Beruflich Dokumente
Kultur Dokumente
RISE OF THE
RUNELORDS
D
BURNT OFFERINGS
A DUNGEONS & DRAGONS 4th Edition Conversion
by Scott Betts
Published Version 0.8 (10/21/09)
This document is intended solely for the conversion of the content of Paizo's
products to DUNGEONS & DRAGONS 4th Edition. This document is not
intended - nor will it function - as a substitute for the adventure itself.
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Scott Betts
Initial Assault
Begin the PCs anywhere they'd like within the festival
grounds. The goblins appear coming from the northeast street
between the buildings. I suggest the following encounter for a
party of five adventurers:
4 Goblin Cutters
2 Goblin Warriors
2 Goblin Blackblades
Goblin Pyros
Start the PCs wherever they finished the previous encounter.
I suggest the following encounter for a party of five
adventurers:
5 Goblin Cutters
2 Goblin Hexers
2 Goblin Warriors
2
2
1
1
Goblin
Goblin
Goblin
Goblin
Skullcleavers
Sharpshooters
Blackblade
Dog (see Appendix A)
Level 1
XP 200
Diplomacy
DC 10 A successful check counts as a success on the skill
challenge.
Level 1
XP 200
The chase is on! The PC rides hard, tailing the boar and
waiting for a shot to present itself.
History
DC 12 A success or failure on this skill check does not
count as a success or failure on the challenge.
The PC spots boar tracks out of the corner of his eye, and
follows them until he discovers one of the creatures.
Whether the party succeeds or fails, have Aldern grace them
with 40 gp for saving his life during the Swallowtail festival
(treasure parcel 10 from level 1).
A3 A5 (Servants' Quarters)
The doorway into the servants quarters now leads out into
the hallway instead of the dining area in order to separate
these two encounter areas from one another.
Array the goblins and their dogs within A5, and set the party
up just outside the door in the hallway. The goblins are still in
the process of gleefully ripping up bedsheets and clothing while
the goblin dogs rest on the floor nearby. I suggest the following
encounter for a party of five adventurers:
2 Goblin Warriors
1 Goblin Blackblade
2 Goblin Dogs (see Appendix A)
1 Goblin Skullcleaver
3 Goblin Blackblades
1 Fire Beetle
A6 A8 (Dining Room)
As soon as the PCs enter the dining room area, spring the
next encounter on them.
Position the goblin cutters around the main dining table. You
can introduce them to the PCs as devouring whatever meal you
wish. One of them might have taking a liking to the salt pork,
while others might prefer the leg of one of the glassworks'
unfortunate workers. The underboss and skullcleaver can be in
any adjoining room (though probably not the washroom). They
immediately rush out to investigate any sounds of battle. I
suggest the following encounter for a party of five adventurers:
1 Goblin Underboss
5 Goblin Cutters
1 Goblin Skullcleaver
1 Goblin Hexer
1 Goblin Skullcleaver
Tsuto Kaijutsu (see below, credit to Daniel Rivera)
6 Goblin Cutters
Glassworks Furnace (see below)
Tsuto Kaijutsu
XP 350
Medium natural humanoid
Initiative +8 Senses Perception +9
HP 109; Bloodied 54
AC 20; Fortitude 18, Reflex 19, Will 16
Saving Throws +2
Speed 6
Action Point 1
m Short Sword (standard; at-will) Weapon
+9 vs. AC; 1d8 + 4 damage.
M Twin Strike (standard; at-will) Weapon
Two attacks; +9 vs. AC; 1d8 + 1 damage.
M Riposte Strike (standard; encounter) Weapon
+9 vs. AC; 1d8 + 4 damage, and if the target attacks Tsuto
before the beginning of his next turn, Tsuto may make a
melee basic attack against the target as an immediate
interrupt.
M Jaws of the Wolf (standard; encounter) Weapon
Two attacks; +9 vs. AC; 2d8 + 4 damage. Miss: half
damage.
Yield Ground (immediate reaction, when damaged by a
melee attack; encounter)
Tsuto may shift up to 2 squares and gains a +2 power
bonus to all defenses until the end of his next turn.
Hunter's Quarry (minor action; 1/round)
The nearest enemy target is designated as Tsuto's quarry.
Once per round, Tsuto may elect to deal an additional 1d6
damage with an attack after it hits. Tsuto may only have
one quarry at a time, and designating a new quarry
negates any existing quarry.
Alignment Evil
Languages Common, Elf,
Minkai
Skills Acrobatics +9, Bluff +6, Intimidate +6, Thievery +9
Str 16 (+5)
Dex 18 (+6)
Wis 14 (+4)
Con 12 (+3)
Int 9 (+1)
Cha 12 (+3)
Equipment 2 short swords
Glassworks Furnace
Hazard
Level 2 Lurker
B1 (Guard Cave)
XP 125
B4 (Washing Pool)
It's a good idea to increase the size of this chamber to 5
squares in diameter. The pool in the center can remain the
same size. Vargouilles do not exist in 4th Edition yet, but a very
similar monster - the flameskull - does. I have dropped their
level by 4 to make them an appropriate challenge for a party of
2nd level adventurers.
Place the flameskulls throughout the room, at the same height
as the PCs. I suggest the following encounter for a party of five
adventurers:
B6 (Ancient Prison)
The ancient prison now holds a bevy of monsters for the PCs. A
group of Stormclaw Scorpions has taken up residence near one
side of the cave, but the scorpions dislike the unnatural nature
of the Sinspawn who share the prison with them, and the
Sinspawn consider the scorpions too dangerous to be
worthwhile eating.
Place the Stormclaw Scorpions off to the left side of the prison
and the Sinspawn to the right. I suggest the following
encounter for a party of five adventurers:
3 Stormclaw Scorpions
3 Sinspawn Rippers (see Appendix A)
B9 (Prisoner Pits)
This encounter has undergone some thematic alterations.
The zombies are no longer simply hazards waiting at the
bottom of a pit for a hapless PC to wander into. Not only would
they be relatively insignificant threats absent a monster with
the ability to push PCs with a power, but carrying out that
isolated combat in a single 5' square would not be terribly
interesting. And finally, once Koruvus is dealt with the zombies
are a ridiculously simple threat to deal with. On that note, there
are now only four zombies, all of which claw their way up out of
their pits and into the room once they sense the untainted
presence of the PCs in the room.
The prisoner pits are covered by thin, fragile wooden planks
which instantly break should a creature move atop one. Allow
the creature a saving throw. If successful they are able to leap
aside, and land prone in the square they just left. If
unsuccessful, they fall 20 feet to the bottom of the pit (a fall
which deals 2d10 damage). Four of the pits' covers are already
broken. Place each of the four zombies adjacent to one of the
pits with a broken cover. Koruvus begins at the back of the
room, and immediately lumbers towards the PCs, utilizing his
Alchemical Breath first and then engaging the nearest PC in
melee combat. I suggest the following encounter for a party of
five adventurers:
3 Zombies
1 Corruption Corpse
Koruvus (see below)
Koruvus
XP 300
Medium natural humanoid
Initiative +3 Senses Perception +2; low-light vision
HP 106; Bloodied 53; see also bloodied rage
AC 18; Fortitude 17, Reflex 14, Will 12
Saving Throws +2
Speed 5; see also goblin tactics
Action Point 1
m Short Sword (standard; at-will) Weapon
+6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 damage while
bloodied.
M Hand Axe (standard; at-will) Weapon
+5 vs. AC; 1d6 + 3 damage.
M Silver Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4 + 1 damage.
M Arms for Everyone (standard; at-will) Weapon
Koruvus makes a short sword, hand axe, and silver dagger
attack. If Koruvus is bloodied, this attack can be made at
the end of a charge.
R Alchemical Breath (minor; encounter) Acid
Ranged 10; +3 vs. Will; 1d6 + 5 damage and ongoing 5
acid damage (save ends).
Bloodied Rage
While bloodied, Koruvus loses the ability to use goblin
tactics and can do nothing but attack the nearest enemy,
charging when possible.
Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
Koruvus shifts 1 square.
Alignment Evil
Languages Common, Goblin
Skills Stealth +8, Thievery +8
Str 18 (+4)
Dex 14 (+3)
Wis 13 (+2)
Con 13 (+2)
Int 8 (+0)
Cha 8 (+0)
Equipment short sword, hand axe, silver dagger
Skill Challenge
Level 2
XP 375
Erylium
XP 300
Tiny immortal humanoid (devil)
Initiative +4 Senses Perception +8; darkvision
HP 80; Bloodied 40
AC 19; Fortitude 14, Reflex 17, Will 17
Resist 10 fire, 10 poison
Saving Throws +2
Speed 4, fly 6 (hover)
Action Point 1
m Bite (standard; at-will)
+7 vs. AC; 1d6 + 1 damage.
R Alchemical Breath (minor; at-will) Acid
Ranged 10; +6 vs. Will; 1d6 + 3 acid damage and ongoing
3 acid damage (save ends).
M Tail Sting (standard; recharges when Erylium uses vanish)
Poison
+8 vs. AC; 1d8 + 3 damage, and Erylium makes a
secondary attack against the same target. Secondary
attack: +5 vs. Fortitude; the target takes ongoing 5 poison
damage and a -2 penalty to Will defense (save ends both).
Vanish (standard; at-will) Illusion
Erylium becomes invisible until the end of her next turn or
until she attacks.
Summon Sinspawn (move, when adjacent to runewell;
recharges when first bloodied)
Erylium summons a Sinspawn Ripper in any square
adjacent to the runewell. Each use of this ability deals 5
damage to Erylium.
Alignment Evil
Languages Abyssal, Common,
Thassilonian
Skills Arcana +9, Bluff +9, Stealth +9
Str 12 (+2)
Dex 17 (+4)
Wis 14 (+3)
Con 16 (+4)
Int 16 (+4)
Cha 16 (+4)
Level 2
XP 625
Level 2
XP 250
If the PCs fail the skill challenge, they need to contend with
a pack of hobgoblin bandits. I suggest the following encounter
for a party of five adventurers:
2 Hobgoblin Archers
3 Hobgoblin Soldiers
1 Hobgoblin Warcaster
C4 (Refugee Nest)
The majority of the refugees who ended up here are poorly
equipped and are unable to put up much of a fight. A handful
have seen a fight or two, though, and take advantage of their
numbers to overwhelm the PCs, flanking whenever possible.
When the fight starts going badly for the goblins (and it
undoubtedly will), have a couple of them panic. PCs who
understand the Goblin tongue are able to make out phrases like
"We're done for!", "Run for your lives!" and "Longshanks are
here to kill us all!"
I suggest the following encounter for a party of five
adventurers:
8 Goblin Cutters
3 Goblin Blackblades
XP 400
Small natural humanoid
Initiative +4 Senses Perception +4; darkvision
HP 116; Bloodied 58
AC 18; Fortitude 18, Reflex 19, Will 18
Resist 5 fire
Saving Throws +2
Speed 6; see also woodland stride and goblin tactics
Action Point 1
m Flame Dagger (standard; at-will) Fire
+7 vs. AC; 1d4 + 2 fire damage.
r Sizzling Surge (standard; at-will) Implement, Fire
Ranged 10; +9 vs. Reflex; 1d6 + 4 fire damage and slide
2.
R Mad Goblin Forest Magic (standard; at-will)
Implement, Fire
Ranged 10; +9 vs. Reflex; on a hit roll 1d4 to determine
the effect:
1 Flame Bolt, 1d8 + 4 fire damage and ongoing 5 fire
(save ends).
2 Flame Wreath, 1d6 + 4 fire damage and immobilized
(save ends).
3 Singe the Flesh, 1d8 + 4 fire damage and dazed (save
ends).
4 Dance, Longshanks!, 1d6 + 4 fire damage, ongoing 5
fire and slowed (save ends both).
c Companion Bond (minor; encounter) Healing
Close burst 5; if Tangletooth is in the area and is bloodied,
she regains 42 hit points.
c There Goes the Warren (when reduced to 0 hit points)
Fire
Close burst 2; +10 vs. Reflex; 2d6 + 4 fire damage.
Woodland Stride
Gogmurt can move freely through the bramble walls of the
goblin warren. While in a wall space he gains cover and
cannot be moved involuntarily. Gogmurt cannot move more
than one square deep into the bramble walls.
Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
Gogmurt shifts 1 square.
Alignment Evil
Languages Common, Goblin
Skills Nature +9
Str 11 (+2)
Dex 15 (+4)
Wis 15 (+4)
Con 14 (+4)
Int 16 (+5)
Cha 16 (+5)
Equipment dagger, robes
Thistletop Fortress
The rigged rope bridge and fight with the goblins outside the
hideout now form a single encounter. This has been done for
two reasons: first, the rope bridge trap by itself is not very
tactically interesting at all. Once spotted by the PCs (likely with
their Passive Perception scores), it's not challenging to simply
send two PCs across at a time. The other reason is that putting
goblins and goblin dogs at one end of the bridge forces an
interesting tactical dilemma on the PCs. Do they fight on the
bridge and get bogged down, with only a couple party
members fighting the goblins at a time? Or do they figure out a
way to get past the goblins somehow?
The first floor is being split into three encounters, plus a skill
challenge. The pickle thieves in the guard tower are now
combined with the goblins playing Killgull. The goblin dogs from
the exercise yard are mustered by a pair of goblins from the
barracks and the two commandos from the eastern guardtower,
who mount a defense just outside the throne room. The
remainder of the goblins in the fortress are part of the
encounter with Ripnugget. Dealing with Shadowmist is now a
skill challenge.
The second floor prominently features a fight with
Bruthazmus and the goblin wives. Orik and Lyrie are holed up
together in the research room as a single encounter. The cave
area has been altered to replace the tentamort with up-to-date
monsters, and the chapel contains Shadow Hounds, which are
a decent replacement for the Yeth Hounds.
The final floor begins with a trap encounter (an expanded
version of the scythe-pit trap). The fights with Nualia and
Malfeshnekor remain largely intact, as does the fight with the
undead in the crypt room. The hermit crab no longer resides in
the ruined treasury, which is instead inhabited by a group of
kruthiks.
By this point it is very likely that the party has reached level
3, or will very soon. They will hit level 4 before the end of the
dungeon. Be sure to keep track of your treasure parcels
appropriately.
Level 3 Lurker
XP 150
C18 (Shadowmist)
Tending to Shadowmist
Skill Challenge
Level 3
XP 450
After many days of confinement and deprivation, the oncemagnificent warhorse Shadowmist is a shadow of his former
self. Little more than skin and bone, he is in need of prompt,
careful attention if you wish to prevent the horse's death.
The PCs must look after Shadowmist's recovery without
accidentally causing the horse to die of its ailments.
Complexity
3 (requires 8 successes before 3 failures).
Primary Skills
Athletics, Heal, Nature
Victory
The PCs restore Shadowmist to passable health and calm
him to the point where he can be safely led back to
Sandpoint. Upon returning the horse, award the PCs the
quest reward from the minor quest Horse Thieves!
Defeat
One too many mistakes and ill-advised decisions results in
the proud warhorse succumbing to his exhaustion and
starvation, collapsing dead in the yard. This results in the
PCs failing the minor quest Horse Thieves!
Special: Feeding Shadowmist
Offering any food suitable for a horse to Shadowmist
counts as a one-time automatic success on the challenge.
Athletics
DC 16 A successful check counts as a success on the
challenge.
While horses may not have been the PC's most common
patient, he is familiar enough with methods of care for
living creatures that he can get Shadowmist on his feet
again.
Nature
DC 11 A successful check counts as a success on the
challenge. The first success with this skill also indicates
starvation and reveals that feeding Shadowmist will provide
a one-time automatic success on the challenge.
The PC has spent time caring for horses in the past, or has
had to suffer long periods surviving without food himself.
He knows a few things about how to safely handle
Shadowmist, and whispers some calming words to the
horse while expertly instructing his companions.
We're also changing things up for this fight. The PCs have
fought dozens of goblins by now, and they are no doubt
becoming somewhat predictable. For this final battle, I've taken
some of the recently released kobold monsters and retooled
them to look like goblins. I suggest the following encounter for
a party of five adventurers:
Warchief Ripnugget
XP 400
Small natural humanoid
Initiative +5 Senses Perception +8; low-light vision
HP 130; Bloodied 65; see also alchemical juggernaut
AC 23; Fortitude 20, Reflex 15, Will 19
Saving Throws +2
Speed 5; see also goblin tactics
Action Point 1
m Dogslicer (standard; at-will) Weapon
+12 vs. AC; 1d8 + 5 damage and the target is marked until
the end of Ripnugget's next turn.
c Fight On, You Slugs! (minor; recharge 56)
Close burst 2; each goblin ally in the area gains a +4 bonus
to its next attack roll.
M Knee Splinter (standard; encounter)
Weapon
+12 vs. AC; 2d8 + 5 damage and the target is immobilized
(save ends). Aftereffect: Target is slowed (save ends).
M Cheap Shot (minor; recharge 56)
+10 vs. Fortitude; 1d8 damage and the target is stunned
(save ends).
Alchemical Juggernaut (minor; encounter) Acid,
Polymorph
Ripnugget regains 32 hit points. Until the end of the
encounter, he gains regeneration 5 and all of his attacks
deal an extra 3 acid damage.
Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
Ripnugget shifts 1 square.
Alignment Evil
Languages Common, Goblin
Skills Diplomacy +10, Intimidate +10
Str 18 (+6)
Dex 13 (+3)
Wis 12 (+3)
Con 17 (+5)
Int 12 (+3)
Cha 17 (+5)
Equipment plate armor, dogslicer, sling
C24 (Treasury)
The treasury chest in this small room sports a nasty surprise
of a trap. Unfortunately, this trap once again runs counter to
the design philosophy of 4th Edition encounters; it challenges
only a single party member and isn't tactically interesting. It
would be a shame to leave it out, though, so I've bitten the
bullet and converted it anyway. The stats for the trap are
below.
The chest itself contains treasure parcel 4 from level 3 and
any portion of treasure parcel 10 from level 3 you decide to
allocate here.
Level 4 Obstacle
XP 175
D2 (Chieftan's Harem)
Bunyip
Bruthazmus
XP 1,000
Medium natural humanoid
Initiative +9 Senses Perception +3; low-light vision
HP 244; Bloodied 122
AC 21; Fortitude 19, Reflex 19, Will 16
Saving Throws +5
Speed 7
Action Points 3
m Short Sword (standard; at-will) Weapon
+10 vs. AC; 2d6 + 3 damage.
M Blur of Movement (standard; recharge 3456)
Poison
Bruthazmus shifts up to 8 squares, and can make 2 short
sword attack at any point during the move. Bruthazmus
must attack two different targets, and a target slides 3
squares on a hit.
Shadow Walk Illusion
Bruthazmus turns invisible until the end of his next turn or
until he attacks when he moves 3 or more squares on his
turn.
Predatory Eye (minor; at-will)
Bruthazmus deals an extra 1d6 damage against the next
target that he has combat advantage against.
An Eye for Elves
Bruthazmus deals an extra 4 damage against elves and
eladrin. When Bruthazmus drops an elf or eladrin to 0 hit
points or fewer, he gains 15 temporary hit points.
Alignment Evil
Languages Common, Goblin
Skills Acrobatics +10, Athletics +9, Stealth +10, Thievery
+10
Str 14 (+4)
Dex 17 (+5)
Wis 12 (+3)
Con 13 (+3)
Int 13 (+3)
Cha 11 (+2)
Equipment leather armor, short sword
Have the jelly drop down from the ceiling into the central
chamber right after the PCs enter the room. The grell should be
floating somewhere nearby.
In running the monsters, try to keep them attached to or
grabbing a PC for as long as possible. Keep in mind that they
can still use their attacks while attached to or grabbing a
character. This has the potential to be a difficult fight if handled
well. I suggest the following encounter for a party of five
adventurers:
Keep Lyrie at range and have Orik occupy the party in melee.
Have Orik lock down strikers when able. Make sure Lyrie saves
her Cunning Manipulation for when it can best be used - a
multi-target daily spell, for instance. I suggest the following
encounter for a party of five adventurers:
Orik Vancaskerkin
3 Shadow Hounds
XP 600
Medium natural humanoid
Initiative +7 Senses Perception +4
HP 156; Bloodied 78
AC 24; Fortitude 22, Reflex 19, Will 20
Saving Throws +2
Speed 5
Action Point 1
m Longsword (standard; at-will) Weapon
+13 vs. AC; 2d8 + 5 damage.
M Knock Off Balance (standard; at-will) Weapon
+13 vs. Reflex; 1d8 + 5 damage, and the target grants
combat advantage to Orik (save ends) and is immobilized
until the end of Orik's next turn.
M Jarring Strike (standard; recharge 6)
Weapon
Requires combat advantage; +13 vs. Fortitude; 1d8 + 5
damage, and the target is stunned (save ends).
Alignment Unaligned
Languages Common, Goblin
Skills Intimidate +8
Str 20 (+8)
Dex 12 (+4)
Wis 12 (+4)
Con 16 (+6)
Int 10 (+3)
Cha 11 (+3)
Equipment plate armor, heavy shield, longsword
Lyrie Akenja
XP 350
Medium natural humanoid
Initiative +4 Senses Perception +5
HP 84; Bloodied 42
AC 19; Fortitude 13, Reflex 16, Will 17
Saving Throws +2
Speed 6
Action Point 1
m Quarterstaff (standard; at-will) Weapon
+4 vs. AC; 1d8 damage.
r Magic Missile (standard; at-will) Force
Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage.
R Dancing Lightning (standard; recharge when first
bloodied) Lightning
Lyrie makes a separate attack against 3 different targets;
Ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage.
a Thunder Burst (standard; encounter) Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).
R Cunning Manipulation (immediate interrupt, when a
creature within 5 squares selects targets for a spell;
encounter)
Ranged 5; targets triggering arcane character; +8 vs. Will;
Lyrie selects the spell's targets instead. Lyrie receives a +2
bonus to attack until the end of her next turn.
Alignment Chaotic evil
Languages Common, Goblin,
Thassilonian
Skills Arcana +11
Str 10 (+2)
Dex 14 (+4)
Wis 17 (+5)
Con 12 (+3)
Int 18 (+6)
Cha 12 (+3)
Equipment robes, quarterstaff, wand
E3 (Trapped Hall)
This is a better trap than the goblins' chest in that it can
create some tactically interesting situations if a character
triggers it, and can involve a number of party members in
overcoming the challenge. In fact, in 4th Edition, what was
originally a single trap can now become four separate traps,
each posing its own hazard to the party. I suggest the following
encounter for a party of five adventurers:
Iron Portcullises
Trap
Level 3 Obstacle
XP 150
Level 3 Obstacle
E4 (Observation Deck)
XP 150
Level 3 Obstacle
XP 150
Here she is, the villain of Burnt Offerings. You can make this
as dramatic a meeting as you like, but sooner or later it's going
to erupt into violence. Her Yeth Hound is now, of course, a
Shadow Hound. The encounter itself is fairly straightforward.
Nualia has no reliable means of escape, and her entourage of
nasty minions has been decimated by the PCs.
The Shadow Hound is there merely to provide reliable
flanking, since its teleport movement allows it to be wherever it
is needed. Have Nualia make sound use of her Burning Eyes
ability to move characters into melee who wouldn't normally
want to be there, and then hit the defender (who probably has
a poor Will defense) with Shared Nightmare. I suggest the
following encounter for a party of five adventurers:
Nualia
XP 1,000
Medium natural humanoid
Initiative +4 Senses Perception +4
HP 256; Bloodied 128
AC 21; Fortitude 20, Reflex 18, Will 22
Resist 5 fire
Saving Throws +5
Speed 6
Action Points 2
m Bastard Sword (standard; at-will) Weapon
+9 vs. AC; 1d10 + 7 damage.
M Unbridled Aggression (standard; at-will) Necrotic,
Weapon
Nualia makes two bastard sword attacks. If both attacks
hit, Nualia makes a secondary attack against the target of
either bastard sword attack. Secondary attack: +7 vs.
Reflex; 1d8 + 5 necrotic damage, and the target loses a
healing surge.
R Shared Nightmare (standard; recharge 456)
Fear,
Psychic
Ranged 10; +9 vs. Will; 3d6 + 7 psychic damage, and
creatures adjacent to the target take 1d6 + 10 psychic
damage.
R Burning Eyes (minor; at-will)
Charm
Ranged 5; +7 vs. Will; the target moves up to its speed
towards Nualia as a free action, and must end in a square
adjacent to her. The target then grants combat advantage
to Nualia until the end of the target's next turn. If the
target cannot reach an adjacent square in this manner, the
attack fails.
Agent of Lamashtu
When Nualia spends an action point, whenever she deals
damage during that action she regains hit points equal to
the damage dealt.
Alignment Chaotic evil
Languages Abyssal, Common
Skills Arcana +10, History +10, Intimidate +11, Religion +10
Str 12 (+3)
Dex 15 (+4)
Wis 15 (+4)
Con 16 (+5)
Int 16 (+5)
Cha 18 (+6)
Equipment bastard sword, Sihedron medallion
E6 (Crypt)
This encounter runs mostly unchanged, except for the
addition of a couple more shade creatures (Wraiths, in 4th
Edition). Have them make liberal use of their ability to walk
through the walls of the crypt in order to flank enemies. Keep
the Mad Wraith out of melee combat if possible, but try to keep
it close enough to the party that they are caught within its
aura. If it is hurt by radiant damage, have it temporarily retreat
until it recovers. I suggest the following encounter for a party
of five adventurers:
1 Mad Wraith
4 Wraiths
E7 (Collapsed Treasury)
1
1
1
3
Kruthik
Kruthik
Kruthik
Kruthik
Hive Lord
Adult
Young
Hatchlings
Malfeshnekor
XP 1,500
Large natural humanoid (shapechanger)
Initiative +5 Senses Perception +12; low-light vision
HP 328; Bloodied 164
AC 23; Fortitude 19, Reflex 21, Will 21
Resist 5 psychic
Saving Throws +5
Speed 6 (8 in dire wolf form)
Action Points 2
m Claw (standard; at-will)
+12 vs. AC; 1d10 + 5 damage, and Malfeshnekor is
invisible to the target until the end of Malfeshnekor's next
turn.
m Bite (standard; usable only in dire wolf or hybrid form; atwill)
+14 vs. AC; 2d6 + 4 damage, and the target is knocked
prone.
M Rip and Tear (standard; usable only in dire wolf or hybrid
form; at-will)
Malfeshnekor shifts 3 squares before and after the attacks.
Malfeshnekor makes two claw attacks against the same
target. If both attacks hit, Malfeshnekor also makes a bite
attack against the same or a different target.
Appendix A: Bestiary
Goblin Dog
Level 1 Skirmisher
XP 100
Medium natural beast
Initiative +3 Senses Perception +1
Dander Aura aura 1; enemies that enter or start their turns
in the aura receive a -1 penalty to attack rolls and all
defenses until the start of their next turn.
HP 29; Bloodied 14
AC 14; Fortitude 14, Reflex 12, Will 12
Speed 6
m Bite (standard; at-will)
+6 vs. AC; 1d10 + 4 damage, and the target receives a -2
penalty (instead of -1) when under the effects of dander
aura until the end of the encounter.
M Maul (standard; encounter)
Targets a creature under the effects of dander aura; +4 vs.
Fortitude; 2d10 + 4 damage and the target is under the
effects of dander aura until the end of the encounter.
Alignment Unaligned
Languages Str 16 (+3)
Dex 13 (+1)
Wis 12 (+1)
Con 13 (+1)
Int 2 (-4)
Cha 10 (+0)
Goblin Snake
Level 1 Skirmisher
XP 100
Small aberrant magical beast
Initiative +6 Senses Perception +1; darkvision
HP 26; Bloodied 13
AC 15; Fortitude 12, Reflex 14, Will 13
Speed 6, burrow 1 (tunneling)
m Bite (standard; at-will)
+6 vs. AC; 1d4 + 3 damage.
c Goblin Breath (standard; encounter) Poison
Close burst 1; +4 vs. Fortitude; 1d8 + 2 poison damage,
and the target is weakened (save ends).
Coil (move; at-will)
The next time the goblin snake makes a bite attack before
the end of its next turn, it can shift 2 squares before
attacking. The goblin snake gains combat advantage
against the target for this attack.
Combat Advantage
The goblin snake deals an extra 1d6 damage on melee
attacks against any target it has combat advantage against.
Alignment Chaotic evil
Languages Common, Goblin
Skills Stealth +8
Str 12 (+1)
Dex 16 (+3)
Wis 11 (+0)
Con 10 (+0)
Int 10 (+0)
Cha 14 (+2)
Giant Gecko
Level 2 Brute
XP 125
Medium natural beast
Initiative +3 Senses Perception +7; darkvision
HP 33; Bloodied 16
AC 15; Fortitude 14, Reflex 14, Will 12
Speed 8, climb 8
m Bite (standard; at-will)
+5 vs. AC; 1d8 + 6 damage.
R Tongue Yank (standard, while mounted by a friendly rider
of 2nd level or higher; recharge 56)
Ranged 2; +5 vs. Reflex; target is pulled 1 square and falls
prone. The giant gecko's rider may immediately make a
basic melee attack against the target as a free action.
Squat Mount
Despite being a medium-sized creature, the giant gecko
can be ridden by creatures of up to medium size.
Alignment Unaligned
Languages Str 16 (+4)
Dex 13 (+2)
Wis 14 (+3)
Con 13 (+2)
Int 2 (-3)
Cha 8 (+0)
Sinspawn Ripper
Level 2 Soldier
XP 125
Medium aberrant humanoid
Initiative +3 Senses Perception +2; darkvision
HP 38; Bloodied 19
Regeneration 2 (if the sinspawn ripper takes radiant
damage, regeneration does not function until the end of its
next turn)
AC 18; Fortitude 15, Reflex 14, Will 14
Speed 6
m Bloodtinged Claws (standard; at-will)
+9 vs. AC; 1d10 + 4 damage.
Enrage (minor, while bloodied; encounter)
The sinspawn ripper deals an additional 1d10 damage with
each attack until the end of its next turn. During this time,
those hit by the sinspawn ripper become enraged, receiving
a -2 penalty to all defenses and a +2 bonus on damage
rolls until the end of the sinspawn ripper's next turn.
Alignment Evil
Languages Thassilonian
Skills Stealth +8
Str 17 (+4)
Dex 14 (+3)
Wis 12 (+2)
Con 14 (+3)
Int 10 (+1)
Cha 14 (+3)
Sinspawn Wrathlord
XP 125
Medium aberrant humanoid
Initiative +1 Senses Perception +2; darkvision
HP 38; Bloodied 19
Regeneration 2 (if the sinspawn ripper takes radiant
damage, regeneration does not function until the end of its
next turn)
AC 16; Fortitude 14, Reflex 14, Will 16
Speed 6
m Bloodtinged Claws (standard; at-will)
+5 vs. AC; 1d10 + 2 damage.
c Wrathful Presence (standard; encounter)
Close burst 3; +6 vs. Will; 1d6 + 4 damage, and the target
is dazed until the end of the sinspawn wrathlord's next
turn.
Inspire Wrath (immediate interrupt, when an ally within 10
squares hits and deals damage with an attack; at-will)
The attack that triggered this ability deals an additional 4
damage.
Alignment Evil
Languages Thassilonian
Skills Stealth +6
Str 11 (+1)
Dex 10 (+1)
Wis 17 (+4)
Con 14 (+3)
Int 14 (+3)
Cha 14 (+3)
Attic Whisperer
Level 4 Controller
XP 2,500
Large natural magical beast
Initiative +11 Senses Perception +8; darkvision
HP 525; Bloodied 262
AC 28; Fortitude 28, Reflex 24, Will 26
Resist 20 fire
Saving Throws +5
Speed 8, fly 7, overland flight 14
Action Points 2
m Kick (standard; at-will)
Reach 2; +16 vs. AC; 2d4 + 6 damage.
m Bite (standard; at-will)
Reach 2; +16 vs. AC; 2d6 + 6 damage.
M Double Attack (standard; at-will)
The Sandpoint Devil makes two kick attacks.
R Devilmist (immediate reaction, when an enemy attacks
The Sandpoint Devil with a ranged attack; at-will)
Ranged 20; targets the triggering enemy; +13 vs. Reflex;
1d8 + 2 damage and the target is blinded until the end of
The Sandpoint Devil's next turn.
c Hellfire Breath (standard; recharge 56) Fire, Zone
Close blast 10; +13 vs. Fortitude; 3d8 + 3 fire damage.
The blast creates a zone of swirling hellish mist that
remains in place until the end of The Sandpoint Devil's next
turn. Any creature that starts its turn adjacent to the area
or moves through the area takes 10 fire damage. The area
blocks line of sight for all creatures except The Sandpoint
Devil.
c Bloodied Breath (free, when first bloodied; encounter)
Fire, Zone
The Sandpoint Devil's hellfire breath recharges, and The
Sandpoint Devil uses it immediately.
c Bay (standard; encounter) Fear
Close burst 5; targets enemies; +13 vs. Will; the target is
stunned until the end of The Sandpoint Devil's next turn.
Aftereffect: the target takes a -2 penalty to attack rolls
(save ends).
Fog Cloud (move; recharge 56) Fire, Polymorph
The Sandpoint Devil transforms into a cloud of hellish mist
and shifts a number of squares up to its speed. It can
move through occupied squares but must end in a legal
space. Any creature whose space The Sandpoint Devil
enters takes 1d8 + 6 fire damage and is blinded (save
ends). The Sandpoint Devil returns to its normal form at
the end of this move.
Combat Advantage
The Sandpoint Devil deals 2d6 extra damage against any
target it has combat advantage against.
Alignment Evil
Languages Skills Endurance +13, Stealth +12
Str 22 (+11)
Dex 15 (+7)
Wis 17 (+8)
Con 17 (+8)
Int 15 (+7)
Cha 13 (+6)