By Mike Mearls
A D&D® event for characters of degrees 7-10The historical bushes of the Shadowsong wooded area have borne witness to the passing of epochs, and hidden underneath their darkish cover are the continues to be of empires lengthy departed. Few souls courageous adequate to discover the primeval woodland ever go back, for numerous horrors hang-out the crumbled ruins. whilst a band of evil criminals seeks shelter in the darkest reaches of the woodland, courageous adventurers are had to root them out. the path results in the guts of the woods, in which looms the best mystery of all -- the Pyramid of Shadows.H3 Pyramid of Shadows is a D&D experience designed for heroic-tier characters of degrees 7-10. it may be performed as a stand-alone experience or because the ultimate a part of a three-part series.This product contains an experience publication for the Dungeon grasp, a player's e-book containing new personality innovations and crusade details, participant handouts, and a full-color poster map, all contained in a convenient folder.
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Additional resources for H3 Pyramid of Shadows (Dungeons & Dragons)
C Invigorating Spores (standard; at-will) Close burst 5; allies within burst regain 5 hit points and immediately shift 3 squares. C Choking Spores (standard; recharge ⚄ ⚅) ✦ Poison Close burst 5; +14 vs. Fortitude; enemies within burst take 2d4 + 4 poison damage and are dazed and take ongoing 5 poison damage (save ends both). Alignment Evil Languages Common, Elven Skills Diplomacy +13, Insight +15, Nature +15 Str 16 (+8) Dex 17 (+8) Con 21 (+10) Int 14 (+7) Equipment robes, scythe Cave Bear (B) Wis 20 (+10) Cha 17 (+8) Level 6 Elite Brute Medium natural beast XP 500 Initiative +4 Senses Perception +5; darkvision HP 170; Bloodied 85 AC 20; Fortitude 21, Reﬂex 17, Will 18 Saving Throws +2 Speed 8 Action Points 1 m Claw (standard; at-will) +10 vs.
AC; 1d10 + 5 damage. Alignment Unaligned Languages — Str 20 (+8) Dex 16 (+6) Wis 14 (+5) Con 17 (+6) Int 2 (–1) Cha 16 (+6) Gurrak, Ettin Headtaker (G) Level 10 Elite Soldier Large natural humanoid (giant) XP 1,000 Initiative +8; see also double actions Senses Perception +12 HP 222; Bloodied 111 AC 28; Fortitude 26, Reﬂex 18, Will 19 Saving Throws +2 Speed 6 Action Points 1 m Cleaver (standard; at-will) ✦ Weapon Reach 2; +15 vs. AC; 1d6 + 9 damage, and the target is pushed 1 square. M Swat (immediate reaction, when an enemy moves into a position that flanks the ettin; at-will) The ettin targets one creature ﬂanking it: +13 vs.
Squares inside the pit are difficult terrain. Climbing the wall of the pit requires a DC 20 Athletics check. A DC 22 History check reveals that the armor, weapons, and clothing that adorns most of the bodies in the pit dates back to the late Nerath era, circa 300 years ago. Any armor or weapons taken from the pit disappear once they are carried beyond this area. They eventually return to the pit thanks to the magic of the pyramid. Alcove: Four severed heads (H) hang on pegs in the northeastern alcove.