Encounter 5: The Cranial Cave (Skullface Island, MMotRS)
Kraevis stands within the chamber, observing the island through the "eye sockets" on the cavern. If the players were spotted or fought at any point during the Island Horde, Kraevis is expecting them.
If the players let him speak before initiating combat, Yellowjacket and her crew will arrive and join the party early. If they start combat immediately, Yellowjacket and her crew will arrive at the top of round 3. Kraevis' HP/Hero reflects the help, regardless of when it arrives, meaning that it's actually better to let him ramble. Like with the Storm encounter, Yellowjacket counts as 4 Heroes.
If you want to simplify the fight and not have to manage many Companion/NPC allies, you can instead have Yellowjacket arrive after the fight or if the players look like they're going to TPK. For this arrangement, have Captain Red join the party once they find where they're going in the Island Horde and leave behind the rest of the crew to guard the damaged ship.
The artifact, Shadowbreaker, lies behind a Shadow Barrier, which must be dealt with in order to access the sword.
Vulnerable to Radiant damage. Resistant to all other damage.
Necrotic damage increases the Barrier's HP by 10. A spellcaster with access to Necrotic spells can make a DC12 Lore check to reduce the HP of the Barrier by 10. Failing the check add 10 HP to the Barrier.
WIL save instead of rolling for Initiative against Death Knights.
Enemies within Reach 1 can't regain HP. When healed, they suffer 1d10 damage instead.
Vulnerable to Radiant, after which the attacker takes half as much damage in retaliation.
- •Doomblade.
1d10+10 Necrotic (Req: DC12 WIL save to Interpose). On damage: +1 Wound.
- •Call Servants.
Summon 1/Hero Shadow minions (Drain. 1d10 Necrotic, ignores Defense) within Range 6.
- •Grave Strike.
Swap places with a Shadow minion, then 1d10+5 Necrotic.
- •Hellfire Charge.
(Concentration) Increase Hellfire Orb's damage modifier (Charge) by 2.
- •Hellfire Orb.
(Range 8, Charge x Charge Area) DC12 DEX save or 2d10 + Charge Fire and Necrotic damage, half on save. Charge starts at 2.
Kraevis exudes Necrotic energy, increasing his minions from 1d10 to 2d10, which take 2 hits, or 1 hit that's over 10 damage, to defeat. After the first hit, they are reduced back to d10 minions.
Kraevis is fading! 40 more damage and he's defeated. Until then, the closest minion Interposes for him, regardless of damage dealt.
On death: Kraevis explodes with Hellfire (Reach 3, AoE) DC12 DEX save or 2d10+6 Fire and Necrotic damage, half on save.
Note: This fight could include a lot of Companions. If including more than one Companion per Hero, then treat each Companion as 1/2 of a Hero. If Captain Sylvestra is present, she counts as 3 Heroes.