The Tower of Malice

Blasphemous Shrines – See PDF

Level 1
3 Level 17 Ettins – See PDF

Lighting trap to next floor 22 Vs Ref 4d12+7

3 DC 35 locks on the trap door to Dungeon
Full Plate Mithral Armor +5

Level 2
Any good player suffers damage as described. Hidden Compartment with Vallis Stone.

Level 3
5 Mirror Guardians – unique monster 10,000 xp total
3 Blasphemous Shrines 4800 xp

Level 4
2 Iron Golems – 2800xp
Symbols of Death + 23 vs Fort 4d12+7 Damage every turn on the stairs
Wall of Force has 200 hp
Crushing Trap – + 25 vs reflex half damage on miss DC 30 to find DC 32 to disable 4d10+15 damage
Searching the rooms:
Serpets Kiss Bow +5
This bow bestows a kiss of toxic venom to its attacks, making your foes more vulnerable.
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Lvl 23 +5 425,000 gp
Weapon: Bow
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 poison damage per plus, and the target can’t shift until the end of your next turn.
This weapon has the brutal 1 property (originally described in Adventurer’s Vault): Reroll any damage die result of 1 until the die shows 2 or higher.
Power (Poison) Encounter (Free Action)
Trigger: You hit an enemy with a ranged attack power using this weapon.
Effect: That enemy grants combat advantage to your allies until the start of your next turn.

Level 5
2 Pit fiends Level 22 8300 xp each
Egg wielder immune to all pit fiend powers and effects, can still take damage from them
Water +20 Vs Will or Weakened

Gems worth 80,000 gp.
Flesh Grinder Level Level 23
This weapon screeches as its serrated edge bites through flesh, bone, and steel.
Lvl 23 +5 425,000 gp
Weapon: Axe, heavy blade or polearm
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d10 damage per plus
Power Daily (Free Action)
Trigger: You make an attack with this weapon that targets AC.
Effect: The triggering attack targets Fortitude instead and deals 1d6 extra damage on a hit.
Level 13 or 18: 2d6 extra damage.
Level 23 or 28: 3d6 extra damage.

Temporal ArmorLevel 20+ Uncommon
This armor steals future moments to aid you in the present.
Lvl 25 +5 625,000 gp
Armor: Cloth
Enhancement Bonus: AC
You gain a +2 item bonus to initiative checks.
Power Daily (Minor Action)
You can take an extra standard action during this turn. You can’t use this power and spend an action point during the same encounter.

Level 6
+15 vs Will or suffer corruption in hallway.

Angel holy burst +18 Vs Will on non-good 40 damage – egg wielder immune

Symbol of Radiance Level 23+ Uncommon

This symbol glows with the power of your faith.
Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp

Implement: Holy symbol
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Power (Healing) Daily (Free Action)
Use this power when using the symbol to attack with a power that has the radiant keyword. One ally of your choice within 10 squares of you can spend a healing surge.

Greater Flying Carpet Level 20+ Rare
When you unroll this intricately stitched carpet, it floats just above the ground, rippling as if blown by a powerful wind.
Lvl 20 125,000 gp
Wondrous Item
A greater flying carpet carries creatures and objects at a speed of fly 6 and can hover. A character on the carpet can mentally command it to fly as a move action.
Any creature on the carpet takes a -2 penalty to AC and Reflex. The carpet is 1 square by 2 squares and can carry up to two Medium or Small creatures and their gear (up to a normal load for each creature). If additional weight is placed on it, the carpet falls to the ground.
If more than one character on the carpet attempts to mentally command it, the carpet responds to each command in turn according to the characters’ initiative order.
If no rider is upon it, a greater flying carpet hovers in place 1 foot above the ground if it is unrolled, or sits on the ground if it is rolled up.

5 Potions of protection from evil Level 15 (+2)

5 Potions of Cure Critical Wounds
Potion of Cure Critical Wounds Level 20 Uncommon
This potion covers your deep wounds in bright silver light, causing them to mend.
Consumable: Potion 5,000 gp
Utility Power (Healing) Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 3d8 + 20 hit points. If you are bloodied and don’t have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.
10 potions of vitality

Level 7
No Changes

Level 8
3 Lvl 20 Death Knight Blackguards – 5600 xp each

Demonwrought Armor Level 23+ Uncommon
This armor is fashioned with a demon’s likeness, and it bestows some of the resistances that its namesake possesses.
Lvl 23 +5 425,000 gp
Armor: Plate
Enhancement Bonus: AC
You automatically succeed on saving throws against ongoing fire damage.
Power Daily (Minor Action)
You gain resist 15 variable (2/encounter) until the end of the encounter.

Seeing Stone of YandereLevel 15+ Uncommon

This smooth stone instills a sense of calm and purpose. While holding it, you can think more clearly.
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp

Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 psychic damage per plus
You gain a +5 item bonus to saving throws against fear effects.
Power Daily (Immediate Interrupt)
Trigger: You are blinded, stunned, or dazed by an effect that a save can end.
Effect: You ignore the triggering effect.

Level 9
Book of Five Truths (The Fourth Truth)Level 23 Uncommon
Scribes recorded five truths on scrolls at the start of the Dawn War and then scattered the scrolls throughout the planes of existence. Each scroll grants its reader essential insight into the nature of being.
Legendary Boon 425,000 gp
Gain a +2 bonus to Will.
Gain a +5 item bonus to initiative checks.

Level 10
Prismatic Spray Trap
Dc 32 to spot, Dc 32 to disable
+24 Vs All Defenses
Hit (Fortitude): The target is slowed and takes ongoing 15 poison damage (save ends both).
Hit (Reflex): 3d6 + 20, and ongoing 15 fire damage (save ends).
Hit (Will): The target is stunned (save ends).
(30k to 35k total xp)
Balor – Level 24 12100xp
1 Mariliths – 12100xp
Succubus – Level 18 2000 xp
2 Swarm Devil – 4000 xp total

Balor room loot – 10,000 gp in gems , 3 potions of cure critical wounds

Harem Room Loot – 650 gp

Winged Armor Level 23
Glorious angelic wings sprout from this armor at your command.
Lvl 23 +5 425,000 gp
Armor: hide
Enhancement Bonus: AC
You gain an item bonus to Athletics checks to jump equal to the armor’s enhancement bonus.
Power Daily (Move Action)
You fly your speed. You must begin and end this move on a solid surface. You also gain a +2 power bonus to all defenses until the end of your next turn.

Dread One’s Suite
Door is anti-magic
DC 35 lock
Poison Dart Trap Spot DC 30 Disable DC 35 Dart +22 VS Ref 8 Damage plus DC 24 vs fort weakened and ongoing 10 poison damage save ends
secondary trap wail of the banshee spot 34 disable 34 23 vs fort weakened, 1st failed save incapacitated, 2nd failed save dead

ring of wishes – one wish left

touching the book starts the trial of the book

Book attempts to corrupt you
Religion vs 27 or Gain 3 corruption points

Book attacks with Magic
Arcana vs 27 or lose 2 healing surges

Book attacks your resolve
Endurance vs 27 or lose 2 healing surges

Book attacks fire bolts at you
Athletics/Acrobatics vs 27 or lose 2 healing surges

Books comes alive and attacks you directly
Best at-will attack vs AC or lose 2 healing surges

The Final Battle
Use Acerak from Tomb of Horrors as the corrupt solar.

Tendrils – Once per round +20 vs Will either 4 corruption or dispel magic

Dread Ones Shadow – +22 vs Will Dominated for 1 round gain 2 corruption

The Book – 250 hp regen 20 per round, AC 10, Automatically hit vs Ref, Auto miss vs Fort. Resistance 20 to all damage.

The Tower of Malice

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