Adventures of the Nentir Six

Session #2

Pyramid of Shadows

Encounter T3: The Courts of Madness

Encounter Level 10 > 3.100 XP -> 520 XP each

SETUP

Heart of Madness        Level 10          Hazard            500 XP

Gibbering Mouther       Level 12          Controller        700 XP

Warped Alpha Grick x2   Level 11          Brute (Leader)  1.200 XP

Foulspawn Skintaker     Level 12          Lurker            700 XP

Features of the Area

The death of creatures in this area causes the heart of madness to awaken.

A dead creature decays rapidly, turning to sludge that the fleshy walls absorb 3 rounds after death. The characters can see the corpseā€™s flesh decay and rot away. Removing a corpse from this area stops this horrid transformation.

One round after the adventurers have defeated the first creature in this area, the fleshy walls form blockades at the positions marked on the map.

Gray Material: The strange, gray material that comprises the walls, floor, and ceiling of this area feels similar to living flesh. It pulses and flexes as though it were alive (which it is).

Any attacks against the fleshy walls deal full damage. The walls have regeneration 10. If the adventurers deal 60 points of damage to a single square, the flesh falls away and the square becomes open terrain. After three rounds, the flesh around the hole seals the wound.

Slime: Squares covered with slime are difficult terrain.

Secret Door: The secret doors in this area can be found with a DC 24 Perception check.

False Heart of Madness: The heart is a large, fleshy nodule that hangs from the ceiling of the sealed chamber. It has 100 hit points. If the adventurers destroy it, nothing happens. The acidic vapors don’t dissipate and the barricades won’t open to let them escape. Their only chance is to leave the upper area via a down-spiraling tunnel from this room, they have to go all the way to the chamber of the real heart to escape the deadly vapors.

Comments

Rhuarc

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