Showing posts with label Asmor. Show all posts
Showing posts with label Asmor. Show all posts

2009/06/01

Asmor's Instant Dungeon: 10th level Time of War, Part 2

The Encampment.
In this adventure the PC's need to Make their way through a very old arcane stronghold to the sanctum of the Cowled Figure.
Treasure
:
  1. [Level 14 Magic Item]: Battle Harness +3 (Dragon 368, page 64 [We Who Are About to Die...]) (DDI)
  2. [Level 13 Magic Item]: Luckblade +3 (Adventurer's Vault, page 71 [Weapons]) (DDI)
  3. [Level 12 Magic Item]: Staff of Expansion +3 (Dragon 365, page 58 [Bazaar of the Bizarre]) (DDI)
  4. [Level 11 Magic Item]: Magic Wand +3 (Player's Handbook, page 242 [Wands]) (DDI)
  5. [2800 gp]: 797 gp, 23 sp, 70 cp + 2 emerald gems (1000 gp each)
  6. [2500 gp]: 1496 gp, 31 sp, 90 cp + 1 sapphire (1000 gp)
  7. [1700 gp]: 1692 gp, 71 sp, 90 cp
  8. [1700 gp]: 693 gp, 62 sp, 80 cp + 1 sapphire (1000 gp)
  9. [800 gp]: 791 gp, 88 sp, 20 cp
  10. [600 gp]: 91 gp, 85 sp, 50 cp + 1 black pearl (500 gp)
Encounter 1: 9th Level, 2100xp; A Flaw in the Defenses.
1Flesh Golem (DDI)Level 12 Elite Brute 1400Monster Manual, page 142 (Golem)
1Redspawn Firebelcher (DDI)Level 12 Artillery 700Monster Manual, page 88 (Dragonspawn)
Tips: The Golem is charged with "Walking" the Firebelcher.
These two creatures act independently though the Firebelcher will take steps to protect the Golem when it can. The Golem will double slam and rampage it's way through the mass of attackers while the Firebelcher stays at range Bleching and blasting Fire at groups of targets.
Treasure: None

Encounter 2: 10th Level, 2700xp; The Backdoor
3Marching Hammer (DDI)Level 10 Brute 500Dungeon 161, page 76 (The Temple Between)
6Horde Ghoul (DDI)Level 13 Minion 200Monster Manual, page 118 (Ghoul)
Tips: The Hammers are protecting A lesser entrance to the compound while the Ghouls feast upon the corpses of the fallen. The Two groups act independently and with out regard for each other. The Ghouls are fond of Scaling up the near by walls and leaping upon victims. While the Hammers will charge anyone coming within 10 squares of the entrance.
Treasure: Lot 10 is mixed amongst the near by stack of corpses.

Encounter 3: 10th Level, 2700xp Security Checkpoint
1Skull Lord (DDI)Level 10 Artillery (Leader)500Monster Manual, page 236 (Skull Lord)
1Feygrove Choker (DDI)Level 12 Lurker 700Monster Manual, page 42 (Choker)
2Foulspawn Berserker (DDI)Level 9 Soldier 400Monster Manual, page 112 (Foulspawn)
2Mummy Guardian (DDI)Level 8 Brute 350Monster Manual, page 192 (Mummy)
Tips: The Lord, Berserkers and Guardians are on patrol of this area together, The Choker is acting as a spy for the Cloaked Figure. The Lord will remain at range while the Guardians and Berserkers close with the opposition. The Choker will attempt to grab and Choke or Fetter Targets that separate them selves from the larger group (specifically Artillery and Lurkers).
Treasure: Lot #2 is in a fine wooden case with the Lord.

Encounter 4: 10th Level, 2650xp Recrute Pre-Proccessing.
3Warped Ghoul (DDI)Level 10 Brute 500Dungeon 161, page 94 (Touch of Madness)
2Trap Haunt (DDI)Level 8 Lurker 350Monster Manual, page 116 (Ghost)
3Legion Devil Hellguard (DDI)Level 11 Minion 150Monster Manual, page 64 (Devil)
Tips: This vile smelling, nauseating chamber is filled with bodies of the fallen awaiting "Recruitment" in to the Cloaked Figure's Army. The Ghouls and Devils are sorting bodies into seemingly arbitrary piles. The Trap Haunts are seen drifting about looking for Living targets to Possess (Once successful one will assault the Devils until they are dead, the Other will start rummaging through the corpse piles looking for a lost possession).
Treasure: Lot #9

Encounter 5: 11th Level, 3250xp
1Swarmtongue Hydra (DDI)Level 13 Elite Skirmisher 1600Draconomicon: Chromatic Dragons, page 213 (Draconic Parasite)
1Troll (DDI)Level 9 Brute 400Monster Manual, page 254 (Troll)
10Vampire Spawn Bloodhunter (DDI)Level 10 Minion 125Monster Manual, page 259 (Vampire)
Tips: The Troll is Preening the Hydra under the harsh eyes of the mob of Bloodhunters. When combat breaks out the Spawn will mob targets farthest from the Hydra while the troll attemps to heard the group tward the Hydra.
Treasure: Lots #7 & #8

Encounter 6: 11th Level, 3150xp; Outer Chamber of the Fiend
18Snaketongue Zealot (DDI)Level 12 Minion 175Monster Manual, page 272 (Yuan-Ti)
Tips: The Zealots are guarding the dark shrine of the Master and will fight to the death for her.
Treasure: None

Encounter 7: 11th Level, 3150xp; Sanctum of the Fallen
4Bugbear Bloodghost Hunter (DDI)Level 8 Skirmisher 350Dragon 366, page 69 (Bloodghost Syndicate)
10Twisted One Minion (DDI)Level 12 Minion 175Dungeon 157, page 78 (In the Depths of Avarice)
Tips: The Hunters lurk in hiding amongst the elaborate and debased tapestries allowing the Twisted Ones to act as bait. Once attackers are engaged with the Twisted Ones the Hunters will Use Blur of Movement and Slayers Assault to ambush the party from the rear.
Treasure: Lots #1 & #6

Encounter 8: 13th Level, 4000xp; The Cloaked Figure
Fomorian Dark Initiate (DDI)Level 13 Solo Controller 4000P1: King of the Trollhaunt Warrens, page 16 (Fomorian)
Tips: She is ready for the Party and will Lead with Double Spell to blanket the attackers with pain and confusion. She will target Artillery with an Evil Eye. Blasing away with Black Flame or Mind Wrack until either she is hit by a melee attack OR her Double Spell recharges. While batting Away close attackers with her staff. Bloodied Inivisbilty and Shadow Gaze are used against close attackers.
Given the Choice she will Take a Dark Step to close with softer targets that have seperated from the melee group, preferably exchanging places with a martial defender so that she might have some time with a divine or archane artillery figure.
Treasure: #3, #4, #5 , #6

Major Quest 10th Level: 2,700 xp

2009/02/17

Asmor's Instant Dungeon: 9th level Time of War, Part 1

The premise with this adventure is that the Players are assigned to protect a Defensible position outdoors such as a mountain pass or a bridge. The waves will come one after another with a little control by the players. Minions abound in this one so I made heavy use of the generator's advanced options to force the settings.

Treasure:
  1. [Level 13 Magic Item]: Orb of Drastic Resolutions +3 (Player's Handbook, page 238 [Orbs]) (DDI)
  2. [Level 12 Magic Item]: Thornwalker Slippers (Adventurer's Vault, page 130 [Feet Slot Items]) (DDI)
  3. [Level 11 Magic Item]: Survivor's Belt (Adventurer's Vault, page 167 [Waist Slot Items]) (DDI)
  4. [Level 10 Magic Item]: Lens of Discernment (Adventurer's Vault, page 174 [Wondrous Items]) (DDI)
  5. [2352 gp]: 1343 gp, 81 sp, 90 cp + 1 fire opal (1000 gp)
  6. [2100 gp]: 19 pp, 196 gp, 34 sp, 60 cp
  7. [1428 gp]: 1424 gp, 30 sp, 100 cp
  8. [1428 gp]: 420 gp, 70 sp, 100 cp + 1 emerald (1000 gp)
  9. [672 gp]: 669 gp, 28 sp, 20 cp
  10. [504 gp]: 38 sp, 20 cp + 1 aquamarine (500 gp)
Encounter 1: 8th Level, 1925xp: The First Wave.
1Chain Devil (Kyton) (DDI)Level 11 Skirmisher 600Monster Manual, page 62 (Devil)
7Unattached Soulrider Devil (DDI)Level 10 Minion 125Dragon 370, page 8 (Dangers of the Demonweb)
3Legion Devil Hellguard (DDI)Level 11 Minion 150Monster Manual, page 64 (Devil)
Tips:
Treasure:
Development: After the battle a successful hard Perception check will allow the successful players to see the "Observer" a non-distinct humanoid figure watching the battle just out of missile range.

Give the Players a short Rest and then continue with:
Encounter 2: 9th Level, 2100xp: Second Wave
8Legion Devil Hellguard (DDI)Level 11 Minion 150Monster Manual, page 64 (Devil)
6Warped Grimlock Zombie (DDI)Level 11 Minion 150Dungeon 161, page 94 (Touch of Madness)
Tips:The Hellguard will move in phalanx formation with a rabble of Zombies around them. When close enough the Hellguard will attempt to bypass defenses by teleporting into flanking positions and will bull rush targets so that they fall into the Zombie mass.
Treasure:
Development: The observer moves to the edge of vision and opens a firery gate.

Encounter 3: 9th Level, 2200xp: The Probing Feint
4Kalaka (DDI)Level 9 Soldier 400Dragon 369, page 31 (Demonomicon of Iggwilv)
4Warped Grimlock Zombie (DDI)Level 11 Minion 150Dungeon 161, page 94 (Touch of Madness)
Tips: The Kalaka race forward (followed by some additional Zombie stragllers), when within range 5 they will use their "Unexpected Reneforcements" to teleport past the immediate defences or to flank targets. They full well expect to use their Spewing Death abliltiy and will manuver to maximize the effect.
Treasure:

Encounter 4: 9th Level, 2100xp: The Wall Breakers
2Fire Archon Emberguard (DDI)Level 12 Brute 700Monster Manual, page 18 (Archon)
1Viscera Devourer (DDI)Level 12 Controller 700Monster Manual, page 68 (Devourer)
Tips:As the Archon close the horrid Devourer will arise from the pulpy mess of the Zombie Corpses. The Archon's have been charged to distroy enough of the barrier to allow passage, ignoring any harm to them selves. The Viscera Devourer will plauge the heros untill distroyed trying to grab any who have fallen.
Treasure:

Encounter 5: 10th Level, 2675xp
3Loremaster Accordant (DDI)Level 11 Artillery 600Forgotten Realms Campaign Guide, page 265 (Order of Blue Fire)
1Greater Ghoul (DDI)Level 10 Soldier 500Dungeon 156, page 63 (The Haunting of Kincep Mansion)
3Vampire Spawn Bloodhunter (DDI)Level 10 Minion 125Monster Manual, page 259 (Vampire)
Tips:Loremasters close to range 20 and unleash Acordant Vision on three targets and then move to range 10 and bombard with Changing Ray. When a majoritity of the defenders are affected the Ghoul and Vampire spawn scale up the wall and rend at the defenders. Once the Ghoul and Spawn are in place the Loremasters will close to Range 4 and release Changing Wave to effect the maximum number of defenders.
Treasure:

Development: The Observer closes the gate and appears to retreate.

The long rest that follows should end when the defenders hear a horrid cackling comming down the pass tward them precced by a thick mist (concelement).

Encounter 6: 10th Level, 2600xp: The Terror Squad
1Displacer Beast (DDI)Level 9 Skirmisher 400Monster Manual, page 70 (Displacer Beast)
1Destrachan Farspeaker (DDI)Level 11 Controller 600Dungeon 161, page 103 (Touch of Madness)
2Gibbering Mouther (DDI)Level 10 Controller 500Monster Manual, page 126 (Gibbering Beast)
1Rotclaw (DDI)Level 11 Brute 600Draconomicon: Chromatic Dragons, page 205 (Undead Dragons, Draconic Zombie)
Tips: The Displacer Beast will arrive first and will try to grab targets with it's tenticles. The Rot Claw charges in on the next round and scales the fortification to harm the defenders in the most savage way possible; The Gibbering Mouthers slime to either side of the fortification (and attack it directly); With the Farspeaker trying to break the barrier down the middle.
Treasure:

Encounter 7: 10th Level, 2600xp
2Fithrichen (DDI)Level 12 Controller 700P2: Demon Queen's Enclave, page 18 (Shunned)
2Firelasher (DDI)Level 11 Skirmisher 600Monster Manual, page 104 (Elemental)
Tips: The Firelashers will use whirlwind dash to close with the defenders as the Fithrichen scale the fortifications. Once on the wall the Fithrichen's will drop darkness and disgorge spiders before joining in melee.
Treasure:

Development: When the last of the observers attackers fall, over the rise comes 2 Boneclaw Guardians 2 Korned King's Knights on one. The observer throws back her cloak and joins another horned knight on the back of the other Boneclaw.

Encounter 8: 12th Level, 3800xp: Last Chance for Defeat
4Knight of the Horned King (DDI)Level 11 Soldier 600Dragon 369, page 30 (Demonomicon of Iggwilv)
2Boneclaw Guardian (DDI)Level 12 Soldier 700Dungeon 157, page 76 (In the Depths of Avarice)
Tips: The Horned Knights will charge with lances drop them after an inital attack and join melee. If two targets dare "double up" on a knight a "Mark of the Beast" will be set upon them (once for each knight).
Treasure:

Major Quest 9th Level: 2,000xp

Notes: The exact defenseive position is left up to the DM but additional skill chanllenges should be allowed to repair damage to the structure in a "quick and hasty manner".
The Treasure parcels should be front loaded for the most part with additional healing made availible.

2009/01/13

Asmor's Instant Dungeon: 8th level Garden of The Ghoul Lord

The Ghoul Lord, a resurrected foul soul that not even Hell could contain, has been given dominion over a garden of torment here in the world.

Treasure:
  1. [Level 12 Magic Item]: Gem of Colloquy (Adventurer's Vault, page 141 [Head Slot Items]) (DDI)
  2. [Level 11 Magic Item]: Blacksmelt Weapon +3 (Adventurer's Vault, page 64 [Weapons]) (DDI)
  3. [Level 10 Magic Item]: Shared Suffering Armor +2 (Adventurer's Vault, page 51 [Armor]) (DDI)
  4. [Level 9 Magic Item]: Lifetapper Rod +2 (Adventurer's Vault, page 99 [Rods]) (DDI)
  5. [1904 gp]: 1903 gp, 100 cp
  6. [1700 gp]: 1699 gp, 100 cp
  7. [1156 gp]: 1149 gp, 61 sp, 90 cp
  8. [1156 gp]: 154 gp, 15 sp, 50 cp + 1 emerald (1000 gp)
  9. [544 gp]: 537 gp, 63 sp, 70 cp
  10. [408 gp]: 202 gp, 55 sp, 50 cp + 2 garnet gems (100 gp each)
Encounter 1: 7th Level, 1400xp
1Inferno Abishai (DDI)Level 8 Elite Soldier 700Draconomicon: Chromatic Dragons, page 211 (Abishai)
2Galeb Duhr Earthbreaker (DDI)Level 8 Artillery 350Monster Manual, page 114 (Galeb Duhr)
Tips:The Abishai will fly and sting, close and Claw Fury or Claw the next round. It will use Blinding Flames when an enemy shifts. The Galeb Duhr will Hurl Stones and set off a shock wave when targets close with it.
Treasure:Lot #9

Encounter 2: 8th Level, 1750xp
2Cultist Thug (DDI)Level 8 Skirmisher 350Dungeon 157, page 75 (In the Depths of Avarice)
2Bladeling Razorguard (DDI)Level 8 Artillery 350Manual of the Planes, page 116 (Bladeling)
1Dragonborn Elementalist (DDI)Level 8 Artillery 350Dragon 365, page 34 (Ecology of the Dragonborn)
Tips:The Cultists and Razorguards, followers of the Ghoul Lord, will take the front line pelting the party with shortbows/longbows until the party gets to melee range OR one of them have fallen, then they switch to Shortwords/longswords and Deft Strikes. The Razorguards will use Razor Storm ath their first opportunity. The Elemenalist with start with Acid Rain and then Lighting Until she can use her Icicle Spray and Dragon Breath (Fire) combo. She will use Winging Wind to escape the first melee hit against her, especially if she can push the attacker into the Cultists or Bladelings.
Treasure: Lot #4

Encounter 3: 8th Level, 1700xp
1Squamous Maw (DDI)Level 10 Elite Soldier 1000Draconomicon: Chromatic Dragons, page 231 (Squamous Thing)
2Elephant (DDI)Level 8 Brute 350Adventurer's Vault, page 12 (Mounts)
Tips: The Maw is hunting the Elephants, but easily distracted by smaller, shinier prey. The Elephants are trapped here and are in a panic. Assume that the Maw's Breath weapon needs to be recharged before it can be used upon the party.
Treasure: (Note the Elephants may be calmed using a Level 8, complexity 2 (6 successes before 3 failures) skill challenge in place of combat (though the Maw may be less than accommodating); otherwise none.

Encounter 4: 8th Level,1750
1Bladeling Ironmage (DDI)Level 10 Elite 1000Manual of the Planes, page 116 (Bladeling)
3Dire Boar (DDI)Level 6 Brute 250Monster Manual, page 35 (Boar)
Tips: Much like the previous encounter, the Bladeling is hunting Boar. The Boar have been reduced to bloodied status and are in a pannic. They could be calmed with a level 6 Complexity 3 (8 success before 3 failures) Skill challenge, but the Ironmage will not stand for its sport being taken away. In combat it will use it's shrapnel burst on the tightest cluster of targets in range. It will then close with the softest looking targets, Daring them to hit (which will then release the Improved Razor Storm.) The Ironmage prefers to make melee attacks will use the Short Sword in preference to the Razor Dart ranged attacks. If the Shrapnel burst recharges OR it is confronted by an opponent with some stamina it will spend it's action point to move away (and preferably tward softer targets).
Treasure:None

Encounter 5: 9th Level,2100xp
2Dragonborn Exemplar of Tiamat (DDI)Level 7 Elite Soldier 600Draconomicon: Chromatic Dragons, page 214 (Dragonborn)
3Troglodyte Impaler (DDI)Level 7 Artillery 300Monster Manual, page 252 (Trogolodyte)
Tips:The Dragonborn are followers of the Ghoul Lord and will punish the transgresses with Battle Surge and an occasional Vile Strike/Dragon Breath Combo. The Trogs are behind partial cover and will make Javelin/Impaling Shots as possible. They are reluctant to enter actual melee combat.
Treasure:Lot #3 and #8

Encounter 6: 9th Level(hard), 1950xp
1Ogre Savage (DDI)Level 8 Brute 350Monster Manual, page 199 (Ogre)
1Two-Headed Troll (DDI)Level 10 Elite Brute 1000Dungeon 161, page 78 (The Temple Between)
1Corroded Helmed Horror (DDI)Level 11 Soldier 600Dungeon 161, page 109 (Touch of Madness)
Tips:The Troll is in command of the other two and will instruct them to impede the balance of the party as it goes toe-to-toe with the most heavily armored or armed PC, before moving on to the next strongest looking PC. If a second PC moves to flank the Troll it will use it's Smackdown on the flanker and growl "I'll get to you later", or "Wait your turn, back stabber". The heads are in a friendly competition for who does the most damage to the hero's.
Treasure:Lot #7

Encounter 7: 9th Level (hard), 2100xp
1Briar Hag (DDI)Level 12 Controller 700P1: King of the Trollhaunt Warrens, page 18 (Hag)
3Cambion Hellsword (DDI)Level 8 Brute 350Monster Manual, page 39 (Cambion)
1Lost One Underboss (DDI)Level 8 Controller 350Dungeon 160, page 29 (Den of the Destroyer)
Tips:The Underboss will help the Cambion's get into position and shuffle them into flanking configurations from it's perch atop a dead tree (throwing daggers as needed). The Briar hag disguised as a young human woman, will cut off escape or approach with Call Briar. Dancing (and singing) amongst blinding scattered PC's with her Rake the Eyes attack. The Hellswords live for the fight and will charge (Whirlwind Charge) any cluster of PCs.
Treasure:Lot #6 and #2

Encounter 8: 11th Level, 3240xp
1Abyssal Ghoul Pack Leader (DDI)Level 12 Elite Skirmisher (Leader)1400Dungeon 156, page 64 (The Haunting of Kincep Mansion)
1Bone Naga Guardian (DDI)Level 12 Elite Controller 1400Dungeon 157, page 74 (In the Depths of Avarice)
5Wicked Fang Recruit (DDI)Level 8 Minion 88Dungeon 160, page 53 (Den of the Destroyer)
Tips:The Ghoul Lord is more than willing to "Chat" with the PC's as the Fang Body guards eye them hungrily. The Bone Naga is curled around it's lord's feet. When negotiations break down, all but the Naga will boldly approach the party and dive into melee. The Naga will close the gap enough to catch PC's in it's Death Sway, which it will repeat until forced to do otherwise.
Treausre:Lot #1, #5 and #10.

Major Quest: 8th Level, 1,750xp

2009/01/12

Asmor's Instant Dungeon: 7th level, Cave of the Last Flames

I envision this as a salt dome with burbling pools of tar and Gas Jets.

Treasure
  1. [Level 11 Magic Item]: Dynamic Weapon +3 (Adventurer's Vault, page 68 [Weapons]) (DDI)
  2. [Level 10 Magic Item]: Lifedrinker Weapon +2 (Player's Handbook, page 235 [Magic Weapons]) (DDI)
  3. [Level 9 Magic Item]: Green Thumbs (Adventurer's Vault, page 135 [Hands Slot Items]) (DDI)
  4. [Level 8 Magic Item]: Stout Weapon +2 (Adventurer's Vault, page 78 [Weapons]) (DDI)
  5. [1456 gp]: 1450 gp, 51 sp, 90 cp
  6. [1300 gp]: 1290 gp, 91 sp, 90 cp
  7. [884 gp]: 878 gp, 58 sp, 20 cp
  8. [884 gp]: 878 gp, 54 sp, 60 cp
  9. [416 gp]: 314 gp, 12 sp, 80 cp + 1 peridot (100 gp)
  10. [312 gp]: 110 sp, 100 cp + 3 turqoise gems (100 gp each)
Encounter 1: 6th Level, 1300xp
1Dire Stirge (DDI)Level 7 Lurker 300Monster Manual, page 246 (Stirge)
4Zhent War Mage (DDI)Level 6 Artillery 250Forgotten Realms Campaign Guide, page 283 (Zhentarim)
Tips:These four fanatically defend the entrance to the temple. On each round one of them will set off Black Vapors to harm as many targets as possible. At range they will use Magic Missiles. Up close they will use Zhent Flash (when surrounded) or Fire Blast (in melee).
The Stirge will attack bloodied targets, and is basically only looking for an easy meal.
Treasure: Lot #9

Encounter 2:7th Level, 1600xp
4Dragonborn Elementalist (DDI)Level 8 Artillery 350Dragon 365, page 34 (Ecology of the Dragonborn)
1Bugbear Warrior (DDI)Level 5 Brute 200Monster Manual, page 135 (Goblin)
Tips:The Bugbear will attempt to draw all opponents to himself, while the Dragonborn Lead with Icicle Spray, Acid Rain, Dragon Breath, and finally Lighting Blast until closed with.
Treasure:Lot #10

Encounter 3: 7th Level (Hard), 1500xp
1Crocotta (DDI)Level 9 Skirmisher (Leader)400Dragon 364, page 14 (Demonomicon of Iggwilv: Yeenoghu)
3Troglodyte Mauler (DDI)Level 6 Soldier 250Monster Manual, page 252 (Trogolodyte)
1Mindscrambler (DDI)Level 8 Skirmisher 350Dungeon 160, page 50 (Den of the Destroyer)
Tips:The Crocatta will start by closing, releasing Haunting Laughter, Morphic Vistage on the first round. Then the troglodytes will join the scrum Bighting, and swinging their Greatclub. The Mindscrambler will waddle into the fray attemting to make a mess of the intruders' lines by shifting them into either the Crocatta or Trog's.
Treasure: Lot #4

Encounter 4: 7th Level, 1600xp
4Soulrider Devil Eladrin Arcanist (DDI)Level 9 Artillery 400Dragon 370, page 8 (Dangers of the Demonweb)
Tips: The Arcanists move like marronetts, and wisper pleasees for freedom to the party as they Throw out Black Chill Blasts, Acid Flame and then resorts to using their longswords. Their controllers will use Soulrider Sacrifice frequently.
Treasure: Lot #3

Encounter 5: 8th Level, 1700xp
1Ettin Marauder (DDI)Level 10 Elite Soldier 1000Monster Manual, page 108 (Ettin)
1Oni Night Haunter (DDI)Level 8 Elite Controller 700Monster Manual, page 200 (Oni)
Tips: These two (three) creatures are friends and fight together with the Oni trying to knock targets out with Hypnotic Breath (It tries to keep one target unconcuss, preferabley away from, so that they have a ready target for Devour Soul). If sourrounded, it will assume Gaseous Form and driff out of combat (to heal if bloodied). In the mean time the Ettin will try and keep the party focused upon it.
Treasure: Lot #2

Encounter 6: 8th Level, 1800xp
1Gibbering Mouther (DDI)Level 10 Controller 500Monster Manual, page 126 (Gibbering Beast)
2Lost One Underboss (DDI)Level 8 Controller 350Dungeon 160, page 29 (Den of the Destroyer)
1Foulspawn Grue (DDI)Level 8 Controller 350Monster Manual, page 112 (Foulspawn)
1Minotaur Skeleton (DDI)Level 6 Soldier 250Dungeon 156, page 120 (Echoes of Thunderspire Labyrinth)
Tips: This is a huge chamber with five large, shallow pits (each containing a controller), with the Gibbering Mouther farthest from the entrance. There is a lone Minotaur Skeleton standing at a point equaldistant from each of the pits. None of the Creatures will work together. The Skeleton will only assult targets within range.
Treasure: Lots: #7 and #8 (spread amonst the controllers).

Encounter 7: 8th Level(hard), 1875xp
1Oni Mage (DDI)Level 10 Elite Lurker 1000Monster Manual, page 201 (Oni)
1Will-o'-Wisp (DDI)Level 10 Lurker 500P1: King of the Trollhaunt Warrens, page 22 (Will-o-'Wisp)
5Charnel Rat (DDI)Level 7 Minion 75H3: Pyramid of Shadows, page 20 (Charnel Rat)
Tips: The Rats will swarm out and attempt to mob a single target. The Oni Mage will use Lighting Storm then Freezing Blast, and pound upon unmobbed targets with it's greatsword.
The Will-o'-Wisp will be dark at first until it can use Luring Glow or Glimmer Wisp. As soon as it is bloodied, it will try and use Life Drain. If missed by an attack it will Blink out and move to a new, preferably preoccupied target.
Treasure:Lots #6

Encounter 8: 10th Level, 2500xp
3Firelasher (DDI)Level 11 Skirmisher 600Monster Manual, page 104 (Elemental)
1Fithrichen (DDI)Level 12 Controller 700P2: Demon Queen's Enclave, page 18 (Shunned)
Tips:The Fithrichen sitting upon a pile of auful, will sculltle up the near by wall to a position above the party (the firelashers will try to keep them busy) so that it can a Disgorge Spiders Zone. It will then drop down into combat within the zone. The Firelashers will Whirlwind Dash through the party. Then they will close to release Wildfire Cyclones. They will not enter the Spider Zone.
Treasure: Lots #1 and Lots #5

Major Quest 7th Level: 1750xp

2009/01/11

Asmor's Instant Dungeon: 6th level, The Lighthouse of the Twins

Treasure
  1. [Level 10 Magic Item]: Scabbard of Sacred Might (Adventurer's Vault, page 177 [Wondrous Items]) (DDI)
  2. [Level 9 Magic Item]: Loamweave Armor +2 (Adventurer's Vault, page 47 [Armor]) (DDI)
  3. [Level 8 Magic Item]: Quickling Boots (Adventurer's Vault, page 129 [Feet Slot Items]) (DDI)
  4. [Level 7 Magic Item]: Martyr's Armor +2 (Adventurer's Vault, page 47 [Armor]) (DDI)
  5. [1008 gp]: 1005 gp, 27 sp, 30 cp
  6. [900 gp]: 397 gp, 21 sp, 90 cp + 1 topaz (500 gp)
  7. [612 gp]: 108 gp, 32 sp, 80 cp + 1 alexandrite (500 gp)
  8. [612 gp]: 105 gp, 64 sp, 60 cp + 1 alexandrite (500 gp)
  9. [288 gp]: 283 gp, 46 sp, 40 cp
  10. [216 gp]: 111 gp, 40 sp, 100 cp + 1 moonstone (100 gp)
Encounter 1: 5th Level, 950xp
2Snap and Rend, Visejaw Crocodile (DDI)Level 4 Soldier 175Monster Manual, page 45 (Crocodile)
4Zith, Rith, Vith, and Nith, Orc Raiders (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
Tips: This encounter takes place on a narrow embankment with a short drop off (no damage) to shallow water, containing the Crocodiles, who will attack anyone entering there (lead with a bite and follow with a clamping Jaw). The Orcs will make ranged hand axe attacks until the party closes (up to 4 each) and then switch to Greataxe. When possible they will try to "encourage" opponents to "go into the water" so that the croc's can have some fun.

To see Snap and Rend, is a perception check. Rend prefers Elves and Eladrin over other targets.

Zith
is happiest fighting; Rith insults opponents very broken, bad common in combat. Vith does the "hard core" routine. Nith would rather be some where else and will flee if bloodied.
Treasure: Lot #8 with the gem being found in Snap's mouth, the coin is dispersed amonst the Orcs.

Encounter 2: 6th Level, 1350xp
4Anamor, Vertrani, Occam, Nerrial Zhent War Mage (DDI)Level 6 Artillery 250Forgotten Realms Campaign Guide, page 283 (Zhentarim)
1Aurther, Riding Shark (DDI)Level 8 Skirmisher 350Adventurer's Vault, page 13 (Mounts)
Tips: This encounter should occur in brackish, shallow water (3-4 feet), with the War mages on rafts (save for Nerrial mounted on Aurther) on on the other side of the crossing. For all of the warmages, Magic missiles are the choice for ranged combat. Though they will use the best of Fire blask, black vapors and Zhent Flash (of their remaining ablities they will choose the one that affects the most targets) .
Anamor gets upset when his clothes get dirty; Vetrani sports a well groomed beard; Occam, though clean shaven is constantly playing with a razor; Nerrial is constantly glancing at the sky. Aurther is a shark.
Treasure: Lot #9, dispersed amongst the War Mages.

Encounter 3: 6th Level, 1300xp
2Van and Ider, Shadar-Kai War Witch (DDI)Level 5 Controller 200Dungeon 158, page 30 (The Shadow Rift of Umbraforge)
1Rover, Dire Wolf (DDI)Level 5 Skirmisher 200Monster Manual, page 264 (Wolf)
1Veep, Kobold War Priest (DDI)Level 5 Controller 200Dragon 364, page 59 (Creature Incarnations: Kobolds)
2Ath and Shee Bladeling Spiker (DDI)Level 6 Soldier 250Manual of the Planes, page 116 (Bladeling)
Tips: Finally, dry land (ok it's still a bit marshy, but it's better than the last two locations). We find Van and Ider on a ridge, with Ath and Shee closer. Veep and Rover start under cover.
With the start of combat Ath, Shee and Rover will close under covering fire of 2 Beshadowed Mind effects (from Van and Ider) and a Devouring Stone effect (from Veep). On the round that the scrum starts Van and Ider will let loose with their Shadow Bind to immobilize targets and then use Shadow Jaunt to close. Ath and Shee make Falchion and Natural Spikes attacks every round while staying mobile, though, they will release a razor storm when flanked. Veep, doesn't want to get into melee and will use Surge of Terror to make a clearing to get away if confronted.
Veep giggles every time she hits with her Venomous Sting. Ath's blades are rusty where as Shee decorates his with scraps of flags and banners. Van is rather tall when compared to Ider's portly stout shabby dressed frame.
Treasure: Lot #4

Encounter 4: 6th Level, 1200xp
2Shtath, AndthaVenomous Abishai (DDI)Level 6 Controller 250Draconomicon: Chromatic Dragons, page 210 (Abishai)
2Olie and Nolie, Ogre Savage (DDI)Level 8 Brute 350Monster Manual, page 199 (Ogre)
Tips: Set on a 40 foot wide path along the high ridge, with the light house visible up the hill.
Olie and Nolie obviously guard the path from around a large campfire; Shtath and Andtha are curled up in the nearby oversized tents.
The Ogre's are more than willing to parley with the party (if for no other reason than to allow the Abishai time to try and sneak up on the party. ) But really don't want to let the party pass.
In combat the Abishai will lay down the Venom cloud zones to cut off the path both forward and back. They will use Eyes of the Dragon to try to slid targets to the drop off or into the Venom zone (which ever is closer).
The Orges, they smash stuff, and when ever they can they will Use Angry Smash.
Treasure:Lot #10

Encounter 5: 7th Level, 1600xp
4Sahuagin Priest (DDI)Level 8 Artillery 350Monster Manual, page 224 (Sahuagin)
1Stone Arm, Kobold Wild Mage (DDI)Level 5 Controller 200Dragon 364, page 57 (Creature Incarnations: Kobolds)
Tips: Stone Arm is chatting with the Sahuagins on a sandy beach. The Sahuagins retreat to the water and and launch Spectral Jaws attacks, one on each target; After they will follow up with Water bolts renewing the Spectral Jaws attack when possible.
Stone Arm, is recless and crazy: He shakes his wand (as though he is trying to get a flash light to work) and then release either Wild Surge OR Wild Magic. After every effect he will look supprised but quicly become confident. When hit, he will giggle, right up to the blow that kills him, where he will giggle, then look stunned, say "Oh" and explode with a Wild Blast. He will harrass the party trying to keep then distracted and keep them from closing with the Sahuagin.
Treasure:Lot #1, #7

Encounter 6: 7th Level, 1600xp
1Grick Alpha (DDI)Level 9 Brute (Leader)400Monster Manual, page 145 (Grick)
2Dryad (DDI)Level 9 Skirmisher 400Monster Manual, page 96 (Dryad)
1Worg (DDI)Level 9 Brute 400Monster Manual, page 265 (Worg)
Tips: This encounter is set amonst some large scrubby bushes sheltering a vibrant gardin, fairly near the light house. The Dryads take on the disguise of a human couple and perport to be the light house keepers. Hiding amonst the Exotic flowers is the Alpha Grick. The Dryads' pet Worg is napping in the bushes and will emerge with a fright full growl if they are attacked.
Treasure:Lot #3

Encounter 7: 7th Level, 1600xp
4Kalaka (DDI)Level 9 Soldier 400Dragon 369, page 31 (Demonomicon of Iggwilv)
Tips: Working in pairs the Kalaka will close: when at range 6 each will use Unexpected Reinforcements to flank as many targets as possible, and then choose one of the duplicates to remain (effectively closing to range 2 or less). Once a pair is in place they will make glave attacks and bat (shift) PC between them. When close to death, the Kalaka close to be adjacent to as many targets as possible to maximize Spewing Death, even if they risk opportunity attacks.
Treasure: Lot #6

Encounter 8: 9th Level, 2000xp
2Sthaha, Shallin, Medusa Archer (DDI)Level 10 Elite Controller 1000Monster Manual, page 186 (Medusa)
Tips:Together on a balcony (cover), in flowing hooded cloaks (perception/Dungeonering to determine creature type, though each round it will get easier), Sthaha and Shallin will target heros that try to close with them first (trying to ensure that they are well poisoned), Followed by ranged attackers. If any hero gets within 5 squares of either of them, One will pelt the target with an arrow (and poison) while the other releases the Petrifying Gaze.
Treasure:Lots #2 and #5

6th Level Major Quest: 1,250xp