Seeking in Earnest

Part 2: Escape from the Fortress of Death

 

In Game

Out of Character

A Drow In Human’s Clothing

 

Unsure of the situation, Adran intones the prayers needed to consult with an oracle. The ghostly scholar who appears answers his questions faithfully. When asked if Chaugnar was part of the plot, Adran is told that the man is not innocent, but he is innocent of this. When asked what the name of the place where they are being held is, the answer is “The Fortress of the Pool of Death.” The follow up question regarding how to get to the fortress gives the cryptic answer “Jarlaxle Baenr knows the key.” Inquiry into how to find Jarlaxle is answered with an entreaty to turn around, as moments later as a man clears his throat in the entry to the chapel.

 

“Excuse me, sir. I hear you’re looking for Warduke and his friends?” As he says the name Warduke he holds his fingers up in the “quote-unquote” gesture. “I’m Jarlaxle Baenr, at your service.”

 

Adran recognizes the name. Jarlaxle Baenr is the drow mercenary who passed through the Pool of Elements six times, once to bathe in it and five times to travel to its elemental planes. This man however, is human. He wears a leather jerkin and a large plumed hat whose purple feather ripples in the light coming through the stained glass windows. At his side is a rapier, and on his other hip is a brace of daggers, one with a hilt guard and three weighted for throwing.

 

The two talk briefly, and Adran learns that Jarlaxle has spent the last few months searching for others to join him in a quest for power and revenge. After leaving the Pool of the Elements, he traveled the world in search of the Pool of Secrets. But when he found it, he was waylaid by a group of Seekers and forced to tell them of the Pools of Elements and Magic. The mercenary will take Adran and any allies he can muster to the Fortress of the Pool of Death to rescue their companions if they will then help him past the Pool’s guardians.

 

Adran agrees, but wishes to continue his efforts towards getting the party into the Pasha’s throne room so they can visit the Pool of Secrets. He directs Jarlaxle towards Chaugnar and bids him good luck.

 

Chaugnar receives a series of Sendings from the high priest of the Temple of the Long Night, the Raven Queen's largest temple in Calimshan. The first explains that he is with Adran (who is safe) and that Adran wishes to meet with the warlock. The next few are back and forth of questions and answers so Chaugnar can verify that the priest is on the up-and-up. Shortly after a messenger arrives with a letter from Adran. The bouncer of the brothel he is staying at brings it up to his attic room.

It explains how Adran had been searching for Warduke and the other ambushers through legal channels. The law was unwilling to risk offending Doraaka, Iuz's nation, by arresting the man, but said they would keep an eye out for him and send Adran word if they find him. Jarlaxle was also searching for them, having been kidnapped and escaped himself. Adran says he must continue to seek legal remedy and lay a foundation for a trip to the Pool of Secrets under the throne, but that he has sent Jarlaxle Chaugnar’s way.

As he finishes reading the letter, another knock comes to the door and the bouncer calls in that there is a man here.

 

A Drow In Human’s Clothing

 

 

 

 

 

 

 

 

 

 

 

Jarlaxle is pulled straight from the Forgotten Realms Campaign Guide. He’s a 21st level elite skirmisher. I thought it was odd that he has several abilities that grant combat advantage, but nothing that benefits from it beyond the +2 to hit. But as an NPC I could definitely see him causing some problems for a party, especially with Flashy Disarm, a 3d8 strike that sends their weapon flying up to 6 squares away.

 

 

Adran’s player wasn’t able to make it to the session, so he’s doing some off screen work to get them ready for the next pool.

 

 

Break Out

 

With her captive refusing to cooperate, Malice smiles serenely and backs out of the dungeon. Behind her the sound of a hundred or more hissing snakes rises as she tells the Yuan-ti Anathema to put the prisoner back in its cage. It responds with the hissing of fifty snakes in unison and Malice tells it “surprise me.” She backs out of the door and the snakes swarm in, blocking the warrior’s escape route.

 

Ready for anything, Arik moves to beside the door and picks up one end of the large chains that had held him dangling from the ceiling. Using his pit fighter training he twirls it around and drops into a martial stance to prepare for whatever comes next.

 

Naxis, alert inside his cell, moves to the door and checks the lock. As expected, he is trapped, but he challenges Malice to come out of the doorway and face him. A swarm of snakes pours into the room around Malice’s feet and forms into a gigantic bipedal abomination. The yuan-ti anathema slithers forward and bites at Arik, who uses the minor scratch to fuel his anger. Artesano stands up in his cell and moves to the door. Using the talisman of Orcus around his neck, he focuses a bolt of runic energy on the yuan-ti, giving Arik protection from acid on the off chance that the venom dripping from the hundreds of fangs is caustic.

 

Ariks stomps hard on the ground, breaking the conglomeration momentarily into its component reptiles, declares that All Bets are Off and glances into the future to ensure that it hits. With Herculanean effort he challenges the dazed beast. Naxis attempts to summon his blade to his hand and hears a thump against the far wall letting him know that his sword is nearby. Several yuan-ti wielding greatswords come into the room, and order the artificer and sword mage to stay in their cells. The anathema bites Arik again, while Artesano blasts a yuan-ti, knocking it to the ground and dead.

 

Though Arik’s next strike misses, he does manage to fight off the venom coursing through his veins. Naxis lashes out with lightning, dragging one of the Yuan-ti over to his cell and then hurling it to the floor before challenging both of the ones he can see. The other jams its sword through the bars of the window, forcing Artesano off balance but doing no true harm. The anathema splits into its components parts and slithers through the room, biting at both Artesano and Arik, but missing both. The artificer responds by tossing out an infusion that saps the beast’s luck and gives it to Arik.

 

Arik moves into the hall and slams the beast hard, sending snakes scattering. He would have missed had not Artesano altered their luck. He also heals himself, only now seeing the blood his immunity to pain had him miss. The minions attack through the doors, and Naxis uses the opportunity to reach through, grab one, and trade places with it via teleportation. He leaves it on its ass inside the cell. He moves over and unlocks Artesano’s cell as well, but the artificer has no intentions of leaving it while the hallway is filled with anger and venom.

 

Arik gives a massive blow, but fails to shake off the damage. The two defenders now side by side, Naxis grabs a greatsword from a fallen yuan-ti and lashes out with lightning. Unfamiliar with his new powers, he misses. The anathema bites both Arik and Naxis, but takes a nasty swipe of Arik’s blade because of it. Artesano calls upon his wizardly training and slams a bolt of force into the creature(s).

 

Arik slides against the wall and strikes, also healing himself with a brief prayer to Erathis. Naxis grows in stature and strength, hits with his new sword, and easily fights off the poison. The anathema bites Arik again, but Artesano hurls a bit of transmuted dust into the air which fills the wound and forms into fresh flesh.

 

Arik attacks and calls upon Erathis to restore his Bastion of Health, while Naxis’s sword is wreathed in green flame. It drives into the beast, torching most of the snakes instantly and forcing the rest into flight.

 

Arik drops out of his stance and quickly dons a leather jacket worn by one of the dead yuan-ti, and the three head into the hall to see what’s out there.

 

 

The chain was rated as an improvised weapon: +0 proficiency bonus, 1d6 damage, can be used one or two-handed, and gains reach if used with both hands. However, as it was affixed to the wall, it wouldn’t be of much use too far out of the room (exact distance indicated by pointing at the battle mat).

 

Naxis is now a sword mage, having used his time in the Pool of Life to change hi character. Almost everyone changed their gear around to account for Adventurer’s Vault coming out, and Naxis also wanted to try out the Sword age class and Genasi race from FRPG.

 

Using an anathema was part joke and part “that’s a cool creature.” The joke is because the anathema mini is on par with Kermit the Slaad in terms of goofiness. The cool comes from the anathema having some cool powers, many of which were weakened because of the confined space in the hallway.

 

The anathema’s discorporation was flavor text for the prone condition his stomp (aka Earthshock) caused.

 

 

 

This is our first sight of the new minion rules. It was exactly like the old minion rules though, since it was a one-shot kill.

 

This is the second strike, and since it only does damage and forced movement, the minion survives.

 

 

 

 

 

 

Arik started the fight bloodied from the treatment he’d received, but the player didn’t realize it. He’d taken only a little damage by this point, so it turned out not to matter.

 

 

 

 

Having two defenders side-by-side is rough. Though only one can maintain the mark, it shuts down the anathema’s dual strike ability, which makes two attacks against two different targets. It tries it once, but the response from Arik is too much to bear continuously.

 

 

Giant Size is a good buff, useful in combat but nowhere near as broken as Righteous Might used to be.

Artificers transmute normal materials into their components, so Artesano was able to use his time in the cell to create infusions, using the Talisman of Orcus to scrape stone into powder.

 

 

 

 

The rules are silent on the matter, but it made sense that you couldn’t maintain a fighting stance while putting on a set of armor, so we went with it.

Break In

 

Jarlaxle and Chaugnar arrive outside the Fortress of Death. Its Black stone walls stretch out from the ledge they teleport onto, and another ledge hangs fifteen feet over their heads. Behind them the featureless black void of the negative material plane stretches out into infinity. The massive double doors are made of wrought iron, and covered in etchings of entropic symbols, including the word for Entropy in every language the two would be rescuers know.

 

Jarlaxle swaggers confidently to the door and gives it a push. The counterweighted portal swings almost effortlessly open, and the two are greeted by the gate guards: a large draconian in full plate with a bastard sword and shield, and a yuan-ti wielding an axe. Jarlaxle calls out “in the corners!” as the dragonborn champion moves up.

 

The champion breathes a spray of lightning at the two intruders and swings his blade hard, slamming into Jarlaxle and stunning the duelist. The yuan-ti takes advantage of the moment to charge and hit the man as well. Chaugnar slides out of the guard’s reach and pushes visions of the Far Realms into its mind, but the champion shrugs it off.

 

The champion steps out onto the balcony with the two interlopers and slams another mighty blow, this one into the warlock. The pain and disorientation in the radiant one’s mind rises, and the starfish-like creature living on his necks feeds, pulling in all of the pain from the blow and negating it completely. Chaugnar teleports into the fortress, simultaneously turning invisible. When he arrives he sees what Jarlaxle must have heard: two yuan-ti waiting in the wings to attack from surprise. He knocks one to the ground and curses the other. It stands back up and charges, but the warlock sidesteps out of the way, who strikes it down and walks away.

 

Jarlaxle recovers and spins his blades, sending the dragonborn’s sword hurtling into the void. The champion grabs a club and swings back, but its effectiveness is much lower now, and it isn’t long before it finds itself on the wrong end of a puncture through the heart.

 

The two head deeper into the fortress, wary of more guards.

 

 

 

This fight was ran simultaneously with the previous one, using separate areas on the battle mat to draw the rooms.

 

 

 

The feat from Dragon 366 that lets a warlock take damage to not lose a power if that power misses has seen a ton of use at our table. In this fight the warlock ended up doing more damage to himself than the enemy. It’s an incredibly strong ability, but not so strong as to need nerfing, though the PC isn’t min-maxed for its use with lots of temporary hit point abilities.

 

IIRC this is the first use of the Sicsipidus, and it gives the warlock a chance to teleport away instead of being left stunned.

 

 

 

 

 

 

 

 

 

This is our first experience with the rare disarms in 4e. It greatly reduced the dragonborn’s strength. Although there were a few clubs around to grab, and I let it have a bite as flavor text for its unarmed strike, the lower to-hit bonus and lack of an ability to stun the target let them make short work of it.

Abominations

 

Outside their cells the escapees find a large room with doors on all four walls. The doors to their right, unlike the rest, are made of a black metal and covered with arcane symbols of death and destruction. Behind it is a huge cubed room with a floating ball of inky blackness in the center. Flitting around the ball like spastic lanterns are several globes of light, each with four tentacles. Naked but for three loincloths, two swords, and a talisman; they opt to close that door for now.

 

Behind the next door is a large yuan-ti similar to a centaur but with a snake’s body rather than a horse’s. It hisses something unintelligible and battle is joined. Naxis charges and drives his sword dangerously near the creature’s neck, demoralizing it and invigorating himself. His flurry of follow-up strikes all miss though, either bouncing off the beast’s scaly hide or slipping through the deceptive movements. Arik moves up, assesses the situation, and charges forward, while Artesano hangs back and wreathes him in Thundering Armor, providing defense and a blast against the creature. However, as they turned the corner they saw another abomination farther down the hall, and the two join up to grab Arik and Naxis before sinking their fangs into them.

 

Naxis’s sword is again wreathed in green fire, though with much less deadly results. Arik fails to escape both the thick coils and the poison in his veins, and the artificer once more gives him armor. The two abominations continue their assault, biting and swinging their heavy blades.

 

Naxis swings his weapon around in a low arc and brings it up at the last second, the flat of its blade driving the big beast back and breaking its hold. Arik puts both fists between himself and the snake and shove, breaking its grip and using the distraction to drive the tip of his sword under its chin and into its brain. Enraged at the death of its ally, the sole remaining yuan-ti chops into Naxis with its great sword, as it was unable to get its teeth close enough. Artesano heals the warrior again and moves back.

 

The back and forth battle continues with many wild and inaccurate swings, but a few hit home and eventually the abomination falls to Artesano’s Thundering Armor. Excited over the victory, but taxed sorely, the three take a short rest and ponder their situation.

 

Around the corner from the battle is a string of bedrooms. The first holds a beautiful set of woman’s furniture and a fully stocked alchemy lab. They quickly grab some coinage from the nightstand and a large book of rituals before continuing on. Naxis is in a hurry to get back to his full blade, and tries summoning it again to no avail. They’ve gone almost full circle though, so he urges them to press on to the last room in the hall, where they find some of their old gear and a large stash of coins from several countries and planes. It looks as though their captors have divvied up the best of the stuff, but they left behind items they could not use, including Arik’s futuristic axe, Naxis’s oversized sword, and both of Artesano’s hand crossbows. He has a bit of trouble loading them with only one hand, but practices for a few moments until he feels as if he can get the job done. Arik’s pool-altered plate is not there, but he does find another suit to wear.

 

They go back to the other rooms and stuff countless coins and gems into their haversacks before moving to the only door they’ve yet to investigate in this hallway. Behind it is a short corridor, nearly dark. At the edge of the door tiny wisps of light waft out of the hallway and into the darkness beyond, where they fall apart and die. Around the corner is another door, and a turn goes beyond that.

 

Naxis steps into the darkness and feels his energy pulled from him, but he fights it off and moves ahead to investigate the area. Artesano follows but is not so lucky, and shocks of his hair turn white as they are exposed to the pure entropy. Moving quickly, the three rush out the other door and into a clear hallway.

 

From up ahead there is the sound of steel slamming into stone.

 

 

 

As with the previous fights, this one and the next were run at the same time.

 

 

 

 

 

They had chosen to press on rather than risk their captors having time to mount an assault or set up an ambush, so they were running low on Encounter powers, though they had used hardly any dailies. Naxis’s crit let him regain Dimensional Slash, which unfortunately missed when he used his Action Point for it. He paragon path gives him a free basic attack when he uses an action point, but it missed as well.

 

 

 

 

 

 

 

 

Blast Back Strike hits the yuan-ti and pushes it back, automatically breaking the grab.

 

 

 

 

 

“Ding” (aka level up). Everyone quickly picks their 23rd level encounter powers, and Arik swaps out Tide of Iron for Reaping Strike. He hasn’t used it except more than once, and hasn’t wanted to because the push would knock his target out of reach of his Fighter’s Challenge. With him being a Pit Fighter, Reaping Strike will deal around 15 damage even on a miss.

 

 

 

I said it would be a minor action to reload a hand crossbow one handed, including putting it down and picking it back up. With two hand crossbows and a magical (and therefore returning) dagger he’ll be slowed a little but not shut down.

 

One of their captors took Arik’s Warplate +5, but left behind a suit of generic +3 full plate.

 

 

 

 

 

 

 

This close to the core of the negative material plane, being exposed to its full entropic force requires a saving throw against death every round. Failures are permanent, meaning that after one failed save, the character is forever more only two failures away from death. Artesano failed one.

More Abominations

 

Around the corner from the entry chamber Jarlaxle and Chaugnar find a long room jutting into the hallway. They open the door as Jarlaxle does not want their escape route closed off, and inside they find three yuan-ti abominations spoiling for a fight. The warlock calls for them to surrender or die, and they laugh as they slither forward.

 

Jarlaxle leaps in, over a pile of refuse on the floor, and flicks his wrist, bouncing his rapier off the side of the things gigantic great sword and sending it into clattering into the hallway behind the warlock. Chaugnar steps up and opens a radiant rift to the far realms, allowing the landscape there to reach its tentacles through. Two abominations get grabbed, and they respond with tail and sword.

 

The drow steps forward and does the stabbity dance on an abomination, while Chaugnar curses and hits another with eldritch might. He then reaches into the far realms and pulls forth ripples of past thoughts, reminding himself of a strategy he loves, but the regained Far Realms Phantasm misses. The yuan-ti grab and bite again, one of them slithering up the wall as if it were solid ground.

 

Jarlaxle again double-taps an abomination, and Chaugnar’s tentacles continue their assault. He takes a momentary distraction to one as an excuse to teleport behind it and drive a phantasmal assailant into its reptilian brain, forcing it to lash out ineffectively. The others use the walls to surround the softer new target and grab him.

 

The drow moves to disarm another but fails, and red leeches appear in the air around him, siphoning a fraction of his energy to feed the warlock. Chaugnar’s tentacles give him the opportunity to teleport again, and he does so, but quickly moves back to provide a distraction once he is no longer grabbed. The light of the far realms shines out and kills one of the abominations. The last one grabs Jarlaxle and bite him hard.

 

Down to two and unable to hurt the warlock, it is a few short moments before the other two snakes die.

 

Farther down the hall is another door, but Jarlaxle hears nothing behind it so the two continue forward. They round the next corner into another long and wide hallway, and when they’re about three fourths of the way through it, a clunk above them alerts Jarlaxle that a trap is being sprung. He jumps forward in time to avoid being trapped between two steel portcullises which fall from the ceiling. Chaugnar is caught unaware though, and trapped between them.

 

Three hidden doors slide open in the wall. The outer two contain a single three-headed yuan-ti each, while the inner pours forth a stream of strange mutants with snake heads on their shoulders and in place of their hands.

 

 

 

This is our first use of Intimidate to try to force a surrender, but he rolled really low.

 

 

 

There was more disarming this time, but it was against creatures with natural weapons and there wasn’t an infinite void nearby that it could be flung into, so it wasn’t too bad.

 

 

 

Movement in the negative material plane is done by choosing a direction as down and then walking along a surface or falling in a straight line. A DC 21 wisdom check lets you move in any direction. Failure means you fall in a random direction and take 3d12 damage if you hit something. Success lets you move your speed, or faster by adding 2 to the DC for each extra square. No check is required if there’s something you instinctively recognize as a floor, and the inhabitants of the fortress have lived there long enough that it’s normal for them as long as they stay on a solid surface for the entire move.

 

 

 

Red Leeches of Nihal trigger when the mercenary’s flashy disarm recharges, giving the warlock a bunch of temporary hit points to replace all of the ones he has spent on retaining powers that miss.

Reunited and it Feels So Good

 

Not wanting to be the first to respond to the thumping sound ahead, Artesano waits and lets his more combative allies move forward. Arik obliges him and moves around the corner. When he sees his trapped friend and a three-headed monster nearby, he charges it. Chaugnar shouts out to let everyone know that Jarlaxle is not an enemy, and Naxis strides forward to challenge the Malison. Artesano follows, keeping the defenders between him and the snake men. The venoms of life whisper unintelligible words that bore into the minds of Naxis and Arik, and the sword mage finds his legs moving without his commanding them, walking him far away from the yuan-ti. Another of their heads spits a lick of black fire, burning and sucking the energy from Chaugnar. The one beside Arik slides out of the half-giant’s reach, but opens himself up in the process and loses one of his three heads to the man’s monofilament axe. The poison bloods swarm out of the large hidden room and surround the warlock, who is the only person inside the bars with them. Three of them land bites as hidden nozzles pop out of the floor in the center of the cage and spray poison far and wide. The stinging, slippery stuff burns the eyes and makes peoples’ feet fall out from under them. As soon as they’ve spread their venom, they slip back into the stone.

 

Arik stands up in the spray, but the dizziness keeps him from moving out. Jarlaxle does not bother to stand. He is on the ground beside the cage and a poison blood within reach, so he jabs his fiery rapier through the bars and drops the creature to its knees. Naxis charges back into the fight but misses, and Artesano skips a shot off of one of the malisons and into the other. Again the malisons push Naxis away, but they cannot seem to get the half-giant to also run away. Chaugnar tries to teleport and fails, so instead turns invisible and flies out of the group of fang-handed reptiles and drops one of them with his crown of stars before ducking into the room they came out of. Hearing where he went, they follow, but only two manage to strike him after they’ve surrounded him in the corner, both on the floor and walking on the walls. Poison sprays again, hitting almost everyone.

 

Arik stands again, having been knocked back down by the slippery spray, and Jarlaxle crawls out of the sprayer’s radius, straight through the wall and into the small room with the yuan-ti. Naxis, having been pushed away again, moves up and charges the Venom of Life but misses yet again. Artesano sends an infusion Arik’s way, healing the beleaguered warrior, but he cannot shake off the aftereffects of the venom coursing through his veins. The venom of life that still has three heads whispers dark words that give life back to a fallen minion, and Naxis is again driven away. Both venoms spit their necrotic fire onto the half-giant, hoping to take him down before he can decapitate one of them. Chaugnar also succumbs to the poison in the air and at his feet, but knocks a minion to the ground. The freshly risen one joins the dog pile and several bites hit home. This time the party is ready for it, and all but Artesano cover their eyes and mouth as the poison sprays from the floor.

 

Arik moves forward and feigns weakness, drawing the venom of life and three minions closer to him as his axe arcs out. One minion dies instantly and another is knocked off of its feet. The venom takes a strong blow to its middle neck, severing the head. With the creature out in the open, Naxis moves up to flank it. His meteor strike hits, killing the poison blood on the ground and hurting another. Artesano calls on the power of the Talisman of Orcus and draws life from the farthest (and almost unhurt) Venom of Life. The talisman and he are bolstered by the energy. The venoms drive Arik away, raise a poison blood, and burn Naxis with necrotic fire. Chaugnar’s Thunderwave pushes a few minions higher up the wall and into the ceiling, but it doesn’t stop them and the sprayer from laying down the beats.

 

Arik charges the venom again, and Jarlaxle stands and walks through the wall into the room with the warlock, killing two prone yuan-ti with quick stabs of this dagger and rapier. Naxis crawls into the small room to escape the sprayer, but cannot shale off the dizziness that is slowly turning to nausea. The artificer tosses an infusion to the warlock while the venoms try to push Arik away. His ring flares with life and they fail, but the flanked one easily dodges both of the return attacks. One of the minions lashes out in pain before dying, and the rest continue to swarm, but only one can hit. Chaugnar turns invisible and teleports away. Whatever stopped his teleport earlier does not function outside of the hallway, and he closes the hidden door to block the spray before blasting one of the yuan-ti. The sprayer, quickly running out of targets, hits only Artesano and Arik.

 

The dazed half-giant stands and charges the malison venom of life, removing its last head and its life. Jarlaxle kills a minion and knocks another one down, and the last remaining venom of life tries to hits Artesano, but fails. Two minions bite Chaugnar, who misses with his return attack. In the hall the poison sprays again, almost seeming infuriated at its lack of victims.

 

Arik draws on his inner reserves and Jarlaxle kills another poison blood. Naxis searches the small room he can reach for any sign of controls, but finds nothing. The malison in the hall hurts Arik, but does not push him as it doesn’t want him to leave the poison sprayer’s radius. Chaugnar knocks the last of the minions on its ass and the sprayer drenches the two in the hallway again.

 

Arik walks into the hall and grabs the bars of the portcullis nearest him, bending them open with a mighty heave. Jarlaxle misses the last minion on the floor. Naxis sends out a lasso of lightning that grabs Arik and pulls him into the doorway, almost out of the line of fire for the trap. Artesano fills the air around him with lightning, which kills the yuan-ti next to him just in time for the venom of life to raise it again. The minion inside the room with the drow and warlock finally dies, and Chaugnar uses his gift from the pool of life to lay healing hands on himself. Artesano drinks and elixir to heal himself and destroys the minion but misses the malison. Chaugnar opens the door and sends dire radiance lancing out at the yuan-ti, but misses. He then runs around the corner and out of the cage.

 

Inside Naxis finds a hidden switch and presses it. When the portcullises rise and the sprayer stops, the sole surviving yuan-ti runs.

 

The group takes a short break inside the hidden chamber and Jarlaxle explains the maze to them It is in the heart of the negative plane and can kill you quickly, but he has come prepared with potions of strong spirit to see them through. They also trade information on other pools, including the pool of magic, which floats through the astral plane in the heart of a dead arcane deity.

 

 

The three-headed monsters are Yuan-ti Malison Venoms of Life, a modified version of the Skull Lord. The only changes made were to flavor, resistances (Venoms are only immune to poison) and added levels. The ones with snakes for hands are Yuan-ti Poison Bloods, reflavored versions of the Grimlock Follower. I had originally created a version of the poison blood that used two attacks each for less damage per attack, but figured it would be too much rolling and went with a straight conversion instead. The only change made was to grant them immunity to poison instead of immunity to gaze attacks and blindsight.

 

The poison sprayer is a modified Kinetic Wave. The damage type was changed to poison and the push changed to dazed. Because of the change in power level between push and daze, I added extra xp.

 

 

 

 

 

 

 

 

Up until now I’d forgotten to add Jarlaxle’s fire damage most of the time, so I’ve left it out of the description. It’s a side effect of the pool of elements that lets him deal an extra 2d6 fire damage with one of his at-will attacks, in this case his rapier.

 

 

This round sees two crits from the trap, each doing 41 damage each to Arik and Chaugnar.

 

 

 

 

 

 

A burrow speed of 4 is another side effect of Jarlaxle’s trip through the pool.

 

 

 

 

 

 

 

 

 

 

 

The one that dies instantly is from a crit, which kills minions without needing to knock them prone or cause a status effect.

 

 

 

The Talisman of Orcus’s soul blast is a necrotic attack that lets the user spend a healing surge if it hits.

 

 

 

 

 

 

 

 

Arik’s recovered Ring of Protection lets him avoid the attack. The ranged attack provokes, but both players roll natural ones on their to hit rolls.

 

 

 

 

 

 

Action point use lets him still attack though he’s dazed.

 

It hits them both and it’s a pseudo crit with a roll of 11, 11, and 12 on the 3d12.

 

 

Arik Second Winded here.

 

 

 

 

 

Using pg. 42 I set the DC at 29 for the athletics test to bend the bars.

 

We let attacks target allies if they’re willing, and since Arik’s crawl speed is two, lightning lure’s pull let him get to the door quicker, although the damage was almost as much as the trap has been doing.

 

Lightning Motes does damaze and dazes any creature starting their turn next to the artificer, so it will automatically kill the minion as long as Artesano doesn’t move away from it.

 

 

 

 

 

 

Info on the pools and maze can be found here.