The Mine Entrance: This will be an attack on a defensive point held by the monsters. The encounter consists of an orc witch doctor, human guard, 2 goblin warriors, and 4 goblin cutters. This gives a mix of minions and standard monsters, with both a controller and a mark to mess with the PCs' actions and tactics. There is also a level 2 trap allocated here, but I haven't decided what form this will take. The plan is to harass with the witch doctor and goblin warriors at range, while the guard and cutters hold a defensive position.
Ironmentals: This is something of a wandering monster encounter, as they can burrow and thus pop out of the walls pretty much anywhere. I can slot it in as needed for some pacing. I have tweaked them since the original version, increasing the crusher to level 2 and adding an ambusher version. Revised stat blocks are below. Basically, the lurkers can pop up and immobilize, and the crushers get a special charge they can use against the immobilized target.
Collapsy Cave: This is set in, well, a collapsy cave. Well, not as in its going to cave in, but many of the stalactites are prone to breaking and falling. I'm thinking any creature that moves more than 3 or 4 squares is subject to an attack, that has the potential to also create difficult terrain. The monsters are coming back from the following encounter, and is a goblin acolyte of Magulbiyet (or the Eye), two orc raiders, and their two trained fire beetles.
WYRM!!!: Here we have a just feed grey dragon wyrmling and two dark acolytes. I wanted something to break up all the orc and goblin action. A wyrmling as an elite sounded like fun. I'm imaging this as some sort of deal where the wyrmling is a “gift” from an established element of the Cult of the Elder Elemetal Eye, with its handlers.
GOBLINS!!!: A goblin cursespewer, three goblin lurkers, and four cutters. This is the general “nest of goblin followers” from which the other gobbos came. Basically, this encounter mostly serves to show that the twins have a bunch of goblin followers. Or something. The cursespewer is a nasty piece of work.
Orc Guards: This is the twins' personal guard. The orcs are younger ones that the twins have recruited from their own and other nearby tribes. It's pretty straight forward, an orc sergeant, a half-orc archer, and two orc raiders. All level 3, when the PCs are going to be level 2, so a hair tougher, but still pretty doable, the way they've been playing. With the sergeant and the orc warrior's surge, this should be a more tactical battle.
The Twins: Here they are, Karad and Lyshhak, devotees of the True Eye, as they know it. They are level 2 elites (stat blocks below), designed to work together a bit, and be a lot of fun. I especially look forward to messing with the PCs using Lyshhak's beguiling call. Along with the three orc freaks to support them, this should be a dramatic fight. I'm thinking of having this set in the deepest part of the mine, where Lyshhak was messing with the mojo of the mountain. I can include some sort of aura terrain feature to help represent this. Especially with the PCs enjoying the favor of the mountain. I may have some central thing give some kind of bonus to adjacent creatures. Or, if the fight is looking rough, I could grant a recharge on an encounter power or a triggered healing surge, as the spirit's power flows through them. Something I'll have to finish mulling over.
Now, without further ado, the ironmentals and the twins!
The ironmentals I envision as small, mobile amalgamations of rock and rough iron. They are vaguely quadrupedal, with iron claws and plates. The iron parts blend seemlessly into the ore-like rock of their bodies. Their heads have a single sensory organ, which appears as a globe or egg of polished hematite. Which, incidentally, can serve as treasure, based on the quality of it and how well it survived the fight, i.e. I can adjust how much treasure to award for any given pack.










