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Dungeon e-Magazine Master Index
Introduction: Show 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. For a similar project for Dragon e-zine, see this thread by Phaezen over at EN World: http://www.enworld.org/forum/showthread.php?t=239640 Adventures by Level Spoiler: Show Note: Adventures typically assume a party of 5 characters. Heroic Tier Adventures (1-10) Show 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. Paragon Tier Adventures (11-20) Show 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. Epic Tier Adventures (21-30) Show 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. Dungeon 155 Spoiler: Show New Monsters
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Keep on the Shadowfell FR Conversion Ninaran the Elf Archer {Pseudo-Ranger} (Elf, fey), Level 4 Artillery, Page 17 Bairwin the Cult Leader (Human), Level 3 Controller, Page 12 Human Thug (Human), Level 1 Minion, Page 7 Human Ruffian (Human), Level 2 Skirmisher, Page 7 Dark Servants (Human) Level 2 Skirmisher, Page 12 Human Mercenary (Human), Level 3 Soldier, Page 7 Shadow Wolf (Shadow Beast), Level 3 Lurker, Page 16 Sightless Reaper (Shadow Humanoid), Level 3 Soldier, Page 12 Keep on the Shadowfell Eberron Conversion Ironteeth the Dolgrim (Aberrant Humanoid), Level 3 Elite Skirmisher, Page 24 Dolgaunt Warrior (Aberrant Humanoid), Level 3 Soldier, Page 28 Ninaran the Dusk Hag Archer (Fey), Level 3 Artillery, Page 26 Heathen Adventure Death Cultist Mage (Human), Level 5 Artillery, Page 48 Advanced Human Berserker (Human), Level 5 Brute, Page 56 Dajani the Tiefling Darkblade (Tielfing), Level 4 Solo Lurker, Page 49 Naarash the Barlgura (Demon), Level 8 Solo Brute, Page 59 Advanced Hobgoblin Warcaster (Goblin), Level 5 Controller, Page 57 Steel Keeper (Construct), Level 6 Controller, Page 54 Sleeper in the Tomb of Dreams Adventure The Seer (Human), Level 4 Brute, Page 87 (Level Reduced) Human Lackey (Human), Level 6 Minion, Page 84 Volkanth the Tiefling (Tiefling), Level 11 Controller (Leader), Page 80 Tiefling Shadowblade (Tiefling), Level 6 Skirmisher, Page 80 Arcane Ballista (Construct), Level 6 Artillery, Page 68 Reaper Wraith Eidolon (Construct), Level 10 Skirmisher (Leader), Page 85 Beholder Zombie (Undead), Level 8 Elite Brute, Page 88 Skeletal Warhorse (Undead), Level 5 Brute, Page 68 Lost Wraith (Undead), Level 8 Lurker, Page 88 Hanged One (Undead), Level 6 Minion, Page 86 Tortured Skeleton (Undead), Level 6 Minion, Page 87 Shadow of Kalarel (Keep on the Shadowfell extra encounters) Hobgoblin Subcommander (Goblin), Level 3 Soldier (Leader), Page 96 Kobold Pikeman (Reptile), Level 2 Brute, Page 94 Kobold Hurler (Reptile), Level 2 Artillery, Page 95 Maw (Undead), Level 3 Controller (Leader), Page 98 Zombie Soldier (Undead), Level 2 Soldier, Page 99 New Skill Challenges Show 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 New Traps and Hazards Show Sleeper in the Tomb of Dreams Adventure Blade Bridge, Level 8 Blaster, Page 89 Frost Jet Door Trap, Level 8 Blaster, Page 72 Wrecking Eye, Level 8 Blaster, Page 90 Falling Iron Portcullis, Level 7 Obstacle, Page 85 Noose Trap, Level 2 Elite Warder, Page 73 Interesting Terrain Features Show 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 New Magic Items Show Sleeper in the Tomb of Dreams Dreamstone Amulet (skills, cure blindness), Level 12+ Neck, Page 74 Dreamstone Weapon (can attack Will Def 1/day), Level 12+ Weapon, Page 74 NPCS-as-Monsters Show Keep on the Shadowfell Eberron Conversion Valthrun, Human Wizard, Level 5 Artillery, Page 27 Heathen Adventure Jaryn, Human Paladin of Bane, Level 8 Elite Soldier, Page 58 Dungeon 156Spoiler: Show New Monsters
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Rescue at Rivenroar Hobgoblin Chieftain (Spiked Chain Fighter) (Goblin), Level 2 Solo Soldier, Page 41 The Haunting of Kincep Mansion Archer Statue (Construct), Level 12 Artillery, Page 61 Animated Carriage (Construct), Level 12 Solo Brute, Page 60 Grasping Statue (Construct), Level 13 Controller, Page 58 Leaping Statue (Construct), Level 10 Skirmisher, Page 59 Guardian Statue (Construct), Level 12 Soldier, Page 62 Vicious Dire Wolves (Natural Beast, Mount), Level 7 Skirmisher, Page 54 Werewolf Lord (Shapechanger), Level 12 Brute (Leader), Page 57 Werewolf Archer {Pseudo-Ranger} (Shapechanger), Level 13 Elite Skirmisher (Leader), Page 52 Abyssal Ghoul Pack Leader (Undead), Level 12 Elite Skirmisher, Page 64 Greater Ghoul (Undead), Level 10 Soldier, Page 63 The Last Breath of Ashenport Thuggish Cultists, (Human?), Level 8 Brute, Page 90 Mystic Cultists (Human), Level 8 Controller, Page 90 Sharallan the Cult of Dagon Priestess (Human?), Level 8 Elite Controller, Page 94 Modified Gibbering Mouther (Aberrant), Level 10 Controller, Page 101 Horrid Timber, Elemental Animate (Demon, Plant), Level 10 Solo Soldier, Page 105 Althanis the High Priest of Dagon’s Cult (Elemental Humanoid), Level 9 Elite Controller (Leader), Page 97 Fish-Men of Dagon Slayer (Elemental Humanoid, Amphibious), Level 9 Lurker, Page 92 Fish-Men of Dagon Warrior (Elemental Humanoid, Amphibious), Level 9 Skirmisher, Page 91 Guardian Demon (Elemental Humanoid, Demon), Level 11 Soldier, Page 103 Voice of Dagon, (Elemental Magical Beast, Demon), Level 12 Elite Artillery, Page 104 Tendril of Dagon, Med. (Elemental Beast), Level 10 Controller, Page 102 Wrath of Dagon (Elemental Magical Beast), Level 10 Solo Soldier, Page 99 Thunderspire Labyrinth Forgotten Realms Conversion Kedhira the Duergar Swordmage (Dwarf, Devil), Level 5 Soldier, Page 109 Minotaur Skeleton (Undead), Level 6 Soldier, Page 120 New Skill Challenges Show 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 New Traps Show The Haunting of Kincep Mansion Field of Snares, Level 6 Lurker, Page 55 The Last Breath of Ashenport Phantasmal Maw, Level 10 Elite Lurker, Page 96 Venomous Floor, Level 10 Elite Obstacle, Page 96 Burning Adhesive, Level 9 Warder, Page 100 Echoes of Thunderspire Labyrinth Cresset Trap, Level 5 Blaster, Page 118 New Magic Items Show Echoes of Thunderspire Labyrinth Shield of Speed and Evasion, (regain powers when hit), Level 4, Page 117 NPCs-as-Monsters Show The Haunting of Kincep Mansion Jaccobux Kincep, Ghost Wizard (Undead), Level 12 Elite Artillery Dungeon 157Spoiler: Show New Monsters Show Siege at Bordrin’s Watch Arbalester (Homunculus, Construct), Level 4 Artillery, Page 43 Cave Troll (Large Natural Humanoid), Level 7 Brute, Page 54 Dark One Emissary (Shadow Humanoid), Level 5 Lurker, Page 45 Orc Bolt Thrower (Orc), Level 1 Artillery, Page 52 Orc Bombardier (Orc), Level 1 Artillery, Page 52 Orog Scarred Champion (Orc), Level 4 Brute, Page 54 Orc Witch Doctor (Orc), Level 2 Controller, Page 52 Orc Freak (Orc), Level 2 Skirmisher, Page 53 Orc Scout (Orc), Level 3 Skirmisher, Page 52 Og the Orog Hero (Orc), Level 6 Elite Soldier, Page 37 Orc Sergeant (Orc), Level 3 Soldier (Leader), Page 53 Orog Militant (should be Orc), Level 3 Soldier, Page 52 Tusk the Orog Chieftain (Should be Orc), Level 5 Elite Soldier (Should have Leader Keyword), Page 50 In the Depths of Avarice Note: Adventure was written without full rules (disclaimer on page 81). Cultist Warlock (Human); Level 8 Artillery, Page 78 Twisted Foulmaw {Pseudo-Warlock} (Human); Level 11 Elite Artillery, Page 81 Twisted Hulk (Large Human); Level 12 Brute, Page 81 Twisted Shardmaster (Human); Level 10 Minion, Page 80 Twisted One Minion (Human); Level 12 Minion, Page 78 Cultist Thug (Human); Level 8 Skirmisher, Page 75 Twisted One Pickfighter (Human); Level 12 Skirmisher; Page 69, 78 Valmour the Twisted One (Human); Level 12 Elite Soldier (Leader), Page 81 Twisted Destrachan (Large Aberrant Magical Beast, Blind); Level 10 Artillery, Page 71 Bone Naga Guardian (Large Immortal Magical Beast, Undead); Level 12 Elite Controller, Page 74 Boneclaw Guardian (Large Shadow Animate, Undead); Level 12 Soldier, Page 76 Massacre at Fort Dolor Human Cultist Archers (Human); Level 3 Artillery, Page 97 Human Cultist (Human); Level 6 Minion, Page 101 Captain Rivence the Commander of Garrison Troops (Human); Level 7 Elite Soldier, Page 95 Human Veteran (Human); Level 6 Soldier, Page 93 Dark Heart of Mithrendain Eladrin Twilight Enforcer (Fey, Eladrin); Level 12 Controller, Page 116 Saffrenia Movrymm {Pseudo-Wizard/Cleric} (Fey, Eladrin); Level 13 Controller (Leader), Page 112, 116 Eladrin Blackguard (Fey, Eladrin); Level 12 Soldier (Leader), Page 116 Dresyae Tlathlyn the corrupt Eladrin council member (Fey, Eladrin); Level 12 Elite Soldier (Leader), Page 128 Quickling Renegade (Small Fey Humanoid, Quickling); Level 10 Skirmisher, Page 121 Feyborn Constrictor (Large Natural Beast, Fey, Reptile); Level 9 Elite Soldier, Page 124 Massive Shambling Mound (Large Fey Animate Plant); Level 14 Brute, Page 122 Massive Stormrage Shambler (Large Fey Animate Plant); Level 15 Elite Controller, Page 122 New Skill Challenges Show 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. New Traps and Hazards Show Siege at Bordrin’s Watch Raging Fire, Level 2 Blaster, Page 37 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] New Magic Items Show None. New Rituals Show Dark Heart of Mithrendain Planar Key (similar to Linked Portal ritual); Level 13 (Travel), Arcana, Just Rewards sidebar, Page 111 NPCs-as-Monsters Show Siege at Bordrin’s Watch Ragnum Dourstone, Dwarf Cleric, Level 3 Controller, Page 25 Kalad the Paladin, Dwarf Paladin, Level 4 Elite Soldier, Page 38 Sylen Leafrunner, Elf Ranger, Level 3 Skirmisher, Page 25 Madrick, Gnome Rogue, Level 3 Skirmisher, Page 26 Ghena Tenson, Human Wizard, Level 3 Controller, Page 26 Rufus Crumley, Human Wizard (?), Level 9 Elite Controller, Page 17 Megan Swiftblade, Human Fighter, Level 3 Soldier, Page 24 Myrissa, Shadar-Kai Warlock, Level 2 Elite Skirmisher, Page 51 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 Dungeon 158Spoiler: Show New Monsters
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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 Shadar-Kai Battle Champion (Medium Shadow Humanoid, Shadar-Kai); Level 8 Elite Soldier, Page 49 Dark Haunter (Small Shadow Humanoid, Dark One); Level 6 Lurker, Page 42 Shadowborn Stalker (Small Shadow Humanoid, Dark One); Level 7 Elite Lurker, Page 21, 36 Seething Wraith (Medium Shadow Humanoid, Undead); Level 7 Controller, Page 22 Ogre Umbral Savage (Altered Ogre Savage, Large Natural Humanoid); Level 5 Brute, Page 32 Ogre Umbral Skirmisher (Level Reduced Ogre Skirmisher, Large Natural Humanoid); Level 5 Skirmisher, Page 31 Death Boar (Huge Natural Beast, Mount); Level 6 Elite Brute, Page 36 Shadow Beetle (Large Shadow Beast); Level 5 Controller, Page 46 Umbral Panther (Medium Shadow Beast); Level 6 Lurker, Page 49 Sea Reavers of the Shrouded Crags Human Sniper (Human); Level 15 Artillery, Page 63 Psychic Mage (Human?); Level 15 Controller (Leader), Page 79 Human Archer Minion (Human); Level 13 Minion, Page 79 Human Soldier Minion (Human); Level 15 Minion, Page 82 Human Blademaster (Human); Level 13 Elite Skirmisher, Page 63 Dwarf Dark Arcanist {Pseudo-Warlock} (Dwarf); Level 14 Artillery, Page 77 Dwarf Buccaneer (Dwarf); Level 14 Skirmisher, Page 77 Minotaur Mercenary (Minotaur); Level 15 Soldier, Page 79 Kuo-Toa Piranha Shaman (Aquatic, Kuo-Toa); Level 16 Artillery, Page 73 Water Archon Wavecrasher (Medium Elemental Humanoid, Aquatic, Water); Level 15 Brute, Page 75 Dire Piranha Swarm (Medium Natural Beast, Aquatic, Swarm); Level 17 Skirmisher, Page 73 The Tariff of Relkingham Vecnite Mage (Human); Level 4 Artillery, Page 98 Avonathemon the Cult Leader {Evil Priest} (Human?); Level 4 Elite Controller, Page 103 Vecnite Thug (Human); Level 2 Skirmisher, Page 98, 102 New Skill Challenges Show 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. New Traps and Hazards Show The Shadow Rift of Umbraforge Shadow Dart Wall (like a Poison Dart Wall, but Necrotic); Level 6 Blaster, Page 40 Sea Reavers of the Shrouded Crags Rock Flinger (targets damaged and dazed); Level 14 Blaster, Page 67 Underwater Vortex (targets pulled in, damaged, and slowed); Level 13 Obstacle, Page 66 Mind-Control Pillars (Psychic damage, and penalty to hit specific NPC); Level 15 Warder, Page 81 Interesting Terrain Features Show Sea Reavers of the Shrouded Crags Coal-filled Brazier (Str vs. AC for ongoing 10 fire damage), Page 63 Colonnade (Large stone columns set up like bars, Acrobatics DC 20 to pass), Page 63 5 foot deep murky pool (DC 10 Athletics, lightly obscured vision), Page 68 5ft tall ridge (DC 15 Athletics to climb), Page 68 Small jail cell (DC 25 Thievery or DC 16 Strength to open), Page 68 Submersible’s hatch (DC 25 Strength to open), Page 74, 76 3ft high dais (1 extra square to step up, or jump Athletics DC 30, or 15 with running start), Page 82 New Magic Items Show 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 NPCs-as-Monsters Show 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 Gondra, the Human? {Pseudo-Rogue}; Level 17 Elite Skirmisher (Leader), Page 82 New Vehicles Show Sea Reavers of the Shrouded Crags Morn’s Quarrel (Gargantuan Vehicle); 2 pilots, 2 additional crew required; attack submarine (? gp), Page 60 Dwarven Submersible (Huge Vehicle); 1 pilot, 1 additional crew required; attack submarine (65,000gp), Page 60 Continued on next post
Dungeon 159
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[SIZE="3"]Menace of the Icy Spire Frost Goblin Sharpshooter (Goblin, Cold); Level 2 Artillery, Page 10 Frost Goblin Hexer (Goblin, Cold); Level 3 Elite Controller (Leader), Page 10 Frost Goblin Cutter (Goblin, Cold); Level 1 Minion, Page 10 Ice Warrior Icicle Hurler (Medium Elemental Animate, Cold); Level 2 Artillery, Page 18 Ice Warrior Frostling (Medium Elemental Animate, Cold); Level 4 Controller (Leader), Page 19 Ice Warrior Shardling (Medium Elemental Animate, Cold); Level 1 Minion, Page 19 Ice Warrior Raider (Medium Elemental Animate, Cold); Level 2 Soldier, Page 18 (Level Reduced) Iron Defender (Construct, Homunculus), Level 2 Soldier, Page 17 Spirit of Winter (Large Fey Humanoid, Cold); Level 3 Solo Brute, Page 21[/SIZE] Ziggurat Beyond Time Sebacean Gorger (Large Aberrant Magical Beast); Level 22 Brute, Page 51 (Index) Sebacean Gleaner (Large Aberrant Magical Beast); Level 23 Controller, Page 50 (Index) Sebacean Glider (Large Aberrant Magical Beast); Level 20 Skirmisher, Page 28 Sebacean Guardian (Large Aberrant Magical Beast); Level 21 Soldier, Page 51 (Index) Sebacean Mutant Nightwalker (Large Aberrant Humanoid, Undead); Level 21 Elite Brute, Page 49 Sebacean Mutant Ape (Medium Aberrant Beast); Level 18 Minion, Page 52 (Index) Sebacean Mutant Chuul (Huge Aberrant Beast, Aquatic); Level 21 Elite Soldier, Page 47 Sebacean Mutant Treant (Huge Aberrant Magical Beast, Plant, Undead); Level 21 Elite Soldier, Page 46 Holy Ziggurat Slinger (Medium Natural Humanoid, Undead); Level 22 Artillery, Page 40 Ancient Ziggurat Mummy (Medium Natural Humanoid, Undead); Level 21 Brute, Page 43 Holy Ziggurat Guardian (Medium Natural Humanoid, Undead); Level 20 Soldier, Page 40 Betrayer Wight (Medium Shadow Humanoid, Undead); Level 21 Brute, Page 45 Ziggurat Ghost (Medium Shadow Humanoid, Undead); Level 21 Controller, Page 43 Betrayer Spirit Reaver (Medium Shadow Humanoid, Undead); Level 21 Soldier, Page 44 Undead Gibbering Abomination (Medium Aberrant Magical Beast, Undead); Level 18 Controller, Page 41 Painwrought Helmed Horror (Medium Elemental Animate, Construct); Level 20 Elite Soldier, Page 37 The Lost Mines of Karak Troglodyte Spear Warrior (Like regular Troglodyte Warrior, but with Reach 2); Level 12 Minion, Page 88 Juvenile Behir Thunderlance (Large Natural Magical Beast, Reptile); Level 10 Artillery, Page 74 Lesser Berbalang (Level Reduced Berbalang; Medium Immortal Humanoid); Level 7 Solo Skirmisher, Page 85 Lesser Mezzodemon (Level Reduced Mezzodemon); Level 7 Soldier, Page 92 New Skill Challenges Show 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) New Traps and Hazards Show 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 Interesting Terrain Features Show 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 New Magic Items Show 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 New Artifacts Show 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. NPCs-as-Monsters Show The Lost Mines of Karak Mag Blackthorn, Human Ranger (Archery); Level 6 Skirmisher, Page 61 Dungeon 160 Spoiler: Show New Monsters
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Beyond the Trollhaunt (Trollhaunt Warrens Side Trek) Bladerager Troll Enforcer (Large Natural Humanoid); Level 12 Brute, Page 6 Anchor Troll (Large Natural Humanoid); Level 14 Controller, Page 10 Troll Timber Slinger (Large Natural Humanoid); Level 12 Artillery, Page 10 Drow Necromancer (Medium Fey Humanoid, Drow); Level 15 Controller (Leader), Page 12 Cyclops Rambler Zombie (Large Fey Humanoid, Undead); Level 15 Brute, Page 13 Den of the Destroyer Lost One Underboss (Medium Natural Humanoid, Human); Level 8 Controller (Leader), Page 29 Bounty Hunter Subduer (Medium Natural Humanoid, Human); Level 7 Skirmisher, Page 31 Lost One Kidnapper (Medium Natural Humanoid, Human); Level 7 Soldier, Page 29 Bounty Hunter Strongarm (Medium Natural Humanoid, Dwarf); Level 7 Brute, Page 31 Bounty Hunter Snaremaster (Small Natural Humanoid, Halfling); Level 7 Artillery, Page 31 Shadar-Kai Weaponmaster (Medium Shadow Humanoid, Shadar-Kai); Level 8 Skirmisher, Page 45 Disciple of Yeenoghu (Medium Natural Humanoid, Gnoll); Level 7 Artillery, Appendix Page 50 Wicked Fang Mauler (Medium Natural Humanoid, Gnoll); Level 7 Brute, Appendix Page 52 Wicked Fang Warmaster (Medium Natural Humanoid, Gnoll); Level 8 Brute (Leader), Appendix Page 53 Ruin-Touched Beastcaller (Medium Natural Humanoid, Gnoll); Level 7 Controller, Page 41, Cross-referenced to Dragon 369’s Creature Incarnations article Wicked Fang Keeper (Medium Natural Humanoid, Gnoll); Level 8 Elite Controller, Appendix Page 53 Wicked Fang Recruit (Medium Natural Humanoid, Gnoll); Level 8 Minion, Appendix Page 53 Ruin-Touched Bloodwalker (Medium Natural Humanoid, Gnoll); Level 9 Skirmisher, Page 41, Cross-referenced to Dragon 369’s Creature Incarnations article Wicked Fang Lasher (Medium Natural Humanoid, Gnoll); Level 9 Skirmisher, Appendix Page 52 Wicked Fang Scout (Medium Natural Humanoid, Gnoll); Level 7 Skirmisher, Appendix Page 51 Wicked Fang Guard (Medium Natural Humanoid, Gnoll); Level 6 Soldier, Appendix Page 53 Wicked Fang Sentry (Medium Natural Humanoid, Gnoll); Level 7 Soldier, Appendix Page 52 Ravenous Attack Dog (Small Natural Beast); Level 7 Skirmisher, Page 29 Slaughterfang Hyena (Large Natural Beast); Level 6 Skirmisher, Page 42, Cross-referenced to Dragon 369’s Creature Incarnations article Abyssal Wretch (Medium Elemental Humanoid); Level 6 Minion, Appendix Page 50 Githzerai Psionic Echo (Medium Elemental Humanoid); Level 9 Soldier, Appendix Page 51 Crocotta (Medium Elemental Beast, Demon); Level 9 Skirmisher, Page 48, cross-referenced from Dragon 364’s Draconomicon of Iggwilv article Mindscrambler (Medium Elemental Animate); Level 8 Skirmisher, Appendix Page 50 Stonewalker Spirit (Medium Elemental Magical Beast, Earth); Level 7 Lurker, Appendix Page 51 (Stonewalker's) Possessed Statue (Large Natural Animate); Level 7 Brute, Page 34 Elderwood Falcon (Medium Natural Animate); Level 6 Skirmisher, Page 35 Ironwood Hound (Medium Natural Animate); Level 6 Soldier, Page 35 Tomb of the Sand King's Daughter Ancient Brown Dragon (Gargantuan Natural Magical Beast, Dragon); Level 25 Solo Lurker, Page 89 Primal Storm [Brown Dragon form] (Large Natural Animate, Construct); Level 25 Artillery, Page 85 Desert Wrath (Huge Natural Animate, Construct); Level 24 Elite Brute, Page 85 Maru-Qet Collusus (Huge Natural Animate, Construct); Level 24 Elite Brute, Page 72 Stoneform Golem (Large Natural Animate, Construct); Level 24 Minion, Page 69, 71 Book Storm (Large Natural Animate, Swarm); Level 24 Soldier, Page 73 Squamous Spewer (Huge Aberrant Magical Beast, Dragon); Level 22 Solo Soldier, Page 77 Advanced Rancid Tide (Gargantuan Natural Animate, Dragon, Undead); Level 25 Elite Artillery, Page 74 Darkland Voidsoul Specter [Level increased Voidsoul Specter, statblock includes a room effect which boosts their attacks by an extra +1] (Medium Shadow Humanoid, Undead); Level 24 Lurker, Page 83 Summer's End Tulani of Summer (Medium Fey Humanoid, Eladrin); Level 20 Skirmisher, Page 97 Windrage Harpy (Medium Fey Humanoid); Level 15 Artillery, Page 93 Cyclops Earthquake Shaman (Large Fey Humanoid); Level 19 Elite Artillery, Page 95 Cyclops Reaver [Level increased Cyclops Hewer] (Large Fey Humanoid); Level 18 Soldier, Page 94 New Skill Challenges Show 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 New Traps and Hazards Show 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 Interesting Terrain Features Show 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 New Magic Items Show 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 New Rituals Show Den of the Destroyer Seal Portal (Seal or Unseal a Portal); Level 8 (Binding), Arcana, Page 27 NPCs-as-Monsters Show Den of the Destroyer Amyria the Scion of Bahamut, Deva? Pseudo-Paladin (Medium Immortal Humanoid); Level 10 Elite Skirmisher (Leader), Page 28 Thorn the Elf Mercenary, Elf Pseudo-Ranger (Medium Fey Humanoid, Elf); Level 9 Solo Skirmisher, Page 35 Fangren the Gnoll Shaman, Pseudo-Wizard (Medium Natural Humanoid, Gnoll); Level 11 Elite Controller, Page 47 Dungeon 161 Spoiler: Show New Monsters
Show
Ruins of Starmantle Darkpact Ghoul Initiate (Medium Natural Humanoid, Undead); Level 13 Elite Skirmisher, Page 117 Plague-changed Ghoul Eater (Medium Natural Humanoid, Undead); Level 13 Soldier, Page 117 Plague-changed Ghoul King (Medium Natural Humanoid, Undead); Level 13 Elite Soldier (Leader), Page 117 The Temple Between Grovald the “Force Priest” (Medium Natural Humanoid, Human); Level 9 Elite Controller (Leader), Page 32 Streetwise Thug (Medium Natural Humanoids, Human); Level 9 Minion, Page 33, 53 Possessed Citizen (Medium Natural Humanoid, Human?); Level 10 Soldier, Page 36 Harpy Screecher (Medium Fey Humanoid); Level 9 Controller, Index Page 66 “Hethralga” the level increased Howling Hag (Medium Fey Humanoid); Level 12 Controller, Page 49 Slystone “Dwarf” Ruffian (Small Fey Humanoid); Level 10 Soldier, Index Page 67 Two-headed Troll (Large Natural Humanoid); Level 10 Elite Brute, Index Page 68 Spitting Troll (Medium Natural Humanoid); Level 10 Soldier (Leader), Index Page 68 Marching Hammer (Small Natural Animate, Construct, Homunculus); Level 10 Brute, Index Page 66 Writhing Chain (Medium Natural Animate, Construct, Homunculus); Level 10 Skirmisher, Index Page 67 Zithiruun the Broken General (Medium Natural Humanoid, Githyanki); Level 14 Elite Skirmisher, Index Pages 69-70 Rathoraiax the Undead Dragon Mount (Large Natural Animate, Undead, Dragon); Level 13 Elite Brute, Index Pages 80-81 Touch of Madness Eye of Malachi (Medium Natural Humanoid, Human); Level 9 Skirmisher, Page 92 Harrowfolk Nature Priest (Medium Natural Humanoid, Half-Orc); Level 9 Artillery, Page 83 Harrowfolk Hunter (Medium Natural Humanoid, Half-Orc); Level 10 Minion, Page 83 Harrowfolk Warrior (Medium Natural Humanoid, Half-Orc); Level 8 Skirmisher, Page 83 Warped Grick (Medium Aberrant Beast); Level 10 Brute, Page 99 Warped Grick Alpha (Large Aberrant Beast); Level 11 Brute (Leader), Page 99 Ravening Cyst (Medium Aberrant Beast); Level 10 Skirmisher, Page 99 Feaster (Large Aberrant Beast); Level 10 Elite Soldier, Page 111 Horrid Grell (Medium Aberrant Magical Beast, Blind); Level 9 Elite Soldier, Page 90, 109 Corroded Helmed Horror {Level Reduced Helmed Horror} (Medium Elemental Animate, Construct); Level 11 Soldier, Page 109 Warped Ghoul (Medium Aberrant Humanoid, Undead); Level 10 Brute, Page 94 Warped Grimlock Zombie (Medium Aberrant Animate, Blind, Undead); Level 11 Minion, Page 94 New Skill Challenges Show 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 New Disease Show 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 New Traps and Hazards Show 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 Terrain Features Show 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 NPCs-as-Monsters Show Touch of Madness Klaus, the aberrant Human pseudo-Ranger (Medium Aberrant Humanoid, Human); Level 10 Elite Skirmisher, Page 105 Denva, the aberrant Human Warlord (Medium Aberrant Humanoid, Human); Level 10 Elite Soldier (Leader), Page 101 Garen, the aberrant Dwarf Rogue (Medium Aberrant Humanoid, Dwarf); Level 10 Elite Skirmisher, Page 97 Shantaira, the aberrant Eladrin fire Wizard (Medium Aberrant Humanoid, Eladrin); Level 12 Elite Controller, Page 107 Elomir, the aberrant Elf pseudo-Swordmage (Medium Aberrant Humanoid, Elf); Level 12 Elite Soldier, Page 111 Vaymeer, the Half-Orc pseudo-Barbarian (Medium Natural Humanoid, Half-Orc); Level 11 Elite Brute, Page 83 Eskade, the Tiefling Warlock (Medium Natural Humanoid, Tiefling); Level 10 Elite Artillery, Page 92 Dungeon 162 _______________________________________________________________________________ ****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
Bushes (Flammable bushes; fire attacks can start actual fire), Page 14 Vents (Cracks of poisonous steam; 1/round randomly blasts an attack), Page 54 Inner Sphere Gate (Huge adamantine gate; takes a while to open), Page 59 Lightning Ward (Pseudo trap; If creature moves adjacent, damage and pushed back), Page 59-60 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 --VEHICLES-- Trethrix’s Palanquin (Small, hovering palanquin), Page 60
This SO deserves a bump.
And for your efforts, you deserve Thanks for doing this work for us, Kouk.
This is the type of thing I'd like to see included in the mag.
Added new adventure, In the Depths of Avarice http://www.wizards.com/default.asp?x=dnd/duad/20080827
Nice pseudo-skill challenge in it, as well as a new Disease (which I have filed under Traps and Hazards). A disclaimer on the last page (81 in the individual-article pdf) states that the adventure was written with incomplete versions of the rules, so presumably this has been in the works for a long time.
Added Massacre at Fort Dolor. Also added a link to Phaezen's Dragon Crunch Index: http://forums.gleemax.com/leaving.php?d … t%3D239640
I'm not sure whether I should keep posting when I update though, any thoughts?
Excellent post!! Most definately keep going with this.
If you would like, I will put in a request to get it stickied.
Great. Also, how clean do you want this thread?? I mean, I can get the WizOs to remove all of the posts except the first one. And then, as you add each update, people can comment on it. Then, every week or so, all the replies to the OP get deleted and it stays clean.
Or, you leave all the replies as they are. Your choice. If you have any questions as to what I mean, let me know by PM so as to not send the thread off on a tangent. Edit - Sticky Request made. Should be stickied in an hour or so, when it gets to the top of the WizO queue
Added Dark Heart of Mithrendain. Some interesting terrain features and "special effects" I filed under Traps and Hazards.
It was close, but WotC made the August deadline for Dungeon :D
Added Sea Reavers of the Shrouded Crags (Dungeon 158).
Also introducing a new category, "Interesting Terrain Features" which consists of those terrain features I find interesting and applicable to a variety of encounters. I will go over the earlier adventures in due time, to pick some out from them.
There used to be a thread about the levels that the Dungeon adventures were for, but I guess it didn't make the transition or something, because I can no longer find it.
So, I have put up a new section 'Adventures by Level' dealing with 4th edition adventures, including a very brief description of each of them.
Added The Tariff of Relkingham, to finish Dungeon 158. Not a big update.
... Anyone else noticing a trend with adventure plots?
Menace of the Icy Spire, Level 2 adventure, Dungeon 159
Bunch of interesting terrain features, and a few ice creatures.
There is a whole bunch of new creatures in the new adventure Ziggurat Beyond Time, one in particular being an ape that's been mutated to have insect like appendages. I must concede a certain fondness for that particular creature.
Unfortunately, my updates to this thread will be on hold for a little while longer until I can get a subscription started up.
I am now subscribed and will resume.
Updated with The Lost Mines of Karak, a level 6 adventure and part 4 of the Scales of War path. Lots of interesting terrain features, 4 new monsters (including the first behir), 1 NPC, 1 Skill Challenge and 1 magic item. Still need to do The Ziggurat Beyond Time. Updates to past issues of "interesting terrain" will be on hold until I can get some extended time off. Rest assured that almost all adventures have some neat things.
Added Ziggurat Beyond Time, Dungeon 159, the first Epic Tier adventure for 4th edition Dungeon. Finishes 159.
Contains a new race of aberrations, the Sebaceans, along with several of their altered servitors. Also has lots of Undead, and one new artifact. I have now added a byline in the "Adventures by Level" section, so you can follow your favorite authors' work, even if you don't happen to need a particular adventure.
Added Trollhaunt Side Trek "Beyond the Trollhaunt," Dungeon 160.
Contains Trolls, of course, and one Drow necromancer.
Thanks :D
Whew, added Den of the Destroyer from Dungeon 160. Big adventure, at least in terms of content to be taken. If you like Gnolls, you'll love this one. Also sees two new Figurines of Wondrous Power and a weapon enchantment for longswords.
Added Tomb of the Sand King's Daughter (Level 25) and Summer's End (Level 18) adventures from Dungeon 160.
Tomb of the Dragon's Daughter is a giant, trapped maze -- and there are a lot of pretty nasty Epic level traps (17!), and some nasty terrain elements to go with them. Also showcases an ancient brown dragon. One trap takes up an entire room; a Solo difficulty trap. Summer's End is a sample "Dungeon Delve" and is a string of encounters mostly. A couple of new monsters, such as a "Summer" Eladrin lord, and 2 new magic item types. That should finish Dungeon 160.
Added the encounter "Ruins of Starmantle" and its three monsters and couple of terrain features from Dungeon 161.
Also have now added Terrain features from Dungeon 155 -- there were quite a lot of those actually. Shifted the issues on each of the first two posts downward by one because of running out of room on the first post.
Added The Temple Between (Scales of War 6), Dungeon 161.
A few skill challenges, and some new fey and trolls. Has very nice settings for the adventure to take place in, with some neat situations.
Added Touch of Madness (Level 10, Dungeon 161), Part 1 of the Tear of Ioun trilogy.
Has several NPCs-as-Monsters, as well as aberrations.
Dungeon 162: Fist of Mourning (Level 10, Scales of War 6.5) by Robert J. Schwalb.
Contains 3 skill challenges, and a bunch of monsters suitable for cultists willing to give up their humanity in exchange for power.
Added Winter of the Witch. Low-epic adventure filled with low-epic monsters and a minor artifact and longsword enchantment. Good amount of cold-themed terrain and monsters, particularly fey.
Level 11 - Depths of Madness (Tear of Ioun 2), Dungeon 162. Page 72. 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.
Yep, I'm a bit behind this month. Thanks for the help.
EDIT: Page 62 though.
I must say, this thread is so useful and will only become more so as more content is released. It's a shame D&Di doesn't have something like this "built-in".
Thanks so much for your efforts.
OK, finished 162 with Depths of Madness.
If you were looking for low-paragon Aberrations and accouterments, this adventure is the motherload. 23 new monsters total, 14 Aberrations. Also 3 skill challenges, 2 minor magic items, 1 poison, 1 disease, 2 NPCs.
Updated with the side trek "House of Pain," starting 163.
Three monsters in the adventure: the Darkpact Shadar-kai Warrior, Darkpact Shadar-kai Chainfighter, and Darkpact Stalker were not included as "new monsters," because they are literally just creatures with added magical equipment, and darkvision also given in the case of the Shadar-kai. I did not feel that really justified the added entry considering they are the same statistically otherwise (near as I can tell). My updates will be a bit late for awhile because of other responsibilities I have but I will continue.
Updated Dungeon 163 with Scales of War 7, "Beyond the Mottled Tower" for Paragon tier.
A decent mix of new features, in particular the two altered green dragons and the first appearance of a Centaur in a 4th edition product (as far as I am aware). I think this adventure is most noteworthy for its environments: one scene has a fight on "earthbergs" floating in a field of magma, and other neat areas like that.
what about
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. ??? it have some nice new stuff... like rituals and items... *(at least my dungeon said that it is 50)
I have been informed by one of my DMs that he will be using large pieces of "Brink of Madness" and he would prefer I not go through that one for now.
I apologize, but I'm sure there are many more Aberrations and other good features in line with the previous adventures. I'll add the description to the Adventures by Level that Urpok graciously provided for now, and will return to do this adventure once I am able.
Dungeon 164 started, "Worse Than Death" by Robert J. Schwalb.
More of the monsters and settings we've come to expect from R.J.S. adventures. This adventure is good for a gruesome, "mad doctor altering life" sort of romp. Your group will either be disgusted or amused.
Added "Dungeon Delve: Return of the Poisoned Shadows" from Dungeon 164.
It's just a short mini adventure to show you what would be found in the Dungeon Delve book that just came out. It's a followup of one of the delves in there. There are some nice sewer-themed terrain elements.
Updated with Haven of the Bitter Glass (Dungeon 164), part of Scales of War.
Features loads of Githyanki, and some fairly in-depth skill challenges.
At this point I can't compile this information into an Excel file and host it online.
If someone wants to do it, I will post a link to it on the first post though. This next update will be hard, as I've just spent a half hour making errata for the Ice Gargoyles in "Alliance at Nefelus" for the Errata thread. Rather than simply listing the things here, I also try to make sure they will be correct and usable by the time the final issue comes out when I can. I am wondering though, if I should continue listing monsters and items and other things which will show up in the Compendium. There are usually the most monsters, which takes up the most time compiling the lists. I would appreciate feedback on how people use this thread; meaning if you use it primarily for the Skill Challenges and Traps, and other components not found in the Compendium, or if the Monster listings are really useful to pin down exact page numbers for the issues (which unfortunately the Compendium still does not do).
Does anyone have the stats on:
Elderwood Falcon (Medium Natural Animate); Level 6 Skirmisher Ironwood Hound (Medium Natural Animate); Level 6 Soldier Thanks...
I've updated with all three adventures from Dungeon 165, but I still need to put the details into the Adventures by Level section.
Busy time of year for me, and also it was clear the page numbers for individual articles would change because of overlap in the individual articles, so I waited until the compiled issue.
Updated the Adventures by Level with Dungeon 165: Alliance at Nefelus (Scales of War, level 14), Remains of the Empire (level 3), and Danger at the White Lotus Academy (Level 7).
Just as an announcement, I am working on reorganizing the information in this thread to hopefully make it more useful.
Rather than the grouping by the adventure/magazine that material comes from, I will just boil them into separate sections because this is clearly getting unwieldy as it is. I plan on having entries indicate their source at the end of each, such as "Fire Trap, DUN 102, Page 93" etc. I will be grouping all skill challenges together by "social" or the default of "not social" and by level. They will still include the little summaries. Traps and hazards will be divided by level and type. Vehicles will be organized however seems best (there are very few at the moment). I don't plan on keeping track of Monsters or Items any longer. The Compendium can indicate which e-magazine a kind of monster or item type comes from, and then a local file Search through the pdf in question should locate it by name. I have not decided how to handle Terrain Features. There are scant similarities between the types of random things which show up in adventures, and categorizing them is nearly impossible. I would simply copy and paste each feature as it comes up, but I'm fairly sure that's copyright infringement If anyone has any suggestions or feedback I'm certainly open to hearing from them.
Submitted for your consideration...
http://asmor.com/tw/ddi.html This site hosts an index of the articles and such.
I've updated with Dungeon 166, following the format I mentioned earlier of just traps, skill challenges and particularly compelling terrain features. Also added the two adventures to the Adventures by Level on the first post.
This is a busy time of year for me in real life.
OK, finally updated Dungeon 167.
Heart of the Forbidden Forge is a 7th level adventure set in Eberron, and Garaitha's Anvil is Scales of War 11 for 17th level characters.
Finally got the Brink of Madness adventure from Dungeon 163.
I inserted the Skill challenge and several terrain features into the old format of the Dungeon 163 entry for consistency. Not really much added to speak of, unless you need terrain for icy adventures. I've now updated Dungeon 168, but since I have no idea what's going on with this forum or how to use it, I've somehow made the rest of that post tiny while Dungeon 168 is overly spread out.
Have you considered moving this information to the DnDInsider Wiki.
Well, for those of you have followed this thread in the past, it's obvious I haven't updated for some time now.
At this point, with the the Compendium having most information, as well as the D&D Wiki compiling a lot -- and my own recent time constraints -- I will no longer be updating this thread. Thanks to everyone who helped me over the course of the thread, and I hope it's been useful to some of you.
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