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Rise of the Runelords 4E: Story Hour and Conversion Notes
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5171095" data-attributes="member: 4892"><p><strong>Catacombs of Wrath</strong></p><p><strong></strong></p><p><strong>B1. Guard Cave</strong></p><p></p><p><em>The tunnel lead on a winding northeasterly path underneath Sandpoint. The group reached a four-way intersection and decided to continue to the north. The tunnel lead to a dead-end with a secret door. Beyond the door was a cave overlooking Varisian Bay. Signs of old goblin encampment were clearly visible.</em></p><p><em></em></p><p><em>The group doubled back to check one of the side passages. Heading east they approached a side cave. Horribly deformed humanoids, hairless and emaciated lurched with an unnatural swiftness from the shadows of the cave. They lunged with three-fingered claws, but once they were on a foe their lower jaw split in half at the chin into two wretched arms ending in tiny three-fingered hands revealing an open gullet and lolling tounge. Their bite seemed to carry an assault on the senses. At least distracting, some succumbed to a full topor. The group held their ground in the tunnel and won a hard-fought victory over the horrid aberrations.</em></p><p></p><p>Since I had the room and didn't want to create the Sinspawn as solo creatures, I converted from 1 to 5.</p><p></p><p>Stats: [sblock]Sinspawn (5) Level 2 Soldier</p><p>Medium aberrant humanoid XP 125 </p><p>Initiative +7 Senses Perception +2; darkvision, scent sin</p><p>Regeneration 1</p><p>HP 34; Bloodied 17</p><p>Resist 10 psychic</p><p>AC 18; Fortitude 13, Reflex 15, Will 12</p><p>Speed 6</p><p> Claws (standard, at-will) </p><p>+9 vs AC; 1d8+2 damage, and the target is marked until the end of this creature's next turn.</p><p> Bite (standard, at-will) </p><p>Marked target only; +7 vs Will; 1d8+2 damage, and the target suffers a -2 penalty to attack rolls (save ends) and is marked. First failed save: The target is dazed (save ends).</p><p>Alignment Evil Languages Thassilonian</p><p>Skills Stealth +10</p><p>Str 15 (+3) Dex 19 (+5) Wis 12 (+2)</p><p>Con 13 (+2) Int 10 (+1) Cha 11 (+1)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5171095, member: 4892"] [B]Catacombs of Wrath B1. Guard Cave[/B] [I]The tunnel lead on a winding northeasterly path underneath Sandpoint. The group reached a four-way intersection and decided to continue to the north. The tunnel lead to a dead-end with a secret door. Beyond the door was a cave overlooking Varisian Bay. Signs of old goblin encampment were clearly visible. The group doubled back to check one of the side passages. Heading east they approached a side cave. Horribly deformed humanoids, hairless and emaciated lurched with an unnatural swiftness from the shadows of the cave. They lunged with three-fingered claws, but once they were on a foe their lower jaw split in half at the chin into two wretched arms ending in tiny three-fingered hands revealing an open gullet and lolling tounge. Their bite seemed to carry an assault on the senses. At least distracting, some succumbed to a full topor. The group held their ground in the tunnel and won a hard-fought victory over the horrid aberrations.[/I] Since I had the room and didn't want to create the Sinspawn as solo creatures, I converted from 1 to 5. Stats: [sblock]Sinspawn (5) Level 2 Soldier Medium aberrant humanoid XP 125 Initiative +7 Senses Perception +2; darkvision, scent sin Regeneration 1 HP 34; Bloodied 17 Resist 10 psychic AC 18; Fortitude 13, Reflex 15, Will 12 Speed 6 Claws (standard, at-will) +9 vs AC; 1d8+2 damage, and the target is marked until the end of this creature's next turn. Bite (standard, at-will) Marked target only; +7 vs Will; 1d8+2 damage, and the target suffers a -2 penalty to attack rolls (save ends) and is marked. First failed save: The target is dazed (save ends). Alignment Evil Languages Thassilonian Skills Stealth +10 Str 15 (+3) Dex 19 (+5) Wis 12 (+2) Con 13 (+2) Int 10 (+1) Cha 11 (+1) [/sblock] [/QUOTE]
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