Posted 24th March 2009 at 01:10 AM byJack99 Updated 13th June 2009 at 09:45 AM byJack99(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.
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.
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
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.
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
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
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.
Posted 6th February 2009 at 09:00 PM byJack99 Updated 8th February 2009 at 09:55 PM byJack99
RHoD was by far the best WotC adventure to be made during the 3.x era and definitely one of the best adventures released during those years.
Now 4e is here, and even though a few of my players are somewhat familiar with the module, I am sure that I one day will run it for them.
I had been thinking about a conversion for a bit, but one of the things that I couldn't decide upon, was which level range it should be. Then Draconomicon came out, and the answer was obvious.
So, even though it will probably be years before I get to run this for 4e, I plan to convert it here. If you disagree with the choices I make, feel free to chime in. The only thing I won't budge on is the level range. The conversion will be balanced against a 5 man party that start out at level 8.
Edits:
8th Feb: added treasure and quest info.
8th Feb: changed the name of one of Zarr's powers.
MARAUDER ATTACK
Encounter level 9 (2406 xp)
Setup:
12 Hobgoblin Regulars (see below)
2 Hell Hounds (MM page 160)
Zarr (see below)
Uth-lar (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
Uth-lar 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 the Uth-lar hits with an opportunity attack, he shifts 1 square.
M Double Strike (standard; at-will) * Weapon
+12 vs. AC; 2d6+5. Uth-lar 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 Uth-lar’s melee attack hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Uth-lar’s next turn. Hobgoblin Resilience (immediate reaction, when Uth-lar suffers an effect that a save can end)
Uth-lar rolls a saving throw against the effect. Phalanx Soldier
Uth-lar 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, two short swords
Zarr Level 9 Controller (Leader)
Medium natural humanoid XP 400
Initiative +4 Senses Perception +12
HP 96; Bloodied 48
AC 22; Fortitude 21, Reflex 19, Will 23
Speed 5
m Mace (standard; at-will)
+12 vs. AC; 1d8+5 damage
R Lance of Tiamat (standard; at-will) * necrotic
Range 10; +10 vs. Reflex; 1d8+5 necrotic damage and target is slowed and grants combat advantage until the end of Zarr’s next turn.
C Fear the Doomfist (standard; recharge 5, 6) psychic, fear
Close blast 3; +10 vs. Fortitude; 3d8+5 psychic damage
C Bless the troops (minor; recharge 5, 6)
Close burst 3; all hobgoblin allies within the burst can shift 1 and make a basic attack as a free action Hobgoblin Resilience (immediate reaction, when Zarr suffers an effect that a save can end)
Zarr rolls a saving throw against the effect. Phalanx Soldier
Zarr gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Goblin, Common
Skills Arcana +10, Religion +10
Str 16 (+7) Dex 10 (+4) Wis 16 (+7)
Con 16 (+7) Int 12 (+5) Cha 15 (+6)
Equipment chainmail, black-headed mace
Treasure: Each regular hobgoblin has 3gp in change, whereas Zarr and Uth-lar each has 10 gp
RIDING INTO TOWN
Skill challenge level 7 (300 xp)
Complexity 1 (requires 4 successes before 3 failures)
Primary skills: Diplomacy (DC 16), Bluff (DC 18), Intimidate (DC 24)
Other skills: Insight (DC 16) and Streetwise (DC 17)
Victory: They impress Sergeant Hersk and you can gain access to several pieces of information (see page 20)
Defeat: Hersk lets the players pass, but offers no additional info. He is one cranky guard
THE TOWN SPEAKER
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16)
Victory: The players are offered 3000 gold pieces and 2 healing potions each (total worth 3500 gp) for solving the hobgoblin problem for the town.
Defeat: They are only offered 2000 gold pieces
Major Quest: Figure out what is behind the hobgoblin attacks on Drellin's Ferry (1750 xp)
Treasure: 2000 gp or 3000 gp and 10 healing potions.
GETTING LOST (if they cut across the Witchwood)
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary skills: Endurance (DC 13), perception (DC 14), Nature (DC 16), History (DC 20)
Victory: You arrive unharmed at Jorr’s cabin
Defeat: Each player loses 1 healing surge and they run into a level 8 encounter
JORR'S CABIN
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary skills: Bluff (DC 19), diplomacy (DC 15), intimidate (DC 21), history (DC 17), insight (DC 14)
Victory: Get Jorr to be their guide
Defeat: Jorr refuses to help the players
BLACKWATER CAUSEWAY
Encounter level 9 (2000 xp)
Setup:
Hydra (see below)
Hydra Level 9 Solo Brute Large natural beast (reptile) XP 2000
Initiative +7 Senses Perception +11; all-around vision
HP 470; Bloodied 235 (see also Regenerative Heads)
AC 22; Fortitude 23, Reflex 21, Will 20
Saving Throws +5
Speed 5, swim 10
Action Points 2
m Bite (standard; at-will)
Reach 2; +11 vs. AC; 1d8 + 5 damage.
M Hydra Fury (standard; at-will)
The Hydra makes a number of attacks equal to its heads. Many-Headed
Each time the Hydra becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack. Regenerative Heads
Every time the Hydra loses hit points equal to a surge (117 hit points) it loses a head and grows two new heads. Threatening Reach
The fen hydra can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned Languages —
Skills Stealth +14
Str 20 (+11) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 2 (+2) Cha 8 (+5)
Treasure: A level 12 item, laying in the wreckage of the wagon.
Notes: The hydra encounter can easily become a bit boring. In order to spice it up, I suggest that the hydra, instead of simply wading up to the bridge and attacking people, dive beneath it and comes crash up through the bridge, propelling anyone standing on it in the air and into the water (+9 vs. Fortitude, 4d10+5 damage).
GARDENER’S SHACK + SPIKELITTERED NEST
Encounter level 6 (1350 xp)
Setup:
Shack (see below)
Manticore (see below)
Shack Level 8 hazard (Warder)
Trap: (See page 26)
Perception: Perception DC 27: Notice cracks in the floor and walls, Dungeoneering DC 20: Realize that this shack is about to crash upon itself
Initiative: +7
Trigger: As soon as someone enters the shack (special)
Special: The shack doesn’t attack immediately. Instead it rolls initiative, and on it’s turn, roll a d6, as for a rechargeable power. On a 6, the shack is “charged” and collapses.
Attack: +12 reflex
Targets: Everyone inside the shack and in a close burst 1 radius
Hit: Collapse (standard, needs to be charged) 3d8+5 damage and target is knocked prone and restrained (save ends both)
Miss: (if inside the shack) half damage, and knocked prone. (If outside in the burst) No damage and target shifts outside the burst.
Countermeasures
- Not entering the shack
- Dungeoneering DC 22 or Thievery DC 23 to stabilize the shack temporarily
WORG STABLES + SPIKELITTERED NEST + BARRACKS
Encounter level 10 (2852 xp)
Setup:
2 Goblin-worgs (see below)
2 Goblin Worgriders (see below)
4 Hobgoblin Regulars (see below)
1 Manticore (see below)
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)
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.
BARRACKS + WYRMLORD KOTH’S QUARTERS
Encounter level 8 (1800 xp)
Setup:
Karlikan (see below)
Koth (see below)
Karkilan Level 8 Elite Soldier Medium natural humanoid XP 800
Initiative +6 Senses Perception +12
HP 180; Bloodied 90; see also ferocity
AC 26; Fortitude 27, Reflex 21, Will 21
Speed 5
m Battleaxe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 6 damage, and the target is marked until the end of Karkilan’s next turn.
M Double Attack (standard; at-will) * Weapon
Karkilan makes two basic attacks
M Goring Charge (standard; at-will)
The minotaur warrior makes a charge attack: +15 vs. AC; 2d10 + 6 damage, and the target is knocked prone.
C Minotaur Rage (standard; recharge 6) * Weapon
Close burst 1; +14 vs. AC; 3d8+5 damage. Karkilan attacks everyone adjacent to him. Ferocity (when reduced to 0 hit points)
Karkilan makes a melee basic attack.
Alignment Any Languages Common
Skills Dungeoneering +12, Intimidate +11, Nature +9
Str 23 (+10) Dex 10 (+4) Wis 14 (+6)
Con 18 (+8) Int 9 (+3) Cha 13 (+5)
Equipment scale armor, heavy shield, battleaxe
Wyrmlord Koth Level 10 Elite Artillery Medium natural humanoid XP 1000
Initiative +8 Senses Perception +7; darkvision
HP 80; Bloodied 40
AC 26; Fortitude 23, Reflex 22, Will 25
Speed 6
m Bone Staff (standard; at-will) ✦ Necrotic, Weapon
+13 vs. AC; 1d8+2 damage plus 1d6 necrotic damage and target is immobilized.
R Twin Spiteful Glamor (standard; at-will)
Range 10; +11 vs. Reflex; 1d8+8 damage (two targets, 1d12+8 if target isn’t wounded)
C Cursebite (standard; recharge when bloodied)
Close burst 20; targets creatures cursed by Koth; 2d8+8 damage Dark Step (move; recharge 4, 5, 6)
Koth teleports 8
R Ring of Pain (standard, recharge 6) * psychic
Range 10; +11 vs. Will; 2d10+8 psychic damage and ongoing 15 psychic. First failed save: Another target within 10 squares gets ongoing 10 psychic damage.
R Death’s Caress (standard; daily) * necrotic
Burst 1 at range 10; +11 vs Reflex; 3d10+8 necrotic damage (ignores necrotic resistance)
Alignment Evil Languages Common
Skills Bluff +15, Insight +12, Intimidate +15
Str 14 (+7) Dex 16 (+8) Wis 15 (+7)
Con 17 (+8) Int 16 (+8) Cha 21 (+10)
Equipment staff
Treasure: 4000 gp in assorted gems and coins, as well as a level 9, 10 and 11 magical item.
In order to get the best out of this encounter for 4e, you will need to change some things. There are 2-3 separate encounters in the keep. At least, this is how I envision things going.
The players arrive near the keep. If they explore the shack, two things happen. If the shack collapses, the manticore is alerted and arrive to prey on the struggling character. Or alternatively, it could land on the shack, forcing the collapse after players have entered it, but it has not yet collapsed on its own. The manticore should try to retreat after being bloodied. In this case, it will head for its nest and lick its wounds (heal one surge). It will join the battle after a couple of rounds, as they fight the goblins, hobgoblins and worgs.
On the other hand, they might skip the shack altogether and head inside the keep. In this case, I suggest that the manticore joins the fun immediately as the players engage the goblins, hobgoblins and worgs. As per the original version, Karkilan will grab his armor and head up to warn Koth. They will both arrive 6-7 minutes later, once Koth has finished his business and Karkilan has donned his armor. This should give players the time for a quick short rest in between the fights.
OLD WARKLEGNAW
Skill challenge level 8 (1050 xp)
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16), nature (DC 18) (handing OG the gauntlet from Vraath Keep gives 2 automatic successes).
Victory: Calm down Old Warklegnaw (partial) and enlist him in the war (full). A partial victory is achieved after 3 successes.
Defeat: (Complete) Old Warklegnaw attacks! (partial) OG invites them to share his dire boar diner, but he refuses to aid them in the war.
SKULL GORGE BRIDGE
Encounter level 11 (3404 xp)
Ozzyrandion (see below)
2 Hell hounds (MM page 160)
Hobgoblin sergeant (see below)
8 Hobgoblin regulars (see above)
Ozzyrandion, Young Green Dragon Level 8 Solo Skirmisher Large natural magical beast (dragon) XP 1,750
Initiative +10 Senses Perception +12; darkvision
HP 356; Bloodied 178; see also bloodied breath
AC 24; Fortitude 20, Reflex 22, Will 20
Resist 15 poison
Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15; see also flyby attack
Action Points 2
m Bite (standard; at-will) * Poison
Reach 2; +13 vs. AC; 1d8 + 7 damage, and ongoing 5 poison damage (save ends).
m Claw (standard; at-will)
Reach 2; +13 vs. AC; 1d6 + 7 damage.
M Double Attack (standard; at-will)
The dragon makes two claw attacks.
M Flyby Attack (standard; recharge 5, 6)
The dragon flies up to 10 squares and makes a bite attack at any point during the move without provoking an opportunity attack from the target.
M Tail Sweep (immediate reaction, if an adjacent enemy does not move on its turn; at-will)
+11 vs. Reflex; 1d8 + 7 damage, and the target is knocked prone.
R Luring Glare (minor 1/round; at-will) * Charm, Gaze
Ranged 10; +11 vs. Will; the target slides 2 squares.
C Breath Weapon (standard; recharge 5, 6) * Poison
Close blast 5; +11 vs. Fortitude; 1d10 + 5 poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Aftereffect: The target is slowed (save ends).
C Bloodied Breath (free, when first bloodied; encounter) * Poison
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Frightful Presence (standard; encounter) * Fear
Close burst 5; targets enemies; +11 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 Bluff +17, Diplomacy +12, Insight +17, Intimidate +12
Str 15 (+6) Dex 20 (+9) Wis 16 (+7)
Con 17 (+7) Int 15 (+6) Cha 17 (+7)
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
Treasure: 743 gp in assorted coins (or gems)
As the players return to Derrin's Ferry and tell the council what have happened, they complete their quest. Between the fight at the bridge and the xp from completing the quest, they should now be level 9
WAVE 1 AND WAVE 2
Encounter level 11 (3070 xp)
3 Goblin Riders (see below)
3 Goblin-Worgs (see above)
Hell hound (MM page 160)
Khulkor Zhul War Adept (see below)
5 hobgoblin regulars (see above)
Goblin Rider 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
Khulkor Zhul War Adept Level 10 Elite Controller Medium natural humanoid XP 1,000
Initiative +10 Senses Perception +13
HP 212; Bloodied 106
AC 24; Fortitude 23, Reflex 24, Will 25
Saving Throws +2
Speed 6
Action Points 1
m Electric touch (standard; at-will) * lightning
+15 vs. AC; 1d6 + 5 lightning damage, and the target is dazed (save ends)
r Lightning Strike (standard; at-will) * lightning
Ranged 10; +13 vs. Reflex; 1d10 + 5 lightning damage, and the Khulkor Zhul War Adept makes a secondary attack against a random enemy within 5 of the first target; +13 vs. Reflex; 1d10 + 5 lightning damage
C Thunderous Blast (standard; recharge 5, 6) * thunder, lightning
Close blast 5; +13 vs. Fortitude; 3d8+5 thunder damage and target is pushed 1 and knocked prone
R Lightning from the sky (standard; daily) * lightning
Ranged 10; +13 vs. Reflex; 4d8+5 lightning damage and target is knocked prone
Alignment Evil Languages Common, Goblin
Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15
Str 16 (+8) Dex 21 (+10) Wis 17 (+8)
Con 18 (+9) Int 12 (+6) Cha 22 (+11)
Equipment hooded cloak, staff
The fact that the monsters arrive in two waves should make this a fairly easy combat, despite being a n+2 combat on paper.
I made the goblins minions this time around, mostly because it fit the xp amount better, but also because I thought it would make for an interesting moment, when the players realize that it isn’t the riders they should be worried about, but the mounts.
The original Khulkor Zhul War Adept had a lot of draconic heritage (blue) feats, which inspired me to make a lightning theme in his powers.
CHIMERA ATTACK
Encounter level 9 (2400)
3 Chimeras
In the original module, there is only one chimera. But I see no reason why this fight couldn’t work with 3 chimeras, so I would probably go with that. I included a suggestion for a solo chimera. As the chimera already has quite a few attacks, I decided to up the damage instead of piling on more attacks. I ain’t a 100% sure how that will work out, but it’s an idea.
Chimera Level 9 Elite Brute Large natural magical beast XP 800
Initiative +7 Senses Perception +10; all-around vision, darkvision
HP 246; Bloodied 123; see also bloodied breath
AC 21; Fortitude 23, Reflex 18, Will 20
Resist 10 fire
Saving Throws +2
Speed 6, fly 10 (clumsy), overland flight 15
Action Points 1
m Lion’s Bite (standard; at-will)
+12 vs. AC; 2d6 + 5 damage.
M Ram’s Charge (standard; at-will)
The chimera makes a charge attack: +13 vs. AC; 4d8+5
damage, and the target is pushed 1 square or knocked prone.
M Triple Threat (standard; at-will)
The chimera makes the following three melee attacks against different targets.
Lion’s Bite +12 vs. AC; 2d6 + 5 damage.
Dragon’s Bite +12 vs. AC; 2d8 + 5 damage.
Ram’s Gore +12 vs. AC; 1d10 + 5 damage, and the target is knocked prone.
C Dragon Breath (standard; encounter) ✦ Fire
Close blast 5; +10 vs. Reflex; 1d8 + 5 damage, and ongoing 10
fire damage (save ends).
C Bloodied Breath (free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.
Alignment Unaligned Languages Common, Draconic
Str 24 (+14) Dex 17 (+10) Wis 14 (+9)
Con 23 (+13) Int 5 (+4) Cha 17 (+10)
CHIMERA ATTACK (SOLO VERSION)
Encounter level 10 (2500)
1 Chimera
Chimera Level 10 Solo Brute Large natural magical beast XP 2500
Initiative +7 Senses Perception +10; all-around vision, darkvision
HP 532; Bloodied 266; see also bloodied breath
AC 24; Fortitude 26, Reflex 21, Will 23
Resist 10 fire
Saving Throws +2
Speed 6, fly 10 (clumsy), overland flight 15
Action Points 1
m Lion’s Bite (standard; at-will)
+12 vs. AC; 3d6 + 5 damage.
M Ram’s Charge (standard; at-will)
The chimera makes a charge attack: +13 vs. AC; 4d10+5
damage, and the target is pushed 3 square or knocked prone.
M Triple Threat (standard; at-will)
The chimera makes the following three melee attacks against different targets.
Lion’s Bite +12 vs. AC; 3d6 + 5 damage.
Dragon’s Bite +12 vs. AC; 3d8 + 5 damage.
Ram’s Gore +12 vs. AC; 2d10 + 5 damage, and the target is knocked prone.
C Dragon Breath (standard; recharge 6) * Fire
Close blast 5; +10 vs. Reflex; 2d8 + 5 damage, and ongoing 10
fire damage (save ends).
C Bloodied Breath (free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.
Alignment Unaligned Languages Common, Draconic
Str 24 (+14) Dex 17 (+10) Wis 14 (+9)
Con 23 (+13) Int 5 (+4) Cha 17 (+10)
DESPERATE COUNSEL
Skill challenge level 9 (1200 xp)
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16), history
Victory: The players convince the council of following their suggestion
Defeat: Indecision fills the council. Move to slaughtering the town in “Massacre at Drellin’s Ferry”
My players are currently in the Feywild, running my very warped version of the otherwise great adventure, King of the Trollhaunt.
Last time we played, they met this bad boy, who is my own version of the Troll Witch, and we had an awesome battle. My players loved the monster, so I figured it would put it up for sharing. I also included a nasty Fey Goblin that they will run into the next time. So far all the goblins they have met have been minions, so they are starting to view them as wizard-fodder. Oh boy are they in for a surprise.
The Fey Goblin was modelled after the drow lurker of the same level.
Troll Ice Shaman Level 12 Controller Large natural humanoid XP 700 Initiative +8 Senses Perception +10 HP 124; Bloodied 62 Regeneration 10 (if the troll witch takes acid or fire damage, regeneration does not function until the end of its next turn) Vulnerable 5 fire AC 25; Fortitude 25, Reflex 22, Will 24 Speed 7
m Claw (Standard, at-will) Reach 2; +16 vs Armor Class; 1d10+6 damage.
R Freeze the Flesh (Minor, at-will) * Cold
Ranged 10; +16 vs Reflex; the target takes 1d6 point of cold damage, and any time an ally deals damage from a melee attack against the target for the remainder of the encounter, the target takes an additional 1d6 cold damage. Also see Statue of Ice.
R Statue of Ice (Standard, recharge 5, 6) Polymorph, Cold
Ranged 10; If target is an enemy affected by Freeze the Flesh, it takes -2 to saves; +16 vs Fortitude; Target is slowed and takes ongoing 10 cold (save ends). First Failed Save; Target is frozen* and takes ongoing 10 cold damage (save ends). Aftereffect: Target is slowed and ongoing 5 damage.
C Cold Spikes (Standard, encounter)
Close blast 5; targets enemies only; +16 vs Fortitude; 2d8+5 damage, and the target is dazed and slowed (save ends). Troll Healing Healing
If the troll witch is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Common, Giant Skills Endurance +16, Insight +10 Str 18 (+10) Dex 15 (+8) Wis 9 (+5) Con 20 (+11) Int 12 (+7) Cha 18 (+10) Equipment: Hide, Staff
Fey Goblin Opportunist Level 11 Lurker Small fey humanoid XP 600 Initiative +13 Senses Perception +11; lowlight vision HP 83; Bloodied 41 AC 24; Fortitude 20, Reflex 22, Will 19 Speed 6
m Shortsword (standard; at-will) ✦ Weapon
+14 vs. AC; 2d8 + 5 damage
R Hand Crossbow (standard; at-will) ✦Weapon
Ranged 10/20; +14 vs. AC; 3d6 + 5 damage
M Opportune Bastard (immediate reaction when an enemy gets bloodied; recharge 6) * Weapon
+14 vs. AC; 4d8+5 damage. The Fey Goblin Opportunist shifts up to 6 and makes an attack with combat advantage against a enemy who was just bloodied.
M Finish the Weak (standard; encounter, only against bloodied)
+14 vs. AC; 4d10+5 damage Alignment Evil Languages Common, Goblin Skills Dungeoneering +11, Intimidate +8, Stealth +15 Str 14 (+7) Dex 19 (+9) Wis 13 (+6) Con 11 (+5) Int 13 (+6) Cha 12 (+6) Equipment chainmail, shortsword, hand crossbow, 20 bolts
As mentioned in one of my previous blogs, my players are rapidly approaching the mysterious Danar Hold mentioned on the ancient dwarven tablets that they found in the dwarven crypt during the first session of our campaign.
Danar Hold is (drumroll) nothing other than Keep on the Shadowfell.
Since they have just reached level 2, there will obviously have to be some tweaking when it comes to the encounters (not to mention that I have 6-7 players most of the time, although this is luckily only during the summer. As soon as soccer practice begins, one of our players drops out, as his private life doesn't leave room for both).
Anyway, I was looking at the burial site encounter, and I decided that the party will stumble upon it on their way through the Silent Forest, and find some clue that hints about what goes on in Danar Hold.
So what does go on in Danar Hold, and how does it tie in with Castle Whiterock and the kidnapping of the players in session one?
Mr Jacoby has through a thieves guild called the Dark Finders made contact with the kobolds of the Green Lizard tribe. Together they have set up a slavery "ring", where Jacoby sets up adventurers (by poisoning food that he gives them when they accept their "mission") to be kidnapped by the kobolds. The kobolds drags them to Castle Whiterock, where some other associates of the Dark Finders and Mr Jacoby have set up camp. Those same associates further sells the slaves to the orcs (this might change though) in the deeper levels, who uses them to dig for an artifact that they are looking for.
The kobolds, who are supposed to deliver all prisoners to Castle Whiterock, are also involved with the Orcus Priest who is buying some of their prisoners, since he needs an awful lot of blood for the ritual that opens the rift to the Shadowfell.
Both Danar Hold and Castle Whiterock (both ancient keeps) both holds a portal to a forgotten keep in Qu'orath, although the one in Danar Hold is damaged and doesn't work. However there will be clues that there is a similar portal in Castle Whiterock, and where it leads. Neither the Orcus priest of Danar Hold, nor the Dark Finders at Castle Whiterock have any clue that their are literally sitting on a portal connected to an unexplored area of the new world.
Anyway. Back to the first encounter, at the burial site. The gnome skulk struck me as kinda boring, even though he has a nifty racial ability. So I decided to give him a slightly more old-school feel, by leveling him to level 4, and making him a wizard (illusionist) instead. I guess I could just have used the gnome arcanist from the MM instead, but I had completely forgotten that it was there..
Gnome Wizard (Illusionist) Level 4 Controller Small fey humanoid XP 175 Initiative +2 Perception +1; low-light vision HP 38; Bloodied 19 AC 18; Fortitude 15, Reflex 18, Will 16; Speed 5
m Dagger (standard; at-will) Weapon; +6 vs. AC; 1d4+1 damage.
R Illusory Ambush (standard; at-will) Arcane, Illusion, Implement, Psychic; Ranged 10, +8 vs Will, 1d6+6 psychic damage, target takes -2 to attack rolls to the end of your next turn.
R Grasping Shadows (standard, encounter) arcane, illusion, implement, Psychic; Area burst 1 within 10 squares. Target: Each creature in burst; +8 vs Will, 1d8+6 psychic damage, and target is slowed until the end of your next turn. Effect: Any creature that enters the area of the grasping shadows takes 5 damage and is slowed until the end of its next turn.
R Phantom Chasm (standard, daily) arcane, illusion, implement, psychic; Area burst 1 within 20 squares. Target: Each creature in burst; +8 vs Will, 2d6+6 psychic damage, and target is prone and immobilized until the end of it's next turn. Miss: The target is immobilized until the end of it's next turn.
Fade Away (immediate reaction, when the gnome wizard takes damage; encounter) Illusion. The gnome wizard turns invisible until it attacks or until the end of its next turn.
Reactive Stealth If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can take a Stealth check to escape notice.
Alignment Unaligned Languages Common, Elven
Skills Arcana +14, Bluff +10 Stealth +9
Str 10 (+2) Dex 11 (+2) Wis 12 (+3)
Con 14 (+4) Int 19 (+7) Cha 16 (+5)
Equipment robes, dagger
After having made the gnome, I must admit I am not too happy about him, but for now, I will keep him to harass the party, while they deal with the other "monsters" at the burial site. But I guess I should really let go of the old ways of "stating up" full NPC's and instead just go the monster route. In this case, I should probably go with the arcanist and modify his powers a bit. Hmmm..
Let's see if we can't whip up another NPC that we will need, by using the monster building blocks instead. I am thinking of Melchin, the guy in charge of the Dark Finders at Castle Whiterock. I am thinking he will be the first solo the party will meet. (Yes, that means there is a monster or two from Keep that will be removed.
Melchin, Level 4 Solo Controller Medium natural humanoid Initiative +5; Perception +10 HP 216; AC 21, Fortitude 20, Reflex 18, Will 18; Speed 7;
+5 to saves; Action Points 2
Unarmed Attack (standard; at-will) +9 vs AC, 1d10+4 damage
Monk’s Surge (usable only while bloodied; encounter) Melchin makes a basic attack and heals 54 hps.
Flurry of Blows (standard; at-will) Melchin makes two basic attacks against one or two targets
Stunning Fist (standard; recharge 5, 6) +7 vs Fortitude, 1d10+4 damage and target is stunned (save ends)
Circle Kick (standard; recharge 4, 5, 6) +9 vs AC, 3d10+4 damage. Target is pushed 3 and knocked prone.
Deflect Arrow (Immediate Interrupt, at-will) Melchin deflects an arrow, bolt, dagger or other ranged weapon that will hit him (I have a bit of trouble formulating this one, but the intend should be clear enough - am a bit uncertain about this one though, as it will only affect the ranger and possibly the rogue, but it will hurt them a lot)
I figured I would post the complete price list by level, in order to save others from needing to go look for it, in case someone makes their own rituals.
There are at the present time, 3 exceptions to this table:
Level 1 Silence costs 75 instead of 50.
Level 4 Arcane lock costs 150 instead of 175
Level 5 Brew potion costs 75 instead of 250
Why oh why. I looked over the rituals, and I do not see why they should be any cheaper than the others. I sense a house-rule incoming.
Posted 28th June 2008 at 10:24 AM byJack99 Updated 3rd July 2008 at 08:35 PM byJack99
I am pretty sure my first character would be:
Zzaz
Zzaz had a violent start to his life. First of all, his existence was due to a rape. His human mother, being a devout follower of Bahamut, decided to keep the baby, even if she knew it would become a tainted child, a tiefling. As if this wasn't enough, Zzaz' mother was assaulted again, a mere 7 months later. This time however, it wasn't rape. A starved to death crazy lowlife tried to rob her. When she didn't do as ordered quick enough, because the shock had started the contractions, the mad murderer slashed her throat and took her money, leaving her for dead. Somehow, she managed to crawl to the nearest temple. That's where the priests of the Raven Queen found her dead a few minutes later, grasping a newborn tiefling in her hands. By some miracle, she had found the strength to deliver her baby, while her lifeblood was fleeing her at rapid pace. But the fight was not over. Being born months early, Zzaz was a frail baby, and the priests deemed his chances to make it through the first night as extremely small. Zzaz was put on the altar of the Raven Queen, and left there for the night. The next morning, much to everyone's surprise, they found a healthy (but very frail) baby, quite alive and hungry on the altar. Ever since that day, Zzaz was whispered to be a special one, one marked by the Queen, for future greatness.
As Zzaz grew up, raised by the priests, it quickly became quite obvious that the brutal and early way he had come into the world, had left a mark upon him. His body, while no longer dangerously frail, never seemed to develop as it should, considering all the martial training he went through. Not that it seemed to hamper him. While not naturally strong, Zzaz was gifted with a strength of personality and force of will like very few other. Some say that his love of the Raven Queen and his belief in the infailibility of death guides his sword and shield, making natural strength redundant.
Having completed his training at the temple, Zzaz has recently decided to see the world. And while there is no doubt that he believes that all death has a purpose and a time, there is also little doubt to those that know him that two men should look out for him coming, because when he does, their time in this world will be up. Those two men are of course his father and the man who killed his mother.
Zzaz, Tiefling Paladin
Str 10
Con 12
Dex 10
Int 12
Wis 16
Cha 18
Hp 32; Fortitude 12, Reflex 14, Will 15
AC 20 (plate, heavy shield)
Weapon: Longsword
Skills: Religion, Heal, Diplomacy, Endurance
Feats :
1:Toughness
2:Channel Divinity: Raven Queen's Blessing
4:Healing Hands
6:Initiate of the Faith
8: Durable?
10:Ritual Caster?
Powers: 1:Bolstering Strike
1:Enfeebling Strike 1:Shielding Smite 1:On Pain of Death
2:Sacred Circle Martyr's Blessing 3:Righteous Smite 5:Hallowed Circle
6:Wrath of the Gods 7: Divine Reverence 9:One Stands Alone
10:Noble Shield