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Converting Castle Whiterock
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<blockquote data-quote="Jack99" data-source="post: 4215168" data-attributes="member: 53135"><p>So, the plan is to use Castle Whiterock at least partially as my first 4e campaign. I have just started converting parts of it. For the moment I am waiting on the MM, since it might have appropriate low-level thugs and such, to replace the slavers in chapter one. So for now, I am focusing on the named foes.</p><p></p><p>Feedback if of course more than welcome.</p><p><strong></strong></p><p><strong>Ikenvar (human male)</strong></p><p>level 1 elite skirmisker, 200 xp</p><p>medium natural humanoid</p><p>-------------------------------------------</p><p>initiative +3</p><p>senses perception +1</p><p>HP 80 bloodied 40</p><p>AC 17, F 14, R 15, W 13</p><p>immunities</p><p>vulnerabilities</p><p>speed 6</p><p>action point 1</p><p>--------------------------------------------</p><p>b <strong>longsword</strong> (standard, at-will)</p><p> +6 vs AC, 1d8+2 damage</p><p>m <strong>dagger</strong> (standard, at-will)</p><p> +7 vs AC, 1d4+3 damage</p><p>r <strong>dagger</strong> (standard, at-will)</p><p> +7 vs AC, 1d4+3 damage</p><p>r <strong>Stenchpot</strong> (standard; encounter)</p><p> Range 5, +7 vs AC 1d6+3 damage and follow-up</p><p> - follow-up +5 vs fort. Hit: blinded. Saves ends</p><p>m <strong>Double Strike</strong> (standard; at-will, recharge 4, 5, 6)</p><p> +6 vs AC, 1d8+2 damage and follow-up</p><p> - follow-up: +7 vs AC 1d4+3</p><p>m <strong>Feinting Attack</strong> (standard; at-will, recharge 6)</p><p> +5 vs will and follow-up</p><p> - follow-up +9 dagger 1d4+3+2d6 damage</p><p><strong>Sneak Attack</strong>: +2d6 damage when Ikenvar has combat advantage</p><p>-------------------------------------------</p><p>alignment unaligned</p><p>languages common, giant</p><p>skills acrobatics +8, bluff +7, insight +6, thievery +8, Stealth +8, Intimidate +7</p><p>Str 14(+2) Con 14(+2) Dex 16(+3) Int 11(+0) Wis 12(+1) Cha 14(+2)</p><p>equipment longsword, dagger </p><p></p><p><strong>Melchin, human male</strong></p><p>level 1 solo controller, 500 xp</p><p>medium natural humanoid</p><p>-------------------------------------------</p><p>initiative +7</p><p>senses perception +7</p><p>HP 150 bloodied 75</p><p>AC 17, F 15, R 15, W 14</p><p>immunities</p><p>vulnerabilities</p><p>speed 7</p><p>action point 2</p><p>--------------------------------------------</p><p>b <strong>Unarmed</strong> (standard, at-will)</p><p> +7 vs AC, 1d6+5 damage</p><p>r <strong>Shuriken</strong> (standard, at-will)</p><p> +6 1d4+3 damage</p><p>m <strong>Monk’s Surge</strong> (standard, usable only while bloodied; encounter)</p><p> Melchin makes a basic melee attack and heals 37 hps.</p><p>m <strong>Stunning Fist</strong> (standard, at-will, recharge 5, 6)</p><p> +7 vs AC, 1d6+5 damage and follow-up</p><p> - follow-up: +5 vs fort, target is stunned, save ends</p><p>m <strong>Circle Kick</strong> (standard, at-will, recharge 4, 5, 6)</p><p> +7 vs AC, 2d6+3 damage. Target is pushed 3 and knocked prone</p><p>a <strong>Whirling Kick</strong> (standard, at-will, burst 1, recharge 6)</p><p> +6 vs AC, 1d6+3 damage</p><p>-------------------------------------------</p><p>alignment evil</p><p>languages Common, giant, elf</p><p>skills history +6, athletics +8, acrobatics +8</p><p>Str 16(+3) Con 14(+2) Dex 16(+3) Int 12(+1) Wis 14(+2) Cha 10(+0)</p><p>equipment </p><p></p><p><strong>Minus, The Pygmy Minotaur</strong></p><p>level 2 solo brute, 625 xp</p><p>medium magical? humanoid</p><p>-------------------------------------------</p><p>initiative +6</p><p>senses perception +8, darkvision</p><p>HP 250 bloodied 125</p><p>AC 18, F 18, R 15, W 14</p><p>immunities</p><p>vulnerabilities</p><p>speed 6, +2 when charging</p><p>action point 2</p><p>--------------------------------------------</p><p>b <strong>Greataxe</strong> (standard, at-will)</p><p> +7 vs AC 1d12+4 damage (crit 1d12+16)</p><p>m <strong>Great Cleave</strong> (standard; at-will; recharge 6)</p><p> +7 vs AC 1d12+4 damage and follow-up</p><p> follow-up: +7 vs AC, 1d12+4 damage against an adjacent foe</p><p>m <strong>Gore Attack</strong> (standard; at-will)</p><p> +7 vs AC, 1d6+4 damage and push 2 (2d6+8 damage and push 4 on a charge)</p><p><strong>Ferocity</strong> (Immediate; at 0 hp) </p><p> +7 vs AC, 1d12+4 damage (crit 1d12+16)</p><p>-------------------------------------------</p><p>alignment evil</p><p>languages Common</p><p>skills Dungeoneering +12*, Stealth +8</p><p>Str 18(+5) Con 20(+6) Dex 14(+3) Int 8(+0) Wis 12(+2) Cha 10(+0)</p><p>*Including a racial bonus</p><p>equipment </p><p></p><p><strong>Goresh, male orc</strong></p><p>level 4 artillery (leader), 175 xp</p><p>medium natural humanoid</p><p>-------------------------------------------</p><p>initiative +5</p><p>senses perception +2, low-light vision</p><p>HP 43</p><p>AC 17, F 17, R 15, W 12</p><p>immunities</p><p>vulnerabilities</p><p>speed 6, +2 when charging</p><p>--------------------------------------------</p><p>b <strong>Handaxe</strong> (standard; at-will)</p><p> +8 vs AC, 1d6+5 damage</p><p>m <strong>Double Surge Attack</strong> (standard; at-will, recharge 6)</p><p> Make two basic melee attacks, if both hit, Goresh heals 11 hps</p><p>r <strong>Handaxe</strong> (standard; at-will) ranged 5/10</p><p> +8 vs AC, 1d6+5 damage</p><p>r <strong>Hamstring</strong> (standard; at-will; recharge 6) ranged 5/10</p><p> +8 vs AC, 1d6+5 damage and follow-up</p><p> - follow-up: +6 vs Fort: Target slowed, save ends</p><p>r <strong>Volley of Axes</strong> (minor; at-will; recharge 5, 6) ranged 5/10</p><p> +8 vs AC, 1d6+5 damage</p><p>a <strong>Rally the Dogs</strong> (standard; encounter) burst 5 </p><p> activates all trollhounds' healing surge +3 hps</p><p>-------------------------------------------</p><p>alignment Chaotic Evil</p><p>languages Giant</p><p>skills +8 Endurance</p><p>Str 20(+7) Con 13(+3) Dex 16(+5) Int 8(+1) Wis 10(+2) Cha 12(+3)</p><p>equipment </p><p></p><p><strong>Trollhound</strong></p><p>level 2 brute, 125 xp</p><p>medium magical? animal/beast</p><p>-------------------------------------------</p><p>initiative +3</p><p>senses perception +7</p><p>HP 45</p><p>AC 15, F 14, R 13, W 11</p><p>immunities</p><p>vulnerabilities fire 5</p><p>speed 6</p><p>--------------------------------------------</p><p>b <strong>Bite</strong> (standard, at-will)</p><p> +6 vs AC, 1d6+3 damage</p><p>m <strong>Locking Jaws</strong> (standard, at-will, recharge 4, 5, 6)</p><p> +6 vs AC, 1d6+3 damage, immobilize automatic damage every round</p><p> standard action Athletics or acrobatics vs fort to escape</p><p>m <strong>Troll Frenzy</strong> (standard, encounter, only when bloodied)</p><p> +6 vs AC, 1d6+3 damage and heal 11 hps</p><p><strong>Scent of Blood</strong> +5 damage against bloodied foes</p><p>-------------------------------------------</p><p>alignment unaligned</p><p>languages none</p><p>skills endurance +9</p><p>Str 16(+4) Con 15(+3) Dex 15(+3) Int 2(-3) Wis 10(+1) Cha 10(+1)</p><p>equipment none </p><p></p><p><strong>Kaernga, male orc berserker</strong></p><p>level 2 elite brute, 250 xp</p><p>medium natural humanoid</p><p>-------------------------------------------</p><p>initiative +2</p><p>senses perception +3, low-light vision</p><p>HP 92 bloodied 46</p><p>AC 16, F 18, R 16, W 15</p><p>immunities</p><p>vulnerabilities</p><p>speed 6, +2 when charging</p><p>action point 1</p><p>--------------------------------------------</p><p>b <strong>Greataxe</strong> (standard, at-will)</p><p> +6 vs AC, 1d12+4 damage (crit 1d12+16)</p><p>m <strong>Warrior Surge</strong> (standard, usable when bloodied, encounter)</p><p> Kaernga makes a basic melee attack and regains 23 hit points.</p><p><strong>Bloodied Rage</strong> Whenever bloodied, Kaernga deals an extra 1d6 damage on any melee attack</p><p>-------------------------------------------</p><p>alignment chaotic evil</p><p>languages common, giant</p><p>skills +10 endurance, +6 intimidate</p><p>Str 20(+6) Con 16(+5) Dex 15(+3) Int 10(+1) Wis 14(+3) Cha 10(+1)</p><p>equipment </p><p></p><p><strong>Tarik, male orc whipmaster</strong></p><p>level 2 elite controller, 250 xp</p><p>medium natural humanoid</p><p>-------------------------------------------</p><p>initiative +8</p><p>senses +1</p><p>HP 80 bloodied 40</p><p>AC 17, F 18, R 15, W 15</p><p>immunities</p><p>vulnerabilities</p><p>speed 6, +2 when charging</p><p>--------------------------------------------</p><p>b <strong>Whip</strong> (standard, at-will)</p><p> reach 2, +7 vs AC, 1d6+4 damage</p><p>m <strong>Warrior Surge</strong> (standard, usable when bloodied, encounter)</p><p> Tarik makes a and regains 23 hit points.</p><p>m <strong>Trip</strong> (standard, at-will, recharge 4, 5, 6)</p><p> reach 2, +7 vs AC, 1d6+4 damage and follow-up</p><p> follow-up: +5 vs reflex, target is prone</p><p>m <strong>Disarm</strong> (standard, at-will, recharge 6)</p><p> reach 2, +7 vs reflex, 1d6+2 damage and follow-up</p><p> follow-up: +7 vs fort, slide target's weapon 4</p><p>m <strong>Blinding Whip</strong> (standard, at-will, recharge 6)</p><p> reach 2, +7 vs reflex, 1d6+4 damage and target blinded, save ends</p><p>-------------------------------------------</p><p>alignment chaotic evil</p><p>languages common, giant</p><p>skills +8 intimidate, +11 endurance</p><p>Str 20(+6) Con 16(+4) Dex 14(+3) Int 10(+1) Wis 8(+0) Cha 14(+3)</p><p>equipment</p></blockquote><p></p>
[QUOTE="Jack99, post: 4215168, member: 53135"] So, the plan is to use Castle Whiterock at least partially as my first 4e campaign. I have just started converting parts of it. For the moment I am waiting on the MM, since it might have appropriate low-level thugs and such, to replace the slavers in chapter one. So for now, I am focusing on the named foes. Feedback if of course more than welcome. [B] Ikenvar (human male)[/B] level 1 elite skirmisker, 200 xp medium natural humanoid ------------------------------------------- initiative +3 senses perception +1 HP 80 bloodied 40 AC 17, F 14, R 15, W 13 immunities vulnerabilities speed 6 action point 1 -------------------------------------------- b [B]longsword[/B] (standard, at-will) +6 vs AC, 1d8+2 damage m [B]dagger[/B] (standard, at-will) +7 vs AC, 1d4+3 damage r [B]dagger[/B] (standard, at-will) +7 vs AC, 1d4+3 damage r [B]Stenchpot[/B] (standard; encounter) Range 5, +7 vs AC 1d6+3 damage and follow-up - follow-up +5 vs fort. Hit: blinded. Saves ends m [B]Double Strike[/B] (standard; at-will, recharge 4, 5, 6) +6 vs AC, 1d8+2 damage and follow-up - follow-up: +7 vs AC 1d4+3 m [B]Feinting Attack[/B] (standard; at-will, recharge 6) +5 vs will and follow-up - follow-up +9 dagger 1d4+3+2d6 damage [B]Sneak Attack[/B]: +2d6 damage when Ikenvar has combat advantage ------------------------------------------- alignment unaligned languages common, giant skills acrobatics +8, bluff +7, insight +6, thievery +8, Stealth +8, Intimidate +7 Str 14(+2) Con 14(+2) Dex 16(+3) Int 11(+0) Wis 12(+1) Cha 14(+2) equipment longsword, dagger [B]Melchin, human male[/B] level 1 solo controller, 500 xp medium natural humanoid ------------------------------------------- initiative +7 senses perception +7 HP 150 bloodied 75 AC 17, F 15, R 15, W 14 immunities vulnerabilities speed 7 action point 2 -------------------------------------------- b [B]Unarmed[/B] (standard, at-will) +7 vs AC, 1d6+5 damage r [B]Shuriken[/B] (standard, at-will) +6 1d4+3 damage m [B]Monk’s Surge[/B] (standard, usable only while bloodied; encounter) Melchin makes a basic melee attack and heals 37 hps. m [B]Stunning Fist[/B] (standard, at-will, recharge 5, 6) +7 vs AC, 1d6+5 damage and follow-up - follow-up: +5 vs fort, target is stunned, save ends m [B]Circle Kick[/B] (standard, at-will, recharge 4, 5, 6) +7 vs AC, 2d6+3 damage. Target is pushed 3 and knocked prone a [B]Whirling Kick[/B] (standard, at-will, burst 1, recharge 6) +6 vs AC, 1d6+3 damage ------------------------------------------- alignment evil languages Common, giant, elf skills history +6, athletics +8, acrobatics +8 Str 16(+3) Con 14(+2) Dex 16(+3) Int 12(+1) Wis 14(+2) Cha 10(+0) equipment [B]Minus, The Pygmy Minotaur[/B] level 2 solo brute, 625 xp medium magical? humanoid ------------------------------------------- initiative +6 senses perception +8, darkvision HP 250 bloodied 125 AC 18, F 18, R 15, W 14 immunities vulnerabilities speed 6, +2 when charging action point 2 -------------------------------------------- b [B]Greataxe[/B] (standard, at-will) +7 vs AC 1d12+4 damage (crit 1d12+16) m [B]Great Cleave[/B] (standard; at-will; recharge 6) +7 vs AC 1d12+4 damage and follow-up follow-up: +7 vs AC, 1d12+4 damage against an adjacent foe m [B]Gore Attack[/B] (standard; at-will) +7 vs AC, 1d6+4 damage and push 2 (2d6+8 damage and push 4 on a charge) [B]Ferocity[/B] (Immediate; at 0 hp) +7 vs AC, 1d12+4 damage (crit 1d12+16) ------------------------------------------- alignment evil languages Common skills Dungeoneering +12*, Stealth +8 Str 18(+5) Con 20(+6) Dex 14(+3) Int 8(+0) Wis 12(+2) Cha 10(+0) *Including a racial bonus equipment [B]Goresh, male orc[/B] level 4 artillery (leader), 175 xp medium natural humanoid ------------------------------------------- initiative +5 senses perception +2, low-light vision HP 43 AC 17, F 17, R 15, W 12 immunities vulnerabilities speed 6, +2 when charging -------------------------------------------- b [B]Handaxe[/B] (standard; at-will) +8 vs AC, 1d6+5 damage m [B]Double Surge Attack[/B] (standard; at-will, recharge 6) Make two basic melee attacks, if both hit, Goresh heals 11 hps r [B]Handaxe[/B] (standard; at-will) ranged 5/10 +8 vs AC, 1d6+5 damage r [B]Hamstring[/B] (standard; at-will; recharge 6) ranged 5/10 +8 vs AC, 1d6+5 damage and follow-up - follow-up: +6 vs Fort: Target slowed, save ends r [B]Volley of Axes[/B] (minor; at-will; recharge 5, 6) ranged 5/10 +8 vs AC, 1d6+5 damage a [B]Rally the Dogs[/B] (standard; encounter) burst 5 activates all trollhounds' healing surge +3 hps ------------------------------------------- alignment Chaotic Evil languages Giant skills +8 Endurance Str 20(+7) Con 13(+3) Dex 16(+5) Int 8(+1) Wis 10(+2) Cha 12(+3) equipment [B]Trollhound[/B] level 2 brute, 125 xp medium magical? animal/beast ------------------------------------------- initiative +3 senses perception +7 HP 45 AC 15, F 14, R 13, W 11 immunities vulnerabilities fire 5 speed 6 -------------------------------------------- b [B]Bite[/B] (standard, at-will) +6 vs AC, 1d6+3 damage m [B]Locking Jaws[/B] (standard, at-will, recharge 4, 5, 6) +6 vs AC, 1d6+3 damage, immobilize automatic damage every round standard action Athletics or acrobatics vs fort to escape m [B]Troll Frenzy[/B] (standard, encounter, only when bloodied) +6 vs AC, 1d6+3 damage and heal 11 hps [B]Scent of Blood[/B] +5 damage against bloodied foes ------------------------------------------- alignment unaligned languages none skills endurance +9 Str 16(+4) Con 15(+3) Dex 15(+3) Int 2(-3) Wis 10(+1) Cha 10(+1) equipment none [B]Kaernga, male orc berserker[/B] level 2 elite brute, 250 xp medium natural humanoid ------------------------------------------- initiative +2 senses perception +3, low-light vision HP 92 bloodied 46 AC 16, F 18, R 16, W 15 immunities vulnerabilities speed 6, +2 when charging action point 1 -------------------------------------------- b [B]Greataxe[/B] (standard, at-will) +6 vs AC, 1d12+4 damage (crit 1d12+16) m [B]Warrior Surge[/B] (standard, usable when bloodied, encounter) Kaernga makes a basic melee attack and regains 23 hit points. [B]Bloodied Rage[/B] Whenever bloodied, Kaernga deals an extra 1d6 damage on any melee attack ------------------------------------------- alignment chaotic evil languages common, giant skills +10 endurance, +6 intimidate Str 20(+6) Con 16(+5) Dex 15(+3) Int 10(+1) Wis 14(+3) Cha 10(+1) equipment [B]Tarik, male orc whipmaster[/B] level 2 elite controller, 250 xp medium natural humanoid ------------------------------------------- initiative +8 senses +1 HP 80 bloodied 40 AC 17, F 18, R 15, W 15 immunities vulnerabilities speed 6, +2 when charging -------------------------------------------- b [B]Whip[/B] (standard, at-will) reach 2, +7 vs AC, 1d6+4 damage m [B]Warrior Surge[/B] (standard, usable when bloodied, encounter) Tarik makes a and regains 23 hit points. m [B]Trip[/B] (standard, at-will, recharge 4, 5, 6) reach 2, +7 vs AC, 1d6+4 damage and follow-up follow-up: +5 vs reflex, target is prone m [B]Disarm[/B] (standard, at-will, recharge 6) reach 2, +7 vs reflex, 1d6+2 damage and follow-up follow-up: +7 vs fort, slide target's weapon 4 m [B]Blinding Whip[/B] (standard, at-will, recharge 6) reach 2, +7 vs reflex, 1d6+4 damage and target blinded, save ends ------------------------------------------- alignment chaotic evil languages common, giant skills +8 intimidate, +11 endurance Str 20(+6) Con 16(+4) Dex 14(+3) Int 10(+1) Wis 8(+0) Cha 14(+3) equipment [/QUOTE]
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