TEXT: eric vedder & adam vehige
  Introduction
  Sanity’s Precipice is an adventure designed for five 25th 
  level player characters (PCs), and is part of the D&D 
  Delve Night kit. Please review the instructions for use of 
  the D&D Delve Night kit before using this adventure. The 
  adventure uses tiles from the DU3 Caves of Carnage tile 
  set. The adventure takes place in set of caves near the 
  Sanity’s Precipice, a sliver of elemental earth and fire 
  that juts out over the Abyss. 
   
  Once the players are ready to begin play, read:
  Through your many adventures you have served many 
  powerful and exotic patrons, but none have been quite 
  like the being beseeching you now. A massive couatl—one 
  of the mysterious plumed serpents of the Astral Sea—
  named Corithasat has asked you to brave the shifting 
  landscape of the Elemental Chaos; worse yet, a section 
  that hangs the lip of the Abyss to save an angel of Ioun 
  from a fate worse than death. 
  Setup
  The PCs are on a quest to free an angel who has 
  been captured by a cabal of elemental fanatics lead 
  by a gibbering orb in a quest to 
  metamorphosis into demons 
  via an evil ritual that will not 
  only kill the angel, but utterly 
  destroy his essence. 
   
  Corithasat serves 
  Ioun and is making 
  the request on the 
  goddess’s behest, 
  and is not hiding any 
  ulterior motive and does 
  not hold any information back. 
  With further questioning, Corithasat 
  tells the PCs the following: 
  The angel’s name is Israfel, 
  •	
  once an angel of vengeance in 
  service of Kord, Israfel received 
  a vision that it was destined to 
  become the instrument of the 
  Abyss’s final destruction, and 
  came to serve Ioun in order 
  to search for the meaning and 
  methods its destiny. 
  Israfel believed that his des-
  •	
  tiny was ultimately tied to Sanity’s 
  Precipice, a precarious sliver of 
  elemental earth that hangs 
  over the Abyss. 
  Corithasat believe that Israfel was captured when 
  •	
  an insane cabal of elementals and invaded San-
  ity’s Precipice for foul purposes that even Ioun 
  can’t acertain in detail, but she does know if the 
  plan is successful, Israfel—who may just be the 
  instrument of the Abyss’s final destruction—will 
  be utterly destroyed.
  Lastly, Corithasat give the PCs a blessing that allows 
  •	
  them to use the following at-will power.
  Power Word Silence 
  Special Power
  At-Will ✦ Divine, Charm
  Standard Action 
  Close burst 5
  Target: Once creature in burst
  Attack: Charisma +4 vs. Will
  Hit: The creature cannot speak until the end of its next turn. 
  The power may provide some amount of fun for the player 
  who receives it, but it is mostly effective in the Encounter 4, 
  as it can shut down the gibbering orb’s gibbering attack. The 
  character loses the power at the end of the adventure. 
  Adjusting the Encounters
  While this adventure is designed to be played with 5 25th-
  level characters, you can make some simple adjustments to 
  the adventure to account for 4 or 6 25th level characters. 
  Simply remove or add a foe of roughly the same level as the 
  encounter that is listed in that encounter’s setup.
  Efreet Cinderlord (C) 
  Level 23 Artillery
  Large elemental humanoid (fire) 
  XP 5,100
  Initiative +19 
  Senses Perception +15
  Blazing Soul (Fire) aura 1; any creature in the aura taking ongo-
  ing fire damage takes 5 extra ongoing fire damage.
  HP 169; Bloodied 84; see also curse of the efreet
  AC 36; Fortitude 33, Reflex 34, Will 32; see also fiery shield
  Immune fire
  Speed 6, fly 8 (hover)
  m Scimitar (standard; at-will) ✦ Fire, Weapon
   
  Reach 2; +25 vs. AC; 2d10 + 7 damage (crit 6d10 + 27), and 
  ongoing 5 fire damage (save ends).
  R Fire Bolt (standard; at-will) ✦ Fire, Weapon
   
  Ranged 10; +28 vs. AC; 2d6 + 8 fire damage, and ongoing 5 
  fire damage (save ends).
  R Curse of the Efreet (standard; recharges when first bloodied) ✦ 
  Fire
   
  Ranged 10; +28 vs. AC; 1d6 + 8 fire damage, and ongoing 10 
  fire damage (save ends), and the target’s resistance to fire is 
  negated until the end of the encounter (no save).
  R Fan the Flames (standard; at-will) ✦ Fire
   
  Ranged 20; affects only a target taking ongoing fire damage; 
  automatic hit; the target takes 3d6 fire damage, and the efreet 
  makes a secondary attack against all creatures adjacent to the 
  target. Secondary Attack: +17 vs. Reflex; 2d6 fire damage.  
  Miss: Half damage.
  Fiery Shield (immediate interrupt, when the efreet cinderlord is 
  damaged by a ranged attack; at-will) ✦ Fire
   
  A fiery shield springs into being, halving the damage of the 
  attack.
  Alignment Evil 
  Languages Primordial
  Skills Bluff +22, Insight +20, Intimidate +22
  Str 24 (+18) 
  Dex 27 (+19) 
  Wis 18 (+15)
  Con 25 (+18) 
  Int 16 (+14) 
  Cha 22 (+17)
  Equipment        scimitar
  1
  SAnITy’S PRECIPICE
  Sanity’S PreciPice
  
  E n c o u n t e r  L e ve l  2 5  ( 3 5 , 5 0 0  X P )
  Setup 
  4 blood fiends (B) (level 23 soldiers)
  3 efreet cinderlords (C) (level 23 artillery)
  Left here to serve as guards, and for the blood fiends to feed 
  on the corpses of angels and deva that litter the floor, the 
  creatures here immediately respond to the PCs approach. 
  As the PCs come within line of sight to carnage pit at the 
  center of this chamber, read the following. 
  Four blood red humanoid creatures, with maws studded 
  with rows of nettle sharp teeth, and four arms ending 
  in vicious claws gorge themselves on the corpses of 
  angels and devas that litter the floor of the pit. The foul 
  creatures hiss loudly, though you can’t be sure it is in frus-
  tration for the interrupted meal, or the promise of fresher 
  meat. There call is quickly followed by an illumination 
  that lights the caves beyond the pit, as a trio of fiery, 
  horned humanoids step out from the shadows.
  The creatures in this section of the Precipice attack the PCs. 
  Features of the Area
   
  Illumination: The only light in this large cavern is the 
  light let off by the fiery efreets. 
   
  Pit of Carnage: The walls of the pit of carnage are 20 
  feet deep. The bottom squares are riddled with the bodies 
  of angels and devas, and stained with their blood. The 
  squares stained with the blood are bloodrock. A creature 
  standing on a square of blood rock can score a critical hit 
  on a natural die roll of 19 or 20.  
  Tactics
  The blood fiends fly up to pin down the PCs with their 
  terror gaze, while the efreets keep their distance for 
  as long as possible, peppering the intruders with their 
  ranged powers. While the blood fiends do not forgo obvi-
  ous flanks, their chief strategy is to pin, allow the efreet 
  to focus firepower on one PC at a time. Once a creature 
  has been bloodied, the fiends all pounce, gaining power 
  on the unfortunate by way of their bloodthirsty bite, 
  while the cinderlords move on to the next target. When 
  the next target becomes bloodied, the blood feast is 
  renewed on the new target. 
  Ending the Encounter
  When the PCs defeat the blood fiend and the efreets, 
  they can proceed on deeper into the caves of the Preci-
  pice. The cave on the other end of the carnage pit winds 
  its way through the Precipice, eventually leading to 
  Encounter 2: Strange Span.
  Treasure
  A search of the bodies finds the following treasure: 30 astral 
  diamonds, 2 potions of recovery, and a +3 belt of sacrifice.
  Blood Fiend (B) 
  Level 23 Soldier
  Medium elemental humanoid 
  XP 5,100
  Initiative +21 
  Senses Perception +23; darkvision
  HP 220; Bloodied 110
  AC 41; Fortitude 36, Reflex 34, Will 32
  Immune fear
  Speed 8, fly 10
  m Claws (standard; at-will)
   
  +28 vs. AC; 2d8 + 10 damage.
  M Bloodthirsty Bite (standard; at-will) ✦ Healing
  	
  Requires combat advantage; +28 vs. AC; 1d8 + 10 damage, 
  and the target is grabbed and takes ongoing 10 damage 
  (until escape). Also, the blood fiend regains 10 hit points.
  C Terror Gaze (minor; at-will) ✦ Fear
  	
  Close blast 3; +24 vs. Will; the target is immobilized (save ends).
  Combat Advantage
   
  The blood fiend gains combat advantage against any living, 
  bloodied enemy.
  Alignment Chaotic evil 
  Languages Primordial
  Skills Intimidate +24
  Str 30 (+21) 
  Dex 26 (+19) 
  Wis 24 (+18)
  Con 28 (+20) 
  Int 22 (+17) 
  Cha 27 (+19)
  2
  SAnITy’S PRECIPICE
  encounter 1: carnage Pit
  
  3
  SAnITy’S PRECIPICE
  E n c o u n t e r  L e ve l  2 6  ( 5 1 , 2 5 0  X P )
  Setup 
  1 primordial hydra (H) (level 25 solo brute)
  1 symbol of suffering trap (T) (level 24 warder)
  2 earthwind ravagers (E) (level 23 controller)
  Deeper inside the twisting caverns of Sanity’s Precipice, 
  the PCs find a bridge, spanning a river that floats in the 
  air over the Abyss. While strange anywhere else, such a 
  strange mix of elements are a somewhat strange sight in 
  the Elemental Chaos. 
  This strange chamber features a bridge that spans a cre-
  vasse. Just below it whirls elemental water, you think it 
  is more than a score deep, but every so often its torrents 
  clear, and you can see there is nothing at the bottom of the 
  river but a drop deep into the Abyss below. 
   
  Luckily the bridge seems stable enough, as it is rein-
  forces cables made of adamantine and its walkway is 
  lined with ironwood. 
  Perception (DC 24):
  •	
   notices that something gargan-
  tuan swims in the water below the bridge, and that 
  a pair of rock sections on the other side of the chasm 
  moves slightly, as if they are breathing.
  Perception (DC 28):
  •	
   A character notices the glow 
  of a strange sigil that is inscribed on the slats at the 
  middle of the bridge.
  Religion (DC 32):
  •	
   Recognizes the sigil at the 
  middle of the bridge as a symbol of suffering. 
  The chamber is as dangerous as it is strange. The 
  bridge spans only 5 feet over the waters of the 
  floating river. Within the river swims a primordial 
  hydra. The center of the bridge is warded with 
  a symbol of suffering. And on the far side of the 
  crevasse hide a pair of earthwind ravagers, some 
  50 feet off the ground and among the stones of the 
  cavern. They attack those who dare to traverse the 
  area by air rather than by the bridge. 
  Features of the Area
   
  Illumination: The strange radiance of the Abyss 
  moves up through the water, and washes this cham-
  ber with a strange crimson glow. 
   
  Floating River: The floating elemental river’s 
  current is very swift and extremely unpredictable. 
  Those thrown into it must succeed a DC 25 Athlet-
  ics check to swim in it. If this check is failed by 5 or 
  more, the creature is brought 5 squares under the 
  surface. The river is 10 squares deep, and when a 
  creature reaches the other side, it falls into the Abyss 
  and to its death or worse.
   
  Bridge: Made with ironwood and adamantine cable, 
  the bridge is very sturdy. It has the following statistics: AC/
  Reflex 4; Fort 32; hp 200. 
  Tactics
  As the PCs cross the bridge, the hydra rises from the 
  water and strikes. It harries their progress all the way 
  across the bridge, and continues to attack, but it does not 
  leave the water. 
   
  The earthwind ravagers leave their hiding places and 
  then first target those characters trying to bypass the 
  bridge. If no PCs are trying to fly across the chamber, the 
  elementals aid the hydra’s assault on the bridge-bound 
  PCs, or target controllers and strikers attacking the hydra 
  from a distance. The elementals use their whirlwind 
  attack to either push the PCs deeper within the hydra’s 
  reach, or, in the case of a character that does not seem par-
  ticularly athletic, they push that PC into the water. 
  Ending the Encounter
  If the PCs flee past the hydra, the beast does not leave 
  the water to pursue (but rather will swim “upstream” 
  and meet the PCs again in Encounter 4). The earth-
  wind ravagers do continue pursuit, following the PCs to 
  Encounter 3, if necessary. 
  Treasure
  There is no treasure in this chamber. 
  encounter 2: Strange SPan
  
  Zoltan Boros & gaBor sZiksZai
  4
  SAnITy’S PRECIPICE
  Primordial Hydra (H) 
  Level 25 Solo Brute
  Gargantuan elemental beast (reptile) 
  XP 35,000
  Initiative +18 
  Senses Perception +21; all-around vision,
   
   
   
  darkvision
  HP 1,200; Bloodied 600
  AC 38; Fortitude 40, Reflex 35, Will 33
  Resist 20 acid, 20 fire
  Saving Throws +5
  Speed 8, swim 16
  Action Points 2
  m Bite (standard; at-will)
   
  Reach 4; +28 vs. AC (+30 with opportunity attacks); 1d10 + 
  8 damage, or 1d10 + 13 on a successful opportunity attack.
  r Flaming Acid Spit (standard; at-will) ✦ Acid, Fire
   
  Ranged 10; +25 vs. Reflex; 1d10 + 8 acid and fire damage.
  M Hydra Fury (standard; at-will)
   
  The primordial hydra makes eight basic attacks (any combi-
  nation of bite attacks and flaming acid spit attacks).
  Many-Headed
   
  Each time the primordial hydra becomes dazed or stunned, 
  it loses one attack on its next turn instead. Multiple such 
  effects stack.
  Threatening Reach
   
  The primordial hydra can make opportunity attacks against 
  all enemies within its reach (4 squares).
  Alignment Chaotic evil 
  Languages —
  Str 26 (+20)  
  Dex 22 (+18)  
  Wis 18 (+16)
  Con 32 (+23)  
  Int 4 (+9) 
  Cha 12 (+13)
  Earthwind Ravager (E) 
  Level 23 Controller
  Large elemental magical beast (air, earth) 
  XP 5,100
  Initiative +21 
  Senses Perception +14
  HP 219; Bloodied 109
  AC 37; Fortitude 34, Reflex 36, Will 29
  Immune disease, petrification, poison
  Speed fly 8 (hover)
  m Slam (standard; at-will)
   
  Reach 2; +26 vs. Fortitude; 2d8 + 10 damage.
  R Wind Devil (standard; sustain minor; at-will)
   
  The earthwind ravager causes swirling wind to rise up around 
  the target. Ranged 5; +26 vs. Fortitude; 4d8 damage, and the 
  target is immobilized until the end of the ravager’s next turn. 
  The creature can sustain the effect as a minor action, dealing 
  2d8 damage to the target (no attack roll required) and keep-
  ing it immobilized until the end of the ravager’s next turn.
  C Whirlwind (standard; at-will)
   
  Close burst 1; +24 vs. Fortitude; 1d8 + 10 damage, and the 
  target is pushed 2 squares.
  C Buffeting Blast (standard; recharge ⚄ ⚅ )
   
  Close blast 3; +24 vs. Fortitude; 4d8 + 8 damage, and the target 
  is stunned until the end of the earthwind ravager’s next turn.
  Alignment Unaligned 
  Languages Primordial
  Skills Stealth +26
  Str 24 (+18) 
  Dex 30 (+21) 
  Wis 17 (+14)
  Con 27 (+19) 
  Int 6 (+9) 
  Cha 16 (+14)
  Symbol of Suffering (T) 
  Level 24 Warder 
  Trap  
  XP 6,050
  A glowing symbol wards the area ahead.
  Trap: Anyone familiar with magic recognizes the symbol as a 
  powerful ward against approach. But its exact nature isn’t 
  known until a creature steps close enough to comprehend 
  it. Once triggered, the symbol inflicts excruciating pain. 
  Perception 
  ✦ DC 28: The character notices the glowing symbol.
  Additional Skill: Religion
  ✦ DC 32: The character recognizes the nature of the symbol. 
  Trigger 
   
  When a creature approaches within 5 squares of the symbol, 
  the trap attacks. Once a creature has entered the area, it can 
  remain in the area without suffering further attacks. The trap 
  attacks again when another creature enters the area, or if a 
  creature leaves and reenters the area. 
  Attack 
  Opportunity Action 
  Close burst 5
  Attack: +27 vs. Will
  Hit: 3d6 + 9 psychic damage and slowed until the beginning of 
  the target’s next turn. 
   
  Aftereffect: Ongoing 15 psychic damage and immobilized 
  (save ends both).
  Countermeasure 
  ✦ An adjacent character can disable the trap with a DC 36 
  Thievery check or a DC 32 Arcana check.
  
  jason engle
  5
  SAnITy’S PRECIPICE
  E n c o u n t e r  L e ve l  2 6  ( 4 6 , 8 0 0  X P )
  Setup 
  6 fire archon ash disciples (A) (level 20 artillery)
  1 death titan (D) (level 25 elite brute)
  7 angered souls (level 26 minion)
  Before the PCs get to this large cavern, they hear the 
  strange wailing chanting of its inhabitants.
  A single booming voice and a chorus of hissing voices chant 
  somewhere up the tunnel. Though the syllables they utter 
  seem to be gibberish, the repeat a verse fervidly and with 
  purpose. It may be performing some kind of ritual. 
  The creatures are performing a ritual in Deep Speech. 
  Arcana (DC 24) and the PC knows Deep Speech:
  •	
   
  Confirms the chanting is some kind of transforma-
  tive ritual, but the PCs can’t parse its purpose or 
  get any idea of how long it has been going on. 
  At this large chamber’s center glows, over what seems to 
  be a pit, glows an eerie membrane of phantasm or maybe 
  even souls. They swirl and writhe strangely, creating a 
  barrier between this chamber and whatever lies below it. 
  Around this strange spectral barrier are fiery humanoids 
  being lead by a gray skinned giant armed with a great 
  axe. The group seems to be concentrating on the barrage 
  and intently chanting their strange gibberish until they 
  notice you. At that point the giant picks up his weapon, 
  and moves toward you, a strange stream of ghostly gray 
  souls trailing behind him creating an evil looking wake.   
  Arcana (DC 28):
  •	
   Realizes the ritual is binding the 
  angered soul in the barrier that covers the pit.
  The death titan is leading the fire archons in support 
  of the ritual being performed by the gibbering orb 
  below the spectral barrier (see Encounter 4). It is that 
  support that is creating the spectral barrier, which has 
  empowered the ritual to this point. When the 
  PCs enter the area, two of the fire archons 
  and the death titan move to advance, leav-
  ing the other four archons to continue 
  maintaining the boundary. If any 
  one of those four remaining 
  archons is hit with an attack, 
  their section of the ritual 
  ends, the barrier collapses 
  turning into a group of 
  seven angered souls, all of 
  who join the combat.
  Features of the Area
   
  Illumination: The strange and ghostly illumination 
  of the spectral barrier and the fire let off by the archons 
  lights this chamber. When they are gone, the chamber 
  darkens, and is lit only by the ambient light coming from 
  the chamber below (Encounter 4). 
   
  The Spectral Barrier: The spectral barrier is virtually 
  impassable until the ritual creating it is disrupted. Those 
  who enter or start in a square of the strange barrier (rep-
  resented by all the empty squares on the map) takes 15 
  points of necrotic damage. 
  Tactics
  The death titan, angered by the PCs interruption of the 
  ritual that promises to transform him and his allies into 
  demons, wades forward, battleaxe swinging. The two fire 
  archons support his assault with their rain of fire barrages, 
  attempting to stay out of melee combat for as long as pos-
  sible with flame step.  
   
  When the ritual is disrupted, the six ash disciples 
  teleport about the room, avoid attacks and spreading 
  fiery mayhem. The angry souls work in concert, attacking 
  and weakening enemies while giving the archons more 
  chances to let lose their area attacks. 
  Ending the Encounter
  The encounter ends when the gibbering orb’s minions are 
  defeated, and the spectral barrier comes down, allowing 
  the PCs access to the encounter detailed in Encounter 4. 
  The pit drops 40 feet to the floor of Encounter 4. 
  Treasure
  In a pouch on the death titan has the following treasure: 
  3,500 pp and a star opal ring. 
  encounter 3: SPectral Barrier
  
  6
  SAnITy’S PRECIPICE
  Fire Archon Ash Disciple (A) 
  Level 20 Artillery
  Medium elemental humanoid (fire) 
  XP 2,800
  Initiative +18 
  Senses Perception +13
  HP 150; Bloodied 75; see also death embers
  AC 33; Fortitude 33, Reflex 34, Will 29
  Immune disease, poison; Resist 30 fire
  Speed 8; see also flame step
  m Flaming Fist (standard; at-will) ✦ Fire
   
  +20 vs. Reflex; 1d8 + 5 fire damage, and ongoing 5 fire 
  damage (save ends).
  A Rain of Fire (standard; encounter) ✦ Fire
  	
  Area burst 1 within 10; +23 vs. Reflex; 2d8 + 8 fire damage, 
  and ongoing 5 fire damage (save ends). Miss: Half damage, 
  and no ongoing damage.
  C Flame Wave (standard; encounter) ✦ Fire
  	
  Close blast 5; +23 vs. Reflex; 2d8 + 8 fire damage, and the 
  target is pushed 2 squares and takes ongoing 10 fire damage 
  (save ends).
  C Cinder Burst (standard; encounter) ✦ Fire
  	
  Close burst 5; +23 vs. Fortitude; 2d8 + 8 fire damage, and 
  the target is blinded (save ends).
  C Death Embers (when reduced to 0 hit points) ✦ Fire
  	
  As the effect of cinder burst. The ash disciple is consumed in 
  the burst, leaving only its metallic robes behind.
  Flame Step (move; at-will) ✦ Teleportation
   
  The ash disciple can teleport to within 3 squares of any fire 
  creature within 20 squares of it.
  Alignment Chaotic evil 
  Languages Primordial
  Str 20 (+15) 
  Dex 27 (+18) 
  Wis 16 (+13)
  Con 24 (+17) 
  Int 14 (+12) 
  Cha 15 (+12)
  Equipment scale armor (metal robes)
  Death Titan (D) 
  Level 25 Elite Brute
  Huge shadow humanoid (giant) 
  XP 14,000
  Initiative +18 
  Senses Perception +20; darkvision
  Soulburner aura 5; enemies in the aura take a –2 penalty to 
  attack rolls and defenses; a creature that dies within the aura 
  bestows one soul shard to the death titan (see soul shroud).
  HP 574; Bloodied 287
  AC 39; Fortitude 42, Reflex 38, Will 35
  Resist 30 necrotic
  Saving Throws +2
  Speed 8
  Action Points 1
  m Greataxe (standard; at-will) ✦ Weapon
   
  Reach 3; +28 vs. AC; 2d8 + 10 damage (crit 6d8 + 26).
  M Double Attack (standard; at-will) ✦ Weapon
   
  The death titan makes two greataxe attacks.
  R Soul Devourer (standard; recharge ⚅ ) ✦ Necrotic
   
  Ranged 5; +28 vs. Fortitude; the target loses a healing surge, 
  and the death titan’s soul shroud gains one soul shard. A 
  target without healing surges takes damage equal to half its 
  total hit points. 
  C Soulfire Burst (standard; at-will) ✦ Necrotic
   
  Close burst 1; +26 vs. Reflex; 2d12 + 6 necrotic damage. The 
  death titan must expend one soul shard to use this power.
  Consume Soul Shard (minor; at-will) ✦ Healing
   
  The death titan expends one soul shard and regains 20 
  hit points.
  Soul Shroud
   
  The soul shroud contains soul shards that swirl around the 
  death titan to protect and empower it. At the beginning 
  of an encounter, the soul shroud contains four soul shards. 
  While the soul shroud is depleted of soul shards, the death 
  titan takes a –2 penalty to attack rolls.
  Alignment Evil 
  Languages Giant
  Skills Intimidate +20
  Str 31 (+22) 
  Dex 23 (+18) 
  Wis 17 (+15)
  Con 27 (+20) 
  Int 12 (+13) 
  Cha 16 (+15)
  Equipment plate armor, greataxe
  Angered Souls 
  Level 26 Minion
  Medium natural humanoid (undead) 
  XP 2,250
  Initiative +16 
  Senses Perception +19; darkvision
  Necromantic Aura (Necrotic) aura 2; any living creature that 
  enters or starts its turn in the aura takes 5 necrotic damage. 
  HP 1; a missed attack never damages a minion.
  AC 42; Fortitude 36, Reflex 42, Will 38
  Immune disease, poison; Resist 20 necrotic
  Speed 6
  m Death’s Touch (standard; at-will) ✦ Necrotic
   
  +30 vs. AC; 13 necrotic damage, and the target is weakened 
  until the end of its next turn.
  Alignment Evil 
  Languages Abyssal, Common, Deep Speech
  Skills Arcana +24
  Str 11 (+13) 
  Dex 12 (+14)  
  Wis 13 (+14)
  Con 14 (+15)  
  Int 22 (+19) 
  Cha 18 (+17)
  
  pete venters
  7
  SAnITy’S PRECIPICE
  E n c o u n t e r  L e ve l  2 7  ( 5 9 , 8 0 0 )
  Setup 
  1 gibbering orb (G) (level 27 solo controller)
  1 Israfel, angel of vengeance (I) (level 19 elite brute)
  Israfel is so driven toward his destiny that he has taken all 
  the strange and disjointed babbling that has issued forth 
  from the gibbering orb as pure prophecy. He believes that 
  the gibbering orb’s plan to plunge Sanity’s Precipice is how 
  he is destined to cleanse the blight on the Elemental Chaos. 
  What he does not know is that he is being deceived and 
  manipulated by the insane and seductive charms of the orb.
  The large chamber is cut in half by a rushing river of elemen-
  tal water. The current pushes to the far end of the room 
  and then down a hole; most likely falling into the dread 
  Abyss below Sanity’s Precipice. Just beyond the falls, the 
  angel Israfel is chained to the wall, the flicker of dread Far 
  Realm energy plays upon him, marking him as the focus of 
  the ritual. Between you and Israfel floats a monstrous orb 
  of eyes and gibbering mouths. Though at first it is difficult 
  to tell with its many mouths gibbering at once, after a few 
  moments you recognize the same strange group of syllables 
  that the elemental creatures were reciting in the chamber 
  above issuing from some of the orb’s mouth. The ritual is not 
  over, and though you can’t be sure of its effect, it can’t be good. 
  Arcana (DC 20):
  •	
   Some of the gibbering orb’s many 
  mouths are the ones performing the strange ritual 
  that will, if it is not stopped, pull down Sanity’s 
  Precipice into the Abyss, and most likely 
  transform all creatures (both 
  living and dead) into demons. 
  If the ritual is not properly dis-
  rupted in the next 10 rounds, it 
  will be completed. One can 
  disrupt the ritual either 
  by killing the gibbering 
  orb, or silencing it for 3 
  consecutive rounds.
  Insight (DC 30):
  •	
   Though 
  it is hard to tell because angels 
  have featureless faces, the 
  angel does not seem con-
  cerned by his predicament, in 
  fact his body language indicates 
  he is prepared for, if not anticipat-
  ing, the ritual’s fate.
  Perception (DC 35):
  •	
   The chains on the 
  angel are not strong enough to confine 
  it. It is not really bound.
  Features of the Area
   
  Illumination: Motes of relatively harmless elemen-
  tal fire float here and there in the chamber. They have 
  not effect in combat, but provide enough light to illumi-
  nate the entire chamber. 
   
  Elemental River: The river rushing through this cham-
  ber a torrent of elemental water, connected to the floating 
  river in Encounter 2. To swim the river, the PCs need succeed 
  a DC 25 Athletic check. Those who fail by 5 or more are 
  pulled down stream toward the pit in front of Israfel. Those 
  who reach the pit must save or fall into the Abyss below. The 
  water of the river is 2 squares deep in most places and 1 
  square deep just prior to the pit that falls into the Abyss. 
  Tactics
  The gibbering orb attacks the PCs keeping them at bay while 
  continuing to perform the ritual. He tries to keep them away 
  from Israfel for as long as possible. 
   
  Israfel’s chains are not really restraining the angel of 
  vengeance, and he can break them at any time. If the PCs 
  try to help him escape, or it seems that they are on the 
  verge of ending the ritual (either because the gibbering orb 
  is blooded, or the PCs are one round away from silencing 
  the orb long enough to end the ritual), Israfel attacks the 
  PCs. He curses them for their aid, sure that the gibbering 
  orb is the instrument of his destiny necessary to cleanse 
  the Abyss. Only the defeat of the gibbering orb or the 
  ending of the ritual snaps the angel out of this delusion. 
  If the ritual is ended, and the gibbering orb is still alive, 
  Israfel aids the PCs in their fight against it.
   
  Lastly, if the PCs did not defeat the hydra in 
  Encounter 2, it squeezes through the pipe two 
  rounds after the battle begins. If necessary, 
  in the time between now and its last battle 
  with the PCs, its spends up to 3 of its 
  healing surges to regain up to 900 
  hp (300 hp with each surge). 
  Ending the 
  Encounter
  The encounter ends when the gibber-
  ing orb is destroyed and the ritual has 
  ended. Once Israfel is releases from 
  the strange charm of the gibbering 
  orb, he sees that this particular pursuit of 
  his destiny was in error, and he thanks the 
  PCs for their rescue. 
  Treasure
  There is no treasure in this chamber.
  encounter 4: edge of MadneSS
  
  Israfel, Angel of Vengeance (I) 
  Level 19 Elite Brute
  Large immortal humanoid (angel) 
  XP 4,800
  Initiative +13 
  Senses Perception +16
  HP 446; Bloodied 223
  AC 34; Fortitude 33, Reflex 29, Will 33; see also cloak of vengeance
  Immune disease, fear; Resist 15 cold, 15 fire, 15 radiant; see 
  also coldfire pillar
  Saving Throws +2
  Speed 8, fly 12 (hover); see also sign of vengeance
  Action Points 1
  m Longsword (standard; at-will) ✦ Cold, Fire, Weapon
  	
  Reach 2; +25 vs. AC; 1d10 + 9 damage plus 1d8 fire damage 
  plus 1d8 cold damage.
  M Double Attack (standard; at-will) ✦ Cold, Fire, Weapon
  	
  The angel of vengeance makes two longsword attacks.
  R Sign of Vengeance (minor; encounter) ✦ Teleportation
   
  Ranged sight; the angel of vengeance places an invisible sign 
  upon the target. Until the end of the encounter, as a move 
  action, the angel can teleport adjacent to the target.
  C Coldfire Pillar (free, when first bloodied; encounter) ✦ Cold, Fire, 
  Polymorph
  	
  The angel transforms into a 30-foot-high pillar of blue flame. 
  Close burst 2; +23 vs. Reflex; 1d8 + 9 cold damage plus 1d8 
  + 9 fire damage. The angel of vengeance is immune to all 
  damage until the start of its next turn.
  Cloak of Vengeance (until bloodied) ✦ Cold, Fire
   
  Attacks against the angel of vengeance take a –2 penalty until 
  the angel is bloodied. While cloak of vengeance is in effect, a 
  creature that makes a successful melee attack against the 
  angel takes 1d8 fire damage and 1d8 cold damage.
  Alignment Any 
  Languages Supernal
  Skills Insight +21, Intimidate +22
  Str 27 (+17) 
  Dex 18 (+13) 
  Wis 25 (+16)
  Con 23 (+15) 
  Int 19 (+13) 
  Cha 26 (+17)
  Equipment plate armor, 2 longswords
  Gibbering Orb (G) 
  Level 27 Solo Controller
  Huge aberrant magical beast 
  XP 55,000
  Initiative +22 
  Senses Perception +20; all-around vision,
   
   
   
  darkvision
  Merciless Eyes aura 5; at the start of each enemy’s turn, if that 
  creature is within the aura and in the gibbering orb’s line 
  of sight, the gibbering orb uses one random eye ray power 
  against that creature.
  HP 1,230; Bloodied 615
  AC 41; Fortitude 33, Reflex 39, Will 40
  Saving Throws +5
  Speed fly 8 (hover)
  Action Points 2
  m Bite (standard; at-will)
   
  +30 vs. AC; 4d6 + 10 damage, and the mouth detaches 
  from the gibbering orb and makes a new bite attack 
  against the target each round at the start of the gibbering 
  orb’s turn. When the mouth misses, it drops off and turns 
  into useless, dead gray flesh.
  C Gibbering (free, once on the gibbering orb’s turn before it takes 
  other actions; at-will) ✦ Psychic
   
  Close burst 10; deafened creatures are immune; +29 vs. Will; 
  the target is dazed until the end of the gibbering orb’s next turn.
  R Eye Rays (standard; at-will) ✦ see text
  	
  The gibbering orb can use two different eye ray powers 
  (chosen from the list below or rolled randomly). Each power 
  must target a different creature. Using eye rays does not pro-
  voke opportunity attacks.
   
  1—Mindcarving Ray (Psychic): Ranged 10; +30 vs. Will; 2d8 
  + 12 psychic damage, and the target is dazed (save ends).
   
  2—Flesheating Ray (Necrotic): Ranged 10; +30 vs. Forti-
  tude; 2d8 + 12 necrotic damage, and ongoing 10 necrotic 
  damage (save ends).
   
  3—Bonewarping Ray: Ranged 10; +30 vs. Fortitude; 2d8 + 
  12 damage, the target is weakened (save ends).
   
  4—Bloodfeasting Ray: Ranged 10; +30 vs. Reflex; 2d8 + 12 
  damage, and ongoing 10 damage (save ends).
   
  5—Farsending Ray (Psychic, Teleportation): Ranged 10; 
  +30 vs. Reflex; the target is briefly transported to the Far 
  Realm, reappearing in the same space (or the nearest unoc-
  cupied space if that space is occupied) at the end of the 
  gibbering orb’s next turn. Upon its return, the target takes 
  2d8 + 12 psychic damage and takes a –5 penalty to saving 
  throws until the end of the encounter.
   
  6—Souleating Ray (Necrotic): Ranged 10; +30 vs. Will; the 
  target is slowed (save ends). First Failed Saving Throw: The 
  target is immobilized instead of slowed (save ends). Second 
  Failed Saving Throw: The target dies.
  Alignment Unaligned 
  Languages —
  Str 27 (+21) 
  Dex 28 (+22) 
  Wis 15 (+15)
  Con 22 (+19) 
  Int 17 (+16) 
  Cha 31 (+23)
  William o’connor
  8
  SAnITy’S PRECIPICE
  all trademarks are property of  Wizards of the coast llc. ©2009 Wizards.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Delve Night/DDN 2009-06 Sanity's Precipice.pdf