This extra-dimensional prison catches and holds creatures from all planes of existence. Within the pyramid, factions rise and fall, carving out territories and surviving without hope of escape . . . all except for one longtime prisoner, who needs the unwitting aid of some adventurers to free himself from the pyramid.
In centuries past, a tiefling wizard named Karavakos made a fatal bargain. The twin threats of monsters of the wild and rebellion from within threatened his iron grip over the lands of his petty kingdom. In desperation, Karavakos summoned a demon and asked for aid. A legion of infernal soldiers came to march under his command, and he stepped up his efforts to restore order—and a harsh justice—to his domain.
The legion of devils came at a very reasonable price. They would fight on his behalf and obey his orders without question. If he ever led them to defeat, however, they would abandon him and he would be cast into eternal captivity. Only an error made by the wizard could result in the devils’ defeat—no army in the world could defeat them on the field of battle.
Karavakos led his legions on one conquest after another. What had been a small kingdom grew into a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time.With winter’s arrival, Karavakos called a halt to his campaign of expansion. He returned to his palace with the eladrin princess, Vyrellis, who was to be his bride. Together, he proclaimed, they would rule a new empire, and with spring’s dawning his armies would march into the Feywild, extending their rule across two worlds.
When spring came, the devil armies marched through the thin border between worlds. In the Feywild, though, the devils met their match. Invincible on the battlefields of the natural world, the devils had no such protection once they stepped into the Feywild. Fey spears and arrows felled the legions, putting an end to Karavakos’s dreams of conquest—and severing his diabolic bargain. Karavakos was imprisoned in the Pyramid of Shadows, his eladrin princess at his side.
Just like a prism splits light into its component colors, the pyramid split Karavakos’s life force into free-willed splinters, each one containing a fragment of his power. With his power spread among various splinters, Karavakos couldn’t hope to break free from the prison. Enraged, he lashed out at the only person he could blame for his failure—Vyrellis, who he claimed tempted him into his ill-fated attack on the Feywild.
He cut Vyrellis’s head from her shoulders and threw it into the charnel pit at the heart of the pyramid. But Vyrellis didn’t die. Her life energy, too, was splintered upon her arrival in the pyramid. Her splinters are not animate, but have instead been imbued into gemstones and an orb spread throughout the pyramid. Vyrellis is now driven by a burning thirst for revenge against Karavakos, matched only by her desire to reunite the fragments of her life force and escape the Pyramid of Shadows.
The Pyramid of Shadows is a bizarre extra dimensional space full of weird monsters and strange magical effects. It exists beyond space and time, appearing in multiple places in the world and planes beyond. The space within it knows nothing of the passage of years. It’s a prison, designed to keep whatever is trapped within it from escaping.
Each of the pyramid’s three levels (in addition to the sanctuary at its apex) is home to multiple factions of creatures. Each new arrival tries to find a place among the existing inhabitants, or to carve out its own living space. Eventually, the pyramid adapts to the creatures trapped within it, providing a living space approximating their natural environments. Since its prisoners don’t need to compete for resources (see below), they coexist in an uneasy truce.
Pyramid of Shadows is the final part of a loosely connected three part series of adventures introducing the 4th edition Dungeons & Dragons ruleset. The adventure, written by Mike Mearls and James Wyatt, was published in 2008 by Wizards of the Coast, as a sequel to the adventures Keep on the Shadowfell and Thunderspire Labyrinth. The adventure is designed for character of levels 7-10 and the module code “H” stands for Heroic Tier. This adventure is set in the Nentir Vale.
H3 Pyramid of Shadows is a D&D adventure designed for heroic tier characters of levels 7–10. It can be played as a stand-alone adventure or as the final part of a three-part series that began with H1 Keep on the Shadowfell and H2 Thunderspire Labyrinth. This product includes an adventure booklet for the Dungeon Master and a campaign guide with player handouts
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