Red Hand of Doom Conversion (Part II)
Posted 24th March 2009 at 01:10 AM by Jack99
Updated 13th June 2009 at 09:45 AM by Jack99 (Wrong title - smooth)
Updated 13th June 2009 at 09:45 AM by Jack99 (Wrong title - smooth)
Yeah, or rather, just a little part of it. I have definitely been slacking on this conversion, but to be honest, there has been very little time lately. It's not that my schedule is clearing up or anything, but I will try to make an effort to speed things up, should anyone be using the stuff I post.
Also, if you are reading this, you are more than welcome to give some feedback, in terms of both good and bad things. I would love to improve what I do.
Anyway, for starters...
Edit: added skill challenge "exposing the spy" to be used with the-not-so-sick-spy encounter.
Encounter level 8 (1828 xp)
Setup:
2 hobgoblin bladebearers (see below)
6 hobgoblin regulars (see below)
2 hell hounds (MM page 160)
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Hobgoblin Bladebearer Level 8 Soldier
Medium natural humanoid XP 350
Initiative +9 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 22
Speed 5
m Longsword (standard; at-will) * Weapon
+12 vs. AC; 1d8+8 damage and target is marked until the end of the bladebearer's next turn.
Hobgoblin Resilience (immediate reaction, when the Hobgoblin Bladebearer suffers an effect that a save can end; encounter)
The Hobgoblin Bladebearer rolls a saving throw against the effect.
Phalanx Soldier
The Hobgoblin Bladebearer gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, longsword
To be perfectly honest, I do not feel this encounter fits. IMO, and this is strickly IMO, weak and scared looters, basically bullies, should at this level just be minions. So I would probably (now that I think more about it) make it just minions. This will of course make the encounter very, very easy, but that is, again IMO, not an issue.
Encounter level 9 (2000 xp)
Setup:
5 Crimson Thugs (see below)
Crimson Thugs Level 9 Skirmishers
Medium natural humanoid XP 400
Initiative +9 Senses Perception +7
HP 94; Bloodied 47
AC 23; Fortitude 20, Reflex 21, Will 20
Speed 7
m Dagger (standard; at-will) ✦Weapon
+13 vs. AC; 1d4 + 3 damage.
R Crossbow (standard; at-will) ✦Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 3 damage
Dirty Feint (minor, recharge 6) * Weapon
M + 11 vs. Will; The Crimson Thug tricks the target, gaining Combat Advantage until the end of his next turn
Combat Advantage
The Crimson Thug deals an extra 2d6 damage against any target it has combat advantage against.
Alignment Evil Languages Common
Skills Bluff +11, Stealth +12
Str 13 (+5) Dex 17 (+7) Wis 6 (+2)
Con 14 (+6) Int 10 (+4) Cha 14 (+6)
Equipment 8 daggers
Encounter level 10 (2500 xp)
Setup:
2 ettins (MM page 108)
5 goblin raiders (see below)
Goblin Raider Level 9 Minion
Medium natural humanoid XP 100
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 19; Fortitude 18, Reflex 20, Will 18
Speed 6
m Shortsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage (8 if the goblin has moved more than 4 squares within the same turn).
R Javelin (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 14 (+6) Dex 19 (+8) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment leather armor, shortsword, 5 javelins
EXPOSING THE SPY
Skill challenge level 9 (800 xp)
Complexity 2 (requires 6 successes before 3 failures)
Primary skills: Insight (DC 22), Diplomacy (DC 18), Perception (DC 18)
Other skills: Heal (DC 17) and Streetwise (DC 19)
Victory: They expose Miha and her friends, resulting in a fight
Defeat: They fail to expose Miha. She either joins the party, plotting an ambush, or trails them, ambushing them at a very opportune (for her) moment.
This is a good example of the differences between 3rd and 4th edition. In the original module, it’s the players against Miha Serani. In order to emulate that, you would have to make a solo. But IMHO, solos should be reserved for the truly special fights, and let’s face it, this ain’t supposed to be one. In fact, it’s not even sure they bump into her. So instead of simply making her a solo, I would add a few henchmen to her entourage, rogue-like associates who hover nearby, also posing as wounded, and when fight breaks out, join the fight. Also, I couldn’t remember what an aranea was precisely. As I recall, it was sort of a lycanthrope, but instead of changing shape to a wolf, she changes to a spider. Since the original both had charm and suggestion as two of her better combat spells, I gave the new and improved the ability to dominate. Not bad for a assassin/spy.
Encounter level 9 (2050 xp)
Setup:
1 Miha Serani
2 undercover spies
Undercover Spy Level 9 Skirmisher
Medium natural humanoid XP 400
Initiative +9 Senses Perception +7
HP 96; Bloodied 48
AC 23; Fortitude 20, Reflex 24, Will 20
Speed 6
m Short Sword (standard; at-will) ✦Weapon
+14 vs. AC; 1d6 + 7 damage.
Quick Tumble (standard; recharge 6)
The undercover spy shifts 5 squares. If the undercover spy finishes his move adjacent to an enemy, he has combat advantage against the enemy until the end of the spy's next turn.
Combat Advantage
An undercover spy who has combat advantage deals an additional 2d6 damage on an attack.
Alignment Evil Languages Common
Skills Acrobatics +16, Bluff +9, Stealth +16
Str 12 (+5) Dex 20 (+9) Wis 17 (+7)
Con 16 (+7) Int 14 (+6) Cha 10 (+4)
Equipment short sword
Miha Serani Level 11 Elite Controller
Medium magical beast (shapechanger), human XP 1200
Initiative +9 Senses Perception +14
HP 234; Bloodied 117
AC 26; Fortitude 24, Reflex 20, Will 26
Resist 10 poison
Speed 7, Webwalk 7
m Dagger (standard; at-will) ✦ Poison, Weapon
+14 vs. AC; 1d8 + 3 damage, and the Miha Serani makes a secondary attack against the same target.
Secondary Attack: +12 vs. Fortitude; ongoing 10 poison damage (save ends). Aftereffect: The target is weakened (save ends).
A Poisonous Web (standard; at-will ) ✦
Burst 1 within 10; +14 vs. Reflex; 2d8 + 3 poison damage and target is immobilized.
M Bite of Weakness * Poison
+14 vs AC; Miha Serani must have combat advantage. 3d8 + 5 poison damage and target is weakened (save ends).
R Dominate (minor; recharge 5, 6)
+14 vs. Will; the target is dominated (save ends). Miha Serani can only have one creature dominated at the time.
Deceptive Veil (minor; at-will) ✦ Illusion
Miha Serani can disguise herself to appear as any Medium humanoid. A successful Insight check (opposed by Miha Serani’s Bluff check) pierces the disguise.
Alignment Evil Languages Common, Elven, Dwarven
Skills Diplomacy +15, Insight +14, Bluff +15
Str 17 (+8) Dex 19 (+9) Wis 19 (+9)
Con 21 (+10) Int 16 (+8) Cha 21 (+10)
Equipment poisoned dagger
Encounter level 9 (2040 xp)
Setup:
4 Barghests (see below)
5 hobgoblin regulars (see below)
Barghest Level 9 Skirmisher
Medium fey humanoid (shapechanger) XP 400
Initiative +11 Senses Perception +12; low-light vision
HP 103; Bloodied 51
AC 23; Fort 22, Ref 21, Will 20
Speed 8
m Bite (standard; at-will)
+14 vs. AC; 1d10+8 damage, and the target is grabbed (until escape).
M Feed (standard; at-will) ✦ Healing, Necrotic
Grabbed target only; +12 vs. Fortitude; 2d8+6 necrotic damage, the target loses 1 healing surge, and the barghest regains 10 hit points. If a target is reduced to 0 hit points in this ashion, the barghest gains a cumulative +1 bonus to attack rolls, damage rolls, and all defenses until the end of the encounter.
C Bloodcurdling Howl (standard; recharge 5, 6) ✦ Fear, Psychic
Close blast 3; +10 vs. Will; 3d6+3 psychic damage, and the target takes a –2 penalty to attack rolls (save ends).
Shapechange (minor 1/round; at-will) ✦ Polymorph
A barghest can assume the shape of a giant black dog or a goblin-like humanoid. It loses its bite attack in goblin form.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, Intimidate +11, Stealth +11
Str 19 (+8) Dex 17 (+7) Wis 14 (+6)
Con 15 (+6) Int 12 (+5) Cha 16 (+7)
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
The Greater Barghest (as well as the barghests in the earlier encounter) are heavily inspired by the ones from Dungeon Denizens. The Ogre is oh so very slightly beefed up, just for a little more punch. The Blackspawn Raiders were fairly basic straight-forward creatures originally, so I made them brutes. Overall an encounter that didn't have to be changed much.
Encounter level 12 (3740 xp)
Setup:
2 Greater barghests (see below)
4 Blackspawn Raider (see below)
1 Red Hand Ogre (see below)
5 Hobgoblin Regulars (see below)
Blackspawn Raider Level 9 Brute
Medium magical beast (reptile) XP 400
Initiative +7 Senses Perception +11
HP 100; Bloodied 50; see also troll healing
AC 20; Fortitude 21, Reflex 18, Will 17
Resist 5 Acid
Speed 8
m Falchion (standard; at-will)
+13 vs. AC; 2d4 + 8 damage (crit 2d4 + 16)
M Powerful Attack (standard; recharge 6)
+13 vs. Fortitude; 2d4 + 8 damage (crit 2d4 + 16) and target is stunned until the end of the Blackspawn's next turn.
C Dragon Breath (minor; recharge when bloodied) ✦ Acid
Close blast 3; +11 vs. Reflex; 1d6 + 4 acid damage and the target takes ongoing 5 acid damage
Alignment Chaotic evil Languages Draconic
Skills Athletics +15, Endurance +14
Str 22 (+10) Dex 16 (+7) Wis 14 (+6)
Con 20 (+9) Int 5 (+1) Cha 10 (+4)
Greater Barghest Level 11 Skirmisher
Large fey humanoid (shapechanger) XP 600
Initiative +11 Senses Perception +12; low-light vision
HP 113; Bloodied 56
AC 25; Fort 24, Ref 21, Will 21
Speed 8
m Bite (standard; at-will)
+16 vs. AC; 2d6+6 damage, and the target is grabbed (until escape).
M Feed (standard; at-will) ✦ Healing, Necrotic
Grabbed target only; +14 vs. Fortitude; 4d6+3 necrotic damage, the target loses 2 healing surges, and the greater barghest regains
10 hit points. If a target is reduced to 0 hit points in this fashion, the greater barghest gains a cumulative +2 bonus to attack rolls,
damage rolls, and all defenses until the end of the encounter.
C Howl of the Damned (standard; recharge 6) ✦ Fear, Psychic
Close blast 5; +12 vs. Will; 4d6+4 psychic damage, and the target is dazed and weakened (save ends both).
Shifting Shapechange (minor 1/ round; at-will) ✦ Polymorph
A greater barghest can assume the shape of a giant black dog or a goblin-like humanoid. It loses its bite attack in goblin form. Each
time a greater barghest changes shape it can shift 3 squares as a free action.
Alignment Evil Languages Common, Goblin
Skills Athletics +16, Intimidate +14, Insight +12, Stealth +14
Str 22 (+11) Dex 19 (+9) Wis 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 18 (+9)
Red Hand Ogre Level 10 Brute
Large natural humanoid XP 500
Initiative +5 Senses Perception +5
HP 131; Bloodied 65
AC 21; Fortitude 23, Reflex 18, Will 18
Speed 8
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +13 vs. AC; 2d10 + 6 damage.
M Angry Smash (standard; recharge 5, 6) ✦ Weapon
The ogre savage makes a greatclub attack, but gets two attack
rolls and takes the better result.
Alignment Chaotic evil Languages Giant
Str 21 (+10) Dex 11 (+5) Wis 11 (+5)
Con 21 (+10) Int 4 (+2) Cha 6 (+3)
Equipment hide armor, greatclub
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Skill Challenge level 9 (800 xp)
Complexity 2 (requires 6 successes before 3 failures)
Primary skills:Thievery, Stealth, Perception, Acrobatics
Other skills: Bluff, Insight,
Victory: They manage to flee.
Failure: They need to fight their way out.
Encounter level 8 (1802 xp)
Setup:
1 Goblin-Worg (see below)
1 Goblin Rider (see below)
4 Hobgoblin Regulars (see below)
2 Hobgoblin Sergeants (see below)
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Hobgoblin Sergeant Level 8 Soldier (Leader)
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) * Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) * Weapon
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
Goblin Worg-rider Level 9 Skirmisher
Small natural humanoid XP 400
Initiative +9 Senses Perception +12
HP 92; Bloodied 46
AC 23; Fortitude 22, Reflex 21, Will 21
m Scimitar (standard; at-will)
+14 vs. AC; 1d8 + 5 damage (crit 1d8+13)
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 5 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 2d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+6) Dex 17 (+7) Wis 12 (+5)
Con 13 (+4) Int 8 (+3) Cha 8 (+3)
Equipment: leather armor, spear, 5 javelins in sheaf.
Goblin-Worg Level 8 Brute
Large natural magical beast XP 350
Initiative +6 Senses Perception +9; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a –1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 110; Bloodied 55
AC 19; Fortitude 19, Reflex 17, Will 17
Speed 8
m Bite (standard; at-will)
+11 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Stealth +11
Str 21 (+9) Dex 17 (+7) Wis 10 (+4)
Con 20 (+9) Int 7 (+2) Cha 16 (+7)
Level 9 encounter (2228 xp)
Setup:
2 Hobgoblin Sergeant (see below)
2 Red Hand Ogres (see below)
6 Hobgoblin Regulars (see below)
Hobgoblin Sergeant Level 8 Soldier (Leader)
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) ✦Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) *
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Red Hand Ogre Level 10 Brute
Large natural humanoid XP 500
Initiative +5 Senses Perception +5
HP 131; Bloodied 65
AC 21; Fortitude 23, Reflex 18, Will 18
Speed 8
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +13 vs. AC; 2d10 + 6 damage.
M Angry Smash (standard; recharge 5, 6) ✦ Weapon
The ogre savage makes a greatclub attack, but gets two attack
rolls and takes the better result.
Alignment Chaotic evil Languages Giant
Str 21 (+10) Dex 11 (+5) Wis 11 (+5)
Con 21 (+10) Int 4 (+2) Cha 6 (+3)
Equipment hide armor, greatclub
The players should hit level 10 about now
Encounter level 9 (2400 xp)
2 Greenspawn Razorfiends (see below)
Greenspawn Razorfiend Level 11 Elite Skirmisher
Large natural beast (reptile) XP 1,200
Initiative +11 Senses Perception +8; darkvision
HP 234; Bloodied 117
AC 27; Fortitude 25, Reflex 26, Will 24
Resist 10 poison
Saving Throws +2
Speed 8, jump 4
Action Points 1
m Wingblade (standard; at-will)
Reach 2; +17 vs. AC; 2d8 + 5 damage.
M Wingblade Flurry (standard; at-will)
Reach 2; +17 vs. AC; 1d8 + 6 damage, and the target takes ongoing 10 damage (save ends).
R Greenspawn Spittle (minor; encounter) ✦ Acid, Poison
Ranged 10; +15 vs. Fortitude; 4d8 + 5 poison damage, and the target takes ongoing 5 acid damage (save ends).
R Horrid Glare (minor; recharges when the razorfiend scores a critical hit with any attack) ✦ Fear
Ranged 10; +15 vs. Will; the target slides 3 squares.
Alignment Evil Languages Draconic
Skills Nature +14, Stealth +16
Str 23 (+12) Dex 21 (+11) Wis 16 (+9)
Con 21 (+11) Int 4 (+3) Cha 20 (+11)
Skill Challenge level 10 (1000 xp)
Complexity 2 (requires 6 successes before 3 failures)
Primary skills: Diplomacy, bluff, nature, heal
Other skills: Insight
Victory: They are brought to elven encampment
Failure: The elves leave them to find their own way through the swamp.
Special: Giving Killiar the ring counts as 2 automatic successes
Skill Challenge level 10 (1500 xp)
Complexity 3 (requires 9 successes before 3 failures)
Primary skills: Diplomacy, Insight, Perception, Bluff
Other skills: Nature, History
Victory: The heroes gain some information and perhaps an ally for the future
Failure: They leave the encampment without any useful information
Encounter level 9 (2100 xp)
5 Advanced Greenscale Hunters (see below)
2 Advanced Greenscale Darters (see below)
1 Advanced Greenscale Mystic (see below)
Greenscale Hunter Level 8 Skirmisher
Medium natural humanoid (reptile) XP 350
Initiative +8 Senses Perception +10
HP 86; Bloodied 43
AC 21; Fortitude 19, Reflex 18, Will 17
Speed 6 (swamp walk)
m Spear (standard; at-will) ✦Weapon
+13 vs. AC; 1d8 + 5 damage.
M Sidestep Attack (standard; at-will) ✦Weapon
The lizardfolk shifts and make a melee basic attack.
Alignment Unaligned Languages Draconic
Skills Athletics +12, Nature +10
Str 17 (+7) Dex 15 (+6) Wis 12 (+5)
Con 14 (+6) Int 8 (+3) Cha 8 (+3)
Equipment light shield, spear
Greenscale Darter Level 8 Lurker
Medium natural humanoid (reptile) XP 350
Initiative +12 Senses Perception +12
HP 68; Bloodied 34
AC 21; Fortitude 17, Reflex 20, Will 17
Speed 6 (swamp walk)
m Club (standard; at-will) ✦Weapon
+13 vs. AC; 1d6 + 3 damage.
R Blowgun (standard; at-will) ✦ Poison, Weapon
Loading the blowgun takes a minor action; Ranged 6/12; +10 vs.
AC; 1 damage, and the greenscale darter makes a secondary attack
against the same target. Secondary Attack: +11 vs Fortitude; the target takes ongoing 15 poison damage and is slowed (save ends both).
Sniper
A hidden lizardfolk darter that misses with a ranged attack
remains hidden.
Alignment Unaligned Languages Draconic
Skills Athletics +8, Stealth +11
Str 13 (+5) Dex 18 (+8) Wis 15 (+6)
Con 14 (+6) Int 8 (+3) Cha 8 (+3)
Equipment club, blowgun with 20 poisoned darts
Greenscale Marsh Mystic Level 8 Controller (Leader)
Medium natural humanoid (reptile) XP 350
Initiative +5 Senses Perception +8
Marsh Blessing (Healing) aura 5; allies that start their turns in the
aura regain 3 hit points.
HP 86; Bloodied 43
AC 21; Fortitude 17, Reflex 16, Will 21
Speed 6 (swamp walk)
m Spear (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
R Swamp Curse (standard; at-will) *
+11 vs. Will; 1d6 + 5 and target takes a -5 penalty to any saving throw until the end of the mystic's next turn.
A Swamp’s Grasp (standard; encounter) ✦ Zone
Area burst 2 within 10; +11 vs. Reflex; the target is immobilized
(save ends). The zone is difficult swamp terrain until the end of the encounter.
A Bog Cloud (standard; recharge 5, 6) ✦ Poison
Area burst 2 within 10; +11 vs. Fortitude; 2d8 + 5 poison damage, and the target is dazed until the end of the marsh mystic’s next turn.
Alignment Unaligned Languages Draconic
Skills Athletics +11, Nature +13
Str 15 (+6) Dex 13 (+5) Wis 19 (+8)
Con 14 (+6) Int 10 (+4) Cha 12 (+5)
Equipment spear, bone breastplate
Encounter level 11 (3300 xp)
1 Greenspawn Razorfiend (see below)
2 Ogre Savages (MM page 199)
4 Ogre Skirmishers (MM page 199)
Greenspawn Razorfiend Level 11 Elite Skirmisher
Large natural beast (reptile) XP 1,200
Initiative +11 Senses Perception +8; darkvision
HP 234; Bloodied 117
AC 27; Fortitude 25, Reflex 26, Will 24
Resist 10 poison
Saving Throws +2
Speed 8, jump 4
Action Points 1
m Wingblade (standard; at-will)
Reach 2; +17 vs. AC; 2d8 + 5 damage.
M Wingblade Flurry (standard; at-will)
Reach 2; +17 vs. AC; 1d8 + 6 damage, and the target takes ongoing 10 damage (save ends).
R Greenspawn Spittle (minor; encounter) ✦ Acid, Poison
Ranged 10; +15 vs. Fortitude; 4d8 + 5 poison damage, and the target takes ongoing 5 acid damage (save ends).
R Horrid Glare (minor; recharges when the razorfiend scores a critical hit with any attack) ✦ Fear
Ranged 10; +15 vs. Will; the target slides 3 squares.
Alignment Evil Languages Draconic
Skills Nature +14, Stealth +16
Str 23 (+12) Dex 21 (+11) Wis 16 (+9)
Con 21 (+11) Int 4 (+3) Cha 20 (+11)
Encounter level 11 (3200+ xp)
1 Ettin Marauder (MM page 108)
1 Kulkor Zhul Mindbender
1 Saarvith
1 Eagle companion
Kulkor Zhul Mindbender Level 11 Artillery
Medium natural humanoid XP 600
Initiative +11 Senses Perception +7; low-light vision
HP 89; Bloodied 44
AC 23; Fortitude 20, Reflex 23, Will 22
Speed 6
m Staff (standard; at-will)
+13 vs. AC; 1d8 + 3 damage.
R Weakening Will (standard; at-will) ✦Psychic
Ranged 10; +14 vs.Will; 1d10 + 6 psychic damage, and the target is dazed and takes a –2 penalty to attack rolls (save ends both).
R Dominate (standard; recharge 4, 5, 6 ) ✦ Charm
Ranged 10; +14 vs. Willl; target is dominated (save ends) Aftereffect: The target is dazed
dazed and takes a –2 penalty to attack rolls (save ends both). A Kulkor Zhul Mindbender can only have one target dominated at the same time.
R Hold Person (standard; encounter) * Psychic
Ranged 10; +14 vs. Will; 1d6+6 psychic damage and target is dazed (save ends) and restrained (save ends).
Hobgoblin Resilience (immediate reaction, when the Kulkor Zhul Mindbender suffers an effect that a save can end; encounter)
The Kulkor Zhul Mindbender rolls a saving throw against the effect.
Alignment Evil Languages goblin, telepathy 10
Str 16 (+8) Dex 22 (+11) Wis 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 20 (+10)
Equipment staff, robe
Wyrmlord Saarvith Level 13 Elite Artillery
Small natural humanoid XP 1,600
Initiative +11 Senses Perception +12
HP 196; Bloodied 98
AC 29; Fortitude 24, Reflex 27, Will 26
Speed 6
m Shortsword (standard; at-will) ✦ Weapon
+18 vs. AC; 1d8 + 6 damage.
R Twin Shot (standard; at-will) ✦ Weapon
Ranged 20; +16 vs. AC; 2d8 + 6 damage.Target any two creatures within range.
R Rapid Shot (standard; recharge 5, 6) * Weapon
Wyrmlod Saarvith makes two twin shots
Quick Retreat (move; encounter)
Wyrmlod Saarvith shifts up to 6 squares and makes a twin shot
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
Wyrmlod Saarvith shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills History +11, Insight +12
Str 14 (+8) Dex 20 (+11) Wis 12 (+7)
Con 14 (+8) Int 17 (+9) Cha 11 (+6)
Equipment bow
Encounter level 13 (4000 xp)
1 Regiarix, adult black dragon
Regiarix, Adult Black Dragon Level 13 Solo Lurker
Large natural magical beast (aquatic, dragon) XP 3,000
Initiative +16 Senses Perception +14; darkvision
HP 620; Bloodied 320; see also bloodied breath
AC 30; Fortitude 26, Reflex 28, Will 25
Resist 20 acid
Saving Throws +5
Speed 8, fly 8 (hover), overland flight 10, swim 8
Action Points 2
m Bite (standard; at-will) ✦ Acid
Reach 2; +18 vs. AC; 1d8 + 5 damage, and ongoing 10 acid
damage (save ends).
m Claw (standard; at-will)
Reach 2; +18 vs. AC; 1d6 + 5 damage.
M Double Attack (standard; at-will)
The dragon makes two claw attack.
M Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will)
The dragon attacks the enemy that missed it: reach 2; +18 vs. AC; 1d8 + 7 damage, and the target is pushed 1 square.
C Breath Weapon (standard; recharge 5,6) ✦ Acid
Close blast 5; +15 vs. Reflex; 2d8 + 4 acid damage, and the target takes ongoing 10 acid damage and takes a –4 penalty to AC (save
ends both).
C Bloodied Breath (free, when first bloodied; encounter) ✦ Acid
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Cloud of Darkness (standard; sustain minor; recharge 4, 5, 6) ✦ Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks
line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.
C Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +15 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target
takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Common, Draconic
Skills Nature +13, Stealth +21
Str 18 (+9) Dex 22 (+11) Wis 16 (+8)
Con 16 (+8) Int 14 (+7) Cha 12 (+6)
The level of the dragon is still very much debated in my head.
I think it's pretty much safe to say that by now, this conversion is dead. The interest is just not there, I would much rather do my own stuff or work on 4e material.
Also, if you are reading this, you are more than welcome to give some feedback, in terms of both good and bad things. I would love to improve what I do.
Anyway, for starters...
Edit: added skill challenge "exposing the spy" to be used with the-not-so-sick-spy encounter.
EASY SKIRMISH
Encounter level 8 (1828 xp)
Setup:
2 hobgoblin bladebearers (see below)
6 hobgoblin regulars (see below)
2 hell hounds (MM page 160)
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Hobgoblin Bladebearer Level 8 Soldier
Medium natural humanoid XP 350
Initiative +9 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 22
Speed 5
m Longsword (standard; at-will) * Weapon
+12 vs. AC; 1d8+8 damage and target is marked until the end of the bladebearer's next turn.
Hobgoblin Resilience (immediate reaction, when the Hobgoblin Bladebearer suffers an effect that a save can end; encounter)
The Hobgoblin Bladebearer rolls a saving throw against the effect.
Phalanx Soldier
The Hobgoblin Bladebearer gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, longsword
DIRTY ROTTEN LOOTERS
To be perfectly honest, I do not feel this encounter fits. IMO, and this is strickly IMO, weak and scared looters, basically bullies, should at this level just be minions. So I would probably (now that I think more about it) make it just minions. This will of course make the encounter very, very easy, but that is, again IMO, not an issue.
Encounter level 9 (2000 xp)
Setup:
5 Crimson Thugs (see below)
Crimson Thugs Level 9 Skirmishers
Medium natural humanoid XP 400
Initiative +9 Senses Perception +7
HP 94; Bloodied 47
AC 23; Fortitude 20, Reflex 21, Will 20
Speed 7
m Dagger (standard; at-will) ✦Weapon
+13 vs. AC; 1d4 + 3 damage.
R Crossbow (standard; at-will) ✦Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 3 damage
Dirty Feint (minor, recharge 6) * Weapon
M + 11 vs. Will; The Crimson Thug tricks the target, gaining Combat Advantage until the end of his next turn
Combat Advantage
The Crimson Thug deals an extra 2d6 damage against any target it has combat advantage against.
Alignment Evil Languages Common
Skills Bluff +11, Stealth +12
Str 13 (+5) Dex 17 (+7) Wis 6 (+2)
Con 14 (+6) Int 10 (+4) Cha 14 (+6)
Equipment 8 daggers
MERCENARY GOLD
Encounter level 10 (2500 xp)
Setup:
2 ettins (MM page 108)
5 goblin raiders (see below)
Goblin Raider Level 9 Minion
Medium natural humanoid XP 100
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 19; Fortitude 18, Reflex 20, Will 18
Speed 6
m Shortsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage (8 if the goblin has moved more than 4 squares within the same turn).
R Javelin (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 14 (+6) Dex 19 (+8) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment leather armor, shortsword, 5 javelins
EXPOSING THE SPY
Skill challenge level 9 (800 xp)
Complexity 2 (requires 6 successes before 3 failures)
Primary skills: Insight (DC 22), Diplomacy (DC 18), Perception (DC 18)
Other skills: Heal (DC 17) and Streetwise (DC 19)
Victory: They expose Miha and her friends, resulting in a fight
Defeat: They fail to expose Miha. She either joins the party, plotting an ambush, or trails them, ambushing them at a very opportune (for her) moment.
THE NOT-SO-SICK SPY
This is a good example of the differences between 3rd and 4th edition. In the original module, it’s the players against Miha Serani. In order to emulate that, you would have to make a solo. But IMHO, solos should be reserved for the truly special fights, and let’s face it, this ain’t supposed to be one. In fact, it’s not even sure they bump into her. So instead of simply making her a solo, I would add a few henchmen to her entourage, rogue-like associates who hover nearby, also posing as wounded, and when fight breaks out, join the fight. Also, I couldn’t remember what an aranea was precisely. As I recall, it was sort of a lycanthrope, but instead of changing shape to a wolf, she changes to a spider. Since the original both had charm and suggestion as two of her better combat spells, I gave the new and improved the ability to dominate. Not bad for a assassin/spy.
Encounter level 9 (2050 xp)
Setup:
1 Miha Serani
2 undercover spies
Undercover Spy Level 9 Skirmisher
Medium natural humanoid XP 400
Initiative +9 Senses Perception +7
HP 96; Bloodied 48
AC 23; Fortitude 20, Reflex 24, Will 20
Speed 6
m Short Sword (standard; at-will) ✦Weapon
+14 vs. AC; 1d6 + 7 damage.
Quick Tumble (standard; recharge 6)
The undercover spy shifts 5 squares. If the undercover spy finishes his move adjacent to an enemy, he has combat advantage against the enemy until the end of the spy's next turn.
Combat Advantage
An undercover spy who has combat advantage deals an additional 2d6 damage on an attack.
Alignment Evil Languages Common
Skills Acrobatics +16, Bluff +9, Stealth +16
Str 12 (+5) Dex 20 (+9) Wis 17 (+7)
Con 16 (+7) Int 14 (+6) Cha 10 (+4)
Equipment short sword
Miha Serani Level 11 Elite Controller
Medium magical beast (shapechanger), human XP 1200
Initiative +9 Senses Perception +14
HP 234; Bloodied 117
AC 26; Fortitude 24, Reflex 20, Will 26
Resist 10 poison
Speed 7, Webwalk 7
m Dagger (standard; at-will) ✦ Poison, Weapon
+14 vs. AC; 1d8 + 3 damage, and the Miha Serani makes a secondary attack against the same target.
Secondary Attack: +12 vs. Fortitude; ongoing 10 poison damage (save ends). Aftereffect: The target is weakened (save ends).
A Poisonous Web (standard; at-will ) ✦
Burst 1 within 10; +14 vs. Reflex; 2d8 + 3 poison damage and target is immobilized.
M Bite of Weakness * Poison
+14 vs AC; Miha Serani must have combat advantage. 3d8 + 5 poison damage and target is weakened (save ends).
R Dominate (minor; recharge 5, 6)
+14 vs. Will; the target is dominated (save ends). Miha Serani can only have one creature dominated at the time.
Deceptive Veil (minor; at-will) ✦ Illusion
Miha Serani can disguise herself to appear as any Medium humanoid. A successful Insight check (opposed by Miha Serani’s Bluff check) pierces the disguise.
Alignment Evil Languages Common, Elven, Dwarven
Skills Diplomacy +15, Insight +14, Bluff +15
Str 17 (+8) Dex 19 (+9) Wis 19 (+9)
Con 21 (+10) Int 16 (+8) Cha 21 (+10)
Equipment poisoned dagger
BARGHEST REAVERS
Encounter level 9 (2040 xp)
Setup:
4 Barghests (see below)
5 hobgoblin regulars (see below)
Barghest Level 9 Skirmisher
Medium fey humanoid (shapechanger) XP 400
Initiative +11 Senses Perception +12; low-light vision
HP 103; Bloodied 51
AC 23; Fort 22, Ref 21, Will 20
Speed 8
m Bite (standard; at-will)
+14 vs. AC; 1d10+8 damage, and the target is grabbed (until escape).
M Feed (standard; at-will) ✦ Healing, Necrotic
Grabbed target only; +12 vs. Fortitude; 2d8+6 necrotic damage, the target loses 1 healing surge, and the barghest regains 10 hit points. If a target is reduced to 0 hit points in this ashion, the barghest gains a cumulative +1 bonus to attack rolls, damage rolls, and all defenses until the end of the encounter.
C Bloodcurdling Howl (standard; recharge 5, 6) ✦ Fear, Psychic
Close blast 3; +10 vs. Will; 3d6+3 psychic damage, and the target takes a –2 penalty to attack rolls (save ends).
Shapechange (minor 1/round; at-will) ✦ Polymorph
A barghest can assume the shape of a giant black dog or a goblin-like humanoid. It loses its bite attack in goblin form.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, Intimidate +11, Stealth +11
Str 19 (+8) Dex 17 (+7) Wis 14 (+6)
Con 15 (+6) Int 12 (+5) Cha 16 (+7)
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
The Greater Barghest (as well as the barghests in the earlier encounter) are heavily inspired by the ones from Dungeon Denizens. The Ogre is oh so very slightly beefed up, just for a little more punch. The Blackspawn Raiders were fairly basic straight-forward creatures originally, so I made them brutes. Overall an encounter that didn't have to be changed much.
MARKED FOR DEATH
Encounter level 12 (3740 xp)
Setup:
2 Greater barghests (see below)
4 Blackspawn Raider (see below)
1 Red Hand Ogre (see below)
5 Hobgoblin Regulars (see below)
Blackspawn Raider Level 9 Brute
Medium magical beast (reptile) XP 400
Initiative +7 Senses Perception +11
HP 100; Bloodied 50; see also troll healing
AC 20; Fortitude 21, Reflex 18, Will 17
Resist 5 Acid
Speed 8
m Falchion (standard; at-will)
+13 vs. AC; 2d4 + 8 damage (crit 2d4 + 16)
M Powerful Attack (standard; recharge 6)
+13 vs. Fortitude; 2d4 + 8 damage (crit 2d4 + 16) and target is stunned until the end of the Blackspawn's next turn.
C Dragon Breath (minor; recharge when bloodied) ✦ Acid
Close blast 3; +11 vs. Reflex; 1d6 + 4 acid damage and the target takes ongoing 5 acid damage
Alignment Chaotic evil Languages Draconic
Skills Athletics +15, Endurance +14
Str 22 (+10) Dex 16 (+7) Wis 14 (+6)
Con 20 (+9) Int 5 (+1) Cha 10 (+4)
Greater Barghest Level 11 Skirmisher
Large fey humanoid (shapechanger) XP 600
Initiative +11 Senses Perception +12; low-light vision
HP 113; Bloodied 56
AC 25; Fort 24, Ref 21, Will 21
Speed 8
m Bite (standard; at-will)
+16 vs. AC; 2d6+6 damage, and the target is grabbed (until escape).
M Feed (standard; at-will) ✦ Healing, Necrotic
Grabbed target only; +14 vs. Fortitude; 4d6+3 necrotic damage, the target loses 2 healing surges, and the greater barghest regains
10 hit points. If a target is reduced to 0 hit points in this fashion, the greater barghest gains a cumulative +2 bonus to attack rolls,
damage rolls, and all defenses until the end of the encounter.
C Howl of the Damned (standard; recharge 6) ✦ Fear, Psychic
Close blast 5; +12 vs. Will; 4d6+4 psychic damage, and the target is dazed and weakened (save ends both).
Shifting Shapechange (minor 1/ round; at-will) ✦ Polymorph
A greater barghest can assume the shape of a giant black dog or a goblin-like humanoid. It loses its bite attack in goblin form. Each
time a greater barghest changes shape it can shift 3 squares as a free action.
Alignment Evil Languages Common, Goblin
Skills Athletics +16, Intimidate +14, Insight +12, Stealth +14
Str 22 (+11) Dex 19 (+9) Wis 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 18 (+9)
Red Hand Ogre Level 10 Brute
Large natural humanoid XP 500
Initiative +5 Senses Perception +5
HP 131; Bloodied 65
AC 21; Fortitude 23, Reflex 18, Will 18
Speed 8
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +13 vs. AC; 2d10 + 6 damage.
M Angry Smash (standard; recharge 5, 6) ✦ Weapon
The ogre savage makes a greatclub attack, but gets two attack
rolls and takes the better result.
Alignment Chaotic evil Languages Giant
Str 21 (+10) Dex 11 (+5) Wis 11 (+5)
Con 21 (+10) Int 4 (+2) Cha 6 (+3)
Equipment hide armor, greatclub
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
CAPTURED/ESCAPE
Skill Challenge level 9 (800 xp)
Complexity 2 (requires 6 successes before 3 failures)
Primary skills:Thievery, Stealth, Perception, Acrobatics
Other skills: Bluff, Insight,
Victory: They manage to flee.
Failure: They need to fight their way out.
Encounter level 8 (1802 xp)
Setup:
1 Goblin-Worg (see below)
1 Goblin Rider (see below)
4 Hobgoblin Regulars (see below)
2 Hobgoblin Sergeants (see below)
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Hobgoblin Sergeant Level 8 Soldier (Leader)
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) * Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) * Weapon
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
Goblin Worg-rider Level 9 Skirmisher
Small natural humanoid XP 400
Initiative +9 Senses Perception +12
HP 92; Bloodied 46
AC 23; Fortitude 22, Reflex 21, Will 21
m Scimitar (standard; at-will)
+14 vs. AC; 1d8 + 5 damage (crit 1d8+13)
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 5 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 2d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+6) Dex 17 (+7) Wis 12 (+5)
Con 13 (+4) Int 8 (+3) Cha 8 (+3)
Equipment: leather armor, spear, 5 javelins in sheaf.
Goblin-Worg Level 8 Brute
Large natural magical beast XP 350
Initiative +6 Senses Perception +9; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a –1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 110; Bloodied 55
AC 19; Fortitude 19, Reflex 17, Will 17
Speed 8
m Bite (standard; at-will)
+11 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Stealth +11
Str 21 (+9) Dex 17 (+7) Wis 10 (+4)
Con 20 (+9) Int 7 (+2) Cha 16 (+7)
INTO THE HORDE
To follow, not doing that right away
ROAD BLOCKADE
Level 9 encounter (2228 xp)
Setup:
2 Hobgoblin Sergeant (see below)
2 Red Hand Ogres (see below)
6 Hobgoblin Regulars (see below)
Hobgoblin Sergeant Level 8 Soldier (Leader)
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) ✦Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) *
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow
Red Hand Ogre Level 10 Brute
Large natural humanoid XP 500
Initiative +5 Senses Perception +5
HP 131; Bloodied 65
AC 21; Fortitude 23, Reflex 18, Will 18
Speed 8
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +13 vs. AC; 2d10 + 6 damage.
M Angry Smash (standard; recharge 5, 6) ✦ Weapon
The ogre savage makes a greatclub attack, but gets two attack
rolls and takes the better result.
Alignment Chaotic evil Languages Giant
Str 21 (+10) Dex 11 (+5) Wis 11 (+5)
Con 21 (+10) Int 4 (+2) Cha 6 (+3)
Equipment hide armor, greatclub
The players should hit level 10 about now
SPAWN OF TIAMAT
Encounter level 9 (2400 xp)
2 Greenspawn Razorfiends (see below)
Greenspawn Razorfiend Level 11 Elite Skirmisher
Large natural beast (reptile) XP 1,200
Initiative +11 Senses Perception +8; darkvision
HP 234; Bloodied 117
AC 27; Fortitude 25, Reflex 26, Will 24
Resist 10 poison
Saving Throws +2
Speed 8, jump 4
Action Points 1
m Wingblade (standard; at-will)
Reach 2; +17 vs. AC; 2d8 + 5 damage.
M Wingblade Flurry (standard; at-will)
Reach 2; +17 vs. AC; 1d8 + 6 damage, and the target takes ongoing 10 damage (save ends).
R Greenspawn Spittle (minor; encounter) ✦ Acid, Poison
Ranged 10; +15 vs. Fortitude; 4d8 + 5 poison damage, and the target takes ongoing 5 acid damage (save ends).
R Horrid Glare (minor; recharges when the razorfiend scores a critical hit with any attack) ✦ Fear
Ranged 10; +15 vs. Will; the target slides 3 squares.
Alignment Evil Languages Draconic
Skills Nature +14, Stealth +16
Str 23 (+12) Dex 21 (+11) Wis 16 (+9)
Con 21 (+11) Int 4 (+3) Cha 20 (+11)
KILLIAR'S HUNTERS
Skill Challenge level 10 (1000 xp)
Complexity 2 (requires 6 successes before 3 failures)
Primary skills: Diplomacy, bluff, nature, heal
Other skills: Insight
Victory: They are brought to elven encampment
Failure: The elves leave them to find their own way through the swamp.
Special: Giving Killiar the ring counts as 2 automatic successes
MEETING WITH THE TIRI KITOR
Skill Challenge level 10 (1500 xp)
Complexity 3 (requires 9 successes before 3 failures)
Primary skills: Diplomacy, Insight, Perception, Bluff
Other skills: Nature, History
Victory: The heroes gain some information and perhaps an ally for the future
Failure: They leave the encampment without any useful information
LIZARD FOLK HUTS
Encounter level 9 (2100 xp)
5 Advanced Greenscale Hunters (see below)
2 Advanced Greenscale Darters (see below)
1 Advanced Greenscale Mystic (see below)
Greenscale Hunter Level 8 Skirmisher
Medium natural humanoid (reptile) XP 350
Initiative +8 Senses Perception +10
HP 86; Bloodied 43
AC 21; Fortitude 19, Reflex 18, Will 17
Speed 6 (swamp walk)
m Spear (standard; at-will) ✦Weapon
+13 vs. AC; 1d8 + 5 damage.
M Sidestep Attack (standard; at-will) ✦Weapon
The lizardfolk shifts and make a melee basic attack.
Alignment Unaligned Languages Draconic
Skills Athletics +12, Nature +10
Str 17 (+7) Dex 15 (+6) Wis 12 (+5)
Con 14 (+6) Int 8 (+3) Cha 8 (+3)
Equipment light shield, spear
Greenscale Darter Level 8 Lurker
Medium natural humanoid (reptile) XP 350
Initiative +12 Senses Perception +12
HP 68; Bloodied 34
AC 21; Fortitude 17, Reflex 20, Will 17
Speed 6 (swamp walk)
m Club (standard; at-will) ✦Weapon
+13 vs. AC; 1d6 + 3 damage.
R Blowgun (standard; at-will) ✦ Poison, Weapon
Loading the blowgun takes a minor action; Ranged 6/12; +10 vs.
AC; 1 damage, and the greenscale darter makes a secondary attack
against the same target. Secondary Attack: +11 vs Fortitude; the target takes ongoing 15 poison damage and is slowed (save ends both).
Sniper
A hidden lizardfolk darter that misses with a ranged attack
remains hidden.
Alignment Unaligned Languages Draconic
Skills Athletics +8, Stealth +11
Str 13 (+5) Dex 18 (+8) Wis 15 (+6)
Con 14 (+6) Int 8 (+3) Cha 8 (+3)
Equipment club, blowgun with 20 poisoned darts
Greenscale Marsh Mystic Level 8 Controller (Leader)
Medium natural humanoid (reptile) XP 350
Initiative +5 Senses Perception +8
Marsh Blessing (Healing) aura 5; allies that start their turns in the
aura regain 3 hit points.
HP 86; Bloodied 43
AC 21; Fortitude 17, Reflex 16, Will 21
Speed 6 (swamp walk)
m Spear (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
R Swamp Curse (standard; at-will) *
+11 vs. Will; 1d6 + 5 and target takes a -5 penalty to any saving throw until the end of the mystic's next turn.
A Swamp’s Grasp (standard; encounter) ✦ Zone
Area burst 2 within 10; +11 vs. Reflex; the target is immobilized
(save ends). The zone is difficult swamp terrain until the end of the encounter.
A Bog Cloud (standard; recharge 5, 6) ✦ Poison
Area burst 2 within 10; +11 vs. Fortitude; 2d8 + 5 poison damage, and the target is dazed until the end of the marsh mystic’s next turn.
Alignment Unaligned Languages Draconic
Skills Athletics +11, Nature +13
Str 15 (+6) Dex 13 (+5) Wis 19 (+8)
Con 14 (+6) Int 10 (+4) Cha 12 (+5)
Equipment spear, bone breastplate
BELL TOWER
Bell Tower (n-1; 2450 xp)
Encounter level 9 (2450 xp)
1 Korkulan
6 Hobgoblin Veterans
Korkulan Level 8 Soldier (Leader)
Medium natural humanoid XP 350
Initiative +9 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 22
Speed 5
m Shortsword (standard; at-will) ✦Weapon
+12 vs. AC; 1d8+5 damage; see also lead from the front. If Korkulan hits with an opportunity attack, it shifts 1 square.
Double Strike (standard; at-will) * Weapon
+12 vs. AC; 3d6+5 damage. Korkulan attacks with both of his shortswords at the same time.
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Lead from the Front
When Korkulan’s melee attack hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of Korkulan’s next turn.
Hobgoblin Resilience (immediate reaction, when Korkulan suffers an effect that a save can end; encounter)
Korkulan rolls a saving throw against the effect.
Phalanx Soldier
Korkulan gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor
Hobgoblin Veteran Level 8 Soldier
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) ✦Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) *
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
Encounter level 9 (2450 xp)
1 Korkulan
6 Hobgoblin Veterans
Korkulan Level 8 Soldier (Leader)
Medium natural humanoid XP 350
Initiative +9 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 22
Speed 5
m Shortsword (standard; at-will) ✦Weapon
+12 vs. AC; 1d8+5 damage; see also lead from the front. If Korkulan hits with an opportunity attack, it shifts 1 square.
Double Strike (standard; at-will) * Weapon
+12 vs. AC; 3d6+5 damage. Korkulan attacks with both of his shortswords at the same time.
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Lead from the Front
When Korkulan’s melee attack hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of Korkulan’s next turn.
Hobgoblin Resilience (immediate reaction, when Korkulan suffers an effect that a save can end; encounter)
Korkulan rolls a saving throw against the effect.
Phalanx Soldier
Korkulan gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor
Hobgoblin Veteran Level 8 Soldier
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) ✦Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) *
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword
TOWN HALL ROOF + BOARDWALK AND RAZORFIEND HATCHERY
Encounter level 11 (3300 xp)
1 Greenspawn Razorfiend (see below)
2 Ogre Savages (MM page 199)
4 Ogre Skirmishers (MM page 199)
Greenspawn Razorfiend Level 11 Elite Skirmisher
Large natural beast (reptile) XP 1,200
Initiative +11 Senses Perception +8; darkvision
HP 234; Bloodied 117
AC 27; Fortitude 25, Reflex 26, Will 24
Resist 10 poison
Saving Throws +2
Speed 8, jump 4
Action Points 1
m Wingblade (standard; at-will)
Reach 2; +17 vs. AC; 2d8 + 5 damage.
M Wingblade Flurry (standard; at-will)
Reach 2; +17 vs. AC; 1d8 + 6 damage, and the target takes ongoing 10 damage (save ends).
R Greenspawn Spittle (minor; encounter) ✦ Acid, Poison
Ranged 10; +15 vs. Fortitude; 4d8 + 5 poison damage, and the target takes ongoing 5 acid damage (save ends).
R Horrid Glare (minor; recharges when the razorfiend scores a critical hit with any attack) ✦ Fear
Ranged 10; +15 vs. Will; the target slides 3 squares.
Alignment Evil Languages Draconic
Skills Nature +14, Stealth +16
Str 23 (+12) Dex 21 (+11) Wis 16 (+9)
Con 21 (+11) Int 4 (+3) Cha 20 (+11)
ETTIN GUARDPOST + INTERROGATION ROOM + SAARVITH'S HQ
Encounter level 11 (3200+ xp)
1 Ettin Marauder (MM page 108)
1 Kulkor Zhul Mindbender
1 Saarvith
1 Eagle companion
Kulkor Zhul Mindbender Level 11 Artillery
Medium natural humanoid XP 600
Initiative +11 Senses Perception +7; low-light vision
HP 89; Bloodied 44
AC 23; Fortitude 20, Reflex 23, Will 22
Speed 6
m Staff (standard; at-will)
+13 vs. AC; 1d8 + 3 damage.
R Weakening Will (standard; at-will) ✦Psychic
Ranged 10; +14 vs.Will; 1d10 + 6 psychic damage, and the target is dazed and takes a –2 penalty to attack rolls (save ends both).
R Dominate (standard; recharge 4, 5, 6 ) ✦ Charm
Ranged 10; +14 vs. Willl; target is dominated (save ends) Aftereffect: The target is dazed
dazed and takes a –2 penalty to attack rolls (save ends both). A Kulkor Zhul Mindbender can only have one target dominated at the same time.
R Hold Person (standard; encounter) * Psychic
Ranged 10; +14 vs. Will; 1d6+6 psychic damage and target is dazed (save ends) and restrained (save ends).
Hobgoblin Resilience (immediate reaction, when the Kulkor Zhul Mindbender suffers an effect that a save can end; encounter)
The Kulkor Zhul Mindbender rolls a saving throw against the effect.
Alignment Evil Languages goblin, telepathy 10
Str 16 (+8) Dex 22 (+11) Wis 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 20 (+10)
Equipment staff, robe
Wyrmlord Saarvith Level 13 Elite Artillery
Small natural humanoid XP 1,600
Initiative +11 Senses Perception +12
HP 196; Bloodied 98
AC 29; Fortitude 24, Reflex 27, Will 26
Speed 6
m Shortsword (standard; at-will) ✦ Weapon
+18 vs. AC; 1d8 + 6 damage.
R Twin Shot (standard; at-will) ✦ Weapon
Ranged 20; +16 vs. AC; 2d8 + 6 damage.Target any two creatures within range.
R Rapid Shot (standard; recharge 5, 6) * Weapon
Wyrmlod Saarvith makes two twin shots
Quick Retreat (move; encounter)
Wyrmlod Saarvith shifts up to 6 squares and makes a twin shot
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
Wyrmlod Saarvith shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills History +11, Insight +12
Str 14 (+8) Dex 20 (+11) Wis 12 (+7)
Con 14 (+8) Int 17 (+9) Cha 11 (+6)
Equipment bow
REGIARIX' LAIR
Encounter level 13 (4000 xp)
1 Regiarix, adult black dragon
Regiarix, Adult Black Dragon Level 13 Solo Lurker
Large natural magical beast (aquatic, dragon) XP 3,000
Initiative +16 Senses Perception +14; darkvision
HP 620; Bloodied 320; see also bloodied breath
AC 30; Fortitude 26, Reflex 28, Will 25
Resist 20 acid
Saving Throws +5
Speed 8, fly 8 (hover), overland flight 10, swim 8
Action Points 2
m Bite (standard; at-will) ✦ Acid
Reach 2; +18 vs. AC; 1d8 + 5 damage, and ongoing 10 acid
damage (save ends).
m Claw (standard; at-will)
Reach 2; +18 vs. AC; 1d6 + 5 damage.
M Double Attack (standard; at-will)
The dragon makes two claw attack.
M Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will)
The dragon attacks the enemy that missed it: reach 2; +18 vs. AC; 1d8 + 7 damage, and the target is pushed 1 square.
C Breath Weapon (standard; recharge 5,6) ✦ Acid
Close blast 5; +15 vs. Reflex; 2d8 + 4 acid damage, and the target takes ongoing 10 acid damage and takes a –4 penalty to AC (save
ends both).
C Bloodied Breath (free, when first bloodied; encounter) ✦ Acid
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Cloud of Darkness (standard; sustain minor; recharge 4, 5, 6) ✦ Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks
line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.
C Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +15 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target
takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Common, Draconic
Skills Nature +13, Stealth +21
Str 18 (+9) Dex 22 (+11) Wis 16 (+8)
Con 16 (+8) Int 14 (+7) Cha 12 (+6)
The level of the dragon is still very much debated in my head.
I think it's pretty much safe to say that by now, this conversion is dead. The interest is just not there, I would much rather do my own stuff or work on 4e material.
Total Comments 5
Comments
-
Wouldn't the not-so-sick-spy include or be a skill challenge? It seems like a great event to have a skill challenge for.Posted 24th March 2009 at 08:43 AM by MichaelSomething
-
That's a good idea. Will implement that.Posted 24th March 2009 at 12:15 PM by Jack99
-
Hi jack
You are doing a great job converting this adventure, if you don't mind I'm going to steal some of your ideas for my game :-)
I have read the latest encounters, and I would like to comment two things:
- regarding the bell tower, I don't know how the hobgoblins are going to shoot the players without a ranged attack. Maybe you should use the lvl 3 hobgoblin archer and level it up to 7 or 8.
- For the town hall roof, I recommend you use 4 ogre scouts from level up #1, they are great given the situation: great range attack and good damage.
I hope this helps.Posted 12th May 2009 at 10:12 PM by sc8rpi8n
-
Glad you can find some use for my conversion.
I have no idea how the hobgoblins lost their ranged attack. I was pretty sure that I had given them one. Apparently not.
Will check out LU1 and see about the Ogres, thanks for the feedback.
CheersPosted 14th May 2009 at 12:14 PM by Jack99
-
C'mon Jack, keep the faith! I'm still here poaching your stuff.Posted 15th July 2009 at 05:12 AM by renau1g
| vBulletin Message | |
| Cancel Changes | |
Total Trackbacks 0


















And yet another word from our sponsors
