Encounter T3: The Courts of Madness
Encounter Level 10 > 3.100 XP -> 520 XP each
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 corpse’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.