The Shadow Rift

Posted on : 09-04-2009 | By : Brian | In : D&D, DM's Journal, Downloads, House Rules

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As, I’m sure, many of you who have run, or are currently running, Keep on the Shadowfell, I modified the adventure as written. I added in a bunch of stuff at the beginning in order to get the PCs to Winterhaven, and I made numerous minor modifications to various encounters throughout the adventure. Mostly it was a monster here and a monster there being replaced with something that I found more interesting, either mechanically or thematically (or both), but nothing too drastic. Even the replacement of a deathjump spider with a more powerful monster, a cave troll, is something I consider a relatively minor modification; it altered the feel of the battle a little bit, but didn’t have implications that were all that far-reaching.

The single greatest modification that I made to the published adventure was in the final battle of the adventure, against Kalarel. In the published adventure, Kalarel is accompanied by some skeletons and a wight, and there’s a trap in the form of the Thing in the Portal, which grabs and draws nearer adventurers who draw too near in the first place. When I first read the adventure, I thought it was a cool encounter, but that was before I had experienced more of the breadth of what 4th Edition had to offer. I do think that, for those who are still undecided about the new edition, taking D&D for a test drive with the adventure as written is perfectly viable, and probably lots of fun. But I wanted to do something different.

So, I completely rejiggered the final encounter. For starters, I created the corpse mound that I talked about before. Then I added a couple of hazards; one represented the darkness emanating from the portal, the other the subtle and seductive call of said darkness. Then I reduced Kalarel’s level a bit and modified some of his abilities so that the encounter’s level was a little more in-line with my party’s level.

It’s a level 7 encounter, all said, but with a lot of potential to be very, very difficult. There are some nasty threats in there, and all of them had at least a couple of levels on the party. So I staggered things a little bit. Initially, Kalarel is involved in completing the ritual, so the party only has to contend with the corpse mound. After a couple of rounds, Kalarel completes the ritual, joining the fray. The following round, the two hazards activate, and every round thereafter the darkness expands, filling more of the room.

Now, I had a way for the PCs to reverse the effects of the ritual built into the encounter, but I’m a firm believer that a big failure should not be a show-stopper, but should rather make things more interesting. Thus, I created a skill challenge that would trigger if the darkness expanded too much. This had the effect of also putting a time limit on the encounter, which prevented it from turning into too much of a slog.

At any rate, here is my writeup of the encounter. The experience per party member assumes a party of 5 characters, and there’s no treasure included in that writeup (I had that in a separate document for some reason). The encounter does use the standard battle map that the original encounter used; Kalarel starts in front of the altar, while the corpse mound appears as a mere pile of corpses in the pool of blood in the center of the room. The darkness, as you’d expect, emanates from the portal once Kalarel has completed the ritual. Enjoy.

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