<strong>Winter</strong> <strong>of</strong> <strong>the</strong> <strong>Witch</strong>M3: REMLIELEncounter Level 23 (25,500 XP)SetupRemliel, Angel <strong>of</strong> ProphecyThis encounter occurs ei<strong>the</strong>r when <strong>the</strong> Engine <strong>of</strong> Lumdestroys <strong>the</strong> last wards <strong>of</strong> <strong>the</strong> seal <strong>of</strong> Remliel or when<strong>the</strong> PC uses <strong>the</strong> ritual given to <strong>the</strong>m by Sir Keegan tolower <strong>the</strong> wards.When this happens, an angel <strong>of</strong> prophecy, Remliel,bursts from <strong>the</strong> ward to confront those who daredbreak it.When this happens, read <strong>the</strong> following:The violet runes on <strong>the</strong> seal glow in intensity, and <strong>the</strong>nflicker out. With a sharp cracking sound, fissures start t<strong>of</strong>orm on <strong>the</strong> stone and gold <strong>of</strong> <strong>the</strong> seal. The ground rumblesas <strong>the</strong> seal blasts out in all directions, as a huge angelicform armed with a pair <strong>of</strong> icy katars bursts from <strong>the</strong> seal.If <strong>the</strong> Engine <strong>of</strong> Lum freed <strong>the</strong> angel, instead <strong>of</strong> usingRemliel’s initiative, just place him in <strong>the</strong> initiativeright after <strong>the</strong> Engine’s turn. He bursts out from <strong>the</strong>seal as a free action, and when he does, <strong>the</strong> shock<strong>of</strong> <strong>the</strong> egress makes <strong>the</strong> following close burst attackfrom <strong>the</strong> seal:C Blast <strong>of</strong> <strong>the</strong> Broke Seal (free, when Remliel bursts forthfrom <strong>the</strong> seal; encounter) ✦ ThunderClose burst 5; +26 vs. Fortitude; 3d6 + 9 thunder damage,and <strong>the</strong> target is pushed 3 squares and knocked prone.Remliel ends his move 12 squares (60 feet) above <strong>the</strong>seal, spends <strong>the</strong> rest <strong>of</strong> his turn assessing <strong>the</strong> situation,and says in Common:“Mortals, look upon me and despair. Though it was hopedthat this day would never come, prophecy also foretold itmust. Know that <strong>the</strong> light that lies below can be removedonly over my lifeless form. Only through this trial bycombat can I give up <strong>the</strong> Sun’s Sliver.”TacticsRemliel begins his assault by flying down to strikingdistance <strong>of</strong> <strong>the</strong> strongest or most menacing combatant.If Morthalat is still on <strong>the</strong> field, he begins with<strong>the</strong> sorrowsworn. Remliel starts by placing his mark<strong>of</strong> prophecy on <strong>the</strong> first target he engages, and <strong>the</strong>n heuses his katar death dance to take care <strong>of</strong> multiple combatants.He <strong>the</strong>n spends an action point to repeat <strong>the</strong>katar death dance during his first turn in combat.Once he is reduced to 0 or fewer hit points, <strong>the</strong>angel plays dead (Bluff +19 against <strong>the</strong> PCs’ passiveInsight each round) for as long as he can to regainstrength and renew his duty.DevelopmentOnce <strong>the</strong> PCs defeat Remliel, <strong>the</strong>y find <strong>the</strong> Sun’s Sliverat <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> 50-foot-deep pit that <strong>the</strong> seal oncecovered.Features <strong>of</strong> <strong>the</strong> AreaIllumination: The lighting in <strong>the</strong> area dependspartially upon <strong>the</strong> time <strong>of</strong> day (since <strong>the</strong>se are ruins,<strong>the</strong> buildings are not fully intact).Remliel,Level 23 Solo SkirmisherAngel <strong>of</strong> ProphecyHuge immortal humanoid (angel) XP 4,800Initiative +20 Senses Perception +23Angelic Presence Attacks against Remliel take a –2 penaltyuntil Remliel is bloodied.HP 981; Bloodied 490; see also, prophecy <strong>of</strong> rebirth.AC 40; Fortitude 38, Reflex 37, Will 37Immune disease, fear; Resist 15 thunder, 15 cold, 15 radiantSaving Throws +5Speed 8, fly 12 (hover)Action Points 2m Katar (standard; at-will) ✦ Cold, Radiant, WeaponReach 3; +28 vs. AC; 1d10 + 8 damage plus 2d8 cold andradiant damage (crit 18 + 1d10 damage plus 16 cold andradiant damage).M Katar Death Dance (standard; at-will) ✦ Cold, Radiant,WeaponRemliel can make four katar against different enemies. Aftereach attack Remliel makes (hit or miss), he can shift 2 squares.M Mark <strong>of</strong> Prophecy (minor; at-will)Reach 3; +26 vs. Will; <strong>the</strong> target is under <strong>the</strong> effects <strong>of</strong>Remliel’s mark <strong>of</strong> prophecy. Remliel can only have onecreature under <strong>the</strong> effects <strong>of</strong> a mark <strong>of</strong> prophecy at time.The mark <strong>of</strong> prophecy has <strong>the</strong> following effects: <strong>the</strong> target ismarked by Remliel, and while marked and within sight <strong>of</strong>Remliel, when <strong>the</strong> target hits Remliel, <strong>the</strong> angel can forceit to reroll <strong>the</strong> attack at a –2 penalty. Also, once on each <strong>of</strong>his turns as a free action, if Remliel misses <strong>the</strong> target witha melee attack, <strong>the</strong> angel can reroll that attack.C Word <strong>of</strong> Prophecy (free, when first bloodied; encounter) ✦Thunder, FearClose burst 3; +23 vs. Will; 3d8 + 9 thunder damage,and <strong>the</strong> target is pushed 3 squares and takes ongoing 10psychic and is slowed (save ends both).Prophecy <strong>of</strong> RebirthThe first time each day that Remliel is reduced to 0 orfewer hit points, he gains regeneration 10 until he regainshit points equal to his bloodied amount or is reduced to 0or fewer hit points again, whichever comes first.Threatening ReachRemliel can make opportunity attacks against all enemieswithin his reach (3 squares).Alignment Any Languages SupernalSkills Acrobatics + 23, Insight +23, Intimidate +24Str 29 (+20) Dex 24 (+18) Wis 25 (+18)Con 26 (+19) Int 19 (+15) Cha 27 -(+19)Equipment plate armor, 2 katarsNovember 2008 | DUNGEON 16050
<strong>Winter</strong> <strong>of</strong> <strong>the</strong> <strong>Witch</strong>S1: FROZEN PASSAGEEncounter Level 26 (47,450 XP)Setup4 iceling slashers (I)3 ice troll rimehammers (T)Colzath, iceling mage (C)If traveling by foot, <strong>the</strong> PCs approach by way <strong>of</strong> <strong>the</strong>ledge trail that winds its way up to <strong>the</strong> western section<strong>of</strong> <strong>the</strong> map.If <strong>the</strong> PCs use flight to assault <strong>the</strong> overhang fromano<strong>the</strong>r direction, modify <strong>the</strong> encounter appropriately,which means that Colzath sounds <strong>the</strong> ice hornearlier, doing so as soon as she’s threatened.Near <strong>the</strong> far edge <strong>of</strong> <strong>the</strong> overhang, next to what appearsto be a horn made <strong>of</strong> solid ice, stands ano<strong>the</strong>r <strong>of</strong> <strong>the</strong> icyfey. This one wears white, ice-crusted robes and wields astaff <strong>of</strong> black ice. Not engaging in <strong>the</strong> frivolities <strong>of</strong> her kin,her face is fixed in a more serious countenance, as if lostin thought.Features <strong>of</strong> <strong>the</strong> AreaIllumination: The lighting depends on <strong>the</strong> time<strong>of</strong> day.Boulders: The boulders are 2 squares tall (10 feet)and serve as blocking terrain for creatures not flyingover it.Ice Horn: The ice horn is difficult terrain that cangrant cover.Frozen Victims: The frozen victim is like a statue;it is difficult terrain that grants a creature cover.Over <strong>the</strong> Edge: A PC pushed over <strong>the</strong> edge <strong>of</strong> <strong>the</strong>ledge or snow overhang gets a saving throw. If <strong>the</strong> PCsaves, he or she is knocked prone. If <strong>the</strong> PC fails, <strong>the</strong>fall is 200 feet to <strong>the</strong> bottom, but <strong>the</strong> PC can attempta saving throw each 20 feet to try to hold on to an icyledge or overhang somewhere below. On a save, <strong>the</strong>PC takes falling damage for that amount, but he orshe can go back up to <strong>the</strong> ledge and back to <strong>the</strong> fight.It takes 1 round for each 5 feet <strong>the</strong> character fell tomake it back up by foot.Snow Drifts: The snow in <strong>the</strong> area is deep. Thosewithout ice walk treat <strong>the</strong> snow here as difficultterrain.When <strong>the</strong> PCs approach, read:The wind blows fiercely here, and <strong>the</strong> snow swirls in a waythat obscures your vision. Just barely in <strong>the</strong> distance, youcan make out <strong>the</strong> strange circle <strong>of</strong> blue ice you seek. It sits ona thick glacial overhang covered with snow and pocked withboulders that must have fallen somewhat recently fromnear <strong>the</strong> peak <strong>of</strong> Crone’s Finger.Amid <strong>the</strong> blowing snow, creatures shamble and flit.Nearer to <strong>the</strong> trail that leads to <strong>the</strong> overhang are aquartet <strong>of</strong> icy fey—<strong>the</strong>ir thin blue forms flitter about andare at times held al<strong>of</strong>t clumsily by translucent wings <strong>of</strong> whatappears to be thin ice. They are quicker on <strong>the</strong> ground, and<strong>the</strong>y wrestle among <strong>the</strong>mselves with savage glee, seeminglyusing sharp teeth and icicle claws in <strong>the</strong>ir violent play.Beyond <strong>the</strong>m, near an area choked with <strong>the</strong> frozen folkthat litter <strong>the</strong> o<strong>the</strong>r areas <strong>of</strong> <strong>the</strong> <strong>Winter</strong> <strong>Witch</strong>’s advance,is a group <strong>of</strong> three ice trolls. Each wields a maul made <strong>of</strong>solid ice.January 2009 | DUNGEON 16251