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About This Conversion

Tales from the Rusty Dragon


presents

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.
This document uses trademarks and copyrights owned by Paizo Publishing, LLC,
which are used under Paizo's Community Use Policy. I am expressly prohibited
from charging you to use or access this content. This document is not
published, endorsed, or specifically approved by Paizo Publishing. For more
information about Paizo's Community Use Policy, please visit
paizo.com/communityuse. For more information about Paizo Publishing and
Paizo products, please visit paizo.com. All materials published in this document
not covered by the above are copyright myself, but I grant permission to
duplicate and distribute such materials freely so long as they are not used for
monetary gain.
This document is not affiliated with, endorsed, sponsored, or specifically
approved by Wizards of the Coast LLC. This document may use the trademarks
and other intellectual property of Wizards of the Coast LLC, which is permitted
under Wizards' Fan Site Policy (www.wizards.com/fankit/fantoolkitdnd.html).
For example, DUNGEONS & DRAGONS, D&D, PLAYER'S HANDBOOK 2,
and DUNGEON MASTER'S GUIDE are trademark[s] of Wizards of the Coast
and D&D core rules, game mechanics, characters and their distinctive
likenesses are the property of the Wizards of the Coast. For more information
about Wizards of the Coast or any of Wizards' trademarks or other intellectual
property, please visit their website at (www.wizards.com).

In 2007, Paizo began producing its own line of adventure


paths: Pathfinder. I picked up and read a couple copies of the
adventures and was quite impressed. At the time, though, I
was running a couple games featuring some of Wizards of the
Coast's published adventures and didn't have the time to
dedicate myself to yet another game. I vowed that I'd get the
chance to explore Rise of the Runelords, but it wasn't until the
release of DUNGEONS & DRAGONS 4th Edition that I found
myself with an excuse to restart one of my campaigns.
Of course, by this point an entirely different obstacle had
presented itself: though Paizo's products are stellar examples of
adventure design, they were bound to the DUNGEONS &
DRAGONS 3.5 rule set. I was thrilled by the release of 4 th
Edition, and couldn't really see myself returning to a previous
version of the game (as much as I loved 3.5 at the time). I had
to make a decision. Would I pick up a different set of
adventures that were already compatible with 4 th Edition, or
would I invest myself in converting Paizo's adventures?
In the end, the choice was not a difficult one. The
community consensus seemed to be that converting adventures
to 4th Edition was easier than any previous edition, and I have
found that to be true. It also struck me as a useful crash course
in both design and familiarity with the new edition of the game.
With a little help from the tabletop community, I sat my gaming
group down for our first adventure in Golarion.
Soon afterward, it struck me that there was probably a
desire for a conversion like this. 4th Edition was brand new, and
very few adventures existed to support it. Paizo was known for
its high-quality adventures but had chosen to develop its own
game instead of providing support for 4th Edition. As long as I
was doing the work anyway, why not make it available to
anyone else who wanted it?
I began Tales from the Rusty Dragon as a way of delivering
my conversion content. The blog format provided an easy way
for people using the conversion to keep track of the most
recent material, and gave me a concrete way to track my
progress, piece by piece. It wasn't long before the entirety of
Burnt Offerings had been converted. As handy as the blog was
for publishing an ongoing project, however, it lacked something
when it came to reading through the conversion from the
beginning it needed to be framed in a cohesive document
that could mirror the original adventure.
With that in mind, I've combined and edited all the
conversion material for Burnt Offerings in this document, for
your use.
Happy gaming!

Scott Betts

Tales from the Rusty Dragon

What This Conversion Provides


Leveling in Burnt Offerings
In this document you have everything you need to run Burnt
Offerings in a DUNGEONS & DRAGONS 4th Edition game.
Each encounter is reproduced using monsters, traps and skill
challenges from the new edition. Unless otherwise noted,
monsters used in encounter write-ups are found in the Monster
Manual. Other rules elements native to DUNGEONS &
DRAGONS 3.5 have been updated, and are included as well.
This conversion also includes non-mechanical advice that I
believe will help in running the adventure. Finally, I have
thrown in an updated version of the bestiary that appears at
the back of all Pathfinder adventures. As with any tabletop
gaming product, you should feel free to make use of as much
or as little of this material as you'd like.
In order to make best use of this conversion, read through
both the original adventure and this conversion ahead of time,
and have both on-hand at the table when you sit down to play.
You will refer to information printed in the original adventure
often, and then will make use of the converted adventure
whenever rules-specific issues come up (such as an encounter).

What You'll Need


This conversion makes use of a number of other products. In
order to get the full intended use out of the conversion, you will
need the following:

DUNGEONS & DRAGONS Player's Handbook, 4th


Edition
DUNGEONS & DRAGONS Dungeon Master's Guide,
4th Edition
DUNGEONS & DRAGONS Monster Manual, 4th Edition
Pathfinder: Rise of the Runelords #1, Burnt Offerings
Pathfinder: Rise of the Runelords Player's Guide
A current subscription to DUNGEONS & DRAGONS
Insider note that all monsters referenced in this
conversion can be found in the D&D Compendium, save
those created specifically for this conversion

Characters in the original Rise of the Runelords adventure


path were supposed to reach around 17th level by the
campaign's conclusion. In 4th Edition we have a new challenge
in restructuring the adventure path around a 30-level range
rather than the 20 levels of DUNGEONS & DRAGONS 3.5. I
plan on setting this up so that by the end of the converted
adventure path the party will have reached level 25 or 26. That
means that each of the six adventures contained within Rise of
the Runelords needs to advance the party by a little over four
levels. To this end, we need to break down each adventure into
roughly four sections so that experience and treasure can be
awarded appropriately.
Burnt Offerings, as written, can be considered in three large
sections: the festival and glassworks, the Catacombs of Wrath,
and Thistletop. I am going to expand the number of encounters
for each of these sections so that the PCs will hopefully be well
on their way to fifth level by the end of the adventure.
Let's start by looking at experience breakdowns. By the end
of Burnt Offerings, each character should have accumulated
well over 4,000 xp. This means that a party of five characters
should encounter in excess of 20,000 xp worth of monsters,
traps, skill challenges and quests. This might seem daunting at
first. Don't worry, we'll get there.
Part 1: Festival and Fire contains three encounters totaling
1,875 xp. Part 2: Local Heroes contains another 900 xp
between three encounters. This puts the party a little over
halfway to 2nd level by the time they begin Part 3. This means
that, in short, the party needs to gain three and a half levels
between the Glassworks, the Catacombs of Wrath and
Thistletop. To that end, these dungeons are going to be jampacked with encounters.
The Glassworks, including the quest to rescue Ameiko, is
worth 3,175 xp. The party should reach 2nd level partway
through the Glassworks. The Catacombs of Wrath is worth
4,300 xp. Thistletop's exterior is worth 5,075 xp, including the
quests to save Shadowmist and stop the goblin attack. The
party should reach 3rd level well before they enter the fortress.
Thistletop's upper floor is worth 2,250 xp and its second floor is
worth 4,150 xp. The party should have reached 4th level by this
point. Thistletop's lowest floor is worth 5,293 xp.
All told, this conversion of Burnt Offerings provides a party of
five adventurers with a total of 22,868 xp.

Treasure in Burnt Offerings


The more immediate concern should be the amount of
treasure the party receives. All of the parcels available in Burnt
Offerings and their locations are laid out below. These will also
be called out in individual encounter write-ups.
Treasure Parcels for Level 1:

Parcel 1 is carried by Tsuto.


Parcel 2 is found in the dining room.
Parcel 3 is on Lonjiku Kaijitsu's corpse.
Parcel 4 is carried by the Goblin Underboss in the dining
room.
Parcel 5 is found in the backpack of a goblin blackblade
in the servant's quarters.
Parcel 6 is the bribe money carried by Tsuto.
Parcel 7 is given to the party by Sheriff Hemlock.
Parcel 8 is given to the party by Sheriff Hemlock.
Parcel 9 is found hidden in a desk in the Glassworks.
Parcel 10 is given to the party by Aldern for rescuing
him.

Treasure Parcels for Level 4:

Treasure Parcels for Level 5:

Treasure Parcels for Level 2:

Parcel 1 is found in the Cathedral of Wrath.


Parcel 2 is at the bottom of one of the prisoner pits.
Parcel 3 is carried by Tsuto.
Parcel 4 in encased in glass in the reception room.
Parcel 5 is carried by the statue in the welcoming
chamber.
Parcel 6 is worn by Erylium.
Parcel 7 is found on a goblin in the servants' quarters.
Parcel 8 is worn by Erylium.
Parcel 9 is found in the meditation chamber.
Parcel 10 is found in the meditation chamber.

Treasure Parcels for Level 3:

Parcel 1 is carried by Warchief Ripnugget.


Parcel 2 is found with Bruthazmus.
Parcel 3 is found in Gogmurt's Lair.
Parcel 4 is in the treasury chest.
Parcel 5 is found with Bruthazmus.
Parcel 6 is either in the throne room or Ripnugget's
room.
Parcel 7 is in the research room.
Parcel 8 is in the research room.
Parcel 9 is in the research room.
Parcel 10 is found scattered throughout Thistletop's
upper level.

Parcel 1 is in a hidden side room off of Malfeshnekor's


prison.
Parcel 2 is found on a goblin corpse in the cave.
Parcel 3 is found in the research room.
Parcel 4 is allocated in The Skinsaw Murders.
Parcel 5 is found in the observation room.
Parcel 6 is a portion of the reward for returning
Shadowmist.
Parcel 7 is found in the sarcophagi in the crypt.
Parcel 8 is found in the sarcophagi in the crypt.
Parcel 9 is Nualia's holy symbol.
Parcel 10 is a portion of the reward for returning
Shadowmist.

Parcel 1 is in Nualia's possession.


Parcel 2 is allocated in The Skinsaw Murders.
Parcel 3 is buried in the collapsed treasury.
Parcel 4 is allocated in The Skinsaw Murders.
Parcel 5 is part of the remaining wealth in the collapsed
treasury.
Parcel 6 is allocated in The Skinsaw Murders.
Parcel 7 is part of the remaining wealth in the collapsed
treasury.
Parcel 8 is allocated in The Skinsaw Murders.
Parcel 9 is allocated in The Skinsaw Murders.
Parcel 10 is the silver coffer found in the hidden room
off of Malfeshnekor's prison.

Part One: Festival and Fire


Burnt Offerings is the first Rise of the Runelords adventure.
It takes place in and around the coastal town of Sandpoint in
Varisia. The first thing you should do, before the campaign
even begins, is to allow your players to get acquainted with the
setting. The Rise of the Runelords Player's Guide is an excellent
place to start. See the Character Elements document for
information on converting the Player's Guide to 4th Edition. I
strongly encourage you to allow all core races (the word "core"
in this blog is used in the same manner Wizards uses it anything published by Wizards of the Coast for 4th Edition in an
official capacity, outside setting-specific material, is "core").
Dragonborn, Tieflings, and other non-traditional races can
easily be incorporated as exotic travelers from distant lands. At
any rate, the more familiar your characters are with the land
and its people, the better. That goes for you too. Make sure
you've read the Player's Guide and the Sandpoint chapter of
Burnt Offerings.
To kick the adventure off, drop your players right into the
middle of the Swallowtail festival. The festival is busy. Some of
the player characters are probably familiar with the town, so
refer to the townspeople by name as well as occupation. Your
job in the first few minutes is to make Sandpoint seem alive. Its
people are (save a few of its more sober residents) excited,
jovial, and eager to show off. Describe the scene vividly, using
the information given to you in the adventure. When your
players have had a suitable taste of what Sandpoint and the
festival are like, go ahead and begin the first encounter.

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

Total: 500 xp (Level 1 Encounter)


Once the party has finished off the last of the goblins,
provide them with the equivalent of a five-minute rest as the
crowded streets begin to clear and the goblins start to converge
on the town square. When they've healed up and gotten their
bearings, begin the next encounter.

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

Total: 625 xp (Level 2 Encounter)


The hexers should immediately use their Vexing Cloud
abilities in tandem to cover as much of the map as possible,
keeping the clouds maintained as long as they can. Don't forget
to use the Goblin Tactics abilities you have at your disposal, and
try to keep a minion alongside each hexer so they can soak up
ranged attacks.
Again, allow the PCs a short rest to recover after this fight.
They will probably have used a lot of their encounter powers
(and possibly some daily powers) in the last fight, and the next
one is the hardest still. Don't forget to award the PCs a
milestone for completing the Goblin Pyros encounter.

Die, Dog, Die!


The third (and final) encounter of the Swallowtail Festival is
designed as a climax and should really stretch the party's
resources. They should be spending their freshly-earned action
points and daily powers now. Describe the scene and center the
encounter around the south-eastern building (this will be where
Aldern is located). Don't bother placing Aldern on the map. Just
have him hide nearby while the goblins ignore him in order to
focus on the more threatening PCs.
Make a mental note prior to this fight if any of the party are
suitable objects of affection for Aldern. If not, keep a running
tally of the damage done by each PC during this fight. Use this
to help determine who Aldern is most fascinated with.
I suggest the following encounter for a party of five
adventurers:

2
2
1
1

Goblin
Goblin
Goblin
Goblin

Skullcleavers
Sharpshooters
Blackblade
Dog (see Appendix A)

Total: 750 xp (Level 3 Encounter)


Once the goblins have been mopped up, introduce the party
to Aldern and select his favored PC.

Part Two: Local Heroes


The Shopkeep's Daughter
One of the most important updates to the Pathfinder
adventures in terms of conversion to 4th Edition is the addition
of skill challenges where appropriate. In Part 2 of Burnt
Offerings there are two such challenges: The Shopkeep's
Daughter and The Boar Hunt.
Skill Challenge: The Shopkeeps Daughter
Setup: When Shayliss first confronts her target, it is in a public
location with the rest of the party present. Begin the skill
challenge by having the party deal with Shayliss' initial request.
If they catch onto her ploy, they might try to excuse themselves
from her demands. If not (and, perhaps, even if ), it's quite
possible that the target PC will willingly accompany her. After
the party accumulates a failure in the skill challenge, the scene
moves to the Vinder store's basement. The target PC has time
for a single check in the basement before Ven reaches the
bottom of the stairs and he is discovered.

The Shopkeep's Daughter


Skill Challenge

Level 1
XP 200

Shayliss' wiles are difficult to resist, but if this situation gets


out of hand you might find yourself the subject of
disapproving glares from the villagers of Sandpoint.
One of the male PCs is tricked into accompanying Shayliss
Vinder back to her father's shop's basement where she
attempts to seduce him. The PC must avoid a violent
confrontation with Shayliss' father when he catches them in
the basement.
Complexity
2 (requires 6 successes before 3 failures).
Primary Skills
Bluff, Diplomacy, Insight, Intimidate, Stealth
Other Skills
Streetwise
Victory
The target PC manages to remove himself from the
seduction or confrontation with Ven Vinder.
Defeat
The target PC is unable to avoid enraging Ven Vinder, who
attempts to drive him from the shop. The target PC and his
pervert friends are thereafter barred from Ven's store.
Special: One Failure or Less
Victory with one or fewer failures means that there are no
hard feelings created between the target PC and Shayliss.
Special: Moving to the Basement
The first time a failure is counted against the party in this
skill challenge, the target PC and Shayliss relocate to the
general store's basement. After this point, only the target
PC can participate in the skill challenge.
Bluff
DC 12 A successful check counts as a success on the skill
challenge.

The PC convinces either Shayliss or her father that the


situation transpired in a different way than it actually did,
or that he has something important to attend to for the
good of the town.

Diplomacy
DC 10 A successful check counts as a success on the skill
challenge.

The PC reasons with Shayliss or her father, describing the


situation in a way that looks favorable to him, or politely
declining Shayliss' request.
Insight
DC 8 A successful check counts as a success on the skill
challenge. This skill cannot be used after the skill challenge
has moved to the basement.

The PC gets the feeling that Shayliss is interested in


something more than just rat extermination, and uses that
to attempt to weasel out of the situation before things turn
ugly.
Intimidate
DC 10 A successful check counts as a success on the skill
challenge. This skill starts the skill challenge locked. A
successful Streetwise check unlocks it.

The PC threatens to spread word of Shayliss' brazen


actions to the town at large, causing Shayliss or her father
to back off slightly.
Stealth
DC 10 A successful check counts as a success on the skill
challenge. This skill can only be used after the skill
challenge has moved to the basement, and only before the
PC has been spotted by Ven. The DC for this skill check
increases to 15 after two uses of this skill.

The PC scampers out of sight, hoping to avoid a


confrontation by not being noticed in the first place.
Streetwise
DC 15 A success or failure on this skill check does not
count as a success or failure for the challenge. A successful
check unlocks the Intimidate skill.

The PC recalls hearing that Shayliss is even more of a


troublemaker than her sister. The Intimidate skill is
unlocked.

The Boar Hunt


If the PCs decide to accompany Aldern on his hunting
expedition into the Tickwood, run this skill challenge.
Skill Challenge: The Boar Hunt
Setup: The PCs need to play this challenge strategically.
Assuming they make the requisite History check to understand
how a boar hunt is supposed to unfold, they need to avoid
succeeding on an Endurance check until they've accumulated at
least four successes on the skill challenge.

The Boar Hunt


Skill Challenge

Level 1
XP 200

Aldern claps his hands excitedly, and makes arrangements to


have horses purchased for the expedition. It's a two mile ride
to the Tickwood Ford, where the boar hunt is to take place.
The PCs are asked to accompany Aldern Foxglove on a boar
hunt near Tickwood.
Complexity
2 (requires 6 successes before 3 failures).
Primary Skills
Athletics, Endurance, Nature, Perception
Other Skills
History
Victory
The PCs impress and entertain Aldern with a thrilling hunt,
and he allows each PC to keep the mount he purchased for
them. If the skill challenge ends before a PC succeeds on
an Endurance check, Aldern manages the killing shot.
Defeat
The PCs did not manage to impress Aldern beyond the mild
fascination he already possessed towards them. The hunt
ends with nothing to show for it. Aldern accompanies the
PCs back to Sandpoint, taking the horses with him once
they reach the town.
Special: Trained in History
PCs trained in the History skill are prompted to make a free
History check each when the skill challenge begins.
Special: Aldern's Aid
The PC who holds Aldern's attention from earlier receives a
+2 bonus on all skill checks made during the hunt as
Aldern uses the Aid Another action to assist him or her.
Athletics
DC 10 A successful checks counts as a success on the skill
challenge.

The PC maneuvers through the forest, climbing rocks or


trees to get a better view of his surroundings as he
searches for signs of boar.
Endurance
DC 15 A successful check counts as two successes on the
skill challenge, but the skill challenge ends immediately. If
the party has not accumulated six successes when this
happens, they automatically fail the skill challenge. A failed
check does not count as a failure on the skill challenge.
This skill starts the skill challenge locked. A successful
Nature or Perception check unlocks it, and it is locked again
after one use.

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 recalls that a traditional Varisian boar hunt is


undertaken more for the thrill of the chase than anything
else, especially amongst the nobility. A hunt ended quickly
is a disappointment, even if you have a fresh boar to show
for it.
Nature
DC 7 A successful check counts as a success on the skill
challenge, and unlocks the Endurance skill.

The PC uses his knowledge of boar habits to track one


down and pursue it.
Perception
DC 10 A successful check counts as a success on the skill
challenge, and unlocks the Endurance skill.

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).

Monster in the Closet


This encounter will see some significant changes from its
original incarnation, as well as the party's first introduction to
an elite monster.
Back in D&D 3.5, a fight against a single monster of the
party's level was considered to be an average fight. Of course,
usually a single monster simply couldn't keep up with a full
party of adventurers. It got to hit one of them, sure, and then
the party got to hit back four times. Not the fairest of fights.
4th Edition fixes this by giving the average fight one monster
per character. Furthermore, when the party does face off
against a single monster, that monster is well-equipped to deal
with taking on five enemies at the same time.
Unfortunately for this encounter as designed, goblins simply
don't make great solo monsters. Elite, definitely, but they don't
have the interesting powers that would allow a solo version to
keep a party occupied. So forget the single monster in the
closet approach. Gresgurt is still here, but he's simply the
bravest of the goblins huddled together under the closet floor.
There are now three monsters in the closet.
Begin the PCs in the upper story wherever they choose. It is
likely that the encounter is begun when one of them physically
checks on the body of Alergast, so place the closest PC one
square away from the closet door (right next to the bed),
having recoiled from Alergast's mutilated body. This will allow
enough room for all three goblins to appear. Put Gresgurt in
front. Use the Blackblades' Sneaky ability to help them deal
with the cramped quarters of the bedrooms while Gresgurt
hacks away at the nearest PC. I suggest the following
encounter for a party of five adventurers:

1 Elite Goblin Skullcleaver, Gresgurt (apply the Battle


Champion template)
2 Goblin Blackblades

Total: 500 xp (Level 1 Encounter)


Have Sheriff Hemlock dole out 190 gp and a potion of
healing to the party when he comes to deal with the aftermath
(treasure parcels 7 and 8 from level 1).

Part Three: Glass and Wrath


The Glassworks has been increased from one encounter to
four. This is probably a good time to point out that, for obvious
reasons, the number of goblins mentioned as being used in the
raid on Sandpoint needs to be increased. They cite 30 as the
number, but the PCs kill nearly that many themselves during
the attack. I suggest increasing the number to 50.
Once Shalelu has briefed the party on the goblin threat and
Bethana has shown them Tsuto's letter to Ameiko, they should
be well on their way to the Glassworks. This is a great point to
introduce the party to quests. When Bethana implores them to
find out what happened to Ameiko, give them a major quest
reflecting their task. See Appendix B for the appropriate quest
card. There are no changes to the adventure until the PCs
reach the interior. The DCs for climbing up the building, should
the PCs choose to do so, and picking the locks on the exterior
doors remain at 20.
I suggest guiding the PCs along a specific route through the
Glassworks (mention that they hear giggling and banging from
a certain door) so that the encounter with Tsuto in the
glassworking room serves as the climactic finish to the set of
fights. There is one notable change that should be made to the
layout of the Glassworks. The door into area A5 (the servants'
quarters) should be made to face northwest, across from the
door to A4 (the storeroom) instead of leading into A6 (the
dining room). 4th Edition is much happier with spacious combat
areas, which this change accommodates.
As far as non-combat-related treasure goes, area A16 still
holds 60 gold pieces in three rolls in a hidden portion of the
desk (Perception DC 15 finds it). This is treasure parcel 9 from
level 1.
The first encounter the PCs will likely reach is in area A5 and
its adjoining hallway.

A3 A5 (Servants' Quarters)

A12 A14 (Office & Reception)

The Glassworks was originally devoid of hostile life save the


glassworking room. We need more encounters, so there are
now goblins crawling everywhere.

By this point, the glassworks should seem infested with


goblins. This is a notable departure from the original adventure,
but shouldn't really alter the mood or urgency of the situation.

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.

For this encounter, place one of the goblin blackblades in the


hallway between areas A13 and A15. When the PCs open the
door into said hallway, the goblin's first action should be to
pound on the door to area A12, where his closest allies are (the
rest of the monsters in this encounter). The goblins have
brought a fire beetle along at Tsuto's request to help make a
mess of things. I suggest the following encounter for a party of
five adventurers:

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

Total: 550 xp (Level 1 Encounter)


Total: 500 xp (Level 1 Encounter)
The goblin blackblade here is carrying a pack of some of the
tribe's supplies and what they've managed to pull off the
workers' bodies and belongings. Within are two potions of
healing, 120 gold pieces and a pearl worth 100 gold pieces
(treasure parcel 5 from level 1, plus treasure parcel 7 from level
2).

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

Total: 625 xp (Level 2 Encounter)


The Goblin Underboss carries treasure parcel 4 from level 1,
and treasure parcel 2 from level 1 is propped up against a table
nearby.

Hanging on one of the walls in the reception room, encased


in glass, is treasure parcel 4 from level 2.

A17 (Glassworking Room)


And, finally, Tsuto. This should stretch the party's resources
relatively thin, and Tsuto has a healthy number of goblins
working at the furnace. Of all the encounter maps in the
Glassworks, this is the only one that doesn't need to be
enlarged (and shouldn't be, since it barely fits on most mats as
is).
When the PCs first arrive, it's goblins and only goblins. Tsuto
arrives during round 3. Don't bother having a goblin go run and
grab him. It's entirely possible that the PCs enter from the far
end of the room, blocking the way to Tsuto anyway. Just have
him join the fight upstairs on his own. Roll initiative for him and
insert him into the combat at the northeast doorway. I suggest
the following encounter for a party of five adventurers:

1 Goblin Hexer
1 Goblin Skullcleaver
Tsuto Kaijutsu (see below, credit to Daniel Rivera)
6 Goblin Cutters
Glassworks Furnace (see below)

Total: 875 xp (Level 4 Encounter)


The goblins should absolutely focus on killing PCs in this
fight, especially once Tsuto shows up. If a PC drops
unconscious at any point, the nearest two monsters should
make a beeline for the body, pick it up (a minor action), carry it
to the furnace doors (bearing in mind that a single goblin
carrying a body is slowed due to the weight), open the doors (a
minor action) and finally throw the helpless character into the
furnace (a standard action). If they have an action to spare,
they also slam the furnace door shut again (a minor action).
Careless PCs will thus find that this fight could prove quite
lethal.
Also note that by this point, the party should have
accumulated a total of 5,275 XP if all the encounters outlined
here are followed. This is enough to bump each character to
2nd level. So far we're on track for our stated goal of reaching
4th level before the end of the adventure.
Tsuto has treasure parcel 1 and treasure parcel 3 from level
2. Tsuto also has 180 gold pieces worth of bribe money on him
(treasure parcel 6). Sequestered on Tsuto's father, encased in
glass, is treasure parcel 3 from level 1.

Tsuto Kaijutsu

Level 4 Elite Skirmisher

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

The furnace doors swing open and unbearable heat washes


over you. The flames beyond are hot enough to work glass
from sand, and they engulf you in agony as you're tossed in.

This is a pretty straightforward encounter, beginning as soon


as a PC rounds the corner to look into the cave.

Hazard: Two wide, iron doors cover the entrance to the


glassworks furnace.
Perception
No check is necessary to notice the huge furnace.
Trigger
The hazard triggers whenever a creature enters or begins
its turn in one of the spaces beyond the furnace doors. It
takes a minor action to open or close the furnace doors,
and a standard action to push an unconscious or otherwise
helpless creature through the opening. Creatures that are
not helpless cannot be involuntarily moved into the
furnace.
Attack
Opportunity Action
Melee
Target: The creature that triggered the hazard.
Attack: Automatic hit
Hit: The target takes ongoing 10 fire damage and is dazed
(save ends).
Countermeasures
There is no way to actively disable the furnace during
combat. There are plenty of ways to prevent characters
from being thrown into the flames, however.

A group of Sinspawn are waiting within, and are happy to


take out their frustration with guard duty out on the PCs. Place
the Rippers closer to the mouth of the cave, and the Wrathlord
nearer to the back. I suggest the following encounter for a
party of five adventurers:

The Catacombs of Wrath


Yes, it was originally a "semi-optional" dungeon. The extra
encounters it contains are important to the leveling scheme of
this conversion, though, and it's a great sneak peek into the
world of the Runelords. Encourage your party by whichever
means necessary to investigate the tunnel leading from the
Glassworks to the Catacombs. If the PCs seem reluctant, have
Ameiko mention that she heard Tsuto say something about a
special surprise for Sandpoint in the tunnels, or have Shalelu or
Sheriff Hemlock express concern that the smuggling tunnels
have not been mapped.
Non-combat treasure in the Catacombs includes the
decorative ranseur held by the statue of Runelord Alaznit in
area B3 (the Welcoming Chamber). It is worth 290 gold pieces
(and is treasure parcel 5 from level 2).

4 Sinspawn Rippers (see Appendix A)


1 Sinspawn Wrathlord (see Appendix A)

Total: 625 xp (Level 2 Encounter)

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:

3 altered Flameskulls (see below)

Total: 525 xp (Level 1 Encounter)


Try to space out the Flameskulls' use of their fireball ability. One
of the downsides of stacking a fight with artillery monsters is
that they can easily devastate a party by using their encounter
powers immediately.
Flameskull (Level 4)
Level 4 Brute
Tiny natural animate (undead)
XP 175
Initiative +5 Senses Perception +9
HP 46; Bloodied 23
Regeneration 5
AC 17; Fortitude 14, Reflex 19, Will 17
Immune disease, poison; Resist 10 fire, 5 necrotic
Speed fly 10 (hover)
m Fiery Bite (standard; at-will) Fire
Reach 0; +6 vs. AC; 1 damage plus 1d8 fire damage.
R Flame Ray (standard; at-will) Fire
Ranged 10; +8 vs. Reflex; 2d6 + 4 dire damage.
a Fireball (standard; encounter)
Fire
Area burst 3 within 20; +8 vs. Reflex; 2d6 + 2 fire damage.
Miss: half damage. The flameskull can exclude two allies
from the effect.
Mage Hand (minor; at-will) Conjuration
As the wizard power mage hand (Player's Handbook 158).
Alignment Unaligned
Languages Common,
Thassilonian
Skills Stealth +10
Str 5 (-1)
Dex 16 (+5)
Wis 14 (+4)
Con 16 (+5)
Int 22 (+8)
Cha 20 (+7)

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)

Total: 675 xp (Level 2 Encounter)


They should try to fight on their separate ends of the
platform, flanking the PCs, but if no other opportunity presents
itself they take advantage of the second stairway as well. If a
Sinspawn has no way of reaching a PC on the platform above,
it waits underneath a corner of the platform and readies an
attack should a PC take a tumble over the edge.

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)

Total: 850 xp (Level 4 Encounter)


One of the prisoner pits contains treasure parcel 2 from level
2, amongst the bones at the bottom.

Koruvus

Level 3 Elite Brute

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

B11 (Meditation Chamber)


When the PCs come across this room, use the new readaloud text provided below:Should they choose to attempt to
retrieve the book, run the challenge.

This strange room consists of a fifteen-foot-diameter


sphere. Several objects float in the room, spinning lazily
in spacea bottle of wine, a dead raven surrounded by a
halo of floating and writhing maggots, and a ragged but
finely adorned book, along with other broken or
discarded detritus. Yet perhaps the most unnerving
aspect of the room is the walls, for they are plated in
sheets of strange red metal that ripple every once in a
while with silent black electricity that seems to coalesce
into strange runes or even words far too often for the
effect to be chance.
Should they choose to attempt to retrieve the book, run the
challenge.

Setup: The nature of this room has been altered to make it


more interesting as a skill encounter. When the party enters the
room, the warped gravity effect begins to churn the room's
contents like an erratic whirlpool, a side-effect of the Scribbler's
spirit's increasing awareness of his old domain.

Skill Challenge

The PC deftly launches off one of the chamber's sperical


walls, aiming his body for the book and hoping to catch it
without harming it.
Arcana
DC 11 A successful check counts as a success on the
challenge. Exceeding the DC by 5 or more informs the PC
that the unstable magics here may cause less powerful
spells to be twisted and turned upon their caster.

The PC uses his knowledge of magical anomalies to minize


the room's effects on himself and his allies, allowing them
to maneuver easily towards the book.
Athletics
DC 12 A successful check counts as a success on the
challenge.

Skill Challenge: The Meditation Chamber

The Meditation Chamber

Special: The Book's Condition


The book's value, unharmed, is 150 gold pieces (treasure
parcels 9 and 10 from level 2). Each failure accumulated in
the challenge reduces its value by 25 gold pieces. Note that
a Make Whole ritual or similar power can restore the book
to its full value.
Acrobatics
DC 8 A successful check counts as a success on the
challenge.

Level 2
XP 375

As you approach the chamber, the electricity coursing along


the walls becomes more frantic, and the contents of the room
begin to move, faster and faster, along invisible currents of
warped gravity. It looks like retrieving anything intact will
require some finesse.
The PCs must carefully traverse the area of warped gravity in
order to retrieve a potentially valuable prayer book.
Complexity
3 (requires 8 successes before 3 failures).
Primary Skills
Acrobatics, Arcana, Athletics, Dungeoneering, Thievery
Other Skills
Perception
Victory
The PCs manage to retrieve the book in stellar condition
thanks to its magical preservation against the ages. It can
be sold back at civilization.
Defeat
The book is inadvertently damaged by the party's actions.
When they finally get ahold of it, its value has dropped to
75 gold pieces.
Special: At-will Spells
Any PC attempting to use an at-will spell as part of the
challenge has the power wrested from his control and can
only watch as it spirals throughout the room, wreaking
havoc. Any such use earns an automatic failure.

The PC swims through the air much like he would through


a body of water, shooting towards the book's position.
Dungeoneering
DC 16 A successful check counts as a success on the
challenge.

The PC's experiences with magical traps or underwater


currents gives him remarkable insight into handling the
disorienting effects of the room's lack of gravity.
Perception
DC 6 A success or failure on this skill check does not count
as a success or failure on the challenge, but instead
provides a +2 bonus (for a success) or a -2 penalty (for a
failure) to that character's next check.

The PC studies the invisible eldritch currents' effects on the


room, deducing a pattern that gives him an idea of how to
proceed.
Thievery
DC 14 A successful check counts as a success on the
challenge.

The PC has dealt with supernatural hazards before, and the


lessons learned back then guide his nimble hands in
ferrying the book to safety.

B13 (Cathedral of Wrath)


This encounter functions similarly to the original. Erylium is
the focus of the fight, and she uses the lesser runewell of wrath
to summon new Sinspawn to her aid. The main difference is
that she has the ability (and inclination) to summon an
additional two Sinspawn over the course of the fight as she
becomes increasingly desperate. This is justifiable in part
because the number of goblins involved in (and killed during)
the raid on Sandpoint and in the Glassworks afterwards has
been dramatically increased in this conversion, supplying the
runewell with far more wrathful souls than it originally
contained.
The runewell here contains 50 points of wrath before the
encounter begins. Any creature entering the runewell
immediately takes 2d10 cold damage. The runewell then makes
an attack at +5 vs. Will against the creature. If successful, the
creature is compelled to do nothing but attack the nearest
target, using the most powerful abilities available to it (save
ends).
Erylium is positioned atop the pulpit and immediately
summons a single Sinspawn Wrathlord from the runewell. I
suggest the following encounter for a party of five adventurers:

Erylium (see below)


1 Sinspawn Wrathlord (see Appendix A)

Total: 625 xp (Level 2 Encounter; adjusted for Erylium's


summon sinspawn power)
Erylium should make use of the runewell after she first takes
damage and immediately after becoming bloodied.
Located in this room, either on Erylium or elsewhere, is
treasure parcel 1 from level 2. Erylium wears a tiara worth 260
gp (treasure parcel 6 from level 2) and a black silk gown worth
170 gp (treasure parcel 8 from level 2).

Erylium

Level 3 Elite Lurker (Leader)

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)

The Lesser Runewell of Wrath

The Lesser Runewell of Wrath


Skill Challenge

The runewell in the Catacombs of Wrath presents a


significant threat to Sandpoint and the surrounding region if not
dealt with. By the end of the fight with Erylium, the runewell
contains 32 wrath points, enough to create 5 more sinspawn.
In order to disable the runewell, the PCs have to drain it of
wrath completely. This is an opportunity to include another skill
challenge - allowing the PCs a chance to shut the runewell
down without having to put up with the threat another five
sinspawn pose.
Skill Challenge: The Lesser Runewell of Wrath
Setup: The runewell must be shut down by draining it of wrath
points. This can be accomplished by causing it to disgorge
sinspawn, but with some finesse and patient examination, the
wrath can be diffused without creating more of the tainted
monsters. Whether the PCs succeed or fail, the runewell is no
longer a threat.

Level 2
XP 625

The runewell glows a menacing orange as you peer into it.


You can feel its influence from where you stand, a palpable
evil current in the air around you.
The PCs must disable the runewell in order to ensure that it
isn't used to produce more monsters in the future.
Complexity
5 (requires 12 successes before 3 failures).
Primary Skills
Arcana, History, Religion, Thievery
Other Skills
Perception
Victory
The runewell is drained, its vile presence no longer a threat
to Sandpoint. Its glow dims and disappears, and the cold
and unease felt by the PCs upon entering the cathedral
gradually fades over the next few hours.
Defeat
A careless mistake in defusing the runewell causes it to
disgorge a host of sinspawn, all eager to prevent the
intruders from meddling in the affairs of greater beings.
Immediately begin a combat encounter involving 3
Sinspawn Rippers and 2 Sinspawn Wrathlords. Award the
PCs with 625 XP if they defeat the sinspawn.
Arcana
DC 9 A successful check counts as a success on the
challenge.

The PC's knowledge of summoning rituals provides him


with a few incantations to disperse the influence of wrath
in the catacombs.
History
DC 13 A successful check counts as a success on the
challenge.

Having heard of these runewells in dusty old tomes and


rumors, the PC knows a thing or two about how one might
defuse such an artifact.
Perception
DC 13 A success or failure on this skill check does not
count as a success or failure on the challenge, but can
negate a failure gained by the last check made. This
benefit can only be gained once in the challenge.

The PC catches a dangerous mistake just before it sets off


some of the dangerous magics of the runewell.
Religion
DC 11 A successful check counts as a success on the
challenge.

The PC counters the unholy presence in the cathedral with


a number of furtive prayers to his own deity, who responds
by diluting the taint of wrath covering the runewell.
Thievery
DC 16 A successful check counts as a success on the
challenge.

While this particular device is quite different than what the


PC is used to, he finds himself able to identify a handful of
the runes inscribed along the well's edges and effectively
counter them.

Part Four: Thistletop


The next target on the PCs' agenda at this point should be
Thistletop and attempting to put a stop to the enormous goblin
raid threatening Sandpoint. Assign them a couple of quests to
help them along. See Appendix B for the appropriate quest
cards.
The first is given to the PCs by a group of traveling
merchants who have had their prize warhorse stolen during a
goblin attack on their caravan. Shadowmist can be found within
Thistletop, and requires the successful completion of a skill
challenge to save. The monetary reward for returning
Shadowmist is treasure parcels 6 and 10 from level 4.
The second should be given to the party whenever it
becomes clear to them that the town can only be saved by
taking care of the leaders of Thistletop. This could be as early
as when they discover Tsuto's notes, or as late as having to
throw pleading townsfolk at the PCs until they realize they're
needed for the good of the town.
Allow the PCs a chance to rest up from whatever adventure
they've just returned from, and give them an opportunity to
purchase equipment (they may even have enough gold to buy
a magic item or two).
When they are sufficiently prepared and decide to leave
Sandpoint, set them on the Navigating the Nettlewood skill
challenge.

Navigating the Nettlewood


Before the PCs even come across Thistletop, they run the
risk of getting rather lost in the tangled maze of the
Nettlewood.
Skill Challenge: Navigating the Nettlewood
Setup: While Thistletop is easy to locate simply by heading to
the coast and following the shoreline, it is difficult to access
from below in such a manner. It is very likely that your party
will head through the wilderness to the goblin fortress. To do so
they will have to defeat a skill challenge, or accidentally
stumble across a bloodthirsty hobgoblin patrol (these
hobgoblins have no connection to Thistletop and are nothing
more than bandits keeping an eye on the nearby highway).
Note: This skill challenge is practically identical to the Lost in
the Wilderness sample skill challenge presented in the Dungeon
Master's Guide.

Navigating the Nettlewood


Skill Challenge

Level 2
XP 250

The Nettlewood is a tangled, confusing mess of trees and


brambles. To make matters worse, the sun overhead is
obscured by a natural canopy, making travel direction difficult
to gauge. Thistletop is here somewhere, but too many
missteps and trouble could find you first.
The PCs must find their way through the maze-like forest in
order to locate the goblin fortress of Thistletop.
Complexity
2 (requires 6 successes before 3 failures).
Primary Skills
Endurance, Nature
Other Skills
Perception
Victory
The PCs finally come across one of the entrances to the
goblin warren leading to Thistletop. While the trek was
challenging, they are more or less in one piece. Thistletop
awaits.
Defeat
After one wrong turn too many, the PCs stumble out of the
tangled undergrowth and into a clearing. A number of burly
goblinoid creatures turn towards them and chuckle to
themselves, drawing nasty-looking weapons in the
anticipation of another set of victims.
Endurance
DC 12 A successful check counts as a success on the
challenge. A failed check causes all members of the party
to lose one healing surge to exhaustion in addition to
counting as a failure on the challenge. At least two of the
successes gained in this skill challenge must be from this
skill in order to achieve victory.

The PC forges ahead, shrugging off the snagging nettles


and ever-growing weariness from his continued trek
through the forest.
Nature
DC 10 A successful check counts as a success on the
challenge. A failed check causes all members of the party
to lose one healing surge to exhaustion in addition to
counting as a failure on the challenge. At least one of the
successes gained in this skill challenge must be from this
skill in order to achieve victory.

The PC advises his companions on how to deal with the


hazards of the Nettlewood, picking out the best-used trails
to follow and avoiding dead-ends and briar patches.
Perception
DC 6 A success or failure on this skill check does not count
as a success or failure on the challenge, but instead
provides a +2 bonus (for a success) or a -2 penalty (for a
failure) to the next character's Endurance or Nature check.

The PC points out an obscured path for the party to take,


or notices a hidden patch of nettles they ought to avoid.

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

Total: 900 xp (Level 4 Encounter)


Soon after they contend with the hobgoblins, they manage
to find the entrance to the goblin warren and Thistletop. The
party does not need to complete the skill challenge a second
time.

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

Total: 500 xp (Level 1 Encounter)

C5 (Goblin Dog Kennel)


There's one more Goblin Dog here than in the original
adventure. The goblin dogs begin the fight leashed to wooden
stakes in the dirt, but the presence of potential threats and/or
food is more than enough incentive for them to pull the stakes
free (a move action for the Goblin Dogs) at their first
opportunity.
Any fight here creates enough noise to alert Gogmurt to the
party's presence. I suggest the following encounter for a party
of five adventurers:

5 Goblin Dogs (see Appendix A)

Total: 500 xp (Level 1 Encounter)

C6 & C7 (Gogmurt & Tangletooth)


Tangletooth growls menacingly at anyone unfamiliar
approaching Gogmurt's lair. Have the goblin make a dramatic
appearance by stepping through the bramble wall as it parts for
him, igniting his dagger in supernatural flame in the process.
The PCs should immediately get the feeling that this goblin is
different from the others they've fought so far.
I suggest the following encounter for a party of five
adventurers:

Tangletooth (use the Cave Bear stat block from the


Monster Manual - note the errata increasing the bear's
damage to 2d8 + 5)
Gogmurt, Goblin Druid (see below)

Total: 900 xp (Level 4 Encounter)


Treasure parcel 3 from level 3 can be found at the back of
the lair, amongst Gogmurt's alchemical supplies.
The cave bear makes a surprisingly good stand-in for a
leopard in this fight (though you should still describe
Tangletooth as a firepelt), and it is an elite monster to boot,
making this an appropriately challenging fight. Gogmurt posed
a few interesting design questions. One of the best ways to
approaching monster conversion in 4th Edition is to start by
making a list of what might be called "signature" abilities. The
list I made for Gogmurt included the following: a love of fire
(he's a goblin, after all, and employs produce flame and flame
blade in the original adventure), his ability to move through the
bramble walls and, of course, his animal companion. I also
wanted a chance to try out some of the new Kobold monsters
presented in Dragon #364, and this looked like a great chance
to try out the Kobold Wild Mage stat block (modified for a
goblin).
I decided to start with the Scion of Flame template to bump
Gogmurt to elite status. This makes all of his attacks fire-based
(including all of his Wild Magic powers and his dagger). I
removed the Body of Flame ability and Wild Teleport and
replaced them with the ability to heal Tangletooth once and his
free movement through the bramble walls. The random nature
of the Wild Magic effects meshes well with the Pathfinder
imagining of goblins, and Gogmurt should also feel plenty
druid-like to the party.

Gogmurt, Goblin Druid

Level 5 Elite Controller

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

C9 & C10 (Thistletop Exterior)

And so we near the finale of Burnt Offerings: the assault on


Thistletop. I'm going to quickly go over the changes being
made to this final dungeon before I dive into the encounter
write-ups.

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.

Fighting the goblins with ranged weapons is a losing


prospect. Not only can the goblins fire back (with surprising
accuracy), but most ranged powers do not have enough range
to reach across the length of the bridge. If the goblins find
themselves overpowered at range, they simply retreat within
the walls of Thistletop and inform Ripnugget, if he hasn't
already heard of the attack. The onus is on the PCs to make it
inside Thistletop. The goblins have the home turf advantage. I
suggest the following encounter for a party of five adventurers:

4 Goblin Dogs (see Appendix A)


4 Goblin Warriors
2 Goblin Sharpshooters (join the fight in round 4)
Rigged Rope Bridge (see below)

Total: 1,200 xp (Level 6 Encounter)


The goblin dogs and Warriors begin the fight outside the
walls, playing Killgull. They stop once they see the PCs and
attack them immediately (though the one holding the gull-on-astring continues to absentmindedly hold the string until he
realizes he needs his other hand for something). The two
goblins in the eastern guardtower (C15) rush downstairs to
warn Ripnugget and protect the throne room while the goblins
in the western guardtower (C13) are awoken by the battle on
round four. After tossing the pickles off the tower, they join the
fight by peppering the PCs at range. If the PCs head inside
without killing the pickle thieves, they are quick to assume that
the PCs will come to murder them next. Panicking, they
scramble onto the outside of the guardtower and try to climb
their way down and to safety. They do not join the fight in the
throne room.

Rigged Rope Bridge


Trap

Level 3 Lurker

C11 C13 (Trophy Hall)

XP 150

The seemingly sound rope bridge shudders worryingly as yet


another creature steps out onto it. You hear a snap, and the
wooden planks swing out from under you. Nothing but waves
and rock outcroppings wait below.
Trap: The rope bridge has been rigged to collapse should
three or more people attempt to use it at the same time.
Perception
DC 16: The character notices that the ropes on one side of
the bridge don't seem to be secured as tightly.
Additional Skill: Dungeoneering
DC 18: The character realizes that the bridge will collapse if
three or more medium-sized creatures are on it at the
same time.
Trigger
The trap triggers as soon as three or more medium-sized
creatures occupy the bridge squares at the same time (a
small creature counts as one-third of a medium creature,
and a large creature counts as three medium creatures).
Attack
Immediate Reaction
Melee
Target: All creatures on the rope bridge.
Attack: +5 vs. Reflex
Hit: The target falls 80 feet into the surf below, taking 4d10
damage.
Miss: Target catches the good side of the bridge but is
considered to be squeezing as long as they remain on the
bridge. Missed targets adjacent to either shore may elect to
leap onto the nearest square of solid ground, falling prone.
Effect: The bridge is collapsed. Characters can still use the
attached side of the bridge to cross, but are considered to
be squeezing while doing so. Characters involuntarily
moved off the working side of the bridge can immediately
make a saving throw as a free action to hold on and avoid
the movement, but are immobilized until the end of their
next turn.
Countermeasures
A character adjacent to either shore of the bridge can
increase the strength of the rigged knots with a DC 15
Thievery check. Each success means that the bridge can
hold on additional medium-sized creature (up to a
maximum of six) without triggering the trap.

At this point it is practically inevitable that the PCs have


alerted at least the top level of the fortress to their presence.
The goblins within the fortress have fortified it with two groups.
One is positioned in the trophy hall with the goblin dogs from
the exercise yard, and the other waits within the throne room.
The defense here is being marshaled by the two commandos,
who yanked a pair of goblin grunts from the barracks to muster
the goblin dogs. I suggest the following encounter for a party
of five adventurers:

4 Goblin Dogs (see Appendix A)


2 Goblin Skullcleavers
2 Goblin Cutters

Total: 750 xp (Level 3 Encounter)


There is a good deal of potential exploration to be done after
the conclusion of this fight. Divide treasure parcel 10 from level
3 up so that it can be spread throughout this level. 40 gold
pieces worth is found in the form of Ripnugget's holy symbol in
C23. The rest should be split between the chest in the treasury
(along with treasure parcel 4 from level 3) and Ripnugget's
possessions.

C18 (Shadowmist)

C19 (Throne Room)

Shadowmist is in pretty pathetic shape when found by the


PCs. Restoring him to good health is a skill challenge.

This marks the PCs' final confrontation with the goblin


menace (save the minor threat that the goblin wives in
Bruthazmus' room pose). It should be a dramatic encounter full
of Ripnugget's taunts and goblin rallying cries (which often
sound more like insults than encouragement).

Skill Challenge: Tending to Shadowmist


Setup: Consider running this skill challenge in stages tending
to his injuries, getting him back up on his feet, and finally
calming him down to be led back to Sandpoint.

Tending to Shadowmist
Skill Challenge

Any creature forced into one of the four spiked support


columns is dealt 1d10 points of damage from the protruding
spikes. Ouch.

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.

Once Shadowmist is back on his feet, he reacts violently to


any attempt to restrain him. The PC lends a strong arm to
help rein the warhorse in so that he can be tamed.
Heal
DC 16 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.

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 (see below)


Stickfoot, Giant Gecko (see Appendix A)
2 Goblin Pikers (as Kobold Piker with goblin racial trait,
see Dragon #364)
4 Goblin Cutters

Total: 875 xp (Level 4 Encounter)


Make heavy, effective use of the pikers' ability to ready
attacks with a bonus by positioning them near Ripnugget, then
using Stickfoot to drag an unfortunate (and now prone)
adventurer into triggering their melee attacks. The cutters can
run interference, but don't expect them to last long with the
party pulling out daily powers for what should clearly be a
climactic fight. When Ripnugget becomes bloodied, he uses his
Alchemical Juggernaut ability, pulling out one of Gogmurt's
most powerful alchemical concoctions and throwing it to the
ground, inhaling the billowing green smoke.
Ripnugget carries treasure parcel 1 from level 3, and
treasure parcel 6 from level 3 can be found either here or in
Ripnugget's room (whichever you feel is appropriate).

Warchief Ripnugget

Level 5 Elite Soldier (Leader)

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.

Filthy Slasher Trap


Trap

Level 4 Obstacle
XP 175

A rusty blade of jagged metal springs out of the chest's lid.


Trap: While the poison on this blade has long since decayed,
it still has a great chance of giving victims tetanus.
Perception
DC 18: The character notices the blade's trigger
mechanism.
Trigger
The blade springs when a character attempts to open the
chest.
Attack
Immediate Interrupt Melee
Target: The creature that triggered the trap
Attack: +8 vs. AC
Hit: 1d8 + 4 damage, and the trap makes a secondary
attack.
Secondary Attack: +7 vs. Fortitude
Hit: The target contracts tetanus.
Countermeasures
A character can make a DC 17 Thievery check to disable
the trigger mechanism. Success disables the trap. Failure
by 5 or more springs the trap, and the trap gains combat
advantage against its target.

C27 (Bunyip Lair)

D2 (Chieftan's Harem)

If the PCs elect to explore this cavern (most likely by


dropping down from above), they can contend with a pair of
bunyips.

You have a real opportunity here to demonstrate to your


players that goblins of either gender are roughly equally
depraved and bloodthirsty. Bruthazmus is found in this
chamber, along with a pack of goblin wives.

The bunyips are potentially very dangerous to unprotected PCs,


and you should make this clear to the players as they approach
this encounter. A critical hit can, under the right circumstances,
nearly drop a non-defender, and retreating from the fight is
very tough the options are swimming or climbing. I suggest
the following encounter for a party of five adventurers:

2 Bunyips (see below)

Total: 700 XP (Level 3 Encounter)


Consider placing a ritual book in the pile of bones. While some
of the pages have been exposed to too much water to be
usable, the rest of the book can contain a few rituals of
appropriate level that you think the party might enjoy using.
While technically treasure, mastering a ritual doesn't pose much
of a risk of the party becoming more powerful than intended for
their level. Because of this, I am not counting any rituals found
here as treasure parcels.

Bunyip

Level 4 Elite Brute

Medium natural beast


XP 350
Initiative +10 Senses Perception +3; darkvision
HP 134; Bloodied 67
AC 18; Fortitude 17, Reflex 18, Will 15
Saving Throws +2
Speed 2, swim 8
Action Points 1
m Bite (standard; at-will)
+7 vs. AC; 1d12 + 4 damage.
Frenzy (free, when the bunyip starts its turn within 5 squares
of a bloodied creature; at-will)
The bunyip's attacks deal an extra 1d12 damage until the
start of its next turn. Once per round, if the bunyip reduces
an enemy to 0 or fewer hit points while in water and under
the effects of frenzy, the bunyip can swim its speed and
make a bite attack as a free action.
Rows of Teeth
The bunyip scores a critical hit on a natural roll of 18-20.
Waterborn
While in water, a bunyip gains a +2 bonus to damage rolls
against any creature without a swim speed.
Alignment Unaligned
Languages Skills Athletics +9
Str 17 (+5)
Dex 20 (+7)
Wis 15 (+4)
Con 17 (+5)
Int 2 (-2)
Cha 10 (+2)

Despite Bruthazmus' experience as a hunter and trapper, he


sticks to melee in this fight, knowing that the close quarters of
the harem chamber do not favor ranged combat. To that end,
Bruthazmus now possesses a frightening array of melee
abilities. The goblin wives act as a single entity, wreaking havoc
where able and setting characters up to be attacked by
Bruthazmus. They have been turned into the goblin version of a
kobold horde. I suggest the following encounter for a party of
five adventurers:

Bruthazmus (see below)


1 Goblin Horde (as Kobold Horde with goblin racial trait,
see Dragon #364)

Total: 1,250 xp (Level 6 Encounter)


Bruthazmus and the goblin wives have treasure parcels 2
and 5 from level 3 on them. If one of your players is in need of
a magic longbow, this would be a prime opportunity to present
them with one.

Bruthazmus

Level 5 Solo Lurker

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

D6 D8 (Not-Tentamort Hunting Grounds)

D15 (Research Room)

The tentamort doesn't exist in 4th Edition (and in fact was a


3rd-party monster in D&D 3.5). I originally designed this
encounter to feature a pair of Azure Jellies, but it was pointed
out to me that Grells are the closest analogue to the tentamort
(credit to Jamie Lovett). I still like the idea of including an
Azure Jelly to spice things up, so I've kept one of them.

At this point, unless the party has made stellar efforts to


remain unnoticed throughout their assault on Thistletop, both
Orik and Lyrie have decided to fortify this room. Play this
encounter with a careful eye for the characters involved. Lyrie is
described as hot-tempered and pessimistic. Orik has a good
deal of resolve and a sound sense of self-preservation, but also
harbors unrequieted feelings for Lyrie. Both of them will opt to
surrender if things turn out badly.

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:

1 Azure Jelly (see Dragon #367)


1 Grell

Total: 1,200 xp (Level 6 Encounter)


One of the goblin corpses still remaining in the caves holds
treasure parcel 2 from level 4.

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 (see below)


Lyrie Akenja (see below)

Total: 950 xp (Level 5 Encounter)


Treasure parcels 7, 8 and 9 from level 3, as well as treasure
parcel 3 from level 4 are found in this room, whether as part of
Orik's or Lyrie's equipment, or research materials scattered
throughout the room.

Orik Vancaskerkin

D12 (Chapel to Lamashtu)


The chapel now contains three hounds, which use the
Shadow Hound stat block. Though Shadow Hounds do not fly,
the indoor environment doesn't really favor flying creatures
much to begin with. The hounds attack as soon as the PCs
enter the chapel by any route.
The most effective way for the hounds to fight is as a singleminded unit. Their ability to teleport gives them unrestricted
movement. Each round, have them select a vulnerable PC as
their target. They should all teleport adjacent to that same
target and attack. This strategy can reliably bring a PC down to
bloodied in a single round. The party's leaders will need to be
on their toes, and the rest of the group will need to focus their
attacks on a single hound at a time in order to defeat them
before they cripple the party. I suggest the following encounter
for a party of five adventurers:

3 Shadow Hounds

Total: 750 xp (Level 3 Encounter)

Level 7 Elite Soldier

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

Level 4 Elite Artillery

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:

1 Iron Portcullises Trap (see below)


2 Slashing Glaive Traps (see below)
1 Corpse Disposal Pit (see below)

Total: 600 xp (Level 2 Encounter)


This hallway has been lengthened to six squares and the
slashing cage trap now occupies three of them. The portcullises
drop down on either side of the trapped area, and the pit is
now 15 feet in length. All three squares are subject to the
slashing glaive attacks. See the stat blocks below for full details
on the augmented series of traps.

Iron Portcullises
Trap

Level 3 Obstacle
XP 150

Without warning, a pair of iron portcullises drop from the


ceiling in front of you with a loud clang. You hear a faint
whirring coming from the walls.
Trap: The portcullises only serve to trap the hapless creature
while the rest of the hallway's concealed dangers make
themselves known.
Perception
DC 16: The character notices that a set of holes is recessed
into the ceiling on either side of the smooth section of the
floor.
DC 18: The character notices a control panel hidden in the
wall on the far side of the trapped area.
Trigger
The trap triggers as soon as a creature steps onto the
central tile of the trapped area.
Attack
Immediate Reaction
Melee
Target: All creatures within the trapped squares
Attack: +7 vs. Reflex; automatic hit against any target in the
center trapped square
Hit: Target is trapped behind the portcullises as they close.
Miss: Target may immediately shift 1 as a free action before
the portcullises close.
Effect: The trapped squares are closed off behind iron
portcullises. The statue traps then activate and roll
initiative.
Countermeasures
A character who makes a successful DC 19 Strength check
can lift a portcullis high enough to allow himself or another
ally with a readied action to duck underneath it.
An adjacent character can disable a trigger plate with a DC
20 Thievery check.
A character can attack a portcullis (AC 12, other defenses
10; hp 40; resist 5 all). Destroying a portcullis does not
prevent the trap from functioning, but does allow
movement out of the trapped area.
A DC 20 Dungeoneering check grants the party a +2 bonus
to Thievery checks to delay or disable traps in this hallway.
An adjacent character can engage in a skill challenge to
deactivate the control panel. DC 17 Thievery. Complexity 2
(6 successes before 3 failures). Success disables this trap
and all other traps in the hallway. Failure causes each of
the slashing glaive traps to make two attacks per round.

Slashing Glaive Trap


Trap

Level 3 Obstacle

Each of the statues sports a long glaive, and as the


portcullises fall, the weapons swing in a wide arc towards
you!
Trap: As soon as the iron portcullises trap is triggered, the
glaive-wielding statues begin attacking any creatures in the
trapped squares.
Perception
DC 18: The character notices carefully-concealed gears
embedded in the joints of the statues.
Initiative +3
Trigger
The statues activate and roll initiative as soon as the
portcullises drop. They stop attacking two rounds after
activating.
Attack
Standard Action
Close burst 1
Target: All creatures in the burst
Attack: +8 vs. AC
Hit: 2d8 + 1 damage.
Countermeasures
An adjacent character can disable a statue with a DC 20
Thievery check.
A character can ready an action to attack a glaive (AC 15,
other defenses 12; hp 38). Destroying a glaive renders one
of the outermost squares safe. If both glaives are
destroyed, all three squares are safe from attack.
See also: iron portcullises trap.

Corpse Disposal Pit


Trap

E4 (Observation Deck)

XP 150

Level 3 Obstacle
XP 150

Suddenly, the floor disappears from beneath you, revealing a


10-foot drop onto hard stone.
Trap: Two rounds after the traps in this hallway are activated,
this pit opens up to remove any bodies (living or dead)
from the trapped spaces).
Perception
DC 18: The character notices the faint outline of a false
floor surrounding the smoother portion of the hallway.
Initiative +3
Trigger
The pit trap activates two rounds after the glaive-wielding
statues begin attacking the trapped area.
Attack
Standard Action
Melee
Target: All creatures in the trapped area
Attack: +5 vs. Reflex
Hit: The target falls into the pit, takes 1d10 damage, and falls
prone.
Miss: The target grabs onto either a portcullis or statue, and
is considered to be climbing.
Effect: On the trap's next action, the false floor closes and all
traps in the hallway deactivate.
Countermeasures
A character in the pit can attempt a DC 15 Athletics check
to climb out of the pit if the false floor remains open.
A character can force the false floor open from either side
with a DC 19 Strength check or DC 18 Dungeoneering
check.
See also: iron portcullis trap.

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 (see below)


1 Shadow Hound

Total: 1250 xp (Level 6 Encounter)


Nualia's golden holy symbol is found here (worth 110 gold
pieces), and it along with the ancient manuscripts also lying
around the room (500 gold pieces) count as treasure parcels 5
and 9 from level 4. Treasure parcel 1 from level 5 is also here,
the Sihedron Medallion worn by Nualia (treat it as an Amulet of
False Life +2, but do keep track of who is wearing it).

Nualia

Level 4 Solo Controller

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

Total: 1050 xp (Level 5 Encounter)


As far as treasure goes, should the PCs investigate the
sarcophagi (which, though not explicitly stated in the
adventure, are undoubtedly sealed shut given the
circumstances of their occupants' deaths) they discover a pair
of ornate burial masks worth 30 gold pieces each, and two
large diamonds resting above the eyes of one of the interred
(250 gold pieces each). These count as treasure parcels 7 and
8 from level 4.

E7 (Collapsed Treasury)

E10 (Malfeshnekor's Prison)

Converting this encounter had me at a mental block for quite


a while. I was loathe to convert yet another monster to the 4th
Edition rule set, given the number I had already committed to.
WotC has a much better grasp of what makes a good monster
than I do, and so whenever possible I like to defer to official
material rather than create my own. Furthermore, this is yet
another single-monster fight in the original version. When
possible I have tried to expand fights to involve more than one
monster, as solo monster fights are not supposed to be nearly
as common in 4th Edition as they were in D&D 3.5.

Here it is: the final showdown between the valiant


adventurers and the big, bad monster at the bottom of the
dungeon. I won't lie - Malfeshnekor is one hell of an adversary.
The rough structure of his stat block is based on the young red
dragon. He can tear an unskilled or overconfident party apart.
This is by design. Malfeshnekor was created as an above-andbeyond encounter in the original adventure. After the PCs have
dealt with Nualia, Sandpoint can be considered safe from attack
for the time being. Malfeshnekor is relatively powerless to affect
the outside world. If your party has a tough time of it, gently
remind them of the open door at their backs. They can deal
with the barghest at their leisure.

My goals for converting this encounter were as follows:

Involve multiple monsters


Preserve the hiding-in-the-helmet exposition
Justify the monster's presence in a semi-aquatic area

I originally settled upon the idea of using otyughs, but they


were a really imperfect solution. A few days later a friend
suggested kruthiks, which I had originally glossed over for
some reason. They turned out to be a much better fit (credit to
LogicNinja). The Kruthik Hive Lord is large sized, making it
perfect to hide under the helm. I suggest the following
encounter for a party of five adventurers:

1
1
1
3

Kruthik
Kruthik
Kruthik
Kruthik

Hive Lord
Adult
Young
Hatchlings

Play Malfeshnekor mercilessly. If he can afford to focus


entirely on a single character, have him spend an action point
and use insane rage coupled with two separate rip and tear
volleys to completely decimate that character. If this is the
party defender he is taking down, all the better. I won't
advocate this often, since I'm not a fan of effectively removing
a player from the game for the remainder of the evening, but if
you get the chance kill PCs. The adventure is effectively over
and the party will have a great deal of downtime over the next
in-game month to recuperate, so don't worry too much about
forcing them to spend money bringing their companions back
to life (they should have plenty of spare gold at this point). I
suggest the following encounter for a party of five adventurers:

Malfeshnekor (see below)

Total: 1,500 xp (Level 7 Encounter)

Total: 893 xp (Level 4 Encounter)


Treasure-wise, the enormous helm is worth 200 gold pieces.
Another 690 gold pieces are scattered throughout the chamber
in the form of silver, gold and small precious stones (which,
altogether, comprise treasure parcels 5 and 7 from level 5).
Some digging also reveals treasure parcel 3 from level 5.
If your group decides to try and remove the helm from the
treasury, and if you feel like making them work for it, I suggest
running a relatively simple (complexity 2) impromptu skill
challenge.

One of the hidden side rooms does contain a silver coffer


worth 110 gold pieces (treasure parcel 10 from level 5). Within
it is treasure parcel 1 from level 4.

Malfeshnekor

Level 7 Solo Controller

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.

Psychic Howl (minor; recharge 56) Fear, Psychic


Ranged 10; +11 vs. Will; 1d8 + 5 psychic damage, and the
target is dazed until the end of Malfeshnekor's next turn.
Aftereffect: The target takes a -2 penalty to attack rolls
(save ends).
c Life Feed (standard; usable only in dire wolf or hybrid
form; encounter) Healing, Necrotic
Close blast 5; +11 vs. Fortitude; 1d8 + 1 necrotic damage,
and ongoing 10 necrotic damage (save ends). When a
target takes the ongoing damage, Malfeshnekor regains 10
hit points.
M Power Feed (standard; usable only in dire wolf or hybrid
form; encounter) Psychic, Reliable
+11 vs. Will; 2d8 + 5 psychic damage, and Malfeshnekor
gains one use of an at-will or encounter attack power that
it has seen the target use during this encounter.
Malfeshnekor must use the gained power while in his goblin
or hybrid form and before the end of the encounter. The
attack bonus for the power is +12 vs. AC and +11 vs. any
other defense.
Barghest Blink (standard; encounter) Teleportation
Malfeshnekor may teleport up to 6 squares and then make
a melee basic attack against each adjacent enemy.
Get Some Distance (immediate reaction, when hit by a
melee attack; at-will)
Malfeshnekor shifts 2 squares (4 squares in dire wolf form).
Insane Rage (minor; recharge when first bloodied)
Polymorph
Malfeshnekor gains reach 2 and deals an extra 1d6 + 6
damage with each successful melee attack until the end of
his next turn.
Soul Feed (free action, when a creature dies within 5
squares of Malfeshnekor; encounter) Necrotic
Malfeshnekor regains 82 hit points. The raise dead ritual
requires twice the listed reagents to bring the triggering
creature back to life.
I've Been Saving This For Millennia! (minor; encounter)
Select one of the following powers: psychic howl, barghest
blink, insane rage, power feed, life feed, soul feed. That
power recharges.
Change Shape (minor 1/round; at-will) Polymorph
Malfeshnekor can alter his physical form to appear as a dire
wolf, a goblinoid hybrid, or a goblin (see Change Shape,
MM 280).
Alignment Evil
Languages Abyssal, Common,
Giant, Goblin
Skills Athletics +14, Insight +12, Perception +12
Str 16 (+6)
Dex 15 (+5)
Wis 18 (+7)
Con 18 (+7)
Int 19 (+7)
Cha 16 (+6)
r

The End of Burnt Offerings


And with that, it's over. Thistletop is cleaned out, the goblins
vanquished and Sandpoint saved for the time being. The PCs
are 4th level, closing in on 5th level. You certainly have the
opportunity for downtime available. This is a rare chance to
show off a Sandpoint free from peril or obvious threat for a few
days. I advise a window of inactivity anywhere from three to
five days. This doesn't need to take up an entire game session,
or even close to it. It's quite possible that your party will have
little interest in the day-to-day affairs of the town and won't
have any personal business they need to take care of over the
course of the next few days. If "fast-forwarding" through the
intermission will suit your group better, do it.
When you feel comfortable returning to the adventure path,
and when you feel your party has become just complacent
enough to merit a jolt back to the realities of the heroic
lifestyle, spring Sheriff Hemlock on them to begin The Skinsaw
Murders.

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

Level 2 Controller (Leader)

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

Small natural humanoid (undead)


XP 175
Initiative +4 Senses Perception +1; darkvision
Aura of Sobs (fear) aura 2; enemies within the aura receive
a -2 penalty to Will defense.
HP 54; Bloodied 27
AC 18; Fortitude 15, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
radiant
Speed 5
m Bite (standard; at-will) Necrotic
+9 vs. AC; 1d6 + 4 necrotic damage.
M Steal Breath (standard; at-will) Necrotic
The attic whisperer makes a bite attack. If the attack hits,
the target is weakened (save ends). First failed save: the
target is stunned and weakened (save ends). Second failed
save: the target falls unconscious (save ends).
R Steal Voice (standard; encounter) Psychic
Ranged 5; +6 vs. Will; 2d6 + 4 psychic damage, and the
target is dazed until the end of the attic whisperer's next
turn. Until the end of the encounter, the target loses the
ability to speak (though this doesn't affect the target's
powers in any way), and the attic whisperer gains the
ability to mimic the target's voice (including the ability to
speak in any language the target knows), receiving a +5
bonus to Bluff checks made to disguise its voice in this
manner.
Alignment Evil
Languages Common
Skills Bluff +11, Stealth +9
Str 10 (+2)
Dex 14 (+4)
Wis 9 (+1)
Con 14 (+4)
Int 16 (+5)
Cha 18 (+6)

The Sandpoint Devil

Level 10 Solo Lurker

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)

Appendix B: Quest Cards


Quests are used to reward the party for completing mediumor long-term goals (those which last more than a single game
session). Quest cards are a handy way for your party to keep
track of unresolved goals they should be working towards. Each
quest presented in this conversion has a corresponding quest
card provided below. All quest cards measure 3 by 5 so that
they can be printed onto index cards. Most modern printers are
capable of printing onto index cards. Simply print the following
pages in that format to have instant hand-outs for your players.

Major Quest: Discover Ameiko's Fate


Level: 2
Ameiko, owner of the Rusty Dragon inn and tavern, has gone
missing , neglecting her duties as innkeeper for the first time in
Bethana's memory. Head to the Glassworks in town and find out
what's become of her. Her family's history and the note you were
given written by her brother, Tsuto, are both troubling. Hurry
quickly, it may already be too late for Ameiko!
Reward: 625 XP

Minor Quest: Horse Thieves!


Level: 3
A pair of merchants have implored you to liberate their prize horse,
Shadowmist, from the clutches of the goblin bandits who attacked
them. If Shadowmist still lives, it's likely that the goblins took the
horse back to their hideout, wherever that may be.
Reward: 150 XP, 500 gold pieces

Major Quest: Stop the Sandpoint Raid


Level: 4
The journal you found with Tsuto contains plans for a massive raid
on Sandpoint involving hundreds of goblins. There is no way
Sandpoint will be able to defend itself, so the raid must be stopped
before it starts. Head to Thistletop, where the goblins and their
leaders are plotting , and put an end to their schemes.
Reward: 875 XP

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