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3.shadow Tomb
3.shadow Tomb
PIT
TRAPS
Several areas in the Shadow Tomb contain pit traps.
The pits in locations 3, 5, and 14 are each 20 feet
deep, and the pits in location 16 are each 10 feet
deep. Each trap is disguised by a false floor that gives
way when a creature enters a square of that trap.
The creature takes Id10 damage for each 10 feet it
falls and is knocked prone at the bottom of the pit. In
addition, each pit contains necrotic essence that deals
5 necrotic damage to a creature that ends its turn at
the bottom of the pit.
A character in a square adjacent to a pit trap can
detect the false stonework with a DC 21 Perception
check. A character who makes a DC 21 Thievery
check can bypass the trap by discerning where to step
to avoid caving in the false floor, and can pass this
information along to the other characters.
CHAPTER 2 I The Tomb of Shadows
PLANAR CROSSOVER
The rituals by which Acererak constructed the
Shadow Tomb created unique planar connections to
other tombs. Within the Shadow Tomb, the charac
ters cross over to the Feywild, to the mortal realm,
and to Pluton through locations 6, 7, and 8. As in
the Garden of Graves, the characters can experience
planar visions of other tombs at any time.
Whenever a character makes an Arcana check to
detect magic while in the Shadow Tomb. roll a d4 and
consult the following table. Once the vision fades, the
check to detect magic functions normally.
With magic keys claimed from the planar cross
over locations in the Shadow Tomb, the characters
gain access to the shadow engine. The keys necessary
for the characters to access the eldritch engine are
hidden across planar boundaries in Encounter S4,
page 70, and Encounter S5, page 72.
PLANAR VISIONS
d4 Vision Result
1
2
3
4
5. SPHERE OF PAIN
When the characters enter the chamber, read:
The runecovered walls ofthis spherical chamber have a
silvery sheen.
1.
PERILOUS ARCHWAYS
The Shadow Gate in Moil roughly deposits the char
acters at this location. Undead guardians are an
immediate threat, but leaving the chamber is the
greater challenge.
See Encounter SI: Perilous Archways, page 63.
2. FEAST HALL
Acererak has prepared a banquet to welcome the
characters, but a pack of night haunts and deadly
magic tapestries threaten to ruin the celebration.
See Encounter S2: Tapestries of Time, page 66.
Arcana Check
4. BLACK WELL
Four trapdoors at the foot of a chasm are protected
by a hissing fall of necrotic rain. Finding the true exit
from this chamber is a challenge.
See Encounter S3: Black Well, page 68.
C HAPTER 2
11.
9. PLANAR GATE
12.
BONEYARD BRIDGE
A door at the bottom ofthe pit stands open, and the stench
The pit traps on the left side of the map have been
speciaUy deSigned to hold their heavy sarcophagi,
and they are meant to hinder characters searching
for tJle exit from this location. When a pit is triggered,
its sarcophagus falls in. A character who falls into the
pit at the same time is smashed by the crumbling sar
cophagus, taking Idl0 extra damage.
A false secret door is located at the bottom of the
pit in the leftmost vault. Though it appears identical
to the other secret doors in the dungeon, it cannot be
opened.
The true secret door to location 15 is in the ceiling
above the marked pit. A character must gain access
to the ceiling to search for and open the secret door.
(Because this search is unhindered by the penalty to
Perception checks of the shadowy necrotic essence in
the pit trap, this secret door is the easiest one to find
in the entire dungeon.)
Once the secret door is opened, a rough crawl
space is revealed beyond. After 15 feet, the tunnel is
blocked by loose rubble; to pass beyond it takes an
hour of excavation.
LORE OF ACERERAK
HAPTER 2
- - - - .-.-_. -
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SETUP
2 sword wraiths (W)
The portal in Encounter M4 transports the characters
to an extradimensional space tied to the deepest part
of the Shadowfell-and the entrance to Acererak 's
Shadow Tomb.
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Level 17 Lurker
XP 1.600
{'.l{
HP 90; Bloodied 4S
Initiative +19
AC 30, Fortitude 29, Reflex 30, Will 31
Perception +14
Speed 0, fly 8 (hover), phasing
Darkvlsion
Immune disease, poison; Resist 20 necrotic, insubstantial;
Vulnerable 10 radiant
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TACTICS
The sword wraiths target a Single heavily armored
character with shadow sword. They flank to gain
combat advantage , using shadow 8lide to keep from
being surrounded.
No
EXIT
. .
THE FALLEN
The bodies strung up within the web of black chains
are adventurers who came to the Shadow Tomb and
failed. These corpses have hung here for weeks or
more, putting them past the reach of a Raise Dead or
Speak with Dead ritual.
Any character who ascends the chains to search
the bodies can make a DC 18 Perception check to
find a scribbled journal within the cloak of one of the
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a!different eldritch engine in the Feywild
similar to that found by the characters in the Garden
ofGraves. This group traced the engine's flow of
energy to the Shadowfell, but the journal contains no
record of how they arrived here or what this place is.
Any search of the bodies notes an absence of
magic items, including one wearing plated gauntlets
and boots but no armor, and another with an empty
scabbard. See location 11 for more information.
THE ARCHWAYS
It's easy for the characters to get the idea that each of
the ten archways around the perimeter of this area
leads out of the chamber-and that's just what Acer
erak wants them to think. at least at first.
The characters gain the XP for this trap when all
members of the party have exited location 1.
Perilous Archways
1, .,1'
Level 14 Obstacle
XI'1.000
Portal Effects
1 The character ages, causing him or her to become
weakened and slowed. A Remove Affliction ritual
reverses this effect, and the effect slowly wears
off after the character reaches his or her third
milestone after aging. A character who steps
through the archway multiple times in the hope
of reversing the effect might well drop dead of old
age at your whim, The aging effect could equal one
third of a character's normal life span.
2 The character takes damage equal to his or her
healing surge value and is teleported to the blind
Devourer.
3 The character's number of healing surges Is reduced
by one as long as he or she remains within the
Shadow Tomb. If the character enters this archway
multiple times, the effect i~ cumulative.
4 The character's size is reduced one category
(minimum Tiny), and he or she is teleported to the
blind Devourer. The character's normalsized gear
and clothing is scattered around the Devourer. This
effect can be undone with a Remove Affliction ritual,
or if the character steps through this archway again
while not carrying any gear. A smaller creature's
ability to use its normal equipment and weapons
is left to your discretion, but Tiny creatures have
limitations in combat (Player's Handbook, page 282).
5 The character has a magic item (your choice)
teleported to location 11
6 The character's mundane clothing and armor are
destroyed. The characters' magic armor, shield, and
clothing are teleported to location 11. The character
is teleported nude (but with weapons and other gear)
to the blind Devourer.
7 The character becomes dominated (save ends), and he
or she attacks allies until the condition ends.
8 The character falls unconscious until the start of
his or her next turn and is teleported to the blind
Devourer. At the start of the next encounter, the
character falls unconscious (save ends).
9 The character's head turns into that of a donkey. His
or her armor and clothing Is modlfled as necessary,
and the character can speak, but the speech Is
interspersed with brays. Only a Remove Affliction
ritual can undo this effect. If the character steps
through the arch multiple times in the hope of
reversing the effect, the ritual must be performed
that same number of times.
10 The character is teleported to the blind Devourer
and is afterward overcome by the pervasive feeling
that something about his or her person or gear has
changed. Aside from this feeling, the archway has
no effect.
Blind Devourer
Level 15 Lurlcer
Troll'
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magic.
Trigger
When a creature enters the blind Devourer's mouth, the
trap attacks.
Attack
Opportunity Action
Melee 0
Target: The creature that triggered the trap.
Attack: +18 vs. Fortitude
Hit: 4d6 + 5 damage, and ongOing 10 damage (save ends). A
creature reduced to 0 hit points by the sphere's damage is
destroyed and reduced to a pile of fine gray dust.
Countermeasures
A character can make a DC 23 Athletics check to climb
out of the blind Devourer's mouth. Up to two characters
adjacent to the mouth can aid this check.
The sphere of darkness cannot be controlled or destroyed,
but it can be disabled temporarily in the course of
activating the exit from this location. A character can
make a DC 25 Athletics check or make a melee weapon
attack vs. AC 31 that deals 10 or more damage to break
the carved stone of one of the Devourer's blind eyes. The
character who breaks the stone takes 1 dl 0 damage from
arcane feedback, but the sphere is disabled while the
Devourer's open eye is revealed. The stone that covers the
area magically reforms, restoring the blind eye in 1 round.
Iftwo characters break both eyes simultaneously, neither
character takes damage, the sphere of annihilation is
disabled for 1 minute, and a portal opens beneath it.
Characters who lower themselves into the Devourer's
mouth drop 20 feet into location 2, taking falling damage
as normal. Characters can lower a rope down to avoid
this damage, but the rope is severed when the sphere of
annihilation reactivates.
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Nighthaunt
Shrine (S)
SETUP
1 nighthaunt shrine (S)
3 nighthaunt whisperers (W)
This empty feast hall offers a mocking obeisance to
the heroes who hunt Acererak-and a deadly threat.
The characters enter the room from location 1
through a portal that opens into the alcove along the
east wall. This encounter is designed to be played out
using half of one side of the poster map.
Mediul11
TRAilS
Ac liONS
are scattered throughout this area, each set with fine silver
History Check
TACTICS
The nighthaunt shrine targets heavily armed
deknders or strikers with terrifying visioll, knock
ing a character into reach of a tapestry if possible. It
uses Shadowfell taint to hinder one or more ranged
+ At-Will (1/Round)
Attack: Ranged 5 (one creature); +18 vs. Will
Hit: 2d6 + 5 psychic damage, and the nighthaunt shrine pushes
the target 1 square and knocks it prone.
i~ Shaclowfell Taint (necrotic, lone)
Encounter
Effect: The nighthaunt shrine creates a zone in an area burst
1 within 10 that lasts until the end of the shrine's next turn.
Squares within the zone are totally obscured and block line of
sight for creatures that do not have darkvision. A creature that
starts its turn within the zone takes 10 necrotic damage.
Sustain Minor: The zone lasts until the end of the shrine's next
turn. In addition, it can use a move action to move the zone 5
squares.
Skills InSight +17, Stealth +14
Wls 21 (+12)
Str 13 (+8)
Dex 14 (+9)
Cha 20 (+12)
Con 10 (+7)
Int 16 (+10)
Alignment evil
Languages Common
Level 12 Lurker
XP 700 cach
HP 65; Bloodied 32
Initiative +14
AC 26, Fortitude n, Reflex 24, Will 23
Perception +8
Speed 4 (clumsy), fly 8 (hover)
Darkvision
Immune disease, polson; Resist 10 necrotic, insubstantial;
Vulnerable 10 radiant
Eternal Tapestries
Irdl'
Level 15 Blaster
XI' 1.100
Trap: These magic tapestries are the last resting place for
Perception
The target and its gear are drawn into the tapestry,
to carry it.
Countermeasures
As an immediate interrupt, a character can make a DC 15
its squares.
Crumbling Ledges
HJl,lI d
S ETUP
The characters must run a dangerous gauntlet
of hazards and traps to descend deeper into the
Shadow Tomb.
Level 16 Warder
XI'IA ()()
chasm below.
collapse.
Perception
necrotic rain.
movement-
Necrotic Rain
11",.IIt!
chasm.
rain.
Perception
creatures.
Trigger
creature's turns.
Attack Necrotic
Melee
Standard Action
Target: The creature that triggered the hazard.
Warded Doors
Ir.ll'
Level 17 Warder
XI' 1,6tH)
An arcane ylyph set in Ihe door blasts you with ils power.
Trap: Each of the four doors at the bottom of the chasm is
Perception
Red: 6d8 fire damage, and ongoing 5 fire damage (save ends).
Yellow: 6d8 acid damage, and the target gains vulnerable
5 to all damage (save ends, -5 penalty to saving throws
against this effect).
Green: 6d8 poison damage, and the target is slowed (save
ends, -5 penalty to saving throws against this effect).
Gray; 6d8 necrotic damage. and the target loses a healing
surge.
Countermeasures
SP.,ecial
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Fungus Pit
H iIl,lld
SETUP
1 quickliog blademaster (B)
2 quickling zephyrs (Z)
2 terror scarab swarms (1')
Beyond the door. a decaying laboratory is being ran
sacked by a pack of Fey wild explorers_
When the characters can see into this area, read:
A Ia.boratory stands in a rottin8 shambles_ Sheets of
red-way mold line the walls, and an oily black fun8us is
consumin8 the remains of a few lar8e tables_ Three stone
vats stand within the room, onefilled with mold_
The quicklings have passed into this area through the
portal in location 9_ Have them make a single passive
Perception check to hear the characters (automatic
unless the characters are using Stealth). If the charac
ters enter the laboratory unnoticed. they gain surprise.
Do not place the terror scarab swarms until they
attack (see "Features of the Area").
TACTICS
The quickling blademaster darts through the charac
ters making blademaster strikes and uSingfey strike to
reorient itself if cornered.
The qUickling zephyrs use blindin8 speed when they
can. using short sword to strike with combat advantage
while invisible.
Each terror scarab swarm attacks the first charac
ter who ends his or her turn adjacent to the vat they
occupy during the first or second round of combat.
Otherwise, they emerge in the third round and attack
the nearest character or characters.
DEVELOPMENT
When only one qUickling remains alive. it flees
through the open secret door (provoking an attack
from the hanging mold). The quickling's climb speed
allows it to bypass the pit by darting along the wall
above it. after which it flees through the portal at
location 9.
Level 13 Obstacle
xr HOO
Countermeasures
Level 14 Lurker
XP 1,000 each
HP 81; Bloodied 41
AC 30, Fortitude 16, Reflex 19, Will 13
Speed 11. climb 6
Initiative +10
Perception +10
Low-light vision
Combat Advantage
With a successful melee attack, the zephyr deals ld6 extra
damage against any creature granting combat advantage to it,
and the creature is dazed (save ends).
Unstoppable
The zephyr ignores difficult terrain and can move across any
solid or liquid surface.
STANDARD ACTIONS
Level 15 Soldier
Level 16 Skirmisher
XP lAOO
Initiative +18
Perception +13
Low-light vision
SIIINOAIlU ACTIONS
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TACTICS
SETUP
Level 18 Soldier
XP 2.000 eac h
HP 175; Bloodied 87
Initiative +16
AC 31, Fortitude 31, Reflex 30, Will 31
Perception +17
Speed 5
Darkvision
Immune disease. poison: Resist 10 necrotic; Vulnerable 5 radiant
MeJilllll ~ h ,l(Jow hllmanoiJ
(undead)
TRAITS
At-Will
Planar Vats
H,lIo"d
level 15 Blaster
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Two Breal stone vats are filled wilh whirlpools of roilin8 eldritch
ener8Y
Hazard: The planar essence within the outer vats is
Perception
Attack
Standard Action
Ranged sight
Countermeasures
Force Bridge
HdI",d
Levell S Obstacle
XP 1.100
other.
Countermeasures
+ With a running start, a character can make a DC 30
Athletics check to jump the force bridge. On a failed
check, a character triggers the hazard, which gains a + 3
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bonus to the attack roll.
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+ A character can make a DC 25 Athletics check to climb C
the walls above the force bridge_ On a failed check, the
character triggers the hazard, which gains a + 3 bonus to
the attack roll.
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+ A creature that falls while adjacent to a square of the floor cc
on either end of the hazard can make a saving throw to
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catch the edge of the pit, trapping the character part of
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the way through the force field. A creature that ends its
turn on the edge takes 2d8 force damage, but can make
a DC 25 Athletics check to climb out. Up to two other
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characters inside or outside the pit can aid this check.
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Illumination: Darkness.
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Ceiling: The ceiling is 15 feet high.
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Force Bridge Pit: This ancient pit trap is covered
with a bridge offorce that allows Acererak's servants
to pass. See the hazard statistics block for details.
Laboratory Equipment: The tables are strewn
with ruined gems and pieces offailed e1dritch
engines. This equipment has no worth to the charac
ters, but it can be recognized by its Similarity to the
fey engine in the Garden of Graves.
Secret Door: This door is closed and locked (DC
20 Perception check to notice; DC 23 Strength check
or Thievery check to open). Characters who know
about the door's location from Encounter S4, page
71,locate it automatically and gain a +5 bonus to the
Thievery check.
Tables: A table is tall enough that a Small creature
can move under it and gain cover. It costs 2 extra
squares of movement for a creature to hop up onto a
table. A creature can make a DC 10 Strength check
to tip over a table, which then grants superior cover.
Vats: These great stone vats are fixed to
the floor. The westernmost vat contains a
rOiling whirlpool of green planar essence
tapped by the eldritch engines in the
Feywild. The center vat is empty, waiting
for Acererak's plans in Pluton to unfold .
The easternmost vat is a \>vhirlpool of raw
necrotic essence tapped from the Shadow
fell. See the hazard statistics block for
details.
Treasure: One of the bodaks wears a
necklace on which is strung a mithral key
with a head in the shape of a skull. No check
is required to locate it.
STUP
2 eldritch phantoms (P)
10 ghost tormentors (T)
Level 12 Lurker
XP ,00 e,1(11
Initiative +16
Perception +13
Darkvision
STANDARD ACTIONS
Insight Check
DC 13: The raae in these ahostly auardians 80es beyond
that ofmindless undead. These are warrior spirits, driven
by dark oaths.
XP 250 each
Initiative +14
Perception +11
Darkvision
Any living creature that starts its turn within the aura takes a -2
penalty to saving throws until the end of its next turn.
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TH HONORD DAD
Ghostly guardians protect the twisting bridge above
the charnel floor, determined to keep the characters
from passing.
Setup: Acererak's hold over his intelligent undead
followers is undermined by his habit of disposing of
his servants when he is done with them. These guard
ians protect the remains of slaves destroyed in the
Shadow Tomb's construction, but the characters can
earn their trust.
Level: 12 (XP 700).
TACTICS
The eldritch phantoms use force blast to keep attack
ers at bay as they seek targets for 8hostly possession.
A dominated character uses force blast unless its
own at-will attacks produce more forced movement,
attempting to knock other characters off the bone
bridge to the charnel floor below.
The ghost tormentors form tight ranks to prevent
characters from advancing farther along the bone
level 12 Warder
HM,,,d
XP 700
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standard action).
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challenge.
a fantastic device hanBs in midairjust below the ceilin8
Thievery (DC 15, standard action): The character dis
a spillnin8 web of platinum cables and black iron rods
SETUP
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XP 7,000
TACTICS
The Acererak construct flies high enough to avoid
melee attacks as it uses drain soul. It falls back on
shadow ray flurry only until drain soul recharges and
as long as no creatures are in its guarded area. When
a target's soul is trapped in one of the construct's soul
aems, it uses consume soul as soon as pOSSible.
The construct's guarded area is within 1 square
of the suspended shadow engine, and on the floor
within 2 squares of the teleportation circle. If any
character is within the guarded area (including characters on or flying adjacent to the eldritch engine),
the construct uses drain soul against him or her.
lidiH6i;ji"iiir.,V;
Str 16 (+11)
Dex 21 (+13)
WIs 15(+10)
Con 21 (+13)
Int 17 (+11)
Cha 24(+15)
Alignment evil
Languages
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