4e Conversion Project - Shelter From the Storm.

This is the conversion project for Module #3, Shelter From the Storm.

note This module is currently being modified for 5th level characters.
 
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{reserved for NPC material}

Originally posted by Fredrik Svanberg

I've converted a bunch of npcs. This time I'll clean up the stat blocks and not post any power information beyond the names, since I'm not sure if that's allowed or not:

Torrent
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Human Cleric level 6

Init +4; Senses Perception +5
Languages: Common

Str 16 (+6) Dex 10 (+3) Wis 14 (+5)
Con 14 (+5) Int 12 (+4) Cha 12 (+4)

AC 22; Fort 20, Ref 18, Will 21

Hit points 62; Bloodied 31; Surge value 15; Healing surges 1
Speed 5 (chainmail)

Skills: Athletics +10, Religion +9, Heal +10

Features:
Channel Divinity (1 per encounter), Healer's Lore (+2 healing), Healing Word, Ritual Casting

Powers:

Basic: Battle Axe; +11 vs AC; 1d10+3 damage

At-Will: Priest’s Shield Cleric Attack 1

Encounter: Split the Sky Cleric Attack 3

Daily: Weapon of the Gods Cleric Attack 5

Utility: Divine Vigor Cleric Utility 6

Rituals: Gentle Repose, Animal Messenger, Endure Elements, Water Walk

Equipment: Chainmail, battle axe, light shield, hand crossbow, money, healing potions
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Tiljann moved to Post 4 below


Katrina
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Human Sorcerer (based on modified Wizard + multiclass Warlock) level 8
Init +5; Senses Perception +4
Languages: Common, Draconic

Str 10 (+4) Dex 13 (+5) Wis 11 (+4)
Con 16 (+7) Int 12 (+5) Cha 20 (+9)

AC 18; Fort 19, Ref 19, Will 21
Hit points 58; Bloodied 29; Surge value 14; Healing surges 1
Speed 6

Saves: automatic save vs ongoing fire damage (fireburst armor)

Skills: Arcana +10, Diplomacy +14, Intimidate +14

Features:
Cantrips, Ritual Casting, Charismatic Casting (switch Int for Cha on all wizard spells)

Powers

At-Will: Scorching Burst Wizard Attack 1

Encounter: Fire Burst Wizard Attack 7

Encounter: Hellish Rebuke Warlock (Infernal) Attack 1

Daily: Fireball Wizard Attack 5

Rituals: Enchant Magic Item; Knock; Eye of Alarm; Endure Elements

Equipment: Spellbook (for rituals); +2 Fireburst Armor; Dagger
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Crystin
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Crystin is exceptionally useless. She doesn't have a primary class but is "multiclassed" with wizard so she gets a few encounter spells. She might get a proper class once she's freed from Haddin's control.

Human Nothing (wizard) level 4
Init: +5; Senses: Perception +3
Languages: Common

Str 8 (+1) Dex 14 (+4) Wis 12 (+3)
Con 14 (+4) Int 16 (+5) Cha 16 (+5)

AC 17; Fort 15, Ref 17, Will 17
Hit points 38; Bloodied 19; Surge value 9; Healing surges 1

Skills: Arcana +10, History +10, Insight +10

Basic melee: Quarterstaff; +3 vs AC; 1d8-1 damage

Encounter: Magic Missile

Daily: Prophecy; Make up something cryptic and possibly helpful about the current situation.

Utility: Plot Armor; Until the end of the encounter enemies won't attack Crystin unless the plot demands it.

Equipment: quarterstaff, cloth armor
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Haddin
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Lacking proper enchantments and charm spells, I have resorted to ripping stuff straight from the monster manual. Haddin is modelled on a Succubus, with the following alterations:

Human enchanter level 9 XP 400
Initiative +8 Senses Perception +8
HP 90; Bloodied 45; Surge Value 22; Healing surges 1
AC 23; Fortitude 17, Reflex 21, Will 23
Speed 6

M Charming Kiss (standard; at-will) ✦ Charm
Works like the Succubus power. Replace "the Succubus" with "Haddin" in the power description.

If the target is still under the effect of this power at the end of the encounter, Haddin can sustain the effect indefinitely by kissing the target once per day. Haddin can enthrall as many targets as the plot requires with his charming kiss, for example if the DM wants to add some extra enemies to an encounter with Haddin.

R Dominate (standard; at-will) ✦ Charm
Works like the Succubus power.

Disguise Self (minor; at-will) ✦ Illusion
Haddin can cast Disguise Self as a minor action, to escape for example.

Alignment Evil

Languages Common, Draconic

Skills Arcana +15, Bluff +13, Insight +11

Str 11 (+4) Dex 10 (+4) Wis 15 (+6)
Con 10 (+4) Int 22 (+10) Cha 19 (+8)
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Updating some of the quick and dirty solutions for the adventure conversion, I've converted an inquisitor and his special powers, as well as some magic items.

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Damius, Ragesian Inquisitor
Clad only in leather cords, bearskins, and a carved bone mask, this man looks savage. A three-pronged metal claw is strapped to his right hand, and fire seems to burn in his eyes.

Male human cleric 7; 300 xp

Init +4; Senses: Perception +6

Languages: Common, Giant

Str 16 (+6), Dex 12 (+4), Wis 16 (+6)
Con 14 (+5), Int 10 (+3), Cha 12 (+4)

AC 20; Fort 20, Ref 18, Will 22

Speed: 6

Skills: Religion +11, Intimidate +8

Class Features: Channel Divinity (one power), healing word

Inquisitors don't get the normal cleric powers to use with their Channel Divinity feature. Instead they get Rebuke Magic and Reactive Counterspell, which are described below.



Powers:
m: Katar; +12 vs AC; 1d6+3 damage; Off-hand, high crit.
Aw: Righteous Brand; +12 vs AC; 1d6+3 damage; one ally +3 to hit branded creature
En: Channel Divinity (Reactive Counterspell or Rebuke Magic)
En: Healing Word (twice/E); minor; healing surge + 2d6+3 hp
En: Break the Spirit; +9 vs Will; 2d8+3 fire damage; target -1 to hit until end of your next round
Da: Spiritual Weapon; +9 vs AC; 1d10+3 damage; sustain minor; target grants c. adv
Ut: Cure Serious Wounds; heal as if using two healing surges + 3 hp

Equipment: Hide armor, Katar, Inquisitor mask, Tidereaver’s tears, 400 gp


Inquisitor Mask; Level 7
This carved bone mask alters the wearer's voice to sound more menacing and feral.
Item Slot: Head 2,600 gp
Property: You gain a +2 item bonus to Intimidate checks.
Power (Daily): Free Action. Make a saving throw.


Tidereaver’s Tears; Level 5
This glass sphere appears to be filled with blood, and leaks it constantly, though the drips soon evaporate. The bearer of the sphere likewise drips blood, which is eerie but harmless. The bearer can travel through strong winds or water currents as though traveling through calm air or water. The sphere of bloody tears must be held in hand to provide this benefit.
Wondrous Item 1000 gp
Property: Natural winds and water currents can't cause you to move involountarily.


Channel Divinity: Reactive Counterspell Cleric Feature
Ragesian inquisitors are protected from arcane magic by their faith.
Encounter ✦ Divine
Immediate Interrupt Personal
Trigger: You are hit by an arcane attack or effect.
Effect: The attack or effect misses.


Channel Divinity: Rebuke Magic Cleric Feature
You burn arcane mages with your faith, push them back, and root them in place.
Encounter ✦ Divine, Implement, Fire
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each wizard or warlock (arcane powersources) in burst
Attack: +9 vs. Fort
Hit: 2d10 + 3 fire damage, and you push the target 4 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.
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Reserved for encounter material

Originally posted by Frederic Svanberg:
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Shelter from the storm

Character Levels 5-6, all encounters are based on 5 pcs (or 4 pcs plus one npc).

Act One; The Swamp

Territorial Goblins; Level 6 (1250 xp)
Skill challenge: negotiate with Hessilen and find Ogatar; level 6 (1250 xp).
Ogatar the Toad; goblin hexer (150 xp)
Hessilen; goblin hexer (150 xp)
2 Goblin Sharpshooters (250 xp)
4 Goblin Warriors (400 xp)
12 Goblin Cutters (300 xp)

The Shrieking Delve; Level 8 (1750 xp) or 12 (3500 xp)
Skill challenge: bargain for the lyre of building. Level 8 (1750 xp).
Naizelasa (adult green dragon). Level 12 (3500 xp).

Attercops and Cypress Trees; Level 8 (1750 xp)
6 Deathjump Spiders (1050 xp)
2 Bloodweb Spider Swarms (600 xp)
1 Trap (100 xp) - trapdoor, rotten hull

4 Deathjump Spiders have set up nests in the cypress trees about 50 yards from the boat. The other two lurk in the ship along with two swarms of Bloodweb Spiders (their young). Four cocooned crewmembers are still alive in the hull but implanted with eggs which will hatch within a week. The ship is on its side so all surfaces are leaning, making them difficult terrain. The spiders can of course climb on any surface and aren't affected by this.




Act Two; Seaquen

North Coast Encounters

Hydromancer's Home

Arson Swarm; level 2 (625 xp)
Skill challenge: find out who's setting the fires. Level 2 (125 xp).
Defeat the swarms: 4 Rat Swarms (500 xp)

Harbor District Encounters

Tattoomancy

Wayfarer Audition

Sunken Ruins Encounters

Battle Royale

Exploring the Ruins


Rebel Camp Encounters

The Muster

Order of Echoed Souls

Unity Through Diversity; Level 6 (1250 xp); Quest Bonus (250 xp).
Skill Challenge: Convince the religious leaders to go along with the plan.

South Harbor Encounters

Rabble Rouser

Biomancy and Brothelhouses

This is a sidequest I made up for my group, you might find it useful.

Minor Quest: Find Crystin. Tiljann wanted to talk to her about something that happened during their journey but when she asked Haddin he said that she had disappeared, left him all alone in a strange city to fend for himself. If Katrina hadn't taken him in he would have been homeless and penniless and sick, like a common refugee. No respect, *cough cough*, No respect!

Skill Challenge: Find Crystin. She is at Cernaban's secret brothel, slightly modified by Paradim to look more enticing. Haddin sold her to the brothel manager and got enough money to rent a place for him and Katrina (he's charmed her to stay with him).

Majestic Creations; level 5 (1050 xp).
Paradim Dogwood; human wizard 6 (250 xp)
2 assistants; human mages (350 xp)
6 guards; human lackeys (450 xp)


Paradim Dogwood
Human wizard level 6
Str 12 Dex 11 Wis 10
Con 15 Int 17 Cha 13
Hit points: 51; Bloodied: 25
Healing Surges: 1; Surge value: 12
AC 20; Fort 19, Ref 20, Will 20
Hit Points 6 per level + Constitution score
Trained Skills: Arcana, Nature
Class Features Arcane Implement Mastery (staff of defense), Ritual Caster,
spellbook

Powers:

Magic Missile
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: +9 vs. Reflex
Hit: 2d4 + 6 modifier force damage.

Shock Sphere
Encounter ✦ Arcane, Implement, Lightning
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +9 vs. Reflex
Hit: 2d6 + 6 modifier lightning damage.

Stinking Cloud
Daily ✦ Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +9 vs. Fortitude
Hit: 1d10 + 6 modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + 6 poison damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.

Levitate
Daily ✦ Arcane
Move Action Personal
Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.
Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don’t sustain the power, you descend to the ground without taking falling damage.



Cernaban's Brothel
Not really an encounter. Nobody wants a fight here. If the characters come and demand to see a girl (Crystin) they will be allowed to take her away without problem. The manager might even try to bribe them to keep quiet about the brothel. What they decide to do when they hear Crystin's story is another matter, but first they must break Haddin's spell over her.



Act Three: Lyceum

My group already finished this part.

Act Four: The Storm

The Show

Assassins; 1895 xp
I'm using existing monster stats to represent various creatures here. Giorgio is not an eladrin, Nira can still be a gnome, etc etc.

Nira; halfling prowler (250 xp)
Brutus; orc (half-orc) berserker (175 xp)
Setales; orc (half-orc) eye of gruumsh (200 xp)
Giorgio; eladrin (human) twilight incanter (350 xp)
5 orc (half-orc) drudges (220 xp)
2 explosive barrels; level 8 traps (700 xp)

Explosive Barrel "Trap"
Trigger: A character can cause a barrel to explode by attacking it, causing a chain reaction. The barrel has AC 19.
Attack: Immediate Reaction close burst 1
Targets: All creatures in burst
Attack: +11 vs. Reflex
Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing damage.

Act Five: The Fire Tomb

The Sunken Prison
Not really pleased with Encounter 2 here. These creatures are creations of Paradim Dogwood except the Rat Swarms and skeletons.
Encounter 1; 900 xp
C: 2 Wisejaw crocodiles (350 xp)
Spear Gauntlet trap (125 xp) - the trap covers all the squares in the corridor leading west from this room.
D: 2 Rat Swarms (250 xp)
E: Cavern Choker (175 xp)
Encounter 2; 1000 xp
H: 4 Decripit Skeletons (100 xp)
I: 3 Grick (900 xp) - these grick have swim speed 6 instead of climb.
L: Alarm trap.

The Pyromancer's Tomb
Encounter 1; 1150 xp + 300 xp if the extra grick is used.
Enemies quickly pull back towards Damius in order to get the benefits of Damius' buffs. Check for Damius to hear something and come rushing as the battle goes on.
A: Possible ambush if alerted.
C: Ragesian soldiers; 2 hobgoblin (half-orc) archers (300 xp)
Ragesian soldiers; 2 hobgoblin (half-orc) soldiers (300 xp)
Ragesian soldiers; 4 hobgoblin (half-orc) grunts (150 xp)
F: A grick is growing in one of the tanks. If the encounter seems to be too easy for the heroes the soldiers can release it.
G: Damius, Ragesian inquisitor; use Deathpriest of Orcus (400 xp)

Encounter 2; 1600 xp
Lee Sidoneth; modified young blue dragon, see below (1250 xp)
Animated statues; 2 level 4 gargoyles (350 xp)



Messenger of Gentle Winds










Lee Sidoneth

For this fight I use the stats of a young blue dragon to represent Lee's powers over lightning and winds. I've changed some powers and made most of them dependent on the control staff. Make it quite obvious that he needs the staff and the party may defeat him easier by somehow getting it away from him.

Human Druid/Monk Level 6 Solo
Medium natural humanoid XP 1,250
Initiative +5 Senses Perception +10;
HP 296; Bloodied 148; see also blood call of lightning
Surge value: 74; Healing surges: 1

AC 23; Fortitude 24, Reflex 21, Will 21
Resist 15 lightning
Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15 - don't keep him off the ground all the time, it'll get boring
Action Points 2

m Lightning Staff (standard; at-will) ✦ Lightning, Implement
+11 vs. AC; 1d6 + 5 plus 1d6 lightning damage.

m Unarmed Attack (standard; at-will)
+9 vs. AC; 1d4 + 5 damage.

M Flurry of Blows (standard; at-will)
Lee makes a Lightning Staff attack and two unarmed attacks.

R Lightning Strike (standard; recharge 5 6 ) ✦ Lightning, Implement
Lee targets up to three creatures with lightning strikes. The first target must be within 10 squares, the second target within 10 squares of the first target, and the third target within 10 squares of the second
Attack: +11 vs. Reflex; 1d12 + 5 lightning damage.
Miss: Half damage.
This attack does not provoke opportunity attacks.

R Blood Call of Lightning (free, when first bloodied; encounter) ✦ Lightning, Implement
Lee's Lightning Strike recharges, and he uses it immediately.

A Wind Burst (standard; recharge 5 6) ✦ Implement
Close burst 5; targets creatures
Attack: +11 vs. Fortitude; the target is pushed to the closest square outside the edge of the burst area and immobilized (save ends).
Miss: The target is pushed but not immobilized.

Alignment: an enigma

Languages: Common, Druidic

Skills Athletics +18, Insight +10, Nature +10

Str 20 (+8) Dex 15 (+5) Wis 14 (+5)
Con 18 (+7) Int 12 (+4) Cha 13 (+4)

Equipment: the control staff

Tactics:

Round 1: Fly into the air, use Lightning Strike.
Round 2: Land in the middle of a group of enemies, use Wind Burst. If possible aim to push them off the side of the prison and into the ocean.
Round 3: Fight using Flurry of Blows until Lightning Strike recharges. Try to avoid getting surrounded, and use Wind Burst for this purpose whenever it recharges.
Round 4: Repeat until dead.

Lee can only use the powers with the implement keyword if he is wielding the control staff. The same goes for his fly speed and lightning resistance. Characters who snag the staff can't use these powers right away, obviously. They can will the storm to end though.



Gargoyle Level 4 Lurker
Medium elemental humanoid (earth) XP 175
Initiative +6 Senses Perception +7; darkvision
HP 47; Bloodied 23
AC 20; Fortitude 16, Reflex 14, Will 14
Immune petrification
Speed 6, fly 8; see also flyby attack
m Claw (standard; at-will)
+9 vs. AC; 2d6 + 3 damage.
M Flyby Attack (standard; recharges after using stone form)
The gargoyle flies up to 8 squares and makes a melee basic attack at any point during the move without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone.
Stone Form (standard; at-will)
The gargoyle becomes a statue and gains resist 25 to all damage, regeneration 3, and tremorsense 10. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action).
Alignment Evil Languages Primordial
Skills Stealth +12
Str 21 (+9) Dex 17 (+7) Wis 17 (+7)
Con 17 (+7) Int 5 (+1) Cha 17 (+7)
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Fredrik Svanberg

First Post
I noticed that the math was off on Tiljann, so I made a few changes and corrected the errors.

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Tiljann
Seela Bard Level 6
Init +8; Senses Perception +10
Languages: Common, elven

Str 16 (+6) Dex 16 (+6) Wis 10 (+3)
Con 8 (+2) Int 12 (+4) Cha 18 (+7)

AC 21; Fort 21, Ref 20, Will 22
Hit points 50; Bloodied 25; Surge value 12; Healing surges 1
Speed 6, fly 6 (only for 2 move actions per encounter)

Skills: Diplomacy +12, Nature +10, Perception +10

Features:
Combat Leader (+2 init), Inspiring Presence (heal 7 hp), Inspiring Word

Powers:

m Rapier; +12 vs AC; 1d8+6 damage
r Shortbow; ranged 15/30; +11 vs AC; 1d8+6 damage

En: 2/enc; minor; cl brst 5; you or one ally in burst can heal a surge + 1d6 hp

Aw: Commander's Strike; one ally makes melee basic attack, ally's basic attack damage + 2
En: Inspiring War Cry; +12 vs AC; 2d8+6; one ally within 5 sq makes a saving throw
Da: Stand the Fallen; +12 vs AC; 3d8+6; each ally within 10 sq can heal a surge + 4 hp
Ut: Stand Tough; cl brst 5; you and each ally in burst heals 14 hp

Equipment:
Leather armor; rapier; shortbow; quiver with arrows; 20 gp.

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