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11-20
TOMB OF HORRORS
TOMB OF HORRORS is a Dungeons & Dragons
adventure for five characters of 11th level. It can take
place in a marsh region in any game world. The
original version of this adventure was first shown at
the official Advanced Dungeons & Dragons
tournament at Origins I in 1974. It was published as
Dungeon Module S1 in 1981 using the 1st edition rules,
the story was expanded in Return to the Tomb of
Horrors in 2nd edition, and the rules were finally
updated in 2005 for Dungeons and Dragons version
3.5.
Thirty-four years later, the original module is
being updated to the latest version of Dungeons and
Dragons, 4th edition, where Acererak will hopefully
find a new home to house his diabolical machinations.
by Gary Gygax
illustrations by David C. Sutherland III, Jeff Dee and David A.
Trampier
update to 4th Edition by Jacob Dieffenbach
cartography by Jacob Dieffenbach
1
2
encounter that could be memorable on its own terms, The final result, I'd like to think, is something that
INTRODUCTION while still staying mostly faithful to the original all the hardcore Tomb fans can enjoy, without losing
Welcome to the 4th Edition redesign of the Tomb of vision of the tomb. that feel of playing 4th Edition. In fact, I'd like to
Horrors. It's been a long time comingnot just After that, things became easy. All of the original think that through my own DMing and studious
because every edition needs to be graced with Gary tomb's 33 areas neatly combined into 16 areas examination of every podcast and play report that
Gygax's meatgrinder, but because I've been working (reduced to 15 during the final cutthe siren room comes through DDI that I go through, this is even a
on this project since before 4th Edition came out. simply could not work on its own) with very little better example of 4th Edition than 4th Edition.
I'd just like to take a few moments here to modification. In fact, very little of the tomb's original
describe the process, my thoughts and design notes, course of events has been altered at all: House Rules
as well as a house rule or two I implemented while Of course, I play my own Dungeons and Dragons
doing the design. The gargoyle has been moved to the entrance campaigns, and come up with my own house rules. I
hall. only imposed a couple upon the users of this module:
The fake Acererak is an actual lich.
The Process
There are four bloodrots from Open Grave When determining skill DCs of the various skill
My tomb reconstruction began before 4th Edition
instead of an ochre jelly. challenges and checks, I went to the appropriate
even came out, actually. I had heard the new edition
There is a fire archon instead of an efreet, and line on page 42, as normal. But, instead of making
was coming up, and started jotting notes down based
his treasury is combined with the blood-filling the DC hard or easy to alter its level, I simply
on the previews we got on how to convert my
stairwell. added 1 or removed 1 from the DC.
favorite tomb. I decided I would almost entirely
ignore the 3.5 remakegoing directly from the Rooms with a lot of randomness, or challenges Mathematically, this almost works out perfectly.
original 1st-edition tomb to 4th edition. which were taken one at a time (such as the room Much more perfect than the previous system of it
But the first problem came during the first with the ring of protection during which the party being possible to create both a level 7 skill DC of 8
playtest, which was a line-by-line, challenge-by- faced the skeleton, poison darts, and asps one at a (level 8 easy) and a level 7 skill DC of 17 (level 5
challenge conversion: 4E characters are really, really, time, if they faced them at all) were combined into hard).
REALLY durable. They weren't phased by the tomb one single, still avoidable, challenge. My skill challenges almost always are on a per-
at all, and just plowed through it. Even the lava pit PC basis. Each PC has to make 4 successes before 3
trap didn't even get them worried. I'm sure there are other changes, but they're just as failures, and PCs can assist other PCs with fewer
I forced it as much as I could, though. Keep every minor and acceptable. In fact, the biggest uproar I successes than them.
room pristine, identical to Gary Gygax's original expect is to come from Acererak's actual tomb, which
has been upgraded from a 2 x 2 square room to an
text... but it didn't work. Most of the rooms just were
actual tomba recreation of King Tutankhamun's Final Thoughts
not acceptable 4th Edition challenges or even It was fun recreating the Tomb of Horrors. You can't
puzzles. So I started over, from the beginning. Room tomb, though of course, King Tut didn't have a
demilich construct sitting on his remains. look at Gary Gygax's quintessential dungeon and not
by room, I reshaped itas little as possibleinto a enjoy imagining crushing a level 11 4E PC in its
suitable challenge arena. Partially, this came from a restriction of my
cartography style requiring me to drop him down to a depths.
My first stroke of understanding of how to do this I hope you all enjoy playing it as much as I
came when I realized that the entrance hall was separate floorbut partially, one thing I learned
about Gary Gygax's cartography through multiple enjoyed recreating it. And may Gary Gygax rest in
pitifully easy no matter what I did, unless a monster peaceor, at least, in much better peace than the PCs
was in it to pressure the partylikewise, the gargoyle playtests is that it doesn't translate to 4th Edition well.
The party simple has no room to move, neither do the who dared enter his dungeon.
in the next room was pathetically easy without
interesting terrain for him to work with. monsters, and spell ranges are either moot or too
short to be effective. Jacob Dieffenbach
Combine the two together, and you have an
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still have difficulty obtaining as much background as swamp water. Sparse weeds, thorns, and briars grow
BACKGROUND they desire, for the scraps of information are often along the hill itself, except for a cliff of gravel and
Ages past, a cambion of surpassing evil and skill in minimal and mystical. When the Tomb is spoken of, sand, 300 feet wide, on the northern side of the
both arcane and divine magic took the steps it is not in serious academic research but as a island. The cliff is completely obscured by a large
necessary to preserve his life force beyond the reference to any ancient crypt that provides certain patch of vegetation from the sides, and a stone ledge
centuries he had already lived, and this creature death to invaders, or to any burial place that a from above.
became the lich Acererak. Over the scores of years sorcerer king constructed for himself. In any case, a The hill's distinctive black boulders form the eyes,
that followed, the lich dwelt with hordes of ghastly tomb of horror is usually full of treasure available nose, and jagged teeth of a grinning human skull
servants in the gloomy stone walls of the very hill in at great price. though this is only visible from above.
the Witchlight Fens of the Nentir Vale that houses the Heroes brave enough to continue searching the It is assumed that the PCs arrive at the proper hill
current tomb. Eventually Acererak hit upon a more tomb may find Acererak's final haunt, and face only a in the Witchlight Fens by rowboat, manned by a
insidious plan for extending his existence and power, facsimile of Acererakin truth, the real demilich marsh guide who promises to return in 48 hours and
so for more than eight decades, the lich's servants resides in his Fortress of Conclusion in the immediately thereafter departwhether or not the
labored to create the Tomb of Horrors. Then Shadowfell, seeking to merge his consciousness with party is there to climb aboard. To get out of the
Acererak apparently destroyed all of his slaves and the plane itself, and so undergo a terrible apotheosis marsh, it normally takes a day of rowing with a
servitors, magically hid the entrance to his halls, and where he dominates all undead life... but that is a guide, but a full five days withoutassuming the
went to his final haunt, while his soul roamed strange story for another adventure. party knows where they're going and don't get
planes unknown to even the wisest of sages. attacked by natives.
The legend of the tomb is an old story with many The Tomb
parts, some of which may be lost or obscured. The hill under which the tomb can be found is 600 Tomb Exterior
Characters attempting to glean special information by feet wide, 900 feet long, and its flat top stands 60 feet The entrance to the tomb is concealed beneath the
consulting sages or through divination rituals may over the surrounding undrinkable Witchlight Fens sand cliff on the northern part of the island. There are
two false entrances which accompany it: the western
Treasure Parcels most part of the cliff conceals the entrance to room 1,
Parcel 1: Magic item, level 15 the eastern most part contains the entrance room 2,
Parcel A: 6. Chapel of Evil
Parcel 2: Magic item, level 15 and the central area leads to room 3, the true tomb
Parcel B: 6. Chapel of Evil
Parcel 3: Magic item, level 14 entrance.
Parcel C: 10. Agitated Room
Parcel 4: Magic item, level 14 Characters digging in any part of the cliff face
Parcel D: 10. Agitated Room
Parcel 5: Magic item, level 13 (the players must specify where they are searching)
Parcel E: 13. Cell of Despair
Parcel 6: Magic item, level 13 will find evidence of the entrance, but it will require 1
Parcel F: 13. Cell of Despair
Parcel 7: Magic item, level 12 hour of excavation to completely reveal it (though a
Parcel G: 14. False Treasury
Parcel 8: A clear diamond worth 5,000 and two crawlspace can be cleared in merely 1 minute). It
Parcel H: 14. False Treasury
chipped emeralds wrapped in a polishing cloth worth requires guesswork to find the correct entrance.
Parcel I: 15. Acererak's Crypt
1,000 gp apiece, 200 gp. No amount of time spent on the hill of the tomb
Parcel J: 15. Acererak's Crypt
Parcel 9: A solid gold dinner plate worth 2,500 gp, invokes a random encounter (not that they know
Parcel K: 15. Acererak's Crypt
and a golden goblet worth 500 gp this); however, the marsh guide which brought them
Parcel 10: A box with with 2,000 ancient, polished to the hill will return in 48 hours, so the party has
Based on the guidelines in the Dungeon Master's
gold coins, sorted and labeled on racks by date and little time to spareunless they want to brave the
Guide, the following parcels can go in the spaces
location of minting. fens on their own.
above. Rely on the wish lists your players gave you
Parcel 11: A potion of vitality
for the first seven parcels.
4
Death
Death does not occur as normal within the confines of
the tombthe powerful necromantic energies
emanating from Acererak's influence mean that a
character who dies rises the next round as a mummy.
Give the character a mummy champion's darkvision,
resistance, regeneration and powers. The mummy
attacks the party relentlessly until slain.
Ceiling
Most ceilings in the tomb are 15 feet above the floor.
Doors
Most doors in the dungeon are oak with iron straps
securing the pieces, but jammed against their frames
from years of swamp moisturetreat as stuck barred
doors, requiring a standard action and a DC 20
Strength check to open.
Secret doors require a DC 21 Perception check to
locate. One-way doors, once passed through,
automatically re-seal and are as solid masonry wall.
Stairs
All stairs are difficult terrain, constructed of ill-fitting
stone bricks and cracked mortar.
Walls
Most walls in the dungeon are masonry, requiring a
DC 20 Athletics check to climb. Walls in the main
passageways and chambers are covered in plaster,
increasing the DC of climbing to 25.
Illumination
Most areas are darkthe party should track their
light sources. A wizard's light cantrip has a 20%
chance of ending during combatthe DM should roll
1d10 to determine after how many rounds it does.
5
few feet into the room; the cobwebs are too thick. as a success on the skill challenge. If the PC succeeds by
1. TUNNEL CAVE IN It takes 5 minutes of work with a torch for a single 10 or more, he gains an additional success on the skill
challenge.
Encounter Level 11 (3,000 XP) PC to clear the hallway of cobwebs. Afterwards, a
Dungeoneering check (DC 21) might inform that the The PC teleports closer to safety, though there's still quite
a distance to go.
ceiling cobbled together and unstable.
Setup Special: Order of Events
At the start of the skill challenge, each PC rolls a
5 cave-in skill challenges
Features of the Area Perception check (see below) as their first check in the
challenge to notice the trap starting.
Acererak built his tomb with two separate false Illumination: Light filters through whatever
Special: Actions
entrancesone that collapsed, and one that sealed entrance the characters dug into the chamber, which Each action in the challenge is a move action; this leaves a
shut permanently. They both flank the main entrance fills the room with dim light. minor action and standard action for each PC. Each PC
to the tomb, concealed beneath a hill of dirt and sand. Cobwebs: The cobwebs that fill this corridor are can use a standard action to aid another character, but
If any party investigates these entrances without natural and built by normal spiders, and provide they can only assist characters with fewer successes than
proper consideration, they deserve whatever heavily obscured terrain. they have.
Trap: The trap starts if the PCs happen to prod Acrobatics (DC 16; 1 success)
punishment he choses to give them.
the (initially) concealed ceiling, or opens the door at The PC dodges between the larger falling stones, rolling
While this is the less lethal western entrance, and weaving to safety.
which merely tries to bury the party alive, it is still the end of the corridor.
Athletics (DC 21; 1 success)
likely to end the life of the more callous adventurers. The PC dashes across the room as fast as his legs can go.
Cave-In Level 11 Dungeoneering (DC 10; automatic
When the PCs step into the chamber, read: Skill Challenge XP 600 failure)
The ceiling will begin collapsingrisking injuring or On a success the character can
burying alive anyone left in the chamber. remove a single failure from
The entrance the tomb is a short, roughly carved The PCs have triggered a trap, and the ceiling begins to
passageway, completely filled with cobwebs. Tiny another character's skill challenge
collapse and bury them alive. Each PC will have to face including someone who has
spiders flee from the light and motion caused by the his own version of the skill challenge, though they can failed the challenge, potentially
unearthing of the tunnel. You cannot see more than a assist each other (see Special: Actions, below). bringing them back into play.
Complexity The PC stops his progress across
1 (requires 4 successes before 3 failures). Any party
Notes to the Dungeon Master member who is less than halfway down the corridor
the chamber to pull a friend out
of the debris and into safety.
You should be familiar with the entire Tomb of Horrors when the trap is activated gains an automatic success. Perception (DC 16; 1 success)
before moving forward; some of the traps or rooms work in Primary Skills This must be the first skill rolled in
complex ways that require comprehension first. Acrobatics, Athletics, Perception the challenge.
When providing information, use the read-aloud text (or Victory The PC notices the ceiling
paraphrase it, providing your own flavor) but never provide The PC has left the tunnel safely. beginning to collapse and gets a
any more information than the PCs would normally have. Defeat head start on fleeing the area.
Finally, avoid giving facial expressions or visual cues The PC is buried beneath debristrapped and suffocating.
as to how they should act; the real joy of this module to the After three rounds of being buried, that character is dead;
players should be their ability to overcome obstacles, to live though another character can free him with a Aftermath
or die on their own. Dungeoneering check. Once the entire party is done
One final note is to always make sure your party is Special: Teleportation with their skill challenge, the
aware of the passage of time. Make their torches go out, so DC 10 A PC can use a teleportation spell to leave the
they have to get out new ones; make them stop and eat. The tunnel will completely collapse,
corridor if he likes. Have him roll a d20, modified by
clock is ticking before their guide brings them away from making it inaccessible.
half his level and the teleport distance. A success counts
the tomb.
6
within 2 squares of the doors to the south. It is The PC gets some good footing and darts across the
2. STONE PARTITION impassable and indestructibleany character without shaking, harshly carved floor.
Athletics (DC 16; 1 success)
Encounter Level 11 (3,000 XP) a way of teleporting past the block is stuck forever.
The PC dashes across the room as fast as his legs can go.
Stone Partition Level 11 Endurance (DC 21)
Setup Skill Challenge XP 600 This check does not count as a success or failure for the
The partition is slamming shutin the next couple seconds, challenge. Any PC who has finished his skill challenge
5 stone partition skill challenges can roll this check and spend a healing surge to hold the
the entire party will be sealed within.
The PCs have triggered a trap, a sliding stone partition that partition open, granting everyone else still attempting
Acererak makes great use of the adventurers who their challenge a +2
will permanently seal them in their own tomb. Each PC
perish in his tomb; they rise after they die (assuming will have to face his own version of the skill challenge, bonus to skill checks. If
their bodies aren't destroyed) as mummies, and get to though they can assist each other (see Special: Actions, he has an iron rod or
work restoring the Tomb to its former state. While below). something equally
the first of Acererak's false entrance tunnels crushes Complexity strong to brace the door
any adventurers in it, the second tunnel serves a more 1 (requires 4 successes before 3 failures). Any party with that he is willing to
member who is less than halfway down the corridor destroy, he can gain a +2
practical purpose: it lets the party starve to death
when the trap is activated gains an automatic success. bonus on this check.
behind an impenetrable stone wall, rising as The PC, being in safety,
mummies to rebuild the tomb. Primary Skills
Acrobatics, Endurance, Perception decides to risk his health
Victory to keep the partition
When the PCs enter this room, read: The PC has darted out of the room before the stone from slamming shut.
partition could close. Perception (DC 16; 1
The entrance to the tomb is a long, harshly carved Defeat success)
passageway. The ceiling, floor, and walls are roughly The PC is trapped behind the stone partitionwith This must be the first skill
hewn. A pair of doors at the end of the hallway are practically no way of getting out short of Linked Portal. rolled in the challenge.
Special: Teleportation The PC notices the
built of heavy oak and iron bars, with pull rings to
DC 10 A PC can use a teleportation spell to leave the partition starting to
open them. It looks like it would be treacherous to close and gets a head
move at more than a snail's pace across the badly corridor if he likes. Have him roll a d20, modified by
half his level and the teleport distance. A success counts start on fleeing the area.
excavated floor.
as a success on the skill challenge. If the PC succeeds by
10 or more, he gains an additional success on the skill
When the PCs enter the trapped area, read: challenge.
The PC teleports closer to safety, though there's still quite
The room rumbles loudly, shaking as though in the a distance to go.
midst of a minor earthquake. Special: Order of Events
At the start of the skill challenge, each PC rolls a
Perception check (see below) as their first check in the
Features of the Area challenge to notice the trap starting.
Illumination: Light filters through whatever Special: Actions
entrance the characters dug into the chamber, which Each action in the challenge is a move action; this leaves a
fills the room with dim light. Should the barrier close, minor action and standard action for each PC. Each PC
the tunnel is dark. can use a standard action to aid another character, but
they can only assist characters with fewer successes than
Partition: A solid stone block, effectively a
they have.
fourth wall, slides into place if the party approaches Acrobatics (DC 21; 1 success)
7
Two jackal-headed human figures in this latter the button which opens the chest is attacked: +15 vs.
3. TOMB ENTRANCE painting are portrayed as if holding a bronze chest Fortitude; ongoing 5 poison damage (save ends). If
Encounter Level 12 (3,600 XP) except that the chest is real, and protrudes into the characters reach into the chest, they find a concealed
corridor. The chest is hinged on the bottom so as to lever; pulling it activate a normal false-floor pit trap
allow the lid to swing down when a stud is pressed. beneath them.
Setup Magical Archway: The red tile leads to a stone
1 four-armed gargoyle (G) A message is etched into the floor's red mosaic, in arch, filled with opaque, swirling gray mist. Three
8 false-floor pit traps Supernal hieroglyphs. If the party examines the large stones are embedded in the archyellow on the
mosaic, they find it; if they can decipher Supernal, lower left, orange on the lower right, and blue as the
Only the truly intelligentor luckycan make it give the party Acererak's riddle handout (see the back keystone. If pressed in the proper sequence (yellow,
merely to the entrance to Acererak's tomb. But the page). blue, orange), the vapor disappears, and the path
demilich is unrelenting in checking the intelligence of appears to go eastward. Stepping into the arch while
his foes; only those who remain focused on the task it is clouded teleports a character to Area 4's iron cell.
at hand and don't get distracted by false guides Tactics Otherwise, characters stepping on the red tile through
through his tomb don't risk falling victim to one of The gargoyle only attacks the party if they attempt to the arch teleport to the three-armed gargoyle statue in
his many traps and hazards. tear away the plaster on the walls, or if one of the Area 5, while characters stepping through while not
party members falls into a pit trap. They may on the red tile teleport to the top of the tomb's hill. If
When the PCs enter this room, read: otherwise explore freely without disturbing him. the player does not specify how they walk through
The gargoyle makes claw attacks, hoping to the portal, determine whether they're on the red tiles
This long corridor seems untouched by the passing of wound its enemy with its bloodfire gaze. It uses its randomly.
the ages. Decadent frescoes are painted upon the savage bite against the first enemy that succumbs to Floor Traps: All of the floor traps on the map
plaster-covered walls, which is in some places its aura, and uses it again once the power recharges. It with spiked pits are immediately active; the blank
chipped to reveal underlying masonry. A winding will try to end its turns next to traps, luring party trap only becomes an active threat if the party pulls
path of red tiles meanders down the corridor, leading members toward themand if a PC ends his turn the lever in the bronze chest jutting from the wall.
to a great green devil face, and a magical portal. A next to a pit trap, the gargoyle will make a bull rush Secret Door: The door is concealed behind the
grotesque winged statue with four arms is perched on attack to push him in. If it is reduced to 65 hit points fresco of a torture chamberthe plaster is easily torn
the green devil face's horns, staring blankly forward. or lower, it will perch atop the green devil face and away to reveal it, but tearing away the plaster invokes
revert to stone form until it is no longer bloodied, at the wrath of the gargoyle.
When PCs examine the walls, read: which point it will resume its attack. The gargoyle Great Green Devil Face: The red tile leads to an
will not follow the PCs out of the area. evil-appearing devil face set into the mosaic, with a
The images depict fields with cattle grazing, and low If all PCs fall into pits during the combat, the huge dead-black mouth, three feet in diameter.
woodlands with several wolves in the background, gargoyle will select the most isolated PC and dive Anything that enters the mouth is disintegrated; a
common race slaves toiling with various tasks, mixed into the pit and melee that PC to death before moving creature who inserts a limb loses the limb and takes
in with zoomorphic humanoids. Chairs, windows, onward. 4d10 + 5 damage (simply jumping into the mouth
boxes, bales, doors, chests, birds, bats, spiders, and immediately kills the creature). Creatures or objects
all manner of things appear on the walls. reduced to 0 hit points by the mouth's damage are
Some frescoes are more focused and show rooms Features of the Area destroyed, reduced to a pile of fine gray dust.
of some buildinga library filled with many books Bronze Wall Chest: The chest protrudes above
and scrolls, a chamber with a horrid creature in a the northernmost pit trap on the map, which doesn't
cage used to torture prisoners, and a magical activate when stepped on. Any flesh which touches
workshop.
8
False-Floor Pit Level 13 Minion Resist 10 necrotic
Trap XP 200 Saving Throws +2
A covered pit is hidden in the corridor. Flagstones are built Action Points 1
on a rotating axis, rigged to drop a creature into a 30-foot- Speed 6, fly 8
deep pit before slamming back to its concealed position. M Claws (standard; at-will)
Hazard: A square of the floor hides a 30-foot spiked pit. +19 vs. AC; 2d8 + 6 damage, and ongoing 5 damage
Perception (save ends).
DC 22: The character notices the false stonework. m Bull Rush (standard; at-will)
Trigger
+13 vs. Fortitude; The target is pushed 1 and the
The trap attacks when a creature enters one of the trap's
gargoyle slides 1 into the target's former space.
four squares.
Attack m Rending Claws (standard; at-will)
Immediate Reaction Melee Make 2 attacks against the same target; +19 vs. AC each;
Target: The creature that triggered the trap. 1d10 + 6 each. If both attacks hit, the target takes
Attack: +16 vs. Reflex ongoing 5 damage (save ends)
Hit: Target falls into pit, takes 3d10 damage plus ongoing 5 c Death's Breath (minor; encounter) Necrotic
poison damage (save ends), and falls prone. Close burst 5; +16 vs. Fortitude; 2d8 + 5 necrotic
Miss: The target returns to the last square it occupied and damage, and the target is immobilized (save ends).
its move action ends immediately. m Savage Rend (standard; recharge 56) Healing
Countermeasure +19 vs. AC; 2d6 + 6 damage, or 2d10 + 6 damage
An adjacent character can trigger the trap with a DC 10 against a bloodied or weakened target. In addition, the
Thievery check (standard action). The trap swings open gargoyle regains a number of hit points equal to the
briefly, then shuts. amount of damage dealt.
An adjacent character can disable the trap with a DC 22 Stone Form (standard; at-will)
Thievery check (standard action). The floor becomes
The gargoyle becomes a statue and gains resist 30 to all
safe.
damage, regeneration 4, and tremorsense 10. It loses all
A character who makes an Athletics check (DC 11, or
other senses and can take no actions in stone form other
DC 21 without a running start) can jump over the pit.
than to revert to its normal form (minor action).
A character can climb Athletics checks (DC 22) as a
move action. Since the pit is 6 squares deep, and most Alignment Evil Languages Primordial
characters climb at one-half their speed, it might take a Skills Stealth +18
couple rounds for someone to escape a pit. Str 23 (+13) Dex 22 (+13) Wis 15 (+9)
Con 20 (+12) Int 5 (+4) Cha 18 (+11)
Four-Armed Gargoyle (G) Level 14 Elite Brute Equipment Collar with ten 100 gp quartz gems
Medium elemental humanoid (earth) XP 2,000
Initiative +18 Senses Perception +14; darkvision Aftermath
Bloodfire Gaze (Fire) aura 2; any creature taking ongoing After the gargoyle has been defeated, a collar can be
damage that enters or starts its turn in the aura takes 5
looted from around its throat, studded with ten
fire damage and is weakened (the effect ends when the
creature leaves the aura). This aura is not active while gleaming blue quartz crystals, each worth 100 gp. If
the nebassu gargoyle is in stone form. the collar is turned inside out, a message is written in
HP 260; Bloodied 130 Supernal, which if translated says: Look low and
AC 30; Fortitude 26, Reflex 26, Will 24 high for gold, to hear a tale untold. The archway at
Immune petrification the end, and on your way you'll wend. A
9
pit trap in Area 3.
4. FORSAKEN PRISON Any character who makes a DC 16 Nature check
Encounter Level 10 (2,500 XP) realizes that these asps are probably natives to the Asp Swarm Level 12 Brute
swamp, and have made their nest in this room. They Medium natural beast (swarm) XP 700
are not aggressive unless disturbed. Initiative +10 Senses Perception +6; darkvision
Setup Swarm Attack aura 1; the asp swarm makes a basic attack
2 asp swarms (A) as a free action against each enemy that begins its turn in
1 prison trap Tactics the aura
The asps are not very aggressive, unless provoked, at HP 145; Bloodied 72
1 chute trap AC 25; Fortitude 23, Reflex 25, Will 25
1 poison darts trap which point they relentlessly attack the closest living
Resist 10 poison, half damage from melee and ranged
1 skeletal tomb guardian (S) creature, going so far as to chase them across the
attacks; Vulnerable 10 against close and area attacks
tomb. The skeletal tomb guardian lacks complex Speed 6, climb 6
Acererak punishes idiocy. And in a world filled with strategy as well, though it won't leave the treasury. M Venomous Swarm (standard; at-will) Poison
magic, what's more idiotic than stepping through a The asps and the skeleton won't attack each other, +15 vs. AC; 2d6 + 4 damage, and ongoing 5 poison
portal without knowing what's on the other side? To but the poison dart trap might hit both of them. damage (save ends).
that end he built a prison, a simple iron cube with no Alignment Unaligned Languages
Skills Stealth +14
seams that contains three levers. Pushing them all up Features of the Area Str 12 (+7) Dex 19 (+10) Wis 10 (+6)
provides a way to safety... but pushing them all down Levers: The levers function very simply: if Con 15 (+8) Int 2 (+2) Cha 14 (+8)
almost certainly means death. they're all pointing up, a tunnel opens in the ceiling
Of course, the demilich also enjoys rewarding that a Small or Medium character can squeeze Skeletal Tomb Guardian Level 10 Brute
good fortune, or forethought, as the case may be through. If they are all pointing down, the falling trap Medium natural animate (undead) XP 500
players who break out of his prison might find opens beneath the PCs' feet. They all start in a neutral Initiative +10 Senses Perception +12; darkvision
themselves in a (potentially deadly) treasury. facing position. HP 126; Bloodied 63
Asps: While not aggressive, moving through the AC 23; Fortitude 22, Reflex 23, Will 20
When the PCs enter the iron prison, read: room requires a DC 15 Acrobatics or Nature check to Immune disease, poison; Resist 10 necrotic; Vulnerable 5
avoid aggravating the asps into attacking. radiant
This 20-by-20-by-10-foot iron cube is completely Treasure Chest: Inside the treasure chest is a Speed 8
featureless, except for three iron levers on one wall. crystal box, inside of which is a red velvet pillow M Twin Scimitar Strike (standard; at-will) Weapon
There are no visible exits. holding a white gold ring engraved with a tiny shield The skeletal tomb guardian makes two scimitar attacks
against the same target: +13 vs. AC; 1d8 + 4 damage
(a ring of protection). If the PCs take no precautions (crit 1d8 + 12). This also holds true for opportunity
When PCs enter the treasury, read: to be quiet while opening the chest (or fail a DC 22 attacks.
Stealth check), the skeletons will rise to form a m Cascade of Steel (standard; at-will) Weapon
The chamber is broad, but immediately reeks of skeletal tomb guardian. Taking or opening the crystal The skeletal tomb guardian makes two twin scimitar
danger. Some of the hundreds of sleeping asps box in the chest engages the poison darts trap. strike attacks (four scimitar attacks total).
awaken and raise their heads at you, their hoods Tunnels: This three-foot-wide path is too small m Sudden Strike (immediate reaction, when an adjacent
opening. A single, large oaken chest is in the center for a Large creature to move through. There is a plug enemy shifts; at-will) Weapon
of the room, bolted to the floor with its own silver in the ceiling of the tunnel halfway down it's length The skeletal tomb guardian makes a melee basic attack
bands. There is no visible exit to the room. A that requires a DC 20 Perception check to notice from against the enemy.
mangled pile of bones lies outstretched on the floor, either side. It leads to the treasury. Otherwise, the Alignment Unaligned Languages
arm bones reaching toward the chest. Asps slither crawlway leads to a one-way door at the bottom of a Str 18 (+9) Dex 20 (+10) Wis 14 (+7)
through the bodies to get a look at you.
10
Con 16 (+8) Int 3 (+1) Cha 3 (+1) containing the ring of protection.
Equipment 4 scimitars Attack
Immediate Reaction Close burst 1
Prison Trap Level 14 Minion Target: All creatures in burst
Trap XP 250 Attack: +14 vs. Reflex
The floor of the chamber is a trapdoor over a large pit. Hit: 3d8 poison damage plus ongoing 5 poison damage
When the levers are all pushed down, the trapdoor opens. (save ends).
Trap: A 4-by-4 section of the floor hides a 40-foot-deep Countermeasures
pit. A character can safely activate the trap with a DC 22
Perception Thievery check (standard action). The chest becomes
DC 18: The character notices the seam to the floor. safe.
DC 23: The character notices the trapdoor in the ceiling.
Trigger Chute Trap Level 11 Minion
The trap attacks when a creature pulls all three levers Trap XP 150
into the down position. Some adventurers don't enter the area through the prison
Attack they enter it through the hall of spheres, through a chute
Immediate Reaction Melee which drops them several feet to the treasury floor.
Target: All creatures in the room. Trap: A chute from the hall of spheres.
Attack: +15 vs. Reflex Perception
Hit: Target falls into pit, takes 4d10 damage, and falls This trap cannot be detected with Perception.
prone. Trigger
Miss: Target grabs hold of one of the levers, and the trap The trap attacks when a creature opens the one-way
resets at the end of the triggering creature's next turn. door into the area.
Countermeasures Attack
A character can climb out with a DC 23 Athletics check. Immediate Reaction Area the crawlway
The pit is 8 squares deep, and most characters climb at a Target: All creatures in area
rate of one-half their speedto climb out of the pit, they Attack: +14 vs. Reflex
would have to coordinate with someone above the pit. Hit: Target slides into area 4, takes 3d10 damage and
Characters explicitly holding on to the levers at the time falls prone.
of the trap avoid falling into the pit. Miss: The target holds onto the crawlway walls, staying
Pushing all three levers to the up position opens a trap where he is. Any characters behind him in the
door in the ceiling, which itself would require teamwork crawlway who are hit slide down the passage, hit the
to climb up (being 10 feet in the air). character, and another attack is made against him.
11
different color from the next. In the corner of the tomb's hill, and his equipment to Acererak's crypt.
5. HALL OF SPHERES hallway, an identical statue to the gargoyle in the Spheres: Some of the spheres are merely paint on
Encounter Level 10 (2,500 XP) first hall stands with one stone arm broken off, but its the walls, while others are actually illusions with the
remaining arms spread wide, palms-up. There is also appearance of a painted sphere. Touching or
a glowing portal at the other far end of the hall, and examining the false spheres allow a DC 20 Insight
Setup two wooden doors on one of the walls. check to perceive them as illusions. Other PCs can
Complex of secret doors skill challenge assist on this check.
Complex of secret doors puzzle solving If examined, the gargoyle has identical grooves on The secret door behind the red sphere leads to a
2 trapped false door each of its three palmswhich a gemstone would passageway which, if the second secret door behind it
easily fit into. is opened, turns into a chute which drops the party 30
One of Acererak's quirks to his tomb, one which the feet into the forsaken prison treasury (see area 4 for
party may eventually come to notice, is that is it is trap details).
rather linearwith few exceptions, the party doesn't Features of the Area
The DM is free to make up which spheres are held
have a choice as to what area they will be facing next, Three-Armed Statue: This statue resembles the
at which heights, and by what figures. However, the
but they will often feel as though they had a choice. four-armed gargoyle from area 3, but is completely
crawlways are always at ground level.
The hall of spheres is a long corridor with inert. It appears to have had four arms at one point,
paintings of various creatures holding colored spheres but its fourth is on the ground and cannot be Complex of Secret Doors Level 10
along the walls. Investigation will show doors behind reattached. If a gem, worth at least 100 gp, is placed Skill Challenge XP 2,000
these sometimes illusory paintingsAcererak hopes within the groove of each of its three hands, the hands Each of the chambers seals the party withinwith their
that the party doesn't bother to read his clues, and animate, crush the gem, and return to normal. If this only avenue of escape being finding and opening the next
instead simply choose the exits which will cause process is repeated until nine gems are crushed, the secret door.
them great pain and torment. tenth will cause a Magic Mouth to activate on the The PCs have entered the true means of crossing this area,
gargoyle and say Your sacrifice was not in vain. the trapped labyrinth.
Before that, though, Acererak guides potential Primary Skills
opponents through a series of chambers which Look to the fourth to find your gain. A crown of
Acrobatics, Arcana, Perception, Religion, Strength
assuming they take the right pathsap their strength doors (level 16) will have appeared, but will be
Complexity
while they try to figure out how to move past each of covered in a magical substance that makes it invisible This skill challenge requires 6 primary skill checks (though
a series of seven secret doors. (which can be wiped off) and could very well be a number of supplementary ones) to succeed; however,
ignored or kicked across the floor and lost. the punishment for failure is a steady stream of damage,
When the PCs enter the trapped labyrinth, read: Doors: These false doors stab spears out at there is no concrete end to the skill challenge.
potential victims when opened. Special: Arc Lightning
Labyrinths: The easily traveled labyrinth leads to For every round the characters spend in a chamber, they'll
This plain, simple stone chamber has a checkered
a dead enda door which opens onto an empty wall be attacked by an arc of lightning tearing from the
pattern of holes in the walls and ceiling. There hidden runes on the walls. Every round at the highest PC
doesn't seem to be any exit other than the door you (with no false door trap). The complex of secret
initiative, a random PC will be targeted: 2d6 + 5
entered from. doors, however, requires certain pressure in certain
lightning damage, and the target is dazed until the end of
directions on the masonry walls. their next turn. The PC can make an Acrobatics check to
When the PCs enter the hall of spheres read: Magic Archway: Similar to the archway in room avoid the bolt (see below).
3, this mist-filled arch has a glowing dark green stone Special: Individual Chambers
The floor of this long, wide hall is inlaid with tiles, on the lower left, pale yellow on the lower right, and For each chamber, a PC must succeed on a Perception
and the walls and ceilings are painted of figures of a brown as the keystone. Unlike the archway in room check (minor action) to find the next secret door, and a
3, the mists cannot be dispersed, and stepping Strength check is required to open it (move action).
humans and strange signs and glyphs. Humans and
through the portal sends the character to the top of the Aiding another on a check is still a standard action, and
humanlike creatures hold painted spheres, each a
12
some characters might choose to spend a standard action Trap: When the trap is triggered, a spear launches at any
studying the runes on the wall to figure out where and creature standing in front of the door.
when the next lightning arc will fire. Perception
Acrobatics (DC 15; immediate interrupt; no successes) Characters can't use Perception to detect this trap.
When the lightning arc attacks a character, a character can Trigger
make this check; a success halves the damage taken, and When a creature opens the door, the trap attacks.
the character is not dazed. Attack
The PC gets some good footing and darts across the Immediate Reaction Melee 1
shaking, harshly carved floor. Target: The creature who triggered
Arcana (DC 20; no successes) the trap.
A successful check grants a +5 bonus on the next Attack: +15 vs. AC
Acrobatics check made as a part of this skill challenge. Hit: The target takes 5d8 damage.
The PC feels a surge of magic growing in one section of the Miss: Target shifts 1 square away
room, and tells his friends to move. from the door.
Perception (DC 25; no successes) Countermeasures
A successful check enables a character to locate which An adjacent character can trigger
direction the next door lies in. It does not reveal any the trap with a DC 15 Thievery
details about how to move the door, except for the final check (standard action). The spear
door, which reveals seven studs concealed on the wall. misses.
The PC quickly scans his eyes across the walls, noticing An adjacent character can disable
differences in the stonework. the trap with a DC 20 Thievery
Strength (DC 15; 1 success) check (standard action). The door
As a part of the skill check the character must declare how becomes safe.
he is moving the secret door. The doors are can be The trap only resets if the door is
opened as follows, in this order: closed.
Pull the wall down, into a slot in the floor.
Pivot the wall centrally, like a rotating door.
Pull inward and up at the bottom, like a garage door.
Slide up into the ceiling, like a portcullis.
Pull two panels inward, like a double door.
Slide the door left, like a sliding door.
A Strength check is not required for this door. Seven
studs are concealed on the wall. Pressing all at the same
time opens the door. Pressing the first or seventh opens
the doorbut collapses the door on anyone in the
chamber (+15 vs. AC, 4d10 damage).
The PC puts his body into moving the stone wall out of the
way, and it slides out of place.
13
Standard Action Area the whole room
6. CHAPEL OF EVIL Features of the Area
Targets: On the trap's initiative, the poison level in the
room rises. Raising the poison fog has the following
Encounter Level 12 (3,575 XP) Magical Archway: The mists of this archway are effects each round.
glowing orange. The first time a character enters the Round 1No effect on Medium creatures. Small creatures
Setup mists, their sex and alignment are reversed. Entering are slowed.
a second time restores the alignment but drains a Round 2Medium creatures are slowed. Small creatures
1 opalescent altar trap are dazed.
1 poison pews trap healing surge. The third time restores the sex and
Round 3All creatures are dazed.
1 magical archway puzzle alignment, but teleports the PC to the top of the
Round 4The chapel is completely filled with fog. All
1 door slot puzzle tomb's hill and his equipment to Acererak's crypt. creatures must make an Endurance check (DC 23) or
Gender can be restored with Remove Affliction only lose a healing surge.
As many adventurers will have realized by this point, if the alignment has been fixed. Countermeasures
Acererak has always had an ironic sense of malicious Pews: The pews up until the first row combined An adjacent character can delay the trigger as an
humor, and this is reflected even in his method of contain the room's treasure parcel. However, opening immediate reaction with a DC 18 Thievery check.
either of the front to activate the poison pew trap. An adjacent character can stop the door from swinging
worship. When he once lived in the tomb, he had a
Blue Altar: This block of strange material glows shut as an immediate reaction with a DC 23 Thievery
chapel built to perfectly model the standard holy check. This causes the room to fill with smoke in twice
churchwhich he then defiled, keeping some of the with an inner light. See the opalescent altar
as many rounds, using the round 1 result on round 2, the
holy markings and paintings as he added his own description, below.
round 2 result on round 4, and so on.
more demented, creative ones. Stone Door: The stone door to the southeast can An adjacent character can insert a magical ring into the
be opened by sacrificing a magical ring, inserting it slot in the southeast corner to open the stone wall.
When the PCs enter the chapel, read: into the slot in the wall. The door and slot can be An adjacent character can try to force the entry door with
detected with a DC 22 Perception check. a DC 23 Strength check.
This chamber seems to be a chapel, with two rows of An adjacent character can stem the flow of the fog into
Poison Pews Level 14 Elite Blaster the room for 1 round by holding the pew doors shut with
four wooden pews leading past grandiose Trap XP 2,000 a DC 18 Strength check. For each round that the pew is
landscapes, with the shining symbols of Avandra, When a character opens one of the front pews, looking for held closed, poison still seeps out but at a slower rate.
Bahamut, Moradin, and Pelor in the sky. It appears treasure, the door to the chapel slams shut and seals, and a For every 3 rounds of being closed that accumulates, the
that a different hand has painted throngs of zombies greenish, toxic fog starts filling the room. poison level raises one level as though a round had
rotting skin, maggoty orifaces, exposed skeletons Trap: The chamber seals off and a slowly rising level of passed.
praising the symbols in mass worship. toxic fumes fill the chapel. A character can climb the altar steps to double the
A faintly blue altar sits atop a short flight of Perception number of rounds required to effect them (using the
steps, and is flanked by two giant flaming braziers. A DC 11: The character notices that the pews all have round 1 result on round 2, the round 2 result on round 4,
hinges and compartments beneath the seats. and so on).
human skeleton wearing rusted black chainmail lies
DC 18: The frontmost pews gives the most resistance to An adjacent character can insert a magical ring into the
dead in the southwestern portion of the room, one being opened when tested. slot in the southeast corner. Anything inserted into the
outstretched arm seeming to point into the mist-filled Initiative: +4 slot is destroyed, but the stone door will slide into the
arch on the west wall. Trigger floor, ending the trap.
The trap is triggered when a creature opens one of the An adjacent character can attack the sealed entrance door
The pews, if investigated, are shown to have hinges front pews. When triggered, the door to the room slams to break it open (AC 5; Fortitude 10; Reflex 5; hp 90)
and latches on them, for storage beneath the seats. On shut. Roll initiative. On the trap's initiative, toxic smoke A character on the opposite side of the stone wall can
the eastern wall, behind one of the braziers, is a slot pours from the front pews, settling on the floor but filling open it with a simple lever pull.
with the Common letter 'O' traced above it (see the the chamber quickly.
Attack
stone door, below).
14
Opalescent Altar Level 12 Minion
Trap XP 175
If touched, the altar sends a lightning bolt down the aisle of
the chapel, electrifying anyone in the area. If touched a
second time, it explodes.
Trap: The trap electrocutes anyone standing in the aisle if
it is touched by living matter, or explodes if it has
already done its lightning attack.
Perception
DC 23: The altar has a series of concealed magical runes.
Additional Skill: Arcana
DC 23: The character recognizes the nature of the trap.
Trigger
When living flesh touches the altar, the trap attacks the
aisle. After this point, it can be re-triggered by touching
it with any object.
Attack
Immediate Reaction Melee
Target: All creatures in the two rows of squares in front of
the altar, between the pews.
Attack: +13 vs. Reflex
Hit: The target takes 4d6 + 5 lightning damage.
Miss: Half damage.
Effect: The altar glows a fiery red-blue, and the trap
changes as follows.
Immediate Reaction Area southern half of chapel
Target: All creatures in area.
Attack: +13 vs. Reflex
Hit: The target takes 3d8 + 5 fire damage.
Miss: Half damage.
Effect: The altar is demolished.
15
Features of the Area Counterwieght Corridor
7. TRAPPED HALLWAY Trapped Doors: Each door in the corridor is The counterweight corridor is one of the parts of the
Encounter Level 14 (5,050 XP) stuck and requires a DC 23 Strength check to open. tomb that signify it as a meat grinderwhen the PCs
However, each door is actually the collapsing door investigate what sounds like civilized people in the
Setup pit, described below. tomb, they'll be tossed down a slippery chute into a
3 collapsing door pit trap Secret Door: The secret door at the bottom of the pit of lava as soon as they move more than 3 squares
4 counterweight corridor skill challenges third pit is only visible to characters who specifically past the door.
are looking for itor who fell in anyway. Most
adventurers skip past this pit, heading down the Counterweight Corridor Level 13
All of the Tomb of Horrors is one massive litmus test
counterweight corridor instead. Skill Challenge XP 800
to determine the tenacity and ability of the The corridor throws you to the ground as the entire thing
adventurers approaching Acererak's alleged final collapses on a hinge, and slides you along its polished
Collapsing Door Pit Level 16 Minion
resting place. Adventurers who have gotten this far Trap XP 350 surface into a pit of magma.
might prove to be a serious threat worthy of harsher, The door collapses under the strain, falling into a 40-foot- The PCs have triggered a trap, a massive chute leading into
more deadly testing.. deep pit filled with poison spikesand momentum carries a pit of magma. Each PC will have to face his own
To that end, he constructed this passage as one of you with it. version of the skill challenge, though they can assist each
his deadlier means of separating the worthy from the Trap: A 2-by-2 section of the floor behind the door other (see Special: Actions, below)
contains a 40-foot-deep pit. Complexity
restonly the highest caliber adventurer will survive
Perception 1 (requires 4 successes before 3 failures).
a plunge into a pit of magma, so that's exactly what Primary Skills
Acererak plans to do. DC 24: The door has been constructed to detach from the
door frame if burst open. Acrobatics, Athletics, Perception
Trigger Victory
When the PCs get past the pit traps, read: The trap attacks when a character pushes through the The PC makes his way to the top of the chute and has
door without declaring they're preparing for the pit. leaped away from danger.
You can hear people singing and laughing, dancing Attack Defeat
and folk-music... all coming muffled from behind a Immediate Reaction Melee The PC plunges into the pit, dying as soon as he hits the
door at the end of this very, very long hallway. The Target: The creature that triggered the trap. bottom at the end of his turn.
Attack: +19 vs. Reflex Special: Teleportation
hall itself is polished alabaster and marble of only
Hit: Target falls into pit, takes 4d10 damage plus ongoing 5 DC 10 A PC can use a teleportation spell to leave the
the highest quality. plunging corridor if he likes. Have him roll a d20,
poison damage (save ends), and falls prone.
Miss: Target returns to the last square it occupied and its modified by half his level and the teleport distance. A
Adventurers find the lock to be quite unpickableit success counts as a success on the skill challenge. If the
move action ends immediately.
doesn't actually contain a functioning lock Effect: The door is open and the pit is revealed. PC succeeds by 10 or more, he gains an additional
mechanism. They can, however, burst down the door Countermeasures success on the skill challenge.
with another DC 23 Strength checkcausing the A character who is pushing the door open can declare The PC teleports closer to safety, though there's still quite
sounds of laughter and music to turn into screams and before the attempt that they avoid stumbling forward into a distance to go.
the scattering of feet, a faint orange light fading at the the pit after the push, making a DC 12 Acrobatics check if Special: Order of Events
they succeed on the Strength check. They do not fall into At the start of the skill challenge, each PC rolls a
end of the hallway. Dungeoneering check (see below) as their first check in
Characters who move more than 3 squares past the pit with the door.
A character who makes an Athletics check (DC 11, or the challenge to notice the trap starting. To finish the
the doorway trigger the counterweight corridor skill challenge, each PC must roll an Athletics check, to leap
DC 21 without a running start) can jump over the pit.
challenge. A character can climb out with a DC 19 Athletics from the chute and to safety.
check. Special: Actions
Each action in the challenge is a move action; this leaves a
16
minor action and standard action for each PC. Each PC
can use a standard action to aid another character, but
they can only assist characters with fewer successes than
they have.
Acrobatics (DC 17; 1 success)
The PC clambers up the slippery slope, able to get higher
before the grade gets too steep.
Athletics (DC 17; 1 success)
This skill must be the last skill rolled in the skill challenge.
Having made it to the top of the corridor, the PC leaps
across the gap to safety.
Dungeoneering (DC 17; 1 success)
This must be the first skill rolled in the challenge.
The PC notices the floor start to shift, and gets a head start
on fleeing from the area.
17
the lich is hears the fake Acererak bellow WHO
8. FALSE CRYPT Features of the Area DARES DISTURB THE REST OF ACERERAK? IT
Encounter Level 12 (3,400 XP) IS YOUR DEATH WHICH YOU HAVE FOUND!
Gas Cloud: The cloud is heavily obscured terrain.
just before it attacks.
Any PC in the cloud must hold their breath, or make
Since the fake Acererak is a lich, it doesn't show
Setup a DC 22 Endurance check to be forced to flee from
any concern for its wellbeing and fulfills as a stand-in
Fake Acererak the cloud as quickly as possible (save ends).
for Acererak. It uses frostburn as often as possible,
Escape route skill challenge Mace: The mace is actually a worthless iron
and uses its action point to use second wind when
mace, plated with silver. Any character who picks it
first bloodied. The fake Acererak does, however, fear
Most adventurers only watch the path in front of up senses that it's a +3 radiant mace, as follows. An
the radiant mace, since a solid three or four hits can
them, ignoring the possibility of there being a second, Insight check (DC 22) reveals the mace enchantment
kill it outrightit makes attempts to stay away from
hidden path, guised by deception. Acererak hopes to to simply be an illusion. When the fake Acererak
any character wielding the weapon.
only teach this lesson once, using the counterweight dies, the mace shatters and reforms along with him
corridor trapbut if adventurers haven't learned that 1d10 days later. Fake Acererak (Lich) Level 14 Elite Controller
lesson at this point, then Acererak hopes to be rid of Radiant Mace Level 15
Medium natural humanoid (undead) XP 600
them quickly, and cleanly. This weapon burns with glowing, radiant energy.
Lvl 15 +3 25,000 gp Initiative +8 Senses Perception +8; darkvision
To that end, he created a lich out of a human Weapon: Mace Necrotic Aura (Necrotic) aura 5; any living creature that
wizard ages ago, and bound him to the tomb for a Enhancement: Attack rolls and damage rolls enters or starts its turn in the aura takes 5 necrotic
single purpose: getting slaughtered by adventurers Critical: +1d6 radiant damage per plus damage.
over and over, unleashing an illusory trap that Property: When this weapon is used to deal radiant HP 218; Bloodied 109
pretends to crush them all, chasing them out of damage, add its enhancement bonus as an item bonus to Regeneration 10 (if the fake Acererak takes radiant
Acererak's tomb. damage rolls. damage, regeneration doesn't function on its next turn)
Power (At-Will Radiant): Free action. All damage dealt AC 28; Fortitude 24, Reflex 28, Will 26
by this weapon is radiant damage. Another free action Immune disease, poison; Resist 10 necrotic; Vulnerable
When the PCs approach the gas cloud, read: 50 radiant mace
returns the damage to normal.
Treasure: The room contains quite the amount of Saving Throws +2
Heavy gray smoke fills the passage from here Speed 6
forward. It roils and twists in the air, and there is an valuables. There's a jade coffer beneath a desk worth
Action Points 1
obviously supernatural air about itnot even a wisp 2,500 gp, and contains two potions of vitality. There
R Shadow Ray (standard; at-will) Necrotic
of the smoke extends up the stairwell, as though are sacks tucked on the shelves around the room
Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage.
against a glass wall. containing a total of 20 platinum coins, 1,022 gold
a Frostburn (standard; sustain minor; recharge 56)
coins, and 3,980 silver coins. Lastly, there is a map Cold, Necrotic, Zone
When the PCs open the southern door, read: on a shelf showing the location of a magnificent Area burst 2 within 20; +18 vs. Fortitude; 3d8 + 6 cold
treasure several hundred miles away (a fake). and necrotic damage. The burst creates a zone that lasts
The fear gas flows explosively out the southern door, Web: These webs are impossible to destroy by until the end of the fake Acererak's next turn. The zone
almost instantly filling the area with normal air. With mundane means, and anything that touches them is is considered difficult terrain. Any creature that starts its
the stairwell clear of obscurement, you can see on the permanently adhered. Only magical fire can clear the turn within the zone takes 10 cold and necrotic damage.
webswhich damages any character or object The fake Acererak can sustain or dismiss the zone as a
floor a lone, silver mace with glowing gold holy minor action.
symbols carved on its length. Through the door to the attached to the webs with equal damage.
Indestructible
south is a thick net of spider webs, past which you When the fake Acererak is reduced to 0 hit points, its
can barely see a crowned lich working calmly at Tactics body crumbles into dust, but it is not destroyed, and the
bench in his arcane laboratory. Any character who approaches the workshop where
18
collapsing tomb challenge begins (though note the party just been an illusion. This check is required if the party does not know where the
has enough time to loot the room). He reappears (along Special: Teleportation secret tunnel to area 3 is. Once the exit is found, it is
with its possessions) in 1d10 days within the false crypt. DC 10 A PC can use a teleportation spell to bypass certain found for all party members.
Second Wind (standard; encounter) Healing areas. Have him roll a d20, modified by half his level and The PC find a hidden exit in the treasure area, quickly
The fake Acererak spends a healing surge and regains 54 the teleport distance. A success counts as a success on slipping into the tunnel and making his escape.
hit points. He gains a +2 bonus to all defenses until the the skill challenge. Forsaken Prison (Acrobatics; DC 17; 1 success)
start of his next turn. The PC teleports closer to safety, though there's still quite A failure closes off access to this skill until this PC
Alignment Evil Languages Abyssal, Common a distance to go. manages to succeed, likely accumulating failures for the
Special: Actions rest of the party.
Skills Arcana +18, History +18, Insight +13
Each action in the challenge is a move action; this leaves a The PC squirms into the pit trap in the tomb entrancehe's
Str 11 (+7) Dex 12 (+8) Wis 13 (+8) minor action and standard action for each PC. Each PC almost out completely.
Con 14 (+9) Int 22 (+13) Cha 18 (+11) can use a standard action to aid another character, but Tomb Entrance (Perception; DC 12; automatic failure)
Equipment gold, gem-encrusted crown (2,500 gp), they can only assist characters with one fewer success This check is only required if the party did not have the
spellbook (containing Undead Ward, Fool's Gold, Gentle than they have. foresight to mark the traps in area 3. On a failure, the PC
Repose, Detect Secret Doors, Banish Vermin, Brew Special: Ending the Challenge (DC 22) falls into a random pit trap.
Potion, and Silence). Any character who asks to make an Arcana check (to detect The PC dodges around the pit traps at the tomb entrance as
magic), Insight check (to detect illusions) or Religion slabs of rock slam into the ground behind him, and he
Collapsing Tomb Challenge check (think about the fake Acererak) and succeeds on breaks into the sunlight, alive and whole.
this check can immediately end the challenge for all
Escaping the tomb in a hurry is no small featevery nearby characters, having realized the falseness of the
trap the party took their time to bypass they will face current situation.
Aftermath
all at once. Trapped Hallway (Athletics; DC 17; 1 success) Since some parties might be convinced that they have
The PC climbs up the pit, dodging rocks as they scramble just cleared the Tomb of Horrors, the DM should ask
Escape Route Level 12 toward safety. them if they thought the dungeon was too hard. Of
Skill Challenge XP 700 Chapel of Evil (Acrobatics; DC 17; 1 successes) course, most
The room begins to shake and dust falls from the ceiling. A A failure closes off access to this skill until this PC divination spells
tremor shoots from north to south through the tomb, and manages to succeed, likely accumulating failures for the will reveal that
rocks grind in the ceiling. Hunks of stone start falling, and rest of the party.
the tomb is still
a rumbling noise begins to grow, and grow... The PC manages to wriggle through the quaking, writhing
Upon killing the fake Acererak, an illusory tomb collapse dirt crawlway all the way to the hall of spheres.
intactas is
will begin to crash fake rocks (and real dust) behind the Hall of Spheres (Insight; DC 22; automatic failure) Acererak. In this
PCs as they dash from the tomb, quickly moving through This check is required if the party does not know where the case, the party
each chamber they had formerly gone through. secret tunnel to area 4 is. Once the exit is found, it is might simply
For every round that a PC does not make a skill check for found for all party members. return to the
the challenge (such as while in combat), they accumulate The PC runs his hands along the wall until he finds a tomb, and pick up
a failure. sphere which leads to a way out. where the left off
Complexity Hall of Spheres (Acrobatics; DC 17; 1 success) (assuming they
1 (requires 4 successes before 3 failures). A failure closes off access to this skill until this PC
Primary Skills
didn't abandon it
manages to succeed, likely accumulating failures for the
Acrobatics, Athletics, Perception rest of the party. Regardless, the character takes 3d10 long enough for
Victory falling damage (see the rules for Acrobatics on reducing the creatures
The PC makes his way out of the tomb alive. falling damage). within to restore
Defeat The PC crawls through the narrow tunnel to the forsaken the tomb to full
The PC doesn't make it out of the tomb, but lives when he prison, falling a steep drop. condition).
discovers that the tomb isn't actually collapsingit's all Forsaken Prison (Perception; DC 22; automatic failure)
19
When the PCs approach the spiked pit, read: Saving Throws +2
9. EMBALMING LAB Speed 5, climb 3
Action Points 1
Encounter Level 12 (3,500 XP) This long pit, far too long to merely jump over, is
only ten feet deep. Short spikes, about a foot long, M Blood Tendril (standard; at-will)
extend a foot high from the bottom in tight, dense +14 vs. Reflex; 2d8 + 5 damage, and the target is
Setup rowsone every foot or so. grabbed; see also bloodsqueeze.
4 bloodrots (B) M Bloodsqueeze (standard; at-will)
1 acid vat trap Targets a creature grabbed by the bloodrot; 2d8 + 5
1 spiked pit trap Tactics damage (no attack roll is required).
The bloodrots waits in its vat until prey touches the m Taint (minor; recharge 56) Necrotic
What was once one of Acererak's many laboratories surface of the liquid, then they strike, attempting to +14 vs. Fortitude; 3d6 + 7 necrotic damage, and the
for the religious preservationand perhaps, grab a target to drain off its blood. target loses a healing surge.
reanimatingof his most trusted servants, this Split (when first bloodied; encounter)
embalming lab has been transformed into more of a Features of the Area The bloodrot splits into two Medium individuals, the
bump in the road, a way of wearing down a party and second one occupying a space adjacent to the original
Coffin: These coffins can provide cover if a creature. Each of the two creatures has hit points equal
keeping them busy, rather than an actual dangerous character is prone behind them. to one-half the original's current hit points. Both
trap. Of course, this area is easily bypassed entirely Shelves: These shelves can be moved 1 square creatures act on the original creature's initiative count.
and Acererak counts on adventurers to fail by just with a DC 21 Strength check, or alternatively toppled Effects applied to the original bloodrot do not apply to
that measure of sloth, ignoring the golden key hidden on an adjacent enemy with a Strength attack vs. either of the individuals after the split occurs. A bloodrot
in pieces through the room that is required for them Reflex for 3d6 + 5 damage. The southern shelving can't split if reduced to 0 hit points by the attack that
passing through the entire tomb. must be moved before the secret door can be found. bloodied it.
Spiked Pit: It is trivial for any character to jump If out of combat for 5 minutes, the two halves
When the PCs enter the laboratory, read: combine back into one bloodrot, which has hit points
into the pit, and walk across it, without being affected
equal to the combined value of the two halves.
by the relatively short spikes. However, when a
Shelves line the walls, and each shelf is stuffed with Alignment Unaligned Languages
character steps onto the last square of the pit, the
jars, vials, linen wrappings, herbs, oils, perfumes, Str 19 (+10) Dex 21 (+11) Wis 17 (+9)
spiked pit trap activates. Con 23 (+12) Int 1 (+0) Cha 1 (+0)
and glass bottles filled with colorful liquids. A lone Vat: These vats provide cover. They contain gray
mummified hand, herbs, bones, and skulls are liquids, all three feet deep. The northern one contains Spiked Pit Level 10 Minion
scattered about on the vats and coffins in the dirty water, the middle one contains an acid which Trap XP 500
chamber. Clay pots, urns, and rolls of linen are deals 5 acid damage to anything that gets significant Hundreds of spear-like spikes will launch out of this pit if
strewn around the floor. In the center of the room are exposure to the liquid, and the last one contains a activated, turning anything in or near it into a pincushion.
three large vats, each easily big enough to fit an gray ochre jelly which attacks if disturbed. Concealed Trap: A 2-by-8 pit, 10-feet deep, contains spikes which
entire person within. within the gray murkiness of the middle and southern launch upwards when activated.
Perception
vats are two halves of a golden key.
When the PCs touch the bloodrot vat, read: DC 15: The spikes appear to have gaps between the
blades and the floor..
The surface of the gray liquid explodes outward, as a Bloodrot Level 13 Brute
Trigger
gigantic blood-red glob of jelly raises itself out of the Medium natural animate (blind, ooze, undead) XP 800 The trap attacks when a character steps onto the final
vat, splitting into four distinct globs that all sprout Initiative +11 Senses Perception +9; tremorsense 10 square of the pit's edge.
thick, heavy tendrils. HP 163; Bloodied 81; see also split Attack
AC 26; Fortitude 27, Reflex 26, Will 24 Immediate Reaction Area
Immune disease, gaze, poison; Resist 15 acid Target: Creatures in or adjacent to the pit.
20
Attack: +13 vs. AC
Hit: Target takes 3d8 + 5 damage.
Miss: Half damage.
Countermeasures
A character who makes a successful
Athletics check (DC 20) can jump over the
triggering squares and grab hold of the pit wall
without falling.
An adjacent character can disable the trap
with a DC 20 Thievery check (standard action).
That triggering tile becomes safe.
21
buried or locked in a chest, at the DM's option. Trapped False Door Level 10 Minion
10. AGITATED ROOM Tapestries: One of these tapestries conceals a Trap
This door has a spring launch mechanism. Opening the
XP 125
Encounter Level 13 (3,925 XP) hidden door. The details of the tapestries are listed
below. door spikes a spear out at whoever is standing near it. The
spear retracts and resets if the door is closed again.
False Door: The false door on the eastern section
Setup of the room is designed to lure the characters to dart
Trap: When the trap is triggered, a spear launches at any
Agitated room hazard creature standing in front of the door.
across the room, through the rubble, while being Perception
2 asp swarms (A) bitten by aspsonly to be stabbed in the chest by a Characters can't use Perception to detect this trap.
2 living tapestries traps large spear. Trigger
Trapped false door When a creature opens the door, the trap attacks.
Attack
Acererak's tomb was built to weed out the inferior Tactics Immediate Reaction Melee 1
adventurers, since his machinations require only the While the asps in this chamber are just as docile and Target: The creature who triggered the trap.
best souls to be trapped by his construct at the end of prone to ignoring adventurers as the ones in the Attack: +15 vs. AC
the dungeon. And one trait he wants to weed out is forsaken prsion, if a party member enters the agitated Hit: The target takes 5d8 damage.
room, the trap will toss all of the snakes into the air, Miss: Target shifts 1 square away from the door.
the adventurers who are unwilling to stand on their
causing them to become angry and attack whoever Countermeasures
own... sometimes literally. An adjacent character can trigger the trap with a DC 15
When the party comes to a room that wants to they can find.
Thievery check (standard action). The spear misses.
force them to their knees, they have a choicestand And while they aren't necessarily intelligent, their
An adjacent character can disable the trap with a DC 20
on their own power, or collapse to their knees and sense of smell is good enough to make sure that they Thievery check (standard action). The door becomes
stay down. Either way, Acererak doesn't careit's never approach within 2 squares of the tapestries on safe.
coming to depend on the good fortunes of your the walls. The trap only resets if the door is closed.
environment, like grabbing hold of the tapestries in
this area to keep standing, that he decides needs Asp Swarm Level 12 Brute Living Tapestries Level 13 Lurker
Medium natural beast (swarm) XP 700 Trap XP 800
punishing. Initiative +10 Senses Perception +6; darkvision These brown and green tapestries will react violently if
Swarm Attack aura 1; the asp swarm makes a basic attack torn or attackednot that it's easy to figure that out.
When the PCs enter the laboratory, read: as a free action against each enemy that begins its turn in Trap: When the hazard activates, a wave of green slime
the aura and brown mold fill the area where the tapestries were.
Rotted sofas, several thronelike chairs, small tables, HP 145; Bloodied 72 Perception
braziers, vases, and tended, chipped, even broken AC 25; Fortitude 23, Reflex 25, Will 25 DC 17: The character notices that the brown and green
urns lie in disarray about the chamber, as if Resist 10 poison, half damage from melee and ranged fabrics are all one piece of intergrown living material.
purposely tumbled and looted. Only the tapestries, attacks; Vulnerable 10 against close and area attacks Additional Skills: Dungeoneering, Nature
Speed 6, climb 6 DC 22: The true nature of the tapestries are revealed.
featuring weed-grown rocks and greenish scenes of
M Venomous Swarm (standard; at-will) Poison Trigger
undersea life, seem to have escaped such rough +15 vs. AC; 2d6 + 4 damage, and ongoing 5 poison When the tapestries are torn in any way, the trap
treatment. damage (save ends). activates. The tapestries are torn by a character using
Alignment Unaligned Languages them to avoid falling prone from the agitated room trap.
Features of the Area Skills Stealth +15 Attack
Str 12 (+7) Dex 19 (+10) Wis 10 (+6) Immediate Reaction Melee 1
Junk: The junk of the room is difficult terrain.
Con 15 (+8) Int 2 (+2) Cha 14 (+8) Target: The triggering creature
After the encounter, any treasure slots assigned to this Attack: +16 vs. Reflex
room can be found with a DC 23 Perception check, Hit: 4d8 + 6 acid damage.
22
Effect: The living tapestries create a zone that will last until
the end of the encounter filled with green slime. Any
creature that enters or starts its turn in the area takes
3d10 + 6 acid damage.
Countermeasures
Handling the tapestries gentlysuch as carefully
removing them from the ceiling and handling them in a way
that wouldn't tear a normal piece of frail cloth doesn't
activate the trap.
If a character burns the tapestry, the trap attacks all
adjacent squares and disintegrates: +16 vs. Fortitude; 4d6 +
10 cold damage.
23
Acererak has always had a penchant for rewarding This wall is the secret door, requiring a DC 21
11. HALL OF SECRETS bravery... but too much bravery can eliminate Perception check to locate and open.
Encounter Level 12 (3,550 XP) chances for survival. Eventually, the party must learn Trapdoor: This trapdoor requires a DC 21
that behind every door is, potentially, instant death, Perception check to locate, leading into the tunnel
and behave appropriately. shown on the map.
Setup Of course, patience, altruism and kindness are False Floor Pits: Only the floor pit at the
1 false floor pit trap also the virtues Acererak hopes to acquire through the intersection of the corridors is active at firstthe
2 trapped false door traps tomb's machinations. To that end, he has captured a other activates if the PCs open any of the three doors
1 sleeping corridor trap sirena beautiful, winged womanand she can only near the pit.
be released if the party chooses to free her over a Siren: The siren will converse with the PCs, ask
bounty of treasure. about their successes in the tomb, but she has no
information of her own to provide. If they touch the
When the PCs enter the bag on her lap, she disappears; if they ask her to go
siren's chamber, read: with them, the bag disappears and she proves a loyal
follower and friend to her death.
The room is obscured with The bag contains 10 platinum coins, 900 gold
silver mist, with gold fog coins, and 1,000 silver coins.
streamers. Barely visible in
the center of the chamber, on Sleeping Corridor Level 12 Warder
a raised platform, is a naked, Trap XP 700
winged woman, sitting with a A cloud of sleeping gas washes over the corridor, knocking
large bag on her lap. out everyone in its path.
Trap: When the trap is triggered, a gas washes over the
corridor, and activates the stone juggernaut.
Features of the Area Perception
Northern One-Way Door: DC 22: A check of this result allows a PC to realize that
The one-way door at the they feel slightly fatigued near the door's entrance.
northern section of the map is Trigger
built of impenetrable When a creature opens the door, the trap attacks anyone
in the passage immediately south of the gas, which also
adamantine, but has three
activates the stone juggernaut trap, below.
vertical slots at waist height. If Attack
three swords are inserted into Immediate Reaction Melee 1
it, it opens and closes 5 rounds Target: Characters in the passage south of the sleeping gas.
later. Attack: +14 vs. Fortitude
Secret One-Way Door: Hit: The target is slowed (save ends). If the target fails its
This door is only marked as a first saving throw against this power, the target becomes
secret doorin fact, a door unconscious (save ends).
frame and wooden door are Miss: The target is slowed (save ends).
clearly visible. However,
when they are opened, the PCs Stone Juggernaut Level 15 Elite Blaster
see only a blank brick wall. Trap XP 2,400
24
When triggered, a huge creature resembling a stone A covered pit is hidden in the corridor. Flagstones are built Target: The creature who triggered the trap.
elephant balancing on a giant stone rolling pin emerges on a rotating axis, rigged to drop a creature into a 50-foot- Attack: +15 vs. AC
from the sleeping gas, mindlessly beginning to roll down deep pit before slamming back to its concealed position. Hit: The target takes 5d8 damage.
the passage, crushing everything in its path. Hazard: A 2-by-2 section of the floor hides a 50-foot Miss: Target shifts 1 square away from the door.
Trap: When the sleeping corridor trap is activated, a stone spiked pit. Countermeasures
juggernaut begins rolling down the passage, and it twists Perception An adjacent character can trigger the trap with a DC 15
and turns until it meets the one-way door to the south of DC 20: The character notices the false stonework. Thievery check (standard action). The spear misses.
these corridors. Trigger An adjacent character can disable the trap with a DC 20
Perception The trap attacks when a creature enters one of the trap's Thievery check (standard action). The door becomes
Characters cannot use Perception to detect this trap. four squares. safe.
Initiative +4 Attack The trap only resets if the door is closed.
Trigger Immediate Reaction Melee
When a creature opens the door, the stone juggernaut Target: The creature that triggered the trap. Siren Level 12 Controller
moves down the corridor toward the one-way entrance Attack: +12 vs. Reflex
Medium fey humanoid XP 700
on its initiative. Hit: Target falls into pit, takes 5d10 damage plus ongoing 5
Attack poison damage (save ends), and falls prone. Initiative +10 Senses Perception +10; darkvision
Standard Action Area trample attack in squares entered Miss: The target returns to the last square it occupied and HP 114; Bloodied 57
by the stone juggernaut its move action ends immediately. AC 26; Fortitude 20, Reflex 24, Will 26
Trample: Each turn, the stone juggernaut shifts 8 squares Countermeasure Immune charm,
and enters enemies' spaces. The stone juggernaut can end An adjacent character can trigger the trap with a DC 9 Speed 6, fly 6
its move in an occupied space. Creatures in the Thievery check (standard action). The trap swings open M Dagger (standard; at-will) Charm
juggernaut's space at the start of their turn have cover briefly, then shuts. +20 vs. AC; 1d4 + 7 damage.
and can act normally. When it enters an enemy's space, An adjacent character can disable the trap with a DC 20 r Charming Song (standard; at-will) Charm
the stone juggernaut makes a trample attack. If a creature Thievery check (standard action). The floor becomes Ranged 10; +16 vs. Will; the target takes a -2 penalty on
enters a square of the juggernaut's space, the juggernaut safe. attack rolls against the siren (save ends). Failed save: the
makes a free trample attack. A character who makes an Athletics check (DC 11, or target cannot attack the siren, and melee or ranged
Trample Attack: +17 vs. Reflex DC 21 without a running start) can jump over the pit. attacks against the siren automatically hit the target
Hit: 3d10 + 6 damage, and the target is knocked prone. If A character can climb Athletics checks (DC 20) as a instead if it is adjacent to the siren. The effect lasts until
the target is unconscious, the stone juggernaut coup de move action. Since the pit is 10 squares deep, and most the siren or one of its allies attacks the target or until the
grace's the target as part of its trample instead of dealing characters climb at one-half their speed, it might take siren dies.
normal damage. several rounds for someone to escape a pit. If the target is still under the effect of this power at
Miss: Half damage, and the target is not knocked prone. the end of the encounter, the siren can sustain the effect
Countermeasures Trapped False Door Level 10 Minion indefinitely by singing to the target once per day. The
A character adjacent to the stone juggernaut can stop it Trap XP 125 siren can affect only one target at a time with its
with a DC 25 Athletics check. This provokes a trample This door has a spring launch mechanism. Opening the charming song.
attack, and the character's Athletics check fails if the door spikes a spear out at whoever is standing near it. The r Song of Control (standard; at-will) Charm
stone juggernaut's trample attack hits. spear retracts and resets if the door is closed again. Ranged 10; +16 vs. Will; the target is dominated until
An adjacent character can attack the juggernaut to try Trap: When the trap is triggered, a spear launches at any the end of the siren's next turn.
and break it before it hits the party (AC 4; Fortitude 12; creature standing in front of the door. Alignment Good Languages Elven
Reflex 4; hp 80) Perception
An adjacent character can delay the trigger with a DC 24 Skills Athletics +11, Nature +15, Stealth +15
Characters can't use Perception to detect this trap.
Thievery check as an immediate interrupt. Str 11 (+6) Dex 18 (+10) Wis 19 (+10)
Trigger
Con 10 (+6) Int 15 (+8) Cha 22 (+12)
When a creature opens the door, the trap attacks.
False-Floor Pit Level 9 Minion Attack
Trap XP 100 Immediate Reaction Melee 1
25
golden, while the scepter has a silver end, and one of until they are returned to at least the hill.
12. THRONE ROOM gold. Pillars: Any character who touches a pillar is
Encounter Level 12 (3,500 XP) affected by a curse that levitates them until they
When the PCs enter the east antechamber, read: bounce gently against the ceiling. Remove Affliction
can drop a character back to the groundhowever,
Setup A large wooden sarcophagus rests upon a low stone over the course of a short rest, floating characters will
Gem of cursed wishing table. Broken and looted chests, urns, and coffers are drift either northwest or northeast (whichever is
Tomb mummy guardian scattered about on the floor closer) into the mouth of the green or blue devil faces
Cursed crown puzzle (respectively) described below, unless otherwise
Acererak was once a very powerful, vain spellcaster Features of the
who considered himself a king; he makes sure that Area
anyone who manages to venture into his throne room Ceiling: The ceiling
sees it. However, just because the party has arrived of this room is 30 feet
closer to Acererak's actual nature and original high.
furnishings, doesn't mean they should be any less on Charred Remains:
their guard. This large section of
ground houses the charred
When the PCs enter the throne room, read: remains of the last
adventurers to brave the
This broad stone chamber is filled with pillars every tomb. The treasure parcel
five feet, which seem decorative since they are for this area is among the
unneeded to support the building. The walls have bodies, as well as the gem
been painted with frescoes of tieflings and devils of cursed wishingwhich
working side-by-side as tyrants over a human appears to only be a huge,
populace... and to the south, there is a raised dais well-cut jacinth, easily
with a throne, over which the fresco turns into a worth 5,000 gp, if not
massive painting of a grinning cambion lich, more.
obviously filled with satisfaction in his power. On the Crown and Scepter:
throne itself is an extremely valuable looking scepter The crown is listed below
and crown. Directly in front of you on the ground is a as a magic itemin fact,
blast area, where a number of charred bones and while the scepter is the
skulls radiate around an empty area. There is quite a specific key to several
bounty of adventuring gear, weapons, and coin- magical effects (to the
purses amongst the burnt debris. throne, and the crown), it
is itself not magical.
When the PCs approach the throne, read: Characters in possession
of the crown and scepter
A stark black dais holds an obsidian throne inlaid outside of the tomb will
with silver and decorated with ivory skulls. A crown be plagued by mummies
and scepter rest upon the throne. The crown is
26
stopped. this, the party should be able to divine on their own torment to the wisher and anyone mentioned in the wish,
The pillars provide cover from any character not that touching silver things with the silver end of the and at its worst it will completely cast the intent and
adjacent to them, and for any character adjacent but scepter reacts positivelyand touching gold things wording of the wish aside to cause havoc. For instance,
diagonal on the grid from them. with the gold end also does positive things. wishing for protection of everyone in the town of
Fallcrest might cause everyone in town to become
Blue Devil Face: A mosaic of the devil face at the encased in stone sarcophogivery effectively protecting
tomb entrance, except in blue, is high toward the Crown of Gold Level 14
them indeed. Wishing for a powerful magical weapon
ceiling. Any character who drifts within 1 square of This simple gold crown is little more than a circlet. might create a +1 magical shortsword sticking clean
this corner of the map (while levitating) will be Item Slot: Head 4,400 gp through the wisher's lungs.
sucked into the face and deposited in the prison area Property: Gain darkvision within area 12 of the tomb, as In any case, the typical damage dealt by one of these wishes
of room 13. well as immunity to the pillar effect, but blindness is about 30 damage. The wish might create magnificent,
Green Devil Face: A mosaic of the devil face at anywhere else. far-reaching effects (up to DM purview), but generally,
the tomb entrance is high toward the ceiling. Any Curse: The crown can only be removed if the scepter they are all negativeor their positives are minimized.
touches it first. The wearer receives no information In the above example, a powerful magic weapon is
character who drifts within 1 square of this corner of
regarding how to touch the crown to the scepterif they granted in the form of a +1 magic shortsword through
the map (while levitating) will be sucked into the the chestwhich, even if it didn't kill, is still the weakest
touch it with the silver end, the wearer instantly dies, if
face, and appear at the top of the tomb's hill, with his they touch it with the gold end it can be removed without form of magic weapon avail
equipment going to Acererak's crypt. trouble.
Sarcophagus: The sarcophagus contains an inert, Tomb Mummy Guardian Level 12 Brute
true mummy (not an undeadmerely a mummified Gem of Cursed Wishing Level 12 Minion Medium natural humanoid (undead) XP 700
human). Stuck in its eye socket is a ruby of Trap XP 1,400 Initiative +6 Senses Perception +10; darkvision
exceptional quality (worth 5,000 gp). If the ruby is This large crystal glows a bright, angry orange once Despair (Fear) aura 5; enemies within the aura take a -2
removed, the mummy reanimates as a monster and someone has made a wish with it, and it builds up heat for penalty to attack rolls against the tomb mummy guardian
attacks the party. a massive explosion even as it fulfills the wishto the best HP 150; Bloodied 75
of its evil ability. Regeneration 10 (if the tomb mummy guardian takes
Throne: The throne conceals (DC 22 Perception
Trap: When the trap is triggered, a wish is granted in the radiant damage, regeneration doesn't function on its next
check) a silver image of a crown inlaid in the design. most sadistic way possible, at the same time that the turn)
If the silver end of the scepter is touched to the silver crystal itself explodes. AC 24; Fortitude 22, Reflex 20, Will 21; see also despair
replica of the crown on the throne, the secret Perception above
passageway is revealed. Characters who use a short rest to examine the gem find Immune disease, poison; Resist 5 necrotic; Vulnerable 5
out only that it grants any wish spoken out loud while fire
being held, once per week.
Cursed Crown Puzzle Trigger
Speed 5
While it presents no active danger to the party, the M Rotting Slam (standard; at-will) Disease, Necrotic
The trap activates when someone holds it up and makes a
crown if worn is a potential death trapcharacters +15 vs. AC; 2d8 + 4 necrotic damage, and the target
wish with it.
contracts level 12 mummy rot
who touch the crown with the silver end of the Attack
Alignment Unaligned Languages Common
scepter while wearing the crown instantly die, and Immediate Reaction Close burst 1
Target: Creatures in the effected area. Str 18 (+10) Dex 16 (+9) Wis 14 (+8)
they and their possessions turn into a pile of dust.
Attack: +15 vs. Reflex Con 20 (+11) Int 8 (+5) Cha 18 (+10)
It should be made clear when the items are first
introduced that the crown is gold, the scepter is gold Hit: The target takes 10 ongoing fire damage, is pushed 3
squares, knocked prone, and dazed (save ends).
on one end and silver on the other, and any character
Miss: Half damage, and the target is pushed 1 square and
who searches the throne with a DC 21 Perception knocked prone.
check finds the silver picture of a crownbut there Effect: The gem will grant any wish requested of it, but at
should be no other clue-giving by the DM. Through the very least it will twist around the wish to cause only
27
and amongst the bones immediately surrounding it Must be flanking target with another crossed sword and
13. CELL OF DESPAIR are piles of goods. This is the best place to insert any shield; +13 vs. Will; the target is dazed (save ends both).
Combat Advantage
Encounter Level 13 (4,000 XP) treasure parcels for this area.
Rune Floor: These floors are absolutely A crossed sword and shield deals 1d6 extra damage on
meaningless, merely a distraction to keep players attacks against any target it has combat advantage
Setup occupied from their already dangerous trek across the against.
8 crossed swords and shields (S) room. Elusive Shift (move; at-will)
Hieroglyphs: Anyone who can translate the The crossed sword and shield shifts 2 squares. Enemies
Acererak's prison, with a supply of fresh, harmless lose combat advantage against the crossed sword and
Supernal writing will find the following words: You
water, exists to keep characters alive long enough to shield and cannot regain combat advantage against it
who dared to violate my tomb now pay the price. Stay until the start of its next turn.
starve to death in the northernmost chamber. The area here and die slowly of starvation, or open and enter
has been enchanted so that all of the war trophies on Alignment Unaligned Languages
the door to your south where certain but quick death Skills Stealth +14
his walls will animate and attack anyone either trying awaitswhichever you choose, know that I, Acererak
to enter the prison from the southor, of course, Str 17 (+8) Dex 18 (+9) Wis 15 (+7)
the Eternal, watch and scoff at your puny efforts and Con 21 (+10) Int 1 (+0) Cha 1 (+0)
trying to escape it. There are no locked doors in the enjoy your death, heroes.
area, only brutal slaughter.
When the PCs enter the prison area, read: Tactics Aftermath
If the room is entered by any creature from the south, Once the animated
Water spills from a large basin and flows off onto a one set of swords and shield will fly off the wall, swords have been
sodden floor strewn with decayed bones and rotting attacking the character. One additional set will fly off defeated, the party
equipment. Hieroglyphs are carved into the face of the wall for each additional character. The count will can make use of all
the northern wall. A number of skeletons of former continue if the character flees the chamber and enters the gear in the
adventurers, their gear strewn through the area, can againif one creature enters, summons forth a set of northern area
be found here. swords and shield, flees, and comes back, two sets enough to equip
will be summoned forth. any party members
When the PCs approach the open area, read: If any character passes through the doorway to the who have been
north, all of the swords and shields attack at once, but stripped of gear
This broad stone chamber contains many martial war cease their assault once the character flees. with mundane gear.
decorations, which consist of crossed swords over Of course, there are
round shields. Sections of the floor, by the entrances 8 Crossed Swords and Shields Level 10 Skirmisher also some other
and exits, are covered with five-foot-wide rune tiles, Small natural animate (construct) XP 500 each treasures,
and the faint sound of running water comes from the Initiative +11 Senses Perception +12; darkvision depending on what
north. HP 109; Bloodied 54 the DM has
AC 24; Fortitude 23, Reflex 22, Will 20 assigned to this
Immune disease, poison chamber as a
Features of the Area Speed fly 7 (hover); see also elusive swift treasure parcel.
Skeletons: Any treasure parcels for this room can M Bleeding Slash (standard; at-will) Weapon
be found amongst the bodies in the northernmost area +15 vs. AC; 1d8 + 5 damage, and ongoing 5 damage
of the cell of despair. (save ends).
Fountain: Strewn in the bottom of the fountain m Dancing Swords (standard; at-will) Weapon
28
(DC 21 Perception to notice). The door has a Mithral Doors: The details of how to open this
14. FALSE TREASURY hemispherical concavity inlaid with gold, with a door are included in the blood-filling chamber trap.
Encounter Level 11 (2,950 XP) bronze keyhole for a cylindrical key. The lock isn't actually mechanical, but magical, and
can't be picked. If it's nicked or scratched, it shows a
Setup Features of the Area blood red tint; if cut, the blood-filling chamber trap
Treasure Pile: This pile of treasure counts as begins.
1 blood-filling chamber trap
1 toxic fume hazard difficult terrain. It looks to be made of gold, silver,
and platinum coins, and if counted is worth 22,200 Blood-Filling Chamber Level 11 Elite Blaster
Door opening puzzle Trap XP 1,200
1 fire archon emberguard (A) gold in 2,200 platinum coins, 20,900 gold coins, and
When the door is slashed with a blade, the spot where the
11,100 copper coins. In fact, each coin is enchanted wall was struck begins to spew a fountain of blood into the
Acererak enjoys a good practical joke as much as the to look a grade higher so long as the coins are within room.
next half-devil demilich, especially if he's on the 13 miles of the tombit's worth 4,400 gp with 2,200 Trap: The sealed chamber fills with blood when the
giving end. Most adventurers who arrive at this gold coins, 20,900 silver coins and 11,100 copper. mithral door is struck.
treasury believe they've hit the motherlode: Moving the coins will prove difficult, since the Perception
pile is 684 pounds, and is enough coins to fill two DC 21: The door turns blood-red if struck, and bleeds
unfortunately, collecting the coins in this area is
chests, four sacks, or two crates. slightly if nicked.
mostly a waste of time and effort. But before leaving Initiative +2
the room is a potentially much more dangerous and Antimagic Field: Powers from the arcane and
Trigger
morbid sort of joke: trying to cut down the fleshlike divine power sources take a -2 penalty to all attacks
The trap is triggered when a character deals damage to
mithral wall could either drown or poison Acererak's made in the area, and deal half damage. the wall with some sort of slashing weapon. Roll
foes, or at least distract them while the fire archon in Bronze Key: The bronze key is cylindrical, and is initiative. On the trap's initiative, the blood begins to
the room tries to kill them. enchanted so that any character who picks it up is pour from the slice in the wall.
attacked: +14 vs. Will; the target drops the key and Attack
When the PCs enter the area, read: has an irrational fear that prevents them from ever Standard Action Area the whole room
coming within 1 square of the key ever again. Target: On the trap's initiative, the blood level in the room
Bronze Urn: If the stopper to this urn is removed, rises. Raising the blood has the following effects each
The steps, wall, and ceiling of this treasury are each round.
apparently forged of a separate precious ore or a fire archon will come forth. If the urn is battered,
Round 1No effect on Medium creatures. The room is
semiprecious metal. A cylindrical bronze key lies knocked about, shaken, overturn, and so on before the considered difficult terrain for Small creatures.
unattended on one of the steps. A silvered ceiling stopper is removed, the archon will be in a rage and Round 2The room is difficult terrain for Medium
reflects a grand room with inlaid ivory and gold tiled attackotherwise, it will thank the party and offer creatures. Small creatures must swim.
walls and a polished agate tiled floor. A hulking them three services within its power before it departs. Round 3All creatures must swim.
black iron demonic sculpture rests in each corner of Granite Sarcophagus: This huge outer shell has Round 4The room is fully filled with blood. All
the chamber, each bearing a distinctive weapon. In been shattered in and crushed, filled with bits of creatures are considered to be swimming underwater.
bones, broken jewelry, torn robes, and the pieces to a Countermeasures
addition, the chamber contains a gold filigreed An adjacent character can delay the trigger with a DC 21
bronze urn from which issues a thin stream of smoke, former staff of the magi. The only thing of worth in
Heal check.
a massive pile of gold and platinum coins, and a the sarcophagus is the lettering, made of platinum
An adjacent character can put the scepter from room 12
crushed granite sarcophagus which is plainly (worth 1,000 gp if pried out). A shattered skull will into the mithral door's key hole. The gold ball opens the
inscribed with the name 'ACERERAK', written in roll out of the contents are examined. door, while the silver end will teleport the holder to the
some sort of silvery metal. Iron Statues: If western statue is moved (DC 21 top of the tomb's hill and their equipment to room 15.
Strength check), the western one reveals a concealed Inserting either the gold or bronze key deals 3d8 + 5
The northwestern statue hides a hidden mithral door mithral door in the extravagant walls. electricity damage and 4d10 + 5 electricity damage
29
(respectively) to the key wielder. Ember Cloud (Fire) aura 1; any creature that begins its
An adjacent character can stem the flow of the blood into turn in the aura takes 5 damage.
the room for 1 round by holding the wound's edges shut HP 151; Bloodied 75 Aftermath
with a DC 21 Strength check. For each round that the AC 24; Fortitude 21, Reflex 22, Will 18 It is here that the party can finally make their way
wound is held closed, blood still flows in but at a slower Immune disease, poison; Resist 30 fire into Acererak's true crypt. After having opened the
rate. For each round that the wound is held closed, the Speed 8 mithral door, the party can make a simple Perception
blood does not rise. For every 3 rounds of being closed M Greataxe (standard; at-will) Fire, Weapon check (DC 21) to find a trapdoor, leading down into
that accumulates, the blood rises one level as though a +13 vs. AC; 1d12 + 3 damage (crit 2d12 + 15) plus 1d10
round passed.
Acererak's tomb. However, the trap door is
fire damage.
Cold powers to the door stops the flow of blood for 3 m Immolating Strike (standard; recharge 456) Fire, impenetrable to anything but being opened by the
rounds. Fire powers to the blood or door cause the blood Weapon golden key.
to begin boiling into a toxic gas (see toxic fumes hazard, +13 vs. AC; 1d12 + 3 damage (crit 2d12 + 15) plus 1d10
below) fire damage, and ongoing 5 fire damage (save ends).
It will take two healing surges worth of healing powers Alignment Chaotic evil Languages Primordial
to make the door stop bleeding. The Heal skill doesn't Str 17 (+9) Dex 22 (+12) Wis 14 (+8)
work for this effect. This doesn't remove the blood Con 21 (+11) Int 14 (+8) Cha 12 (+7)
already in the room. Equipment plate armor,
greataxe
Toxic Fumes Level 10 Blaster
Hazard XP 500
When this magical blood is ignited, it explodes violently
into a plume of toxic fumes that fill the chamber.
Hazard: When the hazard is triggered, the room is attacked
by a toxic fume once.
Perception
DC 20: The character senses that this blood seems oddly
light, dry, and potentially flammable.
Characters automatically sense the danger if the archon is
free; flecks of blood strike it and turn into foul-smelling
greenish smoke.
Trigger
The toxic fumes rolls initiative if the blood is attacked by
any sort of fire damage. It rolls initiative and attacks
each round on its turn.
Attack
Standard Action Area the room
Targets: Creatures in area
Attack: +11 vs. Fortitude
Hit: Ongoing 10 poison damage (save ends).
Miss: Ongoing 5 poison damage (save ends).
30
molded over cheeses, thousand year old wines (worth Shadowfell, hoping to merge his consciousness with
15. ACERERAK'S CRYPT 3,000 gp), and stoppered jars with ancient, possibly the fabric of darkness itself... but that is a story for
Encounter Level 15 (6,400 XP) forgotten, spices. Despite their old condition, it is another adventure.
entirely possible for a hungry (and brave) party to eat If a creature touches the treasure in the room but
their fill off of the altar's supplies. hasn't touched the skull, dust will rise to form a
Setup Coffin: The large stone coffin in the northern part ghostlike figure, being controlled by Acererak
1 Acererak construct (A) of the crypt is covered in a thick layer of dust and himself, which will threaten the party but will not
Crushing tomb bone shards. Sitting on the top of the pile is a gem- actually attack. In fact, it cannot attack, and will
1 Cadaver golem (G) encrusted skull (the demilich construct). dissipate after a short rest of ignoring itbut if the
Keyhole: When the golden key is inserted into party damages it, it solidifies into a cadaver golem.
Acererak's actual tomb is a more traditional crypt, the keyhole, the key will explode violently, Until it forms, it cannot take damage.
sealed away with traditional brick and mortar, destroying the key: close burst 1; +16 vs. Reflex; If the skull is touched, it rises into the air,
protecting Acererak's bones from adventurersor the 3d10 + 5 fire damage. Miss: Half damage. unleashing twin rays. It uses soul drain and soul
other way around. If the bronze key is inserted in the keyhole, it will shriveling pulse at each opportunity, positioning itself
The entire area is described as one piece, though only function if turned to the right three times in to target as many creatures as possible. The construct
there are several antechambers on the map. It is up to succession, at which point the floor will shake, and does not fear destruction and fights until eliminated.
the DM discretion to describe the frescoes and nature the room will rapidly begin to rise toward the ceiling. It does not follow the party out of the crypt.
of each area. All characters in the western half of the hallway must
succeed on a DC 19 Athletics check, or be crushed Cadaver Golem Level 12 Elite Brute
When the PCs enter the tomb passage, read: against the ceilingtaking 5d10 damage per round, Large natural animate (construct) XP 1,400
but a DC 24 Acrobatics check can let them escape Initiative +6 Senses Perception +5; darkvision
At the bottom of the staircase is a simple, narrow once so crushed. HP 228; Bloodied 114; see also assimilate flesh
stone hallway with no visible doors, 20 feet long and When the dust settles, the hallway has been AC 26; Fortitude 27, Reflex 22, Will 25
10 feet wide. It has an arched ceiling with a 25 foot replaced with... an identical hallway, except that Immune disease, poison, sleep
peak, and there is a small depression a few inches Saving Throws +2
when characters search the western wall, a DC 19
deep and two feet wide in the center of the floor, with Speed fly 6; can't shift
Perception check reveals stonework which can be Action Points 1
a keyhole in its center. pulled and picked away with 1 hour of labor. M Slam (standard; at-will)
Stone Walls: The stone walls in the crypt, Reach 2; +15 vs. AC; 2d8 + 5 damage, and the target is
The map below has the keyhole drawn on the map as
marked by rubble, can be destroyed with 1 hour of dazed (save ends).
a black dot at the base of the stairs, but this is as a
hard labor by a party of 5 adventurers. m Double Attack (standard; at-will)
reference point: the room the party is in is not on the
Treasure: There are two piles of treasure in the The cadaver golem makes two slam attacks.
map. Only by inserting the proper key and turning it
true tomb. It is up to the Dungeon Master to decide m Assimilate Flesh (free, when an adjacent enemy
properly does this room get crushed into the ceiling
how chamber 15's treasure should be distributed becomes bloodied or is reduced to 0 hit points or fewer;
(potentially killing party members) and the stairwell
between these two piles. at-will) Healing
then leads to the area drawn below, which has no
Targets the triggering enemy; +13 vs. Fortitude; 2d12 +
keyhole. 5 damage, and the cadaver golem regains 57 hit points.
Tactics Alignment Evil Languages Common
Features of the Area The skull, while lethal, is not actually a demilich, it is Str 20 (+11) Dex 10 (+6) Wis 8 (+5)
Altar: The altar in the southern treasure room merely a facsimile construct designed to further one Con 22 (+12) Int 12 (+7) Cha 10 (+6)
contains a variety of ancient foodstuffslong since of Acererak's greater machinations. The real demilich
resides in his Fortress of Conclusion in the
31
Acererak Construct Level 13 Solo Soldier The Acererak construct's four soul gems can each hold
the soul of one of its victims. At the beginning of an
Aftermath
Tiny natural animate (homunculus, undead) XP 4,000
encounter, the soul gems contain one soul. Crushing the This ends the expedition to the Tomb of Horrors. We
Initiative +9 Senses Perception +13; darkvision
gem after the construct is defeated releases the soul to hope you and your players will have found it
Intruding Terror (Fear) aura 2; enemies within the aura
take a -2 penalty to attack rolls the Shadowfell. exciting, challenging, and rewarding.
HP 600; Bloodied 300; see also consume soul Alignment Evil Languages
AC 28; Fortitude 29, Reflex 26, Will 25 Str 14 (+8) Dex 17 (+9) Wis 14 (+8)
Immune disease, poison; Resist 10 necrotic, 10 psychic; Con 18 (+10) Int 12 (+7) Cha 22 (+12)
Vulnerable 5 radiant
Saving Throws +5
Speed fly 10 (hover)
Action Points 2
R Shadow Ray (standard; at-will) Necrotic
Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage.
r Twin Rays (standard; at-will) Necrotic
The Acererak construct makes two shadow ray attacks.
r Drain Soul (standard, at-will)
Ranged 5; does not provoke opportunity attacks; +18 vs.
Fortitude; the target is dazed and restrained (save ends
both). First Failed Saving Throw: The target is instead
stunned and restrained (save ends both). Second Failed
Saving Throw: The target dies, its body crumbles to dust
on the end of the target's next turn, and its soul is trapped
in one of the Acererak construct's soul gems until the
construct is destroyed; see also consume soul. If the skull
is destroyed, each creature trapped in a gem is targeted
by an attack: +18 vs. Will; the soul is destroyed. On a
miss, the soul remains intact but is trapped in a gem, and
glows with a faint inner light and reveals an image of a
tiny figure inside. This gem can be used as part of the
Raise Dead ritual, reducing the component cost by half.
A target whose soul is destroyed can still be brought
back by the Raise Dead ritual.
c Soul Shriveling Pulse (immediate reaction, when a
creature fails a saving throw against drain soul; at-will)
Fear, Necrotic
Close burst 5; +18 vs. Will; 2d6 + 4 necrotic damage,
and the target takes a -2 penalty to saving throws (save
ends).
Consume Soul (minor; expends a trapped soul; recharge
6) Healing
The Acererak construct regains 150 hit points.
Soul Gems
32
33
Character Sheet
Player Name
11 STR
Strength
0 5 18 FORT 15 2 1 26 Passive Insight 10 + 16
CONDITIONAL BONUSES
11 CON
Constitution
0 5 21 Passive Perception 10 + 11
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
12 DEX
Dexterity
1 6 19 REF 15 1 2 1
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
9 Intelligence
-1 4 Melee Basic Attack - Mace
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
23 WIS 6 11 + 7 5 0 2
Wisdom 26 WILL 15 6 2 2 1 ABILITY:
Melee Basic Attack - Unarmed
17 CHA 3 8 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 5 5 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
73 36 18 7 2 3 Melee Basic Attack - Mace
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d8 0
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4 0
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Human Defense Bonuses - +1 to Fortitude, Reflex, and 7 vs AC Mace 1d8
Will.
RESISTANCES 5 vs AC Unarmed (Melee) 1d4
vs
9 4 5 n/a Healer's Lore - Add Wis modifier to hp healed on cleric spirit's fangs or spirit's shield 1/encounter, speak with spirits
Arcana INT
5 Thievery DEX 6 0 -1
Sather Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Call Spirit Companion
WEAPON
Gaze of Defiance
WEAPON
Lance of Faith
WEAPON
Sacred Flame
ARMOR
Summoned Braidmail Armor +3 (E)
ARMS
ENCOUNTER POWERS
FEET
Spirit's Shield
HANDS
Divine Fortune
HEAD
Turn Undead
NECK
Healing Word Periapt of Cascading Health +2 (E)
RING
Avandra's Rescue
RING
Divine Glow
WAIST PERSONALITY TRAITS
Command
Solar Wrath
DAILY POWERS
Speak with Spirits
Beacon of Hope
UTILITY POWERS
Sanctuary
Holy Lantern
Remove Affliction
Discern Lies
Hand of Fate
Deathly Shroud
Sather Page 2
Melee Basic Attack Ranged Basic Attack Call Spirit Companion
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Weapon Weapon Conjuration, Primal
Symbol of Power +3: +14 attack, 1d8+9 damage Symbol of Power +3: +14 attack, 1d6+9 damage
Targets: You and each ally in burst When you use this symbol to deliver an effect that
Effect: The targets regain hit points as if they had a save can end, the target takes a 2 penalty to
spent a healing surge. Add your Charisma modifier saving throws against the effect.
(+3) to the hit points regained.
Item Slot: Off-hand Power (At-Will): Minor Action. You banish this
armor to a secure extradimensional location. At
any point in the future, unless you are wearing
armor, you can use another minor action to recall
ADDITIONAL EFFECTS
the armor. The armor appears on you as though
you had donned it normally.
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Cleric 10 PH Off-hand 0 13000 Body 40 9000
1
AC BONUS CHECK SPEED QUANTITY
MAGIC ITEM
Sather Page 5
Character Sheet
Player Name
11 STR
Strength
0 5 18 FORT 15 1 2 14 Passive Insight 10 + 4
CONDITIONAL BONUSES
12 CON
Constitution
1 6 14 Passive Perception 10 + 4
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
21 DEX
Dexterity
5 10 25 REF 15 6 2 2
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
13 Intelligence
1 6 Melee Basic Attack - Jagged Dagger +3
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
9 WIS -1 4 + 18 5 5 3 3 2
Wisdom 21 WILL 15 4 2 ABILITY:
Ranged Basic Attack - Jagged Dagger +3
19 CHA 4 9 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 18 5 5 3 3 2
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
74 37 18 7 2 3 Melee Basic Attack - Jagged Dagger +3
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d4+10 5 2 3
RACE FEATURES ABILITY:
Ranged Basic Attack - Jagged Dagger +3
Infernal Wrath - Use infernal wrath as an encounter DAMAGE ABIL FEAT ENH MISC MISC
6 6 0 n/a Rogue Tactics - Choose one of the rogue tactics. Feign Injury - Pull target 1 with successful Bluff to gain
Arcana INT
5 0
Artful Dodger - Add Cha mod to AC against opportunity combat advantage
5 Athletics STR
attacks. Weapon Expertise (Light Blade) - Gain bonus to attack
16 Bluff CHA 9 5 n/a 2
Rogue Weapon Talent - Damage die increases one size rolls with Light Blades.
9 Diplomacy CHA 9 0 n/a
with shuriken; +1 on attacks with daggers. Weapon Focus (Light Blade) - Gain +1 damage per tier
4 Dungeoneering WIS 4 0 n/a
Sneak Attack - Once per round, if you have combat with Light Blades.
6 Endurance CON 6 0
advantage and hit with a crossbow, light blade, or sling, deal Melee Training (Dexterity) - Use Dexterity for melee
4 Heal WIS 4 0 n/a extra damage. basic attacks
6 History INT 6 0 n/a Dagger Precision - Score critical hits with daggers on 18 Far Shot - Increase projectile weapon range by 5 squares
4 Insight WIS 4 0 n/a 20 Rogue Weapon Mastery - Treat daggers and shuriken as
14 9 5 n/a Daggermaster's Action - Can spend action point to reroll high crit weapons
Intimidate CHA
attack or damage roll with dagger
4 Nature WIS 4 0 n/a
15 Thievery DEX 10 5
Lyla Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Sly Flourish Jagged Dagger +3 (E)
WEAPON
Deft Strike
WEAPON
WEAPON
ARMOR
Magic Drowmesh +3 (E)
ARMS
FEET
ENCOUNTER POWERS
HANDS
Infernal Wrath Knifethrower's Gloves (heroic tier) (E)
HEAD
Impact Shot
NECK
Trickster's Blade Periapt of Cascading Health +2 (E)
RING
Cloud of Steel
RING
Critical Opportunity
WAIST PERSONALITY TRAITS
UTILITY POWERS
Sneak in the Attack
Chameleon
Combat Tumbleset
Lyla Page 2
Sly Flourish Deft Strike Infernal Wrath
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon
Standard * * Melee or Ranged weapon Standard * * Melee or Ranged weapon Minor Personal
ACTION RANGE ACTION RANGE ACTION RANGE
18 vs AC One creature 18 vs AC One creature vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding a crossbow, a Requirement: You must be wielding a crossbow, a Effect: You can channel your fury to gain a +1
light blade, or a sling. light blade, or a sling. power bonus to your next attack roll against an
Attack: Dexterity vs. AC Special: You can move 2 squares before the attack. enemy that hit you since your last turn. If your
Hit: 1[W] + Dexterity modifier (+5) + Charisma Attack: Dexterity vs. AC attack hits and deals damage, add your Charisma
modifier (+4) damage. Hit: 1[W] + Dexterity modifier (+5) damage. modifier (+4) as extra damage.
Increase damage to 2[W] + Dexterity modifier Increase damage to 2[W] + Dexterity modifier
(+5) + Charisma modifier (+4) at 21st level. (+5) at 21st level.
Jagged Dagger +3: +18 attack, 1d4+14 damage Jagged Dagger +3: +18 attack, 1d4+10 damage
Dagger: +15 attack, 1d4+11 damage Dagger: +15 attack, 1d4+7 damage
Standard * Ranged weapon Standard * * Melee or Ranged weapon Standard Close blast 5
5
ACTION RANGE ACTION RANGE ACTION RANGE
18 vs AC One creature 18 vs AC One creature 18 vs AC Each enemy in blast you can see
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding a crossbow, a Requirement: You must be wielding a crossbow, a Requirement: You must be wielding a crossbow, a
light thrown weapon, or a sling. light blade, or a sling. light thrown weapon, or a sling.
Attack: Dexterity vs. AC Attack: Dexterity vs. AC Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage, and Hit: 2[W] + Dexterity modifier (+5) damage. Add Hit: 1[W] + Dexterity modifier (+5) damage.
you push the target 1 square. your Charisma modifier (+4) to your AC until the
start of your next turn. Jagged Dagger +3: +18 attack, 1d4+10 damage
Jagged Dagger +3: +18 attack, 2d4+10 damage Dagger: +15 attack, 1d4+7 damage
Dagger: +15 attack, 2d4+7 damage Jagged Dagger +3: +18 attack, 2d4+10 damage
Dagger: +15 attack, 2d4+7 damage
Minor * Melee weapon Standard Close blast 3 Standard * * Melee or Ranged weapon
3
ACTION RANGE ACTION RANGE ACTION RANGE
18 vs AC 18 vs AC Each enemy in blast you can see 18 vs Fort One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding a dagger and Requirement: You must be wielding a crossbow, a Requirement: You must be wielding a crossbow, a light
have scored a critical hit with a dagger against an light thrown weapon, or a sling. blade, or a sling.
enemy during this turn. Attack: Dexterity vs. AC Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier (+5) damage, and the
Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and
target is knocked prone. Until the end of the encounter, if
Hit: 3[W] + Dexterity modifier (+5) damage. the target is blinded until the end of your next the target moves more than half its speed in a single
turn. action, it falls prone at the end of its movement.
Jagged Dagger +3: +18 attack, 3d4+10 damage Miss: Half damage, and the target is not blinded. Miss: Half damage, and the target is not knocked prone.
Dagger: +15 attack, 3d4+7 damage
Jagged Dagger +3: +18 attack, 2d4+10 damage Jagged Dagger +3: +18 attack, 2d4+10 damage
Dagger: +15 attack, 2d4+7 damage Dagger: +15 attack, 2d4+7 damage
Standard 10 Area burst 1 within 10 squares Minor * Melee 1 Imm Interr Personal
1
ACTION RANGE ACTION RANGE ACTION RANGE
18 vs Reflex Each enemy in burst you can see AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET Target: One creature Trigger: You are hidden and lose cover or
Requirement: You must be wielding a crossbow, a Effect: Until the start of your next turn, the next concealment against an enemy
light thrown weapon, or a sling. ally who hits the target and has combat advantage Prerequisite: You must be trained in Stealth.
Attack: Dexterity vs. Reflex against it deals extra damage against it equal to Effect: Make a Stealth check. You remain hidden
Hit: 2[W] + Dexterity modifier (+5) damage. your Sneak Attack damage. from the triggering enemy if your check beats its
Miss: Half damage. passive Perception check. Until the end of your
next turn, you can remain hidden without needing
Jagged Dagger +3: +18 attack, 2d4+10 damage any cover or concealment.
Dagger: +15 attack, 2d4+7 damage
Prerequisite: You must be trained in Acrobatics. This weapon scores critical hits on a 19 or 20.
Effect: You can shift your speed and can shift Light Thrown, Off-hand
through squares occupied by enemies during this
movement. Melee Basic Attack: +18 attack, 1d4+10 damage
Ranged Basic Attack: +18 attack, 1d4+10 damage
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER
ADDITIONAL EFFECTS
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Rogue 10 MP Off-hand 1 13000 Body 10 9000
Periapt of Cascading Health +2 Potion of Vitality (paragon tier) Bag of Holding (heroic tier)
1 2 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+2 Fortitude, Reflex, and Will 10 Neck Slot Item 15 Potion 5 Wondrous Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Neck 0 5000 0 1000 0 1000
5 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Power (Consumable): Standard Action. When you push Item Slot: Hands
this nail into a door, chest, or other closeable object, it Power (Daily): Free Action. Use this power when
magically sinks into the material of that object and seals it you hit with a thrown weapon attack. Add a +5
shut. Treat this as if you had used an Arcane Lock ritual
power bonus to the damage roll.
with an Arcana check result of 25.
Special: You can use this item in place of the required
component cost for an Arcane Lock ritual. In that case,
use your own Arcana check instead of that of the nail.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 40 Hands 0 1800
yla Page 5
Character Sheet
Player Name
22 STR
Strength
6 11 26 FORT 15 6 2 2 1 16 Passive Insight 10 + 6
CONDITIONAL BONUSES
19 CON
Constitution
4 9 16 Passive Perception 10 + 6
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
11 DEX
Dexterity
0 5 18 REF 15 2 1
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
11 Intelligence
0 5 Melee Basic Attack - Flesh Seeker Execution axe
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
12 WIS 1 6 + 17 5 6 2 3 1
Wisdom 19 WILL 15 1 2 1 ABILITY:
Melee Basic Attack - Unarmed
9 CHA -1 4 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 11 5 6
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
114 57 28 13 2 3 Melee Basic Attack - Flesh Seeker Execution axe
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d12+11 6 2 3
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4+6 6
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +1 to all saving throws, +2 bonus whenever you have Human Defense Bonuses - +1 to Fortitude, Reflex, and 17 vs AC Flesh Seeker Execution axe +3 1d12+11
no action points remaining
Will.
RESISTANCES 11 vs AC Unarmed (Melee) 1d4+6
vs
5 5 0 n/a adjacent marked foe who shifts or makes attack not with the Execution axe.
Arcana INT
11 5 -1 2 including you. Mark lasts until end of your next turn or Weapon Focus (Axe) - Gain +1 damage per tier with Axes.
17 Athletics STR
marked by other. Weapon Expertise (Axe) - Gain bonus to attack rolls with
4 Bluff CHA 4 0 n/a
Combat Superiority - Add Wis mod to opportunity attacks. Axes.
4 Diplomacy CHA 4 0 n/a
Hit ends foe's movement (if any) this action. Human Perseverance - +1 to saving throws
6 Dungeoneering WIS 6 0 n/a
Fighter Talents - Select a Fighter Talent. Stubborn Survivor - +2 to saving throws when you have
13 Endurance CON 9 5 -1
Battlerager Vigor - Temp hp (Con mod) when hit by no action points remaining
11 Heal WIS 6 5 n/a melee or close; temp hp from invigorating attacks stack with Improved Vigor - Invigorating powers grant +1 temporary
5 History INT 5 0 n/a temp hp; +1 melee and close damage in light armor or hp
6 Insight WIS 6 0 n/a chainmail (+2 with axe, hammer, mace, pick) Toughness - Gain 5 additional hit points per tier
16 4 5 n/a Dreadnought Action - When you spend action point to Deadly Axe - Treat all axes as high crit weapons
Intimidate CHA
attack, gain resist 10 all until start of your next turn
6 Nature WIS 6 0 n/a
Unfailing Resources - Gain +10 hp; free action to spend
6 Perception WIS 6 0 n/a
10 hp to save automatically against effect that a save ends;
5 Religion INT 5 0 n/a
LANGUAGES KNOWN
4 Stealth DEX 5 0 -1
Common, Dwarven
4 Streetwise CHA 4 0 n/a
4 Thievery DEX 5 0 -1
Grunther Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Crushing Surge Flesh Seeker Execution axe +3 (E)
WEAPON
Combat Challenge
WEAPON
Cleave
WEAPON
Sure Strike
ARMOR
Summoned Braidmail Armor +3 (E)
ARMS
FEET
ENCOUNTER POWERS Ghoststride Boots (heroic tier) (E)
HANDS
Passing Attack Giantkind Gloves (heroic tier) (E)
HEAD
Sweeping Blow
NECK
Savage Parry Periapt of Cascading Health +2 (E)
RING
Inexorable Advance
RING
Pinning Smash
Terrifying Impact
UTILITY POWERS
Boundless Endurance
Unbreakable
Grunther Page 2
Crushing Surge Combat Challenge Cleave
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Invigorating, Martial, Weapon Martial, Weapon Martial, Weapon
Flesh Seeker Execution axe +3: +17 attack, 15 Flesh Seeker Execution axe +3: +17 attack, 1d12
damage +11 damage
Trigger: You are hit by an attack Trigger: You are hit by an attack High Crit, Brutal
Effect: Reduce the damage from the attack by 5 + Effect: You take no damage from the attack that
your Constitution modifier (+4). just hit you. However, you are stunned and take a Melee Basic Attack: +17 attack, 1d12+11 damage
2 penalty to all defenses until the end of your
next turn.
AT-WILL ENCOUNTER DAILY
POWER
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Fighter 6 PH Fighter 10 PH Two-Hands 14 13000
Summoned Braidmail Armor +3 Periapt of Cascading Health +2 Giantkind Gloves (heroic tier)
8 -1 -1 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+3 AC 11 Armor +2 Fortitude, Reflex, and Will 10 Neck Slot Item 4 Hands Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Power (At-Will): Minor Action. You banish this Item Slot: Neck Item Slot: Hands
armor to a secure extradimensional location. At Power (Encounter): Minor Action. You end one Power (At-Will): Standard Action. Strength + 2 vs.
any point in the future, unless you are wearing condition that a save can end. AC; ranged 6/12; you throw an object 30 lb. or
armor, you can use another minor action to recall less; 2d6 + Strength modifier (+6) damage.
the armor. The armor appears on you as though Power (Encounter): Free Action. Use this power
you had donned it normally. when you hit with a melee attack. Add a +2 power
bonus to the damage roll.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 40 9000 Neck 0 5000 Hands 0 840
1 1 2
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
You can use your Strength modifier (+6) instead of While you are running, you gain a +1 item bonus
your Charisma modifier (-1) when making to AC and become insubstantial.
Intimidate checks.
Item Slot: Waist Item Slot: Feet Power (Consumable Acid): Minor Action. Touch
this whetstone to a melee or ranged weapon you
hold. Until the end of the encounter, any successful
attack with the weapon deals ongoing 2 acid
damage (save ends).
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Waist 0 1800 Feet 0 1800 0 200
1
AC BONUS CHECK SPEED QUANTITY
7 Whetstones
ENHANCEMENT LEVEL TYPE
PROPERTIES
MAGIC ITEM
Grunther Page 5
Character Sheet
Player Name
11 STR
Strength
0 5 22 FORT 15 5 2 21 Passive Insight 10 + 11
CONDITIONAL BONUSES
20 CON
Constitution
5 10 17 Passive Perception 10 + 7
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
11 DEX
Dexterity
0 5 20 REF 15 2 1 2
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
14 Intelligence
2 7 Melee Basic Attack - Short sword
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
9 WIS -1 4 + 8 5 0 3
Wisdom 24 WILL 15 6 1 2 ABILITY:
Melee Basic Attack - Unarmed
22 CHA 6 11 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 5 5 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
82 41 20 12 2 3 Melee Basic Attack - Short sword
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d6 0
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Dilettante - Choose at-will power from other class; use as DAMAGE ABIL FEAT ENH MISC MISC
vs
14 7 5 n/a 2 Virtue of Valor - When an ally within 10 squares bloodies Bardic Knowledge - +2 bonus to several skill checks
Arcana INT
5 5 -1 2 Majestic Word - Gain majestic word power Jack of All Trades - +2 to untrained skill checks
11 Athletics STR
Multiclass Versatility - Can choose class-specific multiclass Friendly Deception - Apply words of friendship bonus to
16 Bluff CHA 11 5 n/a
Skill Versatility - +1 to untrained skill checks Bluff check
18 Diplomacy CHA 11 5 n/a 2
Song of Rest - At end of short rest, you and each ally spendi Rousing Voice - Ally who uses second wind gains
7 Dungeoneering WIS 4 0 n/a 3
Words of Friendship - Gain the words of friendship power temporary hit points
12 Endurance CON 10 0 -1 3
Inspire by Example Improved Majestic Word - Target of majestic word gains
7 Heal WIS 4 0 n/a 3 Inspire by Word temporary hp
10 History INT 7 0 n/a 3 Wood Elf Agility - On Acrobatics or Athletics checks, d20
7 Thievery DEX 5 0 -1 3
ARMOR
Imposter's Braidmail Armor +3 (E)
ARMS
FEET
ENCOUNTER POWERS
HANDS
Majestic Word
HEAD
Words of Friendship
NECK
Thunder's Calling Cape of the Mountebank +2 (E)
RING
Dissonant Strain
RING
Timely Distraction
WAIST PERSONALITY TRAITS
Victorious Smite
Song of Discord
Symphony of Misfortune
UTILITY POWERS
Song of Courage
Song of Conquest
Mantle of Unity
Call of Friendship
Silence
Magic Mouth
Arcane Mark
Knock
Standard 10 Ranged 10 Standard 10 Ranged 10 Minor Close burst 5 (10 at 11th level, 15 a
5
ACTION RANGE ACTION RANGE ACTION RANGE
14 vs Will One creature 14 vs Will One creature vs You or one ally in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Charisma vs. Will Attack: Charisma vs. Will Effect: The target can spend a healing surge and regain
Hit: 1d8 + Charisma modifier (+6) psychic Hit: 1d6 + Charisma modifier (+6) psychic additional hit points equal to your Charisma modifier (+6).
You also slide the target 1 square.
damage, and you pull the target 2 squares. damage, and the target takes a -2 penalty to Level 6: 1d6 + Charisma modifier (+6) additional hit points.
Increase damage to 2d8 + Charisma modifier (+6) attack rolls until the end of your next turn. Level 11: 2d6 + Charisma modifier (+6) additional hit points.
at 21st level. Level 21: 2d6 + Charisma modifier (+6) damage. Level 16: 3d6 + Charisma modifier (+6) additional hit points.
Level 21: 4d6 + Charisma modifier (+6) additional hit points.
Level 26: 5d6 + Charisma modifier (+6) additional hit points.
Cli Lyre +3: +14 attack, 1d8+9 damage Cli Lyre +3: +14 attack, 1d6+9 damage
Special: You can use this power twice per encounter, but only
once per round. At 16th level, you can use this power three
times per encounter, but only once per round.
Standard 10 Ranged 10 Standard 10 Area burst 1 within 10 squares Minor Close burst 5
1 5
ACTION RANGE ACTION RANGE ACTION RANGE
14 vs Will One creature 14 vs Will Each creature in burst AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: The burst creates a zone of inspirational
Attack: Charisma vs. Will Attack: Charisma vs. Will shouts that lasts until the end of your next turn.
Hit: 1d10 + Charisma modifier (+6) damage.
Hit: The target is dominated until the end of your Miss: Half damage. When you move, the zone moves with you,
next turn. Effect: The burst creates a zone of misfortune that lasts until the end of remaining centered on you. While within the zone,
your next turn. Choose one of the following misfortune effects; until any ally gains a +1 power bonus to attack rolls.
Effect: The target makes a basic attack against an the end of your next turn, each enemy that starts its turn within the
enemy of your choice as a free action. zone is subject to that effect. Sustain Minor: The zone persists.
The enemy is slowed.
The enemy takes psychic damage equal to your Charisma modifier
Cli Lyre +3: +14 attack, 0 damage (+6).
The enemy grants combat advantage to your allies.
Sustain Minor: The zone persists. You can choose a new misfortune
effect for the zone when you sustain this power.
Effect: Until the end of your next turn, any ally Target: You and each ally in burst Bards can use this item as an implement for bard
within 5 squares of you who hits an enemy gains Effect: Determine the highest AC, Fortitude, Reflex, powers and bard paragon path powers. As an
temporary hit points equal to 3 + your Constitution and Will among all the targets. Until the end of implement, it grants a +3 enhancement bonus to
modifier (+5). your next turn, use these values for the attack rolls and damage rolls, and it deals 3d6
corresponding defenses of all the targets. extra damage on a critical hit.
AT-WILL ENCOUNTER DAILY
POWER
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Bard 6 PH2 Bard 10 AP One-hand 0 13000
8 -1 -1 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Power (At-Will Polymorph): Minor Action. You can Item Slot: Neck Power (Consumable Thunder): Standard Action.
transform this armor into a normal-looking set of clothes. Power (Daily Teleportation): Immediate Reaction. Make an attack: Area burst 1 within 10; +13 vs.
While in clothes form, the armor does not provide an Use this power when you are hit by an attack. Fortitude; on a hit, the target takes 1d4 thunder
armor bonus, but neither does it impose an armor check
Teleport 5 squares and gain combat advantage damage, is pushed 1 square from the center of the
penalty or speed reduction. You can add this armor's
enhancement bonus to any Bluff check made to attempt against the attacker until the end of your next turn. burst, and deafened (save ends).
to disguise your appearance. You can change this armor
back into its true form as a minor action.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 40 9000 Neck 0 5000 0 200
11 STR
Strength
0 5 22 FORT 15 3 3 1 21 Passive Insight 10 + 11
CONDITIONAL BONUSES
17 CON
Constitution
3 8 18 Passive Perception 10 + 8
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
11 DEX
Dexterity
0 5 25 REF 15 6 3 1
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
23 Intelligence
6 11 Magic Missile - Summoner's Tome +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
12 WIS 1 6 + 14 5 6 2 1
Wisdom 23 WILL 15 2 2 3 1 ABILITY:
Melee Basic Attack - Dagger
9 CHA -1 4 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 8 5 0 3
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
67 33 16 9 2 3 Magic Missile - Summoner's Tome +2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 2d4+8 6 2
RACE FEATURES ABILITY:
Melee Basic Attack - Dagger
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4 0
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +1 to all saving throws Human Defense Bonuses - +1 to Fortitude, Reflex, and 14 vs Ref Magic Missile (Summoner's To 2d4+8
Will.
RESISTANCES Resist 10 To a damage type chosen from the following list at 8 vs AC Dagger (Melee) 1d4
the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison,
psychic, thunder
CURRENT CONDITIONS AND EFFECTS 8 vs AC Dagger (Range) 1d4
16 11 5 n/a Tome of Binding - Encounter, free; with tome, Ritual Caster - Master and perform rituals
Arcana INT
5 0 2 creatures summoned gain a bonus to damage rolls. Careful Summoner - Summoned creatures gain +1 to
7 Athletics STR
Cantrips - Use ghost sound, light, mage hand, and defenses
6 Bluff CHA 4 0 n/a 2
prestidigitation as at-will powers. Implement Expertise (Tome) - +1 to attack rolls with
9 Diplomacy CHA 4 5 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat. tomes
8 Dungeoneering WIS 6 0 n/a 2
Spellbook - Three 1st-level rituals, plus more at higher Human Perseverance - +1 to saving throws
10 Endurance CON 8 0 2
levels. Also, twice the daily and utility spells you can use; Jack of All Trades - +2 to untrained skill checks
8 Heal WIS 6 0 n/a 2 choose from among these at each extended rest. Bravo - Bravo: Training in Intimidate, 1/encounter,
18 History INT 11 5 n/a 2 Summoner's Action designate a creature as prey
7 Thievery DEX 5 0 2
Web
UTILITY POWERS
Arcane Gate
Make Whole
Comprehend Language
Standard 20 Area burst 3 within 20 squares Standard 20 Area burst 2 within 20 squares Move Personal
3 2
ACTION RANGE ACTION RANGE ACTION RANGE
14 vs Reflex Each creature in burst 14 vs Will Each creature in burst AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: Shift up to twice your speed.
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier (+6) fire damage. Hit: The target is slowed (save ends). If the target
Miss: Half damage. fails its first saving throw against this power, the
target becomes unconscious (save ends).
Summoner's Tome +2: +14 attack, 3d6+8 damage Miss: The target is slowed (save ends).
Summon Iron Cohort Summon Shadow Serpent Githweave Armor of Necrotic Resistance
SPELLBOOK SPELLBOOK
KEYWORDS USED KEYWORDS USED
Arcane, Implement, Summoning Arcane, Implement, Summoning 0 - - 1
10 AC BONUS CHECK SPEED QUANTITY
Minor Close burst 2 Minor Ranged 10
2 +3 AC 12 Armor
ACTION RANGE ACTION RANGE
ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES
Effect: You summon a Small iron cohort in an Effect: You summon a Small shadow serpent in an Resist 10 to a damage type chosen from the
unoccupied square within the burst. The iron unoccupied square within range. The shadow serpent following list at the time the armor is created: acid,
cohort has a speed of 6 and has a +2 bonus to AC. has a speed of 6. It has a +5 bonus to Stealth checks cold, fire, force, lightning, necrotic, poison, psychic,
You can give the iron cohort the following special and takes no penalty to Stealth checks for moving more
thunder.
than 2 squares. You can give the shadow serpent the
command.
following special command.
Immediate Interrupt: When you are targeted by
Minor Action: Until the end of your turn, you can see AT-WILL ENCOUNTER DAILY
a ranged or melee attack and the iron cohort is through the shadow serpent's eyes. You cannot gain POWER
adjacent to you, the iron cohort becomes the line of sight or line of effect for your powers from the
attack's target instead. serpent's square, but you can make Perception checks
from it to spot hidden objects or creatures.
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Wizard 6 AP Wizard 2 AP Body 2 13000
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+2 attack rolls and damage rolls 10 Tome +3 Fortitude, Reflex, and Will 11 Neck Slot Item 15 Potion
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Item Slot: Off-hand Item Slot: Neck Power (Consumable Healing): Minor Action. Drink
Power (Daily Arcane, Implement, Summoning): Free the potion and spend a healing surge. Instead of
Action. Choose a power contained in this tome and the hit points you would normally regain, you
expend an unused wizard daily attack power of an regain 25 hit points and make one saving throw
equal or higher level. You gain the use of the chosen
against an effect on you that a save can end.
power during this encounter. The power is lost if you
do not use it before the end of the encounter.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 0 5000 Neck 0 9000 0 1000
1
AC BONUS CHECK SPEED QUANTITY
14 Alchemical
ENHANCEMENT LEVEL TYPE
PROPERTIES
MAGIC ITEM
11 STR
Strength
0 5 18 FORT 15 2 1 19 Passive Insight 10 + 9
CONDITIONAL BONUSES
12 CON
Constitution
1 6 26 Passive Perception 10 + 16
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
23 DEX
Dexterity
6 11 22 REF 15 6 1
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
11 Intelligence
0 5 Ranged Basic Attack - Prime Shot Greatbow +3
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
19 WIS 4 9 + 17 5 6 2 3 1
Wisdom 19 WILL 15 4 ABILITY:
Melee Basic Attack - Unarmed
9 CHA -1 4 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 5 5 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
74 37 18 7 2 3 Ranged Basic Attack - Prime Shot Greatbow +3
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d12+9 6 3
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Elven Weapon Proficiency - Proficient with longbow and DAMAGE ABIL FEAT ENH MISC MISC
5 5 0 n/a Archer Fighting Style - Gain Defensive Mobility as a Lethal Hunter - Hunter's Quarry damage dice increase to
Arcana INT
9 Insight WIS 9 0 n/a before or after the action Elven Precision - +2 to reroll with elven accuracy
4 4 0 n/a Opportunity Fire - Use bow or loaded crossbow to make Sly Hunter - +3 damage with bow against isolated target
Intimidate CHA
opportunity attacks; these attacks don't provoke opportunity
16 Nature WIS 9 5 n/a 2
attacks
16 Perception WIS 9 5 n/a 2
10 Thievery DEX 11 0 -1
Aaron Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Hunter's Quarry Prime Shot Greatbow +3 (E)
WEAPON
Twin Strike
WEAPON
Nimble Strike
WEAPON
ARMOR
Summoned Earthhide Armor +3 (E)
ARMS
Breach Bracers (heroic tier) (E)
FEET
ENCOUNTER POWERS Wallwalkers (heroic tier) (E)
HANDS
Elven Accuracy
HEAD
Two-Fanged Strike
NECK
Disruptive Strike
RING
Biting Volley
RING
Stab and Shoot
WAIST PERSONALITY TRAITS
UTILITY POWERS
Crucial Advice
Serpentine Dodge
Prime Shift
Aaron Page 2
Melee Basic Attack Ranged Basic Attack Hunter's Quarry
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Weapon Weapon
Standard * * Melee or Ranged weapon * * Melee or Ranged weapon Standard * Ranged weapon
ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One creature 17 vs AC The attacking creature 17 vs Reflex One or two creatures
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding two melee Trigger: You or an ally is attacked by a creature Attack: Dexterity vs. Reflex, two attacks. Each
weapons or a ranged weapon. Attack: Strength vs. AC (melee) or Dexterity vs. AC attack can score a critical hit on a roll of 1820.
Attack: Strength vs. AC (melee; main weapon and off- (ranged) Hit: 1[W] + Dexterity modifier (+6) damage per
hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+0) damage attack.
Hit: 1[W] + Strength modifier (+0) damage (melee) or
(melee) or 1[W] + Dexterity modifier (+6) damage
1[W] + Dexterity modifier (+6) damage (ranged) per
(ranged). The target takes a penalty to its attack Prime Shot Greatbow +3: +17 attack, 1d12+9
attack. If both attacks hit, you deal extra damage equal
to your Wisdom modifier (+4). roll for the triggering attack equal to 3 + your damage
Wisdom modifier (+4).
Prime Shot Greatbow +3: +17 attack, 1d12+9 damage
Prime Shot Greatbow +3: +17 attack, 1d12+9
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+3 to damage rolls against that enemy until the end of the encounter when a non- +3 to damage rolls against that enemy until the end of the encounter when a non- +3 to damage rolls against that enemy until the end of the encounter when a non-
minion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance minion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance minion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance
(heroic tier). (heroic tier). (heroic tier).
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Ranger 1 PH Ranger 3 PH Ranger 7 MP
Effect: Until the stance ends, you can shift a You deal +2 damage if no ally is closer to the
number of squares equal to your Wisdom modifier target than you are.
(+4) as a move action whenever you hit an enemy Load Free
with a ranged attack that has the bonus from the
Prime Shot class feature. Ranged Basic Attack: +17 attack, 1d12+9 damage
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Ranger 10 MP Two-Hands 5 13000 Body 25 9000
1 2 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Item Slot: Feet Power (Consumable Healing): Minor Action. Drink Power (Consumable): Minor Action. Drink this
Power (Daily): Minor Action. Walk on walls as if the potion and spend a healing surge. Instead of potion and spend a healing surge. You do not
they were horizontal surfaces until the end of the the hit points you would normally regain, you regain hit points as normal. Instead, once during
encounter. regain 25 hit points and make one saving throw this encounter as a free action, you can reroll a
against an effect on you that a save can end. d20 roll you just made, gaining a +3 bonus on the
reroll. You must use the result of the reroll.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Feet 0 5000 0 1000 0 1000
1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 1000 Arms 0 1000
Aaron Page 5
Character Sheet
Player Name
21 STR
Strength
5 10 21 FORT 15 5 1 17 Passive Insight 10 + 7
CONDITIONAL BONUSES
13 CON
Constitution
1 6 22 Passive Perception 10 + 12
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
17 DEX
Dexterity
3 8 19 REF 15 3 1
ATTACK WORKSPACE
INT CONDITIONAL BONUSES ABILITY:
11 Intelligence
0 5 Melee Basic Attack - Dynamic Waraxe +3
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 WIS 2 7 + 16 5 5 2 3 1
Wisdom 17 WILL 15 2 ABILITY:
Melee Basic Attack - Spiderkissed Waraxe +3
9 CHA -1 4 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 16 5 5 2 3 1
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES ACTION POINTS
0 1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
85 42 21 7 2 3 Melee Basic Attack - Dynamic Waraxe +3
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d12+10 5 2 3
RACE FEATURES ABILITY:
Melee Basic Attack - Spiderkissed Waraxe +3
Dwarven Weapon Proficiency - Proficient with hammers. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Cast-Iron Stomach - +5 bonus to saving throws against 1d12+10 5 2 3
TEMPORARY HIT POINTS
poison.
Encumbered Speed - Armor or heavy load doesn't reduce BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +5 Racial bonus against poison your speed. (Other effects still can.) 16 vs AC Dynamic Waraxe +3 1d12+10
Dwarven Resilience - Second wind is minor action.
RESISTANCES 16 vs AC Spiderkissed Waraxe +3 1d12+10
Stand Your Ground - Can move 1 less when forced to
CURRENT CONDITIONS AND EFFECTS move. Immediate saving throw to avoid being knocked 13 vs AC Handaxe (Melee) 1d6+7
5 5 0 n/a Two-Blade Fighting Style - Wield one-handed weapon Weapon Expertise (Axe) - Gain bonus to attack rolls with
Arcana INT
7 Insight WIS 7 0 n/a Strength of the Earth - Spend a healing surge when you Quick Draw - Draw a weapon with attack action, +2 to
7 Thievery DEX 8 0 -1
ARMOR
Shared Suffering Hide Armor +2 (E)
ARMS
FEET
ENCOUNTER POWERS
HANDS
Two-Fanged Strike
HEAD
Cut and Run Horned Helm (heroic tier) (E)
NECK
Sweeping Whirlwind
RING
Receive the Charge
RING
Two-Wolf Pounce
Swirling Leaves of Steel
UTILITY POWERS
Fox Shift
Boundless Energy
Hunting Party
Handaxe
Standard * * Melee or Ranged weapon Standard * Melee weapon Standard * * Melee or Ranged weapon
ACTION RANGE ACTION RANGE ACTION RANGE
16 vs AC One or two creatures 16 vs AC One creature 16 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding two melee Attack: Strength vs. AC Requirement: You must be wielding two melee
weapons or a ranged weapon. Hit: 1[W] + Strength modifier (+5) damage. weapons or a ranged weapon.
Attack: Strength vs. AC (melee; main weapon and Increase damage to 2[W] + Strength modifier (+5) Attack: Strength vs. AC (melee; main weapon and off-
off-hand weapon) or Dexterity vs. AC (ranged), at 21st level. hand weapon) or Dexterity vs. AC (ranged), two attacks
Effect: If you move in the same turn after this attack, Hit: 1[W] + Strength modifier (+5) damage (melee) or
two attacks
leaving the first square adjacent to the target does 1[W] + Dexterity modifier (+3) damage (ranged) per
Hit: 1[W] damage per attack.
not provoke an opportunity attack from the target. attack. If both attacks hit, you deal extra damage equal
Increase damage to 2[W] at 21st level. to your Wisdom modifier (+2).
Dynamic Waraxe +3: +16 attack, 1d12+5 damage Dynamic Waraxe +3: +16 attack, 1d12+10 damage
Spiderkissed Waraxe +3: +16 attack, 1d12+10 Dynamic Waraxe +3: +16 attack, 1d12+10 damage
Spiderkissed Waraxe +3: +16 attack, 1d12+5 Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage
damage
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry)
Trigger: You hit a target with a melee attack and Trigger: You roll an Endurance check and dislike Effect: Until the stance ends, each time you miss
the target is marked by an ally the result your quarry with an attack, you can choose an ally
Effect: You can shift 1 square, and you gain a +2 Prerequisite: You must be trained in Endurance. within 5 squares of the quarry. If that ally hits the
power bonus to all defenses against your target's Effect: Reroll the Endurance check. You decide quarry before the start of your next turn, the ally's
attacks until the end of your next turn. whether to make the reroll before the DM attack deals extra damage equal to your Hunter's
announces the result. Quarry damage.
+3 attack rolls and damage rolls 11 +3d6 damage +3 attack rolls and damage rolls 12 +3d6 poison damage +2 AC 10 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Versatile Versatile
Melee Basic Attack: +16 attack, 1d12+10 damage Melee Basic Attack: +16 attack, 1d12+10 damage
Power (Encounter Polymorph): Minor Action. Power (At-Will Poison): Free Action. All damage Power (Encounter): Immediate Reaction. Use this
Change the weapon into a different weapon from dealt by this weapon is poison damage. Another power when an attack gives you ongoing damage.
any melee category (simple, military, or superior). free action returns the damage to normal. The attacker gains an equal amount of untyped
This effect lasts until the end of the encounter, or Power (Daily): Free Action. Use this power when ongoing damage (save ends).
until you end it as a minor action. you hit with the weapon. The target is slowed
(save ends). First Failed Save: The target is
immobilized (save ends).
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 10 9000 One-hand 10 13000 Body 25 5000
2 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Power (Consumable Healing): Minor Action. Drink Item Slot: Waist Item Slot: Head
the potion and spend a healing surge. Instead of Power (Daily): Minor Action. Gain resist 5 to all
the hit points you would normally regain, you weapon damage until the end of your next turn.
regain 25 hit points and make one saving throw
against an effect on you that a save can end.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 1000 Waist 0 1000 Head 0 1800
1
AC BONUS CHECK SPEED QUANTITY
10 Whetstones
ENHANCEMENT LEVEL TYPE
PROPERTIES
MAGIC ITEM