounters in a dungeon. The beginning of the “adventure” is described, but the monsters and skill challenges presented are not statted out. Takes PCs into the complex of a deranged Eladrin lord, where they fight her Fey minions along the way.
Level 21 – Ziggurat Beyond Time, Dungeon 159, Page 23. By Dave Noonan. Starts wherever you want it to. Takes the PCs to an ancient pyramid in a jungle. PCs must defeat a force from the Far Realm intent on destroying the world with the aid of an artifact. Aberration and Undead heavy.
Level 22 – Winter of the Witch, Dungeon 162, Page 27. By Stephen Radney-MacFarland. Starts when PCs are called back to Winterhaven (generic town in Scales of War world) by an old acquaintance. Takes PCs on a long search for an artifact and eventually to wield it against the Winter Witch archfey in her snowy mountain lair.
Level 25 – Tomb of the Sand King’s Daughter, Dungeon 160, Page 55. By Ari Marmell. PCs enter a giant dungeon maze with the goal of venturing to the bottom to defeat an Ancient Brown Dragon and claim its treasure. Lots and lots of traps.
Heathen Adventure Follow an NPC’s trail across the borderlands; Level 5, Difficulty 5, 1,000XP; page 32 Discreetly gather information from cultists; Level 5, Difficulty 3, 600XP; page 44
Sleeper in the Tomb of Dreams Adventure Try to sleep with cursed nightmares; Level 8, Complexity 2, 1050XP (normally should be 650 for that level/complexity); sidebar page 70
Keep on the Shadowfell FR Conversion Tables (High tables; small characters can walk under and gain Cover, can be flipped over with a Standard Action to grant Cover for a standing creature or Superior Cover for a Prone creature.), Page 7
Rug (Adjacent character can make a DC 10 Strength Check to pull it up, and creatures on the rug must make DC 15 Acrobatics checks or fall Prone.), Page 7
Carpet (A magical carpet; Followers of the appropriate deity {Shar in this case} gain a +1 bonus to all Defenses while on it. DC 15 Arcana check to notice its properties. If removed from the shrine it is in, it loses all power.), Page 13
Closet (A closet; Open or close the door with a Minor Action, closing it while you’re inside blocks line of effect and line of sight.), Page 17
Table and Chairs (Smaller table than the earlier one; Tables and chairs are Difficult Terrain. Can flip over table as a Move Action to grant Cover to standing, Superior Cover to Prone creatures.), Page 17
Windows (Windows with shutters; Windows provide Cover, can open or close shutters as Minor Action. A creature can climb through a window with a Move Action, but that provokes an OA from adjacent creatures.), Page 17
Heathen Tents (Large pavilion tents; Can be opened from any side. One side provides Cover, 2 provide Superior Cover.), Page 35
Fallen Tent (Collapsed tent; Counts as Difficult Terrain.), Page 35
Window (Small shuttered window; Perception checks made through the shutters take -5 penalty. Can open as Free Action from the inside, or DC 13 Strength check Minor Action to pull open from outside. Open window provides Superior Cover. Two squares of movement to go through an open window.), Page 37, 47
Curtains (Heavy wool curtains hanging from the ceiling; Provide Total Concealment, can be pulled down with DC 8 Strength check.), Page 37
Crates (5 foot high stack of crates; Grants Cover. Can be climbed with DC 5 Athletics check.), Page 37
Bed (High bed; Provides Cover, takes 2 squares of movement to hop onto the bed, can tip it over with DC 15 Strength check to gain Superior Cover.), Page 37
Table and Desk (Same mechanics for both; Small creature can go under to gain Cover, 2 squares of movement to hop onto a table or desk, DC 10 Strength check to flip over for Superior Cover.), Page 37
Trees (Gnarled Spruce trees; Trunks provide cover, foliage grants Total Concealment and is Difficult Terrain. Can climb with a DC 10 Athletics check.), Page 38
Foundation Pit (A 5ft large pit. Two squares of movement to hop down to the bottom.), Page 38
Rubble Slope (Pile of gravel and scree; Creatures going down the slope must make DC 18 Acrobatics check or fall Prone at the bottom.), Page 38
Trees (Close-growing conifers; Grant Total Concealment, entering the foliage takes DC 10 Athletics check, Difficult Terrain.), Page 46
Burning Buildings (Burning buildings; Fire spreads at a rate of 1 square per round in direction of DM’s choosing. Creatures passing through flames take 3d6 fire damage per round.), Page 47
Smoke (Haze of acrid smoke within 5 squares of burning buildings; A creature ending its turn in a square of smoke must make a Saving Throw or be Dazed.), Page 47
Boulders (Chunks of fractured stone; Provide Cover. Can jump over with a DC 5 Athletics check as part of a move, or else they are Difficult Terrain to walk over.), Page 49
The Blacksnake (Boat moored and bobbing on a river; DC 10 Athletics check to jump onto the boat from shore, DC 5 Athletics to jump from boat back on to the shore. Failed checks indicate successful jump, but land Prone.), Page 49
Armor (The remains of destroyed animated suits of armor (Steel Keepers specifically); Difficult Terrain, and if a creature moves through or ends its turn in an affected square, it is subject to a +8 vs. Ref attack for 1d4 damage and Prone, as the armor pieces fly around and try to hit them. Doesn’t attack living {Steel Keeper} constructs), Page 54
Black Curtains (Tattered draperies; provide Total Concealment, can pull down with DC 5 Strength check), Page 55
Fountains (Wide, 6 feet tall basins; DC 10 Athletics to climb into/over them, and Small creatures can gain Cover if they are inside.), Page 55
Ruined Walls (Thin, crumbling stone floor to ceiling walls; Large creatures can push through them, knocking them down onto the other side for a +8 vs. Ref, 1d8 damage attack. The creature takes 5 damage for walking through the wall. The following round on the pushing creature’s Initiative, the ceiling partially collapses to attack adjacent squares, +12 vs. Ref, 3d8 damage or 1d8 damage on a miss, and creating Difficult Terrain.), Page 55
Fissure (10 foot deep fissure; DC 20 Athletics to jump, DC 10 with a running start. Characters entering take 1d6 damage, and must make DC 18 Acrobatics or Athletics check to climb out.), Page 59
Sleeper in the Tomb of Dreams Wagons (Wagons with horses; if a horse is injured, it runs forward regardless of anything in its way), Page 79
Ice (ice covered creek; Difficult Terrain, and the ice takes damage from both attacks directly against it and area attacks; if a section takes 15 points of damage it breaks, creating a Hole in the Ice – See below), Page 81 Holes in the Ice (holes in the ice over a freezing creek; falling in takes 1d6 Ongoing Cold Damage and Move or Standard action to climb out. The area around a hole requires a DC 15 Acrobatics check or fall Prone, a failure of 5 or more means the creature falls into the hole.), Page 81 The Stargazer (A carved stone “face” in the ground; the mouth is open and is a pit trap, see below. The eyes are small hollows, and a creature standing in one gains Cover.), Page 83
Mouth (a pit leading 70 feet down to iron spikes; a fall deals 8d10 damage, but counts as a deadly distance. A falling creature can make a DC 20 Acrobatics check to grab a hanging rope if they have a free hand to stop the fall.), Page 83
Swirling Eyes (A creature exiting or ending a turn inside an affected square must make a DC 15 Acrobatics check or fall Prone), Page 86 Blood Rain (Necromancy charged blood falling from a face in the ceiling; Non-cult members take 1d6 Necrotic damage, and Ongoing 5 Necrotic damage (save ends). Apparently take additional 5 Necrotic for each square you enter if more than one in a round. Cannot save against the Ongoing damage until you leave the area.), Page 91
Shadow of Kalarel (KotS Side Trek) Grave Markers (Smallish grave markers; grant Cover but do not hinder movement.), Page 98
The Shrine (Easily destroyed small shrine; destructible, and offerings in front of it count as difficult terrain.), Page 98
Rescue at Rivenroar Gain assistance from an NPC (Social); Level 1, Complexity 2, 200XP; page 16 Interrogate a captive (Social); Level 1, Complexity 2, 200XP, page 17 Track goblins to their mountain lair; Level 1, Complexity 3, 300XP; page 18 Travel between 2 known towns; Level 1, Complexity 1, 100XP, sidebar page 20
The Haunting of Kincep Mansion Interrogate a captured monster for specific information (Social); Level 12, Complexity 2, (1400XP); ‘Development’ page 49
The Last Breath of Ashenport Questioning Cultist Townsfolk (Social); Level 8, Complexity 1, (350XP); sidebar page 79 Questioning Cultists in Temple (Social); Level 8, Complexity 1, (350XP); sidebar page 82
Thunderspire Labyrinth (H2) Realms Conversion Pass a specter’s test (Social); Level ?, Complexity 2, ?XP; page 110
Siege of Bordrin’s Watch Negotiate terms of adventuring contract (Social); Level 3, Complexity 2, (300XP); ‘Slow Start’ page 9 Navigate mountains while heading to a monastery; Level 3, Complexity 1, (150XP); page 27 Find a system of tunnels deep in a mountain; Level 3, Complexity 2, (300XP); page 40
In the Depths of Avarice Note: Adventure was written without full rules (disclaimer on page 81). Gather information from frightened miners about disappearances (Social); Level 12, Complexity 1 (700XP), Page 59
Pseudo Skill Challenge: Pursue crazy miners in mine cart chase, including mine cart-to-mine cart combat rules, Page 78
Massacre at Fort Dolor Gather information from an unfriendly town (Social); Level 8, Complexity 2 (700XP)
Dark Heart of Mithrendain Interview/Investigate 4 Eladrin nobles suspected of corruption/treason while attending a party (Social); Level 12, Complexity 4 (2,800XP with chances for additional XP). Note: The adventure describes this as really 4 separate skill challenges rolled into one.
In the Depths of Avarice Note: Adventure was written without full rules (disclaimer on page 81). Collapsing Tunnel, Level 13 Lurker, Page 62 Cave-In, Level 13 Lurker, Page 71 Collapsing Tracks, Level 9 Warder, Page 67
New Disease: Twisted Domination, Level 12 Disease. Basically a curse that makes you protect a location and attack friends. Page 64
Massacre at Fort Dolor Hellfire Spout; Level 8 Blaster, Page 99
Dark Heart of Mithrendain Pseudo Traps/Hazards (Not actual encounter components, but interesting terrain features):
[SIZE="2"]Pseudo Hazards: Fey Fog (Party wanders in otherworldly fog which produces random effects); Page 106-107
Wishing Pool (Like a wishing fountain that grants random boon if you leave an item, or a random curse if you take an item, no effect if you leave and take similar valued item); Effects listed on Sidebar Page 110, and pool is described in area L4 Page 111.
Iron Grate covering tunnel entrance; Features of the Area, Page 121 Pulley; Features of the Area, Page 121 (Dangerous) Vegetation; Features of the Area, Page 122 River Chasm; Features of the Area, Page 126 Rock Bridge covered with slime; Features of the Area, Page 126
Pseudo-Traps: Stacked Crates in warehouse; Features of the Area, Page 121 Bags of Flour; Features of the Area, Page 121[/SIZE]
In the Depths of Avarice Note: Adventure was written without full rules (disclaimer on page 81). Elbon D’yingor {Pseudo-Warlock cult leader} (Human); Level 13 Elite Controller (Leader), Page 77
Dark Heart of Mithrendain Xixxit the Quickling Rogue (Small Fey Humanoid, Quickling); Level 10 Elite Skirmisher, Page 121
The Shadow Rift of Umbraforge Shadowgoblin Snarler (Medium Natural Humanoid – I suspect it should be a Shadow Humanoid Goblin); Level 5 Artillery, Page 36 Shadowgoblin Mauler (Medium Shadow Humanoid – I suspect it should be a Shadow Humanoid Goblin); Level 8 Minion, Page 36
The Shadow Rift of Umbraforge Canvas a city looking for information about a person, and receive mostly prefab rumors (Social); Level 4, Complexity 4, 700XP; Page 11
Canvas a city looking for information, and receive prefab rumors (Social); Level 6, Complexity 4 (1,000XP), Page 27
Configure a magic portal to function for the party, Level 7, Complexity 1 (300XP), Page 50
Sea Reavers of the Shrouded Crags Find a Kuo-Toa lair under the sea; Level 15, Complexity 1 (1,200XP), Page 64
Trick raiders into thinking that you’re really on their side (Social/Physical); Level 15, Complexity 4 (4,800XP), Page 57
Sneak into a city and make your way inside a castle; Level 16, Complexity 1 (1,400XP), Page 78
Rescue people from a sinking submersible; Level 16, Complexity 5 (7,000XP), Page 71
The Tariff of Relkingham “Initial Negotiation: The Mayor”; Negotiate for more money and supplies from a prospective employer (Social); Level 3, Complexity 2 (500XP), Page 87
“Negotiation: Founder Neelani”; Convince a religious leader to change her mind (Social); Level 3, Complexity 4 (500XP), Page 88
“Distrustful Villagers”; Convince “angry” villager mob to let you go without a fight (Social); Level 3, Complexity 5 (806XP) Note: normally a challenge of that level/complexity should be 750XP. It is giving more to account for the higher gains of actually fighting, so that both options grant the same XP reward.
Sea Reavers of the Shrouded Crags Moonlight Lavaliere (Neck), Daily – any creature attacking you takes -2, and if they hit, are Dazed until start of your next turn, Level 18, Page 68
The Shadow Rift of Umbraforge Reniss, Half-Elf Ranger, Level 4 “Striker” (Skirmisher), Page 12 Note: Reniss’ Shadow Wasp Strike should be against Reflex, as per the errata.
Sea Reavers of the Shrouded Crags Prine, the Half-Elf {Pseudo-Wizard}; Level 16 Elite Controller, Page 76
Mallum the Halfling {Pseudo-Rogue}; Level 17 Elite Lurker, Page 76
Menace of the Icy Spire “The Blizzard”; Make your way through a magically created blizzard; Level 2, Complexity 3 (375XP), Page 8
The Lost Mines of Karak “Through the Thornwaste”; Make your way through a hostile desert wasteland of sharp ‘brambles’ to reach a town.; Level 6, Complexity 3 (750XP)
Menace of the Icy Spire Treacherous Ice (Large area of difficult terrain + damage and knockdown. Weaker than DMG version, but bigger); Level 1 Obstacle, Page 9 (Weak) Glyph of Warding (Fire); Level 2 Warder, Page 15
Ziggurat Beyond Time Force Pods (Continually pulse with Force damage after enemy comes within 2); Level 20 Blaster, Page 37
Pain Pyramid (Attacks once each time a creature comes within 2. Psychic damage, Slow, Immobilize, and ongoing psychic damage effects); Level 21 Warder, Page 36
View Beyond (Large area on floor; when a creature uses a “supernatural” power while standing in affected squares, or when a power’s area of effect includes an affected square, the View Beyond attacks in a Burst 3 with Psychic damage and Daze. Immortals, Animates and Undead are immune to the negatives.); Level 21 Warder, Page 42
Menace of the Icy Spire (Icy/Snowy) Hills (some sides have ramps, some sides must be climbed.), Page 10
Disturbing/Icy Bright lights (light sources from strange places like carved devils’ eyes, reflected to Bright Illumination by a coating of ice in entire room), Page 12
Freezing Cold Stone Walls (1 foot thick, Break DC 35. 1d6 cold damage if touched directly), Page 12
Periscope “Windows” (By looking through the eyes of a statue, you can see the other side of a wall through other statues’ mouths, grants line of sight but not effect), Page 12
Slippery cobblestone path (DC 10 Acrobatics or fall, if run or charge), Page 16 Low, toad-like statues of devils (difficult terrain and can duck behind for cover), Page 16
Icy Portals (continually summon minions as a recharge 6 power, can be defeated by attacking or by Thievery or Arcana skill challenges), Page 20
Ice-covered tables (can hop up on top of them and gain Combat Advantage [for some reason] with DC 10 Athletics, but each round must make DC 20 Acrobatics or fall in a random direction), Page 20
10 ft. high bookshelves (act as walls, can be pushed over with DC 25 STR check, making +7 vs. Ref attack for 3d6 damage and Grab. Area is then difficult terrain.), Page 20
Summoning Circle (+2 attack and damage with Arcane powers while standing inside), Page 20
Ziggurat Beyond Time Star Dome (inverted glass dome that can be walked on, but requiring high Acrobatics checks to do so. Staying in certain squares too long causes it to break and you fall through, with chance to catch yourself), Page 27
Blood Channel (If creature takes damage on a central platform, it begins filling winding channels with blood. If a creature starts its turn on one of the channels when it is full of blood, or moves into it, the creature takes 10 damage), Page 29
(Southern, Eastern etc.) Stairway (If knocked prone on it, tumble down 2d4 squares and take 1d6 damage for each 2 squares), Page 29
Binding Circle/Crystal Obelisks (While at least 1 of the 4 crystal obelisks are intact, the creature inside the circle is prevented from moving, but not attacking. It takes 10 damage to break a crystal, and then all adjacent squares are difficult terrain, and a creature falling prone in the terrain takes 1d10 damage from broken crystals. Break them all, and the bound creature is free to move around.), Page 31
Water Clock (A water clock made from stone basins, filled with magic water with phosphorescent algae in it; Sheds Bright light to 10, and Dim Light to 20, as described under “Illumination.” If a creature drinks the water as a Minor Action, he is immune to the next single stun effect he suffers, up to 5 minutes in the future.), Page 35
Channel (A crack in the ground filled with water, leads away from a waterfall {see below}. It’s 3 ft. down to the water, and then 2 feet of water. Move Action to cross by walking down and then up, or jump with Athletics DC 10 without running start, 5 with a running start.), Page 40
Crypts (10ft. high, 10ft. x 15ft. small building; Heavy mortared stone door that can be broken with 50 damage or DC 22 Athletics check.), Page 41,42,44
Waterfall (Gently flowing 15 ft. waterfall, flowing into a 10 ft. deep pool; Can climb the wall behind the waterfall with DC 30 Athletics check.), Page 41
Vine Masses (Black and sinewy vines that cover the ground, making Difficult Terrain in affected square. If the vines are attacked in a square, they move out of the way, removing the Difficult Terrain), Page 46
Crystal Cylinders (Tall, 10ft. wide cylinders of crystal; Break with 15 damage, and when they shatter creates large area of difficult terrain. If you choose to take 3 damage when going through it, you can ignore the difficult terrain. If you land prone in an affected square, you take 1d10 damage.), Page 48
The Lost Mines of Karak Thorn Brambles (8ft. high bramble wall; going through is Difficult Terrain, if adjacent you gain concealment. If farther away, gives Total Concealment), Page 73
Boulders (5ft. high boulders; can climb with DC 10 Athletics, and being on one reduces the Cover granted by the Thorn Brambles), Page 73
Rock Outcropping (20ft. high rocky outcropping of basalt; can climb with DC 15 Athletics check. Creatures on top have Superior Cover against creatures below), Page 73
Ravine (10ft. deep ravine with crumbling sides; can climb up with DC 15 Athletics check. Creatures inside gain Cover against all creatures not adjacent to the edge), Page 73
Wooden Hut (Crude dwellings made of mud and brambleweed thatching; can climb with DC 10 Athletics check to gain Cover from creatures below. Superior Cover if inside. Can break a wall with a DC 13 Strength check), Page 75
Sand Dunes (Going uphill takes 2 squares, going downhill has no penalty. Creatures on opposite sides of crest have Cover, so it’s similar to a low wall on a hill), Page 77
Soft Sand (Patches of deep, shifting sand; Difficult Terrain, and moving through it takes DC 17 Acrobatics OR Athletics check, or else you sink and are Restrained. DC 20 Nature check identifies all adjacent Soft Sand squares), Page 77
Stone Gates (Barred from behind with rough timbers; DC 18 Strength check to break through), Page 79
Rusted Portcullises (One partially broken, one fully operational; If unlocked, can lift with DC 15 Strength check. If locked, DC 23 Strength check to lift or break. Winches above can lower the gate with a Minor Action, or can raise a gate with 2 Move Actions and a DC 10 Strength check. Can also be raised or lowered magically in one round with a keyed magic ring, as a Minor Action.), Page 79, 82, 87, 89
Arrow Slits and Murder Holes (Same function, but Arrow Slits are horizontal while Murder Holes are vertical; Creatures on either side have Superior Cover to each other, but if a creature is standing adjacent to the wall and more than 1 square from the arrow slit, neither creatures can see each other. If a creature is above a murder hole and more than 5 feet away from it, he can’t be seen by creatures below. Kind of weird.), Page 79, 87
Pillars (Provide cover and can be climbed with DC 15 Athletics check), Page 80
Sand Pile (10ft. high pile of sand; Difficult Terrain, and it takes a DC 12 Acrobatics OR Athletics check to move through), Page 80, 84
Crates and Boxes (Low stacks of crates and boxes; Provide Cover, and are Difficult Terrain), Page 82
Susser Trees (Underdark-native trees; Can climb trunk with DC 17 Athletics check. 10ft. up the tree you gain Concealment from the branches), Page 84
Tables (large stone tables; Small creature can walk under one to gain Cover. 2 squares of movement to hop on top of a table. DC 17 Strength check to tip over a table, which then becomes a wall granting Superior Cover.
Entry Shaft (80ft. long shaft; Can climb with DC 25 Athletics check), Page 89
Elemental Chaos (Vein of glowing red stone on walls and floor; Chaotic Evil aligned creatures standing in an affected square gain +2 Bonus to Attack and Damage rolls. Creatures of other alignments standing in affected square take -2 Penalty to Attack and Damage rolls.), Page 91
Eggs (Clutch of Carrion Crawler eggs; If a PC approaches within 10 squares of the eggs, Carrion Crawlers gain a +2 Bonus to Attack Rolls against him), Page 91
Bed of Skulls (Bed of dwarven skulls, specifically; Provides Cover and is Difficult Terrain for any creature smaller than Large size), Page 93
Elemental Chaos Rift (20ft. deep chasm filled with lava; Walls of rift can be climbed with DC 20 Athletics check. An Elemental creature can fall or jump into the rift to be transported to the Elemental Chaos. Non-Elementals jumping or falling into the rift take 2d10 Falling Damage, and are now standing in Difficult Terrain which deals 3d6 Untyped Damage each round.), Page 93
The Lost Mines of Karak Primordial Ring (Ring); You are treated as an elemental creature while wearing it, and 1/day you gain Resistance 10/Variable as a Minor Action until the end of the encounter. If you’ve reached a Milestone, it is 2/encounter (presumably to choose a different energy type). Can’t gain Resistance against something you are Vulnerable to. Level 14, Page 93
Ziggurat Beyond Time The Deluvian Hourglass (Implement); Page 54 Acts as +5 implement for any implement-using class. Deals more damage on crits to Immortals. Boosts level when casting divination or scrying rituals, lets you reroll a save, and grants extra actions in two different ways. It requires a fuel source related to defeating Epic Aberrations or Immortals for its action granting powers.
Den of the Destroyer “Finding the Messenger”; Track down a missing informant who was kidnapped; Level 7, Complexity 5 (1,500XP), Page 19 “Travel to Fortress Graystone”; Reach a fortress in the mountains while being harried by a pursuer; Level 7, Complexity 3 (700XP), Page 22
“Interrogating the Weaponmaster”; Interrogate an injured enemy combatant; Level 8, Complexity 1 (350XP), Page 26
“Dousing the Flames”; Put out a fire spreading across the building’s floor; Slightly modified Skill Challenge; Level 6, Complexity 1 (350XP), Page 32
“Closing the Conduit”; Close an evil conduit to the Elemental Chaos; Level 9, Complexity 3 (1,200XP), Page 49
Tomb of the Sand King's Daughter “Bottled Sandstorm”; PCs must escape a room that quickly becomes filled with sand. Involves possibly swimming through sand to get to the door.; Level 25, Complexity 5 (35,000XP), Page 82
Den of the Destroyer Burning Floor (Large area of fire on the floor, spreads 1d4 squares each round. Walking through it takes fire damage; Level 4 Obstacle, Page 32
Claw of Yeenoghu (Claw of energy attacks from its origin at the direction of NPC, or theoretically on its own); Level 8 Warder?, Page 49
Tomb of the Sand King's Daughter Breathing Door (Door blasts Fire and Blinds when approached.); Level 25 Elite Blaster, Page 87 Chaos Haze (When you use a power with a damage type, it deals the same variety of damage to you.); Level 23 Blaster, Page 85 Dragon Blades (Statue shoots several bolts of force at different targets.); Level 25 Blaster, Page 87 Eye of Zaggoth (Entire room is a trap. It bursts from the center to Daze, randomly blasts a random damage or effect, and can spin around when someone tries to leave.); Level 27 Solo Blaster, Page 86 Mirrors of Dark Visions (Several large mirrors which activate and attack randomly when a PC completes a specific action. Psychic damage and affected target must move away in the most direct path on a hit. Dazed on a miss.), Level 26 Elite Blaster, Page 80 Tiamat Doors (10 Doors which blast nearby enemies with energy based on type of head depicted.), Level 26 Elite Blaster, Page 76
Claws of Sand (Sand reaches out to Immobilize targets and deal damage + ongoing damage.); Level 25 Lurker, Page 88 Dread Pit (Large pit trap covered by an illusion of a floor. Falling in deals damage and takes 1 healing surge, and light is dimmed and Darkvision does not work. Necrotic Damage to creatures starting their turn inside it.), Level 26 Elite Lurker, Page 79 Force Cascade (Ceiling continually bursts Force when triggered by an animated golem being defeated or knocked down.), Level 22 Lurker, Page 69 Jaws of Death (Skulls on the walls activate when another trap has been triggered already. They can continually attack 2 targets to deal Necrotic Damage and Slide a target on a hit, presumably back into other traps.); Level 25 Elite Lurker, Page 88, 90 Radiant Blades (Blades of Radiant energy sweep across the room as an Immediate Reaction and continue on that initiative count.), Level 23 Lurker, Page 70
Death Forest (Sculpted brass trees magically reach out and grab and Damage. Count as blocking terrain themselves.), Level 24 Obstacle, Page 75 Slashing Portcullis (Portcullis or portcullises which prevent passage but also swing upwards repeatedly for Force damage.), Level 26 Elite Obstacle, Page 79 Sweeping Halberd (Attacks as Immediate Reaction to damage and Slide, then repeats continually and as further Immediate Reactions.); Level 25 Elite Obstacle, Page 87-88 Vileshadow Mist (Necrotic and Poison damage + Slow (save ends). Starts in a 2x2 space and spreads 3 squares each round until the room is filled.), Level 24 Obstacle, Page 74
Earthen Wyvern (Carved Wyvern sprays an Immobilizing substance, attacking against Will.), Level 26 Warder, Page 90 Symbol of Insanity (Psychic damage and affected creature is Dominated, and forced to attack allies.), Level 24 Warder, Page 73
Beyond the Trollhaunt (Trollhaunt Warrens Side Treck) Campfire (creatures starting in or entering take 2d6 Fire Damage), Page 7
Curtains (creature adjacent to a window can gain Superior Cover, or open them to shoot), Page 7
Crumbling Pillars (Can destroy the pillars, causing the ceiling to collapse in Burst 2, +14 vs. Ref for 3d6 Damage), Page 7
Water (Grants +2 Bonus to Saves vs. Ongoing Fire Damage. Difficult terrain. Fire attacks create steam, see sidebar), Page 9
Boiling Water (Creature starting its turn in or entering square takes 5 Fire Damage), Page 9
Superheated Rock (Small rocky island. Difficult Terrain and 10 Fire Damage to creatures starting their turn or entering an affected square), Page 9
Barrels (Barrels full of lamp oil. If Hit with a Fire Attack, explodes in Burst 1 for 2d6 Fire Damage and area continues to burn until the end of the encounter, dealing 2d6 Fire Damage to creatures who enter or start their turn there. Barrels can be destroyed to fill a Burst 1 with oil, which can then be lit and behave as above, lasting until the end of the encounter.), Page 11
Den of the Destroyer Map of Elsir Vale (3-D map of the region; Provides Cover, but collapses into Difficult Terrain if a creature climbs over it or it takes 10 Damage from Area Attacks.), Page 32
Waterfall (Stairs worn smooth by flowing water; if knocked Prone, Slide down 1 square.), Page 34
Arcane Circles (Arcana check and 10 minutes can use them to control the Mind Trap Portals, see below), Page 38
Mind Trap Portals (Portals linking to other chambers, which continually shift their destinations, making a sort of maze.), Page 38
Waterfall and Pool (A 3-ft. deep pool of water with a waterfall falling into it, the water is then diverted elsewhere. Difficult terrain, and if you end your turn in the pool, you take 1d6 Damage from the waterfall hitting you.), Page 42
Aqueducts (Magically controlled aqueducts that randomly Slide creatures in affected squares depending on the roll of a die.), Page 42
Pits (10-ft. deep pits with shadow magic at the bottom to make them appear bottomless. A creature falling in takes only 1d10 damage, but is blinded while in the enchanted area. Climb out with DC 15 Athletics check.), Page 44 Arrow Slits (Grants attacker Superior Cover, and the attacker can determine target’s level of Cover starting from the square just outside the arrow slit), Page 46
Tomb of the Sand King's Daughter The Dungeon (The whole dungeon is a giant maze, navigated by pulling levers to open doorways.), Page 55-90
Falling Sand (If you stand in an area of falling sand, you are subject to a Fort attack which can knock you Prone (save ends). Additionally, you are subject to suffocation while Prone. Also counts as Difficult Terrain); Page 67
Falling Sand [Sand Sluice] (As Falling Sand above, but in addition if knocked Prone you are also Immobilized and unable to Stand up (save ends both). You slide down a slope 4 squares to a grate and stop moving, but you then take a -2 penalty to all saves.); Page 67
Iron Poles (The floor of the room consists of many iron poles, and creatures of size Large or smaller must make Acrobatics checks to move at normal speed. If subject to forced movement or knocked Prone, target must succeed on an Acrobatics check or fall through the poles. Falling creatures take 4d10 Damage from landing on a “sharp metal grid.” They can climb out with an Athletics check, or walk along the sharp grid as Difficult Terrain, but take 1d4 damage each square.), Page 72
Bookcases (Athletics to climb, count as blocking terrain. Can push over with an Athletics check, resulting in a Str vs. Ref attack against anything on the other side. On a hit Immobilized (save ends), knocked prone, and the area is difficult terrain.), Page 73
Necrotic Affinity (Attacks with the Necrotic keyword get a +1 attack bonus inside the room, and attacks with Radiant keyword deal Half Damage.), Page 83
Reanimation (Humanoids killed in the room rise as a Darkland Voidsoul Specter {see New Monsters} one day after death unless raised, subject to Gentle Repose, or have their bodies destroyed.), Page 83
Runes (6 runes hold PCs inside a special room until disabled with Arcana or Thievery. 3 failures resets whole room.), Page 83
Steep Stairs (Apparently incredibly steep; Difficult Terrain, and any forced movement down the stairs requires a DC 33 Acrobatics check or you fall an extra 5 squares, take 1d6 damage, and are knocked Prone.), Page 88
Summer's End Cauldron of Mist (Fills an area with mist that grants Fey a +2 bonus to attack rolls. If destroyed, the mist disappears at the end of the next round.), Page 93
Den of the Destroyer Figurine of Wondrous Power: Elderwood Falcon (Wondrous Item); Summons an “ancient falcon from the Feywild,” a Medium flying falcon, with a weak “Flyby Attack” type of ability. Level 10, Page 54
Figurine of Wondrous Power: Ironwood Hound (Wondrous Item); Summons a “yellow-furred hunting hound,” a Medium dog with a Pushing ability. Level 10, Page 54
Wicked Fang (Weapon Enchantment); applies to Longswords only (apparently). Bonuses related to ongoing damage, and a Daily which grants ongoing damage. d8 criticals. Starts at Level 13 even though the top bar says 11, Page 54
Summer's End Earthshaker Staff (Implement, Staff); Critical force damage and Daily to make a force effect Push 1 square; Level 14+, Page 94 Longsword of Summer (Heavy Blade enchantment); 1d8 crits, and property 1d8 fire damage per hit. Daily power to gain +4 Defenses until the end of your next turn. Level 15+, Page 96
The Temple Between “Catching Durkik”; Tail a suspicious character; Level 9, Complexity 3 (1,200XP), Page 34
“Entering the Portal”; Convince a talking wall to let you through by creating a parable about Moradin (Social?); Level 9, Complexity 5 (2,000XP), Page 38
“Council of War”; Help leaders plan a defense strategy for the city (Social); Level 9, Complexity 3 (1,200XP), Page 57
“Combing the Wreckage”; Search through a burning, partially collapsed building to find an unconscious person; Level 11, Complexity 3 (1,800XP), Page 62
Touch of Madness “Negotiating with Denva”; Convince a person slowly being warped into an aberration that you can help each other; Level 10, Complexity 2 (Social), Page 102
Touch of Madness Festering Doom; Interferes with healing. Ultimately you take Ongoing 15 Necrotic (Save Ends) any time you take damage or receive healing, and die at 0 hit points. Page 112
The Temple Between Cave-in; Level 13 Lurker, Page 59
Daggerspring Floor (Spikes spring up from the floor when stepped on; Attack vs. Ref; Damage, and on critical hit knocks Prone and Slows (Save ends)); Level 10 Obstacle, Page 52
Radiant Tendrils (Deals Radiant Damage and Blinds targets ending their turn in affected squares, and subsequently penalizes attack rolls); Level 13 Obstacle, Page 65
Spike Tube (A tube that launches a spike); Level 9 Warder, Page 31
Touch of Madness Waterfall (Very powerful and loud waterfall from high up; -8 penalty to listen within 2 squares, otherwise -4 in general (See “Noise” terrain feature). A creature trying to pass through is subject to an Opportunity Attack which pushes toward a ravine.), Pseudo Hazard, Page 87, 103, 109, 113
Foul Eggs (Magically corrupted wyvern eggs against a wall; If disturbed, explode in a Close Blast 3 for Acid Damage and Push.), Pseudo Hazard, Page 87-88
Weakened Floor (Floor collapses when you walk on it, making you fall for Damage and Prone. Level 10 Elite Lurker, Page 103
Far Realm Taint (When non-aberrant creature starts its turn in an affected square, subject to Attack vs. Will for Daze the first time, and -2 to all defenses subsequent times.), Pseudo Hazard, Page 112
Ruins of Starmantle Spires (Green spires that emit a sound of madness; creatures adjacent are Dazed if they haven’t lived near them for awhile), Page 8
Soaring Stones (Floating rocks which are “drawn to violence”; 50% chance per round of a stone attacking a random combatant vs. Reflex, and Sliding it closer to the edge of a ravine.), Page 8
Spellplague Ravine (20 or 10 foot deep ravine filled with “Active Spellplague”; Falling in takes damage as normal, and blue fire surrounds the creature but doesn’t really do anything unless the creature spends an hour or more inside it; DC 22 Athletics to climb out.), Page 8
The Temple Between Fabric Curtains (Drape of thick material making up the outside of a tent; Blocks Line of Sight and takes an extra square of movement to push through), Page 41
Fireplaces (Fireplace with chimney; Character can move into the square but must Squeeze if Medium. Character can then climb the inside of the chimney with a DC 15 Athletics check), Page 42
Catwalks (Metal walkways 20 feet over the floor; Chains and pulleys run underneath allowing a character to climb with a DC 22 Acrobatics or Athletics check at his full climb speed. The catwalk has railings which require an extra square of movement to either hop over or push someone over. Also has ladders in some places.), Page 46
Crates (5 ft. high stacked crates; 1 extra square of movement to walk up on a crate, no extra movement to walk down off a crate. Climbing two or three crates takes DC 20 Athletics.), Page 46
Doors (In particular a warehouse door that opens upward; Not locked, but opening it always alerts anyone around because of the rattling chains in the pulley system), Page 46
Ladders (4 square high ladders which take 6 squares of movement unless the character makes a DC 12 Acrobatics or Athletics check.), Page 46
Weakened Crates (Structurally unsound crates; A creature walking on top of one partially falls through, immediately ending its movement. The crate then counts as Difficult Terrain), Page 46
Slopes (Sloped floor; Difficult Terrain when going up. If pushed or slid down, creature moves an extra square. A creature that falls prone slides one square down.), Page 49, 53
Archways (10 ft high stone archways surrounding doors; Creature can stand or fight on top. DC 14 Athletics check to climb.), Page 51
Reliefs (Large deeply carved reliefs of dwarves working at forges; To stand on one requires a DC 17 Acrobatics check each round, but they can be climbed with a DC 10 Athletics check. They also magically emit Bright Light from the fires of the forges.), Page 51
Portcullises (Rusted-open portcullises; Can pull down with a DC 22 STR check, and if a creature is under it they might become Prone, take Ongoing 5 damage and be Restrained.), Page 53
Slope, Steep (Steep slope; DC 11 Athletics check to climb, if knocked Prone, immediately fall to the bottom and knocked Prone unless succeed on DC 10 Acrobatics.), Page 57
Pillar, Fallen (Knocked over ceiling pillar; Provides Cover. Can climb on top with an extra square of movement, but to move more than one square along the length requires a DC 17 Acrobatics check.), Page 59
Pillar, Leaning (Broken pillar leaning against the wall; Can push down with DC 19 STR check and it then rolls along the ground, making attacks for damage + Push and Prone until it stops. Then becomes a Fallen Pillar as above.), Page 59
Crystal Platform (Large transparent floor; Hard as stone, grants Line of Sight but not Line of Effect.), Page 64
Wooden Walls (Flimsy wood walls; Can break through with DC 15 STR check and extra square of movement. If succeed at DC 20 STR check, no extra square of movement needed.), Page 66
Boards (Board bridges connecting buildings to each other; Can knock down with DC 5 Athletics, or DC 20 if someone is standing on it.), Page 69
Fire (Burning town; Can move through flames without taking damage, but if you start your turn in an affected square you take 2d6 damage. At the start of each round the fire spreads 1 square from each affected area.), Page 69
Touch of Madness Noise (Creaking and crumbling of the building combined with the nearby waterfall; Creatures take a -4 penalty to Perception. Grimlocks’ Blindsight distance is instead halved.), Page 84
Pilgrims (Group of noncombatants standing around; Count as Difficult Terrain. They try to move away once the fight starts. They occupy squares, and if the square takes 1 point of damage {I assume from area attacks primarily} the “square” is destroyed.), Page 91
Guano (Bat droppings covering the floor; Difficult Terrain unless the moving creature makes a DC 10 Acrobatics check when it starts moving.), Page 98
Wall Gap (More like a hole; Squares directly adjacent to the gap crumble and into a Ravine 60ft deep.), Page 100
Tables (A table covered with gore; Squares with tables are Difficult Terrain, can hop onto table with extra square of movement, but a creature hit while on a table has to make either a DC 10 or DC 15 Acrobatics or fall Prone.), Page 106
Slope (Floor is sloping under pressure of constant waterfall stream from above; squares adjacent to the waterfall’s impact take 3 squares of movement to pass through), Page 113
Fist of Mourning “Congress with the Dead”; Convince a Dwarf ghost to help you (Social); Level 10, Complexity 1 (500XP), Page 22
“Investigating the Cult”; Investigate a cult and try to avoid gathering unwanted attention (Social); Level 11, Complexity 2 (1200XP), Page 11
“Travel to the Fist”; Reach a location in the mountains without being spotted; Level 11, Complexity 3 (1800XP), Page 12
Winter of the Witch “Piercing Drzak’s Ruse”; See through an impostor’s disguise of a previous acquaintance (Social); Level 22, Complexity 1 (4150XP), Page 36
“Finding Veira Rimefire”; Search for a wizard in a town (Social); Level 24, Complexity 2 (12,100XP), Page 42
Depths of Madness “Crime Scenes Investigation”; Look for clues to the various crimes which are happening throughout town; Level 11, Complexity 2 (1,200XP), Page 71
“Getting the Goods from Gerald Roy”; Get information from a reluctant NPC (Social); Level 11, Complexity 1 (600XP), Page 73
“Talking Dergan Down”; Convince a madman to stop riling up a crowd of townsfolk to riot (Social); Level 11, Complexity 5 (3,000XP), Page 81
Fist of Mourning Animating Spirit; (A spirit flies around the room animating statues which batter the PCs); Level 8 Lurker, Page 24
Winter of the Witch Engine of Lum [Psuedo-trap/hazard]; (A magical device that is trying to accomplish a timed task [7 rounds]. If the PCs interfere, it fights back with Lightning damage + Stun); Page 47
Depths of Madness Psychic Sinkhole (Uses psychic power to try and make you drown in a pool of water); Level 12 Elite Lurker, Page 86
Fist of Mourning Molten Pit (Pit of lava that has begun to crust over as it cools; falling into it takes falling + fire damage at the start of a round, and if you stay in it too long you break through the crust and die), Page 13
Gelatinous Curtains (Curtain of slime that attacks Fort to infect with Chaos Phage (see Slaad entry in MM). Can be destroyed with attacks.), Page 26
Winter of the Witch Shadowraven; (Sort of a minion creature that can’t fight, it exists only to serve as a possible scout for their master); Page 44
Frozen Victims (Humanoids flash-frozen in ice into statues; Difficult Terrain and serves as Cover), Page 51
Over the Edge (Icy cliff 200 feet high. If you fall off, you get another saving throw every 20 feet [that makes 10 saves] to catch yourself. Take damage for each 10 feet fell, and take 1 round/5 feet to Climb back up.), Page 51
Snow Drifts (Difficult Terrain), Page 51
Frozen Lake (More like freezing water; Creatures that start their turn in the lake take 20 cold damage and are Dazed. Athletics DC 15 to swim. Climbing out takes Athletics DC 25), Page 54
Depths of Madness Aberrant Water (sewer water with a slight chance of characters getting Cackle Fever), Page 78
Illumination (Glowing Slime. If you take a handful, it makes light as a candle for an hour after removal), Page 90
Squirming Slime (Difficult terrain, and non aberrations who ends their turn in the slime must make an Acrobatics check to be able to move on their next action.), Page 90
Waterwheel (Rusted waterwheel which can be unstuck with Athletics; makes attack vs. creature on it, Grab on hit or Push on miss), Page 90
Basin (see “Psychic Stain”; Non Aberration starting turn in affected area is subject to Fort attack; penalty to Will and Slowed.), Page 99
Carved Wall (Strange wall which swirls with maddening images; those who study it are subject to Will attack; Psychic damage and Daze.), Page 100
Pool (Really gross pool of water; Non Aberrations that enter or start there take 1d6 damage and are subject to Cackle Fever 1/day), Page 100
Winter of the Witch Sword of Black Ice (Longsword enchantment); 6d10 cold damage + Daze on a crit. +2d8 Poison damage property. Daily power to Stun a creature dazed by a crit.) Level 27, Page 61
Sun’s Sliver (Minor Artifact); Protects against cold, grants ice walk, has daily power to recharge second winds and encounter powers for all party members within 5, Page 61
Depths of Madness Umbral Eye (Level 12 Wondrous Item); Allows you to view corresponding location in the real world from inside the Shadowfell for a limited time per day.
Blackgate Rune (Level 12 Consumable); Creates a portal linking the real world with the Shadowfell for up to 3 rounds.
Depths of Madness Potent Carrion Crawler Brain Juice (Slow/Immobilize/Stun) Level 10 Poison, Page 94 Tear Transformation (Level 13 Affliction); Attacks Will and if left untreated penalized your saves and defenses vs. Charm and psychic powers, and makes you Dazed when bloodied (save ends). Ultimately you turn into an Aberrant monster NPC.
Winter of the Witch Sir Drzak / False Sir Keegan [Modified Death Knight Fighter]; (Medium Natural Humanoid, Undead); Level 24 Elite Soldier (Leader), Page 37
Beyond the mottled Tower “Walls Come Tumbling Down”; Save people from a collapsing building, through various programmed events.; Level 11, Complexity 5 (3,000 XP), Page 22
“The Chase Is On (Part 1)”; Get information about operating a portal from 2 uncooperative NPCs (Social); Level 11, Complexity 2 (1,200 XP), Page 30 “The Chase Is On (Part 2)”; Travel through an underground labyrinth; Level 11, Complexity 3 (1,800 XP), Page 33
Brink of Madness (Tear of Ioun 3) “Deactivating the False Orrery” (Deactivate a very large, magical trap); Level 14, Complexity 5 (5,000 XP), Page 76
House of Pain The Teeth (Magicked Stalactites and Stalagmites that grind together if you don’t offer a sacrifice) Level 10 Hazard (Obstacle), Page 29
Beyond the Mottled Tower Crushing Walls and Ceiling (3 section trap, one part has ceiling, 2 parts have walls. 8 rounds to crush.); Level 12 Blaster, Page 43
Deadly Rockslide (Rockslide that can be shut off by closing some gates); Level 8 Lurker, Page 29
House of Pain Wall Spikes (If pushed into the spike, take damage and immobilized), Page 31 Altar (Stone altar with an “Aura of Pain” effect centered around it. Gives penalty to attack rolls and Will Defense unless appeased with a blood offering), Page 32
Beyond the Mottled Tower Blood Chaos Flow (Elemental amalgam of fire and acid which behaves like lava; Difficult Terrain, and starting turn there gives Fire and Acid damage as well as Slow (save ends)), Page 25, 29
Blood Chaos Lake (A lake of Blood Chaos, that can be swum through like water), Page 32
Root Curtains (Curtains of roots hanging to 2 feet above floor; Provide Cover and block Line of Sight unless adjacent or Prone. Can be hacked down easily, 10hp), Page 33
Huge Roots (Large roots piercing across tunnels; Can climb over with DC 10 Athletics or crawl under with 2 squares movement), Page 33
Catwalk (A tree trunk bridge set in mud; DC 10 Acrobatics to cross), Page 36
Earthbergs (Islands of earth floating in Blood Chaos lake; Continually move based on rolls of 1d8 and 1d4.), Page 38
Ladders (Wood ladders that catch on fire; Can climb while on fire for 3 rounds but take 1d8 fire damage), Page 41
Rising Magma (Magma fills a room over several rounds, continually rising 5 feet at a time while PCs try to get to higher ground), Page 41
Tower Top (Crenelations on top of tower which grant +2 bonus to Saves vs. being pushed over), Page 46
Force Sphere (Can exit but not enter, only creator can make one kind of attack through it. Must be smashed with attacks, can’t Dispel), Page 46-47
Brink of Madness (Tear of Ioun 3) Portal (Must enter space and will it to transport you), Page 67 Thin Ice (Can fall through to water beneath, has some countermeasures), Page 69 Snow Squalls (Heavy snow and wind; -4 Perception, and double range penalties for ranged weapons), Page 69 Water (Freezing water; Endurance checks or lose surges or take damage), Page 69 Blood Ice (Area of necrotic energy; Damages living, heals Undead), Page 71 Snow (Accumulated snow; Reveals location of Invisible creatures, reducing Total Concealment to normal Concealment), Page 71 Shrine Hill (Steep, icy stairs; Creatures knocked Prone on stairs slide down 4 and take damage. Possible Athletics or Acrobatics to prevent the effect), Page 75 Shadow Fog (Slight connection to Shadowfell; Area of darkness, but Bright Light adjacent makes it dimly light), Page 87
Worse Than Death “Tracking the Kidnappers” (follow a trail through a thick forest); Level 12, Complexity 2 (1,400XP), Page 16
Haven of the Bitter Glass “The Debate”; Convince a person of influence to investigate someone rather than just having him killed to be safe (Social); Level 13, Complexity 3 (4,000XP), Page 89
“Convincing the Coalition”; Very in-depth; Try to win over leaders of a fledgling military coalition by convincing them individually that your goals should be pursued (Social); Level 14, Complexity 5 (5,000 XP), Page 101-104
“Telicanthus’s Tea Party”; Investigate a noble’s house while at a party (Social); Level 12, Complexity 2 (1,400 XP), Page 105-106
Worse Than Death Booby-Trapped Passage (Poison dart wall trap plus an alarm which prevents enemies from being Surprised); Level 12 Obstacle (should be Warder), Page 14
Haven of the Bitter Glass Bitter Glass (Burst of damage and ongoing psychic damage + daze); Level 14 Blaster, Page 111
Scrap Deadfall "Daggerspring Floor"(Misnamed trap. A deadfall of junk when you try to open a door without disarming the trap. Burst attack, and you might get diseased.) Level 13 Lurker, Page 60
Worse Than Death Underbrush (Prone or Crawling creatures get Concealment), Page 15
Light Forest (Standing in the first square of forest gives Concealment. Standing further in gives Total Concealment), Page 18
Carriages and Wagons (rotting vehicles, entering a space takes 3 squares movement), Page 19
Weakened Floor (rotten wood floor; attacks vs. Reflex, on a hit target falls and takes damage and knocked Prone. On a miss, the floor stays intact that round.), Page 21
Corrosive Muck (acid damage and slowed until end of next turn if you enter an affected square), Page 24
Dungeon Delve: Return of the Poisoned Shadows Rat Swarm (Angry rats eating a body; if you walk through an affected square, you’re attacked vs. Reflex with damage and blinding sickness), Page 29
Sewage (Thick, slow sewage; Guidelines for wading/swimming/getting out, principally Difficult Terrain and Athletics rules.), Page 29, 32
Slippery Pipe (A slippery pipe as a bridge; Acrobatics to cross, if fail by 5 or more Save with -2 penalty or fall off.), Page 32
Wooden Bridge (A poorly constructed bridge of wood scraps; if 2 PCs are on it at the same time, it breaks), Page 32
Altar of Tiamat (As the name says; gives +2 damage bonus to her worshipers within 4, and a -2 damage penalty to worshipers of Bahamut within 4. Can be destroyed with violence.), Page 33
Blue Stone Block (apparently magical location; If adjacent to the stone, you gain +5 resist to several energy types, and you can spend a surge to make it +10.), Page 33
Floating Debris (barrels and crates floating on the surface, connected by chains to the floor; Can cross while balancing, might fall into the water.), Page 34
Pipe Walls (Walls and ceiling covered with pipes; very easy to climb), Page 34
Sewage (Similar to above, but this is flowing and pushes those inside unless they take a Move action to grab on to something), Page 34
Treasure Pile (Large pile of loot; Difficult terrain, and those in affected squares take -2 penalty to Saves from forced movement to avoid cliffs and such), Page 34
Haven of the Bitter Glass Glowing Gem (Magic item an enemy can hold; Slides enemies 1 square closer at the end of their turn. Can be broken fairly easily.); Page 91
Worse Than Death Joaquin Tantelroy {Half-Elf Rogue} (Medium Natural Humanoid, Half-Elf); Level 12 Elite Skirmisher, Page 10
Dungeon Delve: Return of the Poisoned Shadows Virarr, Dragonborn battle cleric of Tiamat {Mix between Wizard and Cleric} (Medium Natural Humanoid, Dragonborn); Level 11 Elite Controller (Leader), Page 35
Haven of the Bitter Glass Amyria the Deva Paladin of Bahamut {Psuedo Paladin} (Medium Immortal Humanoid, Deva); Level 13 Elite Soldier (Leader), Page 88
Alliance at Nefelus “Traveling to Icehome” (Pilot an Apparatus of Kwalish [Adventurer’s Vault] under the ocean to a destination); Level 14, Complexity 3 (3,000 XP), Page 23
“Escape from Icehome” (Escape a collapsing dungeon in a mountain/iceberg); Level 16, Complexity 5 (7,000 XP), Page 43
“Convincing Bejam” (Talk a reluctant politician into acting as an ambassador for his people) (Social); Level 15, Complexity 1 (1,200 XP), Page 44
Remains of the Empire “Taming the Docile Beast” (Approach a tamed animal that lost its rider); Level 5, Complexity 2 (400 XP), Page 63
“Villagers on the Rampage”; Talk down a mob of teenagers from attacking an injured creature (Social); Level 4, Complexity 3 (525 XP), Page 64
“Ghost of a Chance”; Convince a phantom soldier that it was tricked into servitude by a false document (Social); Level 5, Complexity 4 (600 XP), Page 69
Danger at the White Lotus Academy “The Library” (locate a book and escape); Level 7, Complexity 1 (300 XP), Page 84
Alliance at Nefelus Solace Bole (Transport party to a sealed chamber in the Feywild to rest, time passes more slowly in the real world); Level 12 (Travel), Arcana (No Check), Index Page 50
Remains of the Empire Mindshape Warwing Drake (Tame a bound creature and make it a mount), Level 5 (Creation; Arcana or Nature), Page 59, Index page 77
“The Coalition’s Leader” (Groom a person to be the leader of a coalition while making the competition look bad) (Social); Level 15, Complexity 5 (6,000 XP), Page 18 “Sway the Sky Shaper” (Placate a spirit of the sky to help your side of a fight while it goes on) Level 16, Complexity 1 (1,400 XP), Page 23 “Audience with the King” (Convince a fomorian king that you’re strong people, victory not obvious to PCs) (Social), Page 30 “Arzoa’s Secrets” (Try to interrogate an assassin while her mind degenerates into nothing) (Social), Level 18, Complexity 1 (2,000 XP), Page 37 “Release Cachlain’s Mind” (Try to break the mental control over a fomorian while fighting him and the controller) (Social), Page 42
Flamejet Statue (Objects producing lines of fire, can be dodged with acrobatics), Level 1 Trap (Blaster), Page 62 Iron Maidens-in-Chains (Iron maidens that pull you inside), Level 2 Trap (Obstacle), Page 62
Thorn Bushes (Difficult Terrain, take 5 damage when starting turn in or moving through them), Page 23
Magic Circle (Standing inside allows the character to “see” the surrounding area to concealment and see hidden creatures), Page 25
Murals and Scaffolding (Murals don’t do anything, but the scaffolding is old and easy to make collapse. The scaffolding is also highly flammable.), Page 61
Fiery Braziers (Oil-filled braziers, knocking one over creates a small blast of burning oil for Ongoing Fire Damage), Page 61
The Cauldron (Small puzzle to open a door by dropping in the correctly colored objects), Page 64
Wells of Fire (essentially holes full of magma, falling does falling damage and fire damage), Page 67
“Disabling Calmachia’s Forge” (Disable a magical forge. Applicable to generic magical devices.); Level 7, Complexity 2 (600 XP), Page 27 “Negotiating with Jelia” (Convince someone working for bad guys that it’s better for her to work for you instead) (Social); Level 7, Complexity 5 (1,500XP), Page 30 “Stair Gate” (Break a magic gate blocking a stairway); Level 19, Complexity 5 (2,400 XP), Page 76 “Dock Gate” (Close a series of magic doors that enemies keep coming through); Level 16, Complexity 1 (1,400 XP), Page 86 “Iliyoru’s Flight” (Gain control over a magical ship and then use it to chase down an enemy vessel); Level 18, Complexity 4 (8,000 XP), Page 91
Arcane Turret (Like a Crossbow Turret trap from the DMG, but shoots “Magic Missiles” of Force) Level 6 Trap (Blaster), Page 21 Astral Nexus (Shoots around Radiant Damage); Level 17 Elite Hazard (Blaster), Page 73 Astral Vents (Push you up and drop you in an adjacent square); Level 19 Trap (Blaster), Page 60 Ghostly Flame Jets (Like DMG Flame Jet, but fire/necrotic and heals Undead rather than hurt them), Level 8 Trap (Blaster), Page 24
Ceiling Scythe (Very similar to DMG Pendulum Scythe); Level 6 Trap (Lurker), Page 21 Portal Fall (Invisible magic portals that drop junk on those below); Level 20 Elite Hazard (Lurker), Page 82
Razormesh Net (Net from the ceiling; causes Damage + Prone + Restrained); Level 6 Trap (Obstacle), Page 22
Arcane Generator (Deals Force Damage + Grants Temp HP to or revives Constructs); Level 7 Trap (Warder), Page 16 Calmachia’s Forge (A device that pops out minions each round); Level 7 Elite Trap (Warder), page 33 Catwalk Deadfall and Mesh (The catwalk falls away, dropping 20 feet onto a net + Prone. If it is just over something like lava, you take more damage on start of your next turn.); Level 7 Trap (Warder), Page 26 Warding Hall Glyph (Similar to a glyph of warding but on a wall; Uses Force Damage + slams you into the ceiling and drops you on the floor); Level 7 Elite Trap (Warder), page 9
Inert Golem (A large, deactivated golem; Can push over at an enemy for Damage + Prone and Grabbed); Page 20
Rune (Floor panels inscribed with magic construction rune; Arcane powers from characters on the rune gain +2 damage), Page 20
Cannith Seal (Dragonmarked characters who step on it gain +2 Saves for the encounter), Page 24
Safety Mesh (Metal netting over a pool of molten metal. Starting your turn there takes fire damage), Page 26
Catwalk (A catwalk accessed by ladders, with railings to help prevent falling off), Page 29
Chains (Chains hanging all along the ceiling, which you can climb around on like a monkey), Page 29
Rubble (Loose an slippery rubble; If you Charge, Run, or Double Move through it, must make an Acrobatics check or fall Prone), Page 60
Statues and Rubble (Fallen psychic statues; Difficult Terrain, and Psychic Damage + Combat Advantage when on it), Page 62
Pillars of Light (Astral pillars of energy; One randomly moves each round, and if you start next to or inside of one, you take Radiant damage + Slide), Page 64
Shattered Weapon Rack (Broken weapon racks and weapons; Difficult Terrain, + if knocked Prone must make Acrobatics check or take extra damage from sharp bits), Page 64
Doors (Conveniently soundproof stone doors), Page 64
Force Sphere (Big magical sphere that shocks nearby targets with Psychic damage + Vulnerable Psychic. Also knocks you back and Prone if you touch it), Page 68
Illumination (Super-bright lighting that makes it hard to see after a few rounds), Page 70
Astral Haze (Magical cloud that deals Radiant Damage and makes you float in midair. Can’t move around unless you can fly or get pulled out.), Page 70
Astral Vortex (Basically a large, spinning pool of Radiant Damage. Once you fall in, it’s hard to get out.), Page 78
Gantry (A big crane arm you can fight on); Page 80
Log Piles (A big old stack of tree trunks, or just huge logs; Can be climbed over, or knocked over to make Difficult Terrain by Large creatures), Page 82
Heat Hazard (Forges; 1d10 Fire Damage if you start adjacent, 2d10 if you “come into contact”), Page 84
Crates (Movable crates that can provide Cover while you push them along), Page 87
Makeshift Barricade (A wall made of crates; Can climb over or push over), Page 90
Deck (Deck of a vessel spiraling out of control; must make Acrobatics check or Slide 1 randomly each round), Page 96
Rigging Lines (hanging ropes that you can “Tarzan” onto an enemy vessel from with Acrobatics), Page 96
Grappling Cables (Strong cables tying two ships together; can wrench free with Strength or cut the cord from the launching mechanism; can also balance along like a tightrope), Page 96
****Dungeon 168 Web of Chains, A Tyranny of Souls (SOW)****
--
SKILL CHALLENGES--
“Approaching Elmhollow” (Question scared townsfolk about bad stuff going on in their town that they are afraid to talk about) (Social); Level 13, Complexity 3 (1,600XP), Page 11 “Finding Tu’narath” (Ask around for a way to infiltrate a dangerous city/location) (Social); Level 19, Complexity 5 (12,000 XP), Page 55 “Negotiated Passage” (Talk a guard into showing you a passage); Level 19, Complexity 1 (2,400 XP) (Social), Page 63 “A Turning Point” (Talk one side of a conflict into abandoning an ally, and possibly joining with the party) (Social), Page 76
--TERRAIN--
Bushes (Flammable bushes; fire attacks can start actual fire), Page 14 River (Slow-moving wide river with logs floating downstream; Dangerous to swim among the logs, tough to fight on logs; see Barge), Page 18 Barge (Small boat stuck among the logs; stable fighting surface[?]), Page 18 Prisoners (Prisoners essentially being lowered into a pit of monsters; They die if left alone), Page 20 Cliffs (Slippery mountain slopes; If fall, move random number of squares down and take damage appropriate), Page 54
Vents (Cracks of poisonous steam; 1/round randomly blasts an attack), Page 54 Crowds (A crowd of rapidly fleeing citizens; Makes moving in one direction tough for a while, but provides cover during that time), Page 57
Inner Sphere Gate (Huge adamantine gate; takes a while to open), Page 59 Statues (Weird, bleeding statues; if damaged they spray Concealing liquid), Page 59
Lightning Ward (Pseudo trap; If creature moves adjacent, damage and pushed back), Page 59-60 Crates (Stacked crates that can be pushed over; Changes area and chance for damage + Prone + Restrained), Page 64
Spike (Spikes sticking out of the wall; Creatures can be pushed into them for damage + Immobilized), Page 67
Driftmetal Chains (Strong chains that can be broken; As part of adventure releases a large floating tower), Page 68
Training Dummies (Animated practice mannequins with weapons; can dodge with Acrobatics), Page 73
Hermetic Circle (Impenetrable magic shield; Bursts Fire damage if touched, but can be disabled), Page 73
Supplies (Difficult Terrain; if Knocked Prone take 5 damage from “jagged bits and pointy things”), Page 75
Pillars of Necrotic Flame (Essentially what they’re named; Necrotic powers from adjacent do extra damage, but take damage if inside), Page 78
“Stained Glass Windows” (Very misleading; appear to be windows, but are actually mind-altering material that prompts allies to attack each other), Page 80
Fiery Pools (Lava-like pools of heat; Expected Fire damage, and also Concealment from heat radiation), Page 81
Heat (Apparent extremely uncomfortable heat; Creatures without a good deal of Fire Resist take -2 attack), Page 81
Uttercold (Essentially unstable elemental ice; Cold damage, and fire damage causes damaging steam), Page 83
Force Cages (Transparent barriers; Can be broken, deactivated, or Dispelled), Page 85 Emerald Idol (Statue that does area Ongoing Poison + Push), Page 87
I have sorted the Monsters and Traps by their type and role. For monsters I first put typical PC races at the top, and monsters below. They are then grouped by role and alphabetized within each role.
Traps are sorted by role and alphabetized within each role.
I have also underlined all Roles.
If anyone has a format request I will consider it. I think this is more useful for DMs building adventures currently than sorting by page number.
[...] If anyone has a format request I will consider it. I think this is more useful for DMs building adventures currently than sorting by page number.
First: :D
Second, as for a formatting request: Could you perhaps remove the innermost sblocks and instead seperate the monsters/etc. with headlines? This would make it easier to read and browse, and it would be more obvious which article added what monster/trap instead of having to click open/close half a dozen sblocks.