Traken |
Here's what I have for first encounter.
Packleader (modified hyena):
Medium natural beast XP 200
Initiative +5 Senses Perception +7; low-light vision
HP 58; Bloodied 29
AC 17; Fortitude 15, Refl ex 14, Will 11
Saving Throws +2
Speed 8
Action Points 1
m Bite (standard; at-will)
+6 vs. AC; 1d6 + 3 damage; see also pack attack.
M Quick Bite (standard; recharge 4, 5, 6)
Make two basic attacks.
Pack Attack
A hyena deals an extra 1d6 damage against an enemy adjacent totwo or more of the hyena’s allies.
Harrier
If a hyena is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks.
Follow the Leader
All allies within 5 squares have a +1 bonus to saving throws.
Alignment Unaligned Languages —
Str 16 (+3) Dex 15 (+2) Wis 12 (+1)
Con 13 (+1) Int 2 (–4) Cha 5 (–3)
Medium natural beast XP 100
Initiative +5 Senses Perception +7; low-light vision
HP 30; Bloodied 15
AC 15; Fortitude 13, Reflex 13, Will 12
Speed 8
mBite (standard; at-will)
+6 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target.
Combat Advantage
If the gray wolf has combat advantage against the target, the
target is also knocked prone on a hit.
Alignment Unaligned Languages —
Str 13 (+1) Dex 14 (+2) Wis 13 (+1)
Con 14 (+2) Int 2 (–4) Cha 10 (+0)
The beetle/swarm battle is going to be interesting to make, as well as something for the lurking strangler. For that one, I'm thinking a couple of Clay scouts and a trap of some kind.
Nahualt |
This is what I have so far for the Whispering Cairn, it is just a draft and is bound to change.
Whispering Cairn:
4) Wolf (3)
Gray Wolf Level 2 Skirmisher
Medium natural beast XP 125
Initiative +5 Senses Perception +7; low-light vision
HP 38; Bloodied 19
AC 16; Fortitude 14, Refl ex 14, Will 13
Speed 8
mBite (standard; at-will)
+7 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone
target.
Combat Advantage
If the gray wolf has combat advantage against the target, the
target is also knocked prone on a hit.
Alignment Unaligned Languages —
Str 13 (+2) Dex 14 (+3) Wis 13 (+2)
Con 14 (+3) Int 2 (–3) Cha 10 (+1)
7) Mad slasher(1) -> Shadowhunter Bat (3)
Shadowhunter Bat Level 3 Lurker
Medium shadow beast XP 150
Initiative +9 Senses Perception +7; darkvision
HP 38; Bloodied 19
AC 17; Fortitude 14, Refl ex 17, Will 12
Speed 2 (clumsy), fl y 8; see also flyby attack
m Tail Slash (standard; at-will)
+8 vs. AC; 1d6 + 4 damage. In dim light or darkness, a
shadowhunter bat gains a +2 bonus to the attack roll and deals
an extra 6 damage.
M Flyby Attack (standard; at-will)
The shadowhunter bat fl ies up to 8 squares and makes one
melee basic attack at any point during that movement. The bat
doesn’t provoke opportunity attacks when moving away from
the target of the attack.
Alignment Unaligned Languages —
Skills Stealth +10
Str 13 (+2) Dex 18 (+5) Wis 13 (+2)
Con 14 (+3) Int 2 (–3) Cha 11 (+1)
10) Lurking Strangler (1) -> Cavern Chocker
Cavern Choker Level 4 Lurker
Small natural humanoid XP 175
Initiative +9 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Refl ex 15, Will 13
Speed 6, climb 6 (spider climb)
mTentacle Claw (standard; at-will)
Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed
(until escape). A target trying to escape the grab takes a –4
penalty to the check.
M Choke (standard; at-will)
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharges when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn.
It can’t use this power while grabbing a creature or while grabbed.
Alignment Unaligned Languages Common
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
13) Earth Elemental small (1)
Plot device
16) Bombardier Beetle (1), Acid beetle swarm(1)-> Acid beetle(3)
Acid Beetle Level 1 Brute
Small natural beast XP 100
Initiative +1 Senses Perception +0
HP 32; Bloodied 16
AC 13; Fortitude 13, Refl ex 12, Will 11
Resist 10 Acid
Speed 6
m Bite (standard; at-will)
+5 vs. AC; 2d4 + 2 damage.
C Acid Spray (standard; recharge ) Acid
Close blast 3; +4 vs. Refl ex; 3d6 Acid damage.
Alignment Unaligned Languages —
Str 14 (+2) Dex 12 (+1) Wis 10 (+0)
Con 12 (+1) Int 1 (–5) Cha 8 (–1)
17) Bombardier Beetle (1), Medium Animated Object (1)
??
19) Small Water Elemental(1)
??
21) Ghoul(1)
Ghoul Level 5 Soldier
Medium natural humanoid (undead) XP 200
Initiative +8 Senses Perception +2; darkvision
HP 63; Bloodied 31
AC 21; Fortitude 18, Refl ex 20, Will 17
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8, climb 4
m Claws (standard; at-will)
+12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save
ends).
M Ghoulish Bite (standard; at-will)
Target must be immobilized, stunned, or unconscious; +10 vs.
AC; 3d6 + 4 damage, and the target is stunned (save ends).
Alignment Chaotic evil Languages Common
Skills Stealth +11
Str 14 (+4) Dex 19 (+6) Wis 11 (+2)
Con 15 (+4) Int 10 (+2) Cha 12 (+3)
23) Grick(2)
Grick Level 5 Brute
Medium aberrant beast XP 300
Initiative +4 Senses Perception +10; darkvision
HP 50; Bloodied 25
AC 17; Fortitude 15, Refl ex 13, Will 16
Resist 5 against eff ects that target AC
Speed 6, climb 4
m Tentacle Rake (standard; at-will)
+10 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save ends).
Expert Flanker
The grick gains a +2 bonus to attack rolls against an enemy it is
fl anking.
Alignment Unaligned Languages —
Skills Endurance +11, Stealth +9
Str 18 (+7) Dex 13 (+4) Wis 14 (+5)
Con 16 (+6) Int 2 (–1) Cha 7 (+1)
Alastor Land Ghost (1)
Trap Haunt Level 8 Lurker
Medium shadow humanoid (undead) XP 350
Initiative +12 Senses Perception +9; darkvision
HP 52; Bloodied 26
AC 20; Fortitude 16, Refl ex 18, Will 17
Immune disease, poison; Resist insubstantial
Speed fl y 6 (hover); phasing
m Grave Touch (standard; at-will) Necrotic
+12 vs. Fortitude; 2d6 necrotic damage.
M Ghostly Possession (standard; recharge z ) Charm
Target must be a living humanoid; +12 vs. Will; the trap haunt
enters the target’s space and is removed from play, and the target
is dominated (save ends). The trap haunt can use this power
only against one creature at a time. When the target is no longer
dominated, or when the trap haunt chooses to end its ghostly
possession (a free action), the trap haunt reappears in a square of
its choice adjacent to the target.
Trapbound
A trap haunt cannot voluntarily move more than 20 squares
from the place where it died. If it is forced beyond this range, it is
weakened and unable to use its ghostly possession power until it
moves back within range.
Alignment Any Languages Common
Str 10 (+4) Dex 18 (+8) Wis 11 (+4)
Con 14 (+6) Int 11 (+4) Cha 16 (+7)
24) Wind Warrior (2)
Wind Warrior Level 4 Solo Skirmisher
Medium Elemental Humanoid (Air) - XP 1000
Initiative +8; Senses Perception +2; Darkvision
HP 184; Bloodied 92
AC 19; Fortitude 16, Reflex 18, Will 14
Speed 6, Fly 16 (hover)
Action Points 2
Longsword (Standard; at-will)
+9 vs AC; 1d8+2 damage
Double Attack (Standard, At Will)
The Wind Warrior can make two longsword attacks.
Sonic Blast (Standard, Sonic)
Close Blast 3; +5 vs Reflex, 3d6 + 4 Sonic Damage
Alignment: Neutral
Languages: Auran
Str 15 (+4), Dex 18 (+6), Con 14 (+4), Int 8 (+1), Wis 11 (+2), Cha 11 (+2)
Tomb Stories
Farmstead-Wounded Owlbear(1)
Owlbear Level 8 Elite Brute
Large fey beast XP 700
Initiative +6 Senses Perception +12; low-light vision
HP 212; Bloodied 106; see also stunning screech (current hits 106)
AC 22; Fortitude 22, Refl ex 19, Will 20
Saving Throws +2
Speed 7
Action Points 1
mClaw (standard; at-will)
Reach 2; +12 vs. AC; 2d6 + 5 damage.
M Double Attack (standard; at-will)
The owlbear makes two claw attacks. If both claws hit the same
target, the target is grabbed (until escape).
M Bite (standard; at-will)
Grabbed target only; automatic hit; 4d8 + 5 damage.
C Stunning Screech (free, when first bloodied; encounter)
Close burst 1; +10 vs. Fortitude; the target is stunned (save ends).
Alignment Unaligned Languages —
Str 20 (+9) Dex 14 (+6) Wis 16 (+7)
Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Feral Dog- Balabar Smensk gang (special-level 6 :Kullen, Rastophan, Todrick, Merovin Bask)
Old Observatory
1) Tomb Mote(1)-> Gravehound
Gravehound Level 3 Brute
Medium natural animate (undead) XP 150
Initiative +2 Senses Perception +1; darkvision
HP 54; Bloodied 27; see also death jaws and zombie weakness
AC 14; Fortitude 14, Refl ex 12, Will 11
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
mBite (standard; at-will) ✦ Necrotic
+7 vs. AC; 1d6 + 3 damage, and the target takes ongoing 5
necrotic damage (save ends) and is knocked prone if it is Medium
size or smaller.
M Death Jaws (when reduced to 0 hit points) Necrotic
The gravehound makes a bite attack against a target within its
reach.
2) Skeletons (2)
Decrepit Skeleton Level 1 Minion
Medium natural animate (undead) XP 25
Initiative +3 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Refl ex 14, Will 13
Immune disease, poison
Speed 6
mLongsword (standard; at-will) -> Weapon
+6 vs. AC; 4 damage.
rShortbow (standard; at-will) -> Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages —
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (–4) Cha 3 (–4)
Equipment heavy shield, longsword, shortbow, quiver of 10 arrows
5) Zombies (6)
Zombie Rotter Level 3 Minion
Medium natural animate (undead) XP 38
Initiative –2 Senses Perception –1; darkvision
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.
Alignment Unaligned Languages —
Str 14 (+2) Dex 6 (–2) Wis 8 (–1)
Con 10 (+0) Int 1 (–5) Cha 3 (–4)
11) Filge (1)
Human Mage Level 4 Artillery
Medium natural humanoid XP 175
Initiative +4 Senses Perception +5
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ; Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ; Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ; Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Necrotic Burst (standard; encounter) ; Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 necrotic, and the target is dazed (save ends).
R Grave Bolt (standard; at-will) ; Necrotic
Ranged 20; +6 vs. Refl ex; 1d6 + 4 necrotic damage, and the
target is immobilized (save ends).
R Reanimate (minor; encounter) ; Healing, Necrotic
Ranged 10; aff ects a destroyed undead creature of a level no
higher than the deathlock wight’s level + 2; the target stands as
a free action with a number of hit points equal to one-half its
bloodied value. This power does not aff ect minions.
Syringe ✦ Healing((immediate reaction,when Filge becomes bloodied, Recharge 6)
If Filge is bloodied he injects a potion with a Syringe and regains 21 hp.
Alignment Any Languages Common
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
Zombies(4)
Zombie Level 2 Brute
Medium natural animate (undead) XP 125
Initiative –1 Senses Perception +0; darkvision
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.
Alignment Unaligned Languages —
Str 14 (+3) Dex 6 (–1) Wis 8 (+0)
Con 10 (+1) Int 1 (–4) Cha 3 (–3)
skeleton (3)
Decrepit Skeleton Level 1 Minion
Medium natural animate (undead) XP 25
Initiative +3 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Refl ex 14, Will 13
Immune disease, poison
Speed 6
mLongsword (standard; at-will) Weapon
+6 vs. AC; 4 damage.
rShortbow (standard; at-will) Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages —
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (–4) Cha 3 (–4)
Equipment heavy shield, longsword, shortbow, quiver of 10 arrows
Whimsy Chris |
A lot of good stuff
I have a question - a lot of the philosophy behind combat encounters for 4e is variety of combatants in battle. That's what I have found most challenging as far as conversion. That's why the first battle may require more than one variety of wolf.
Have you played 4e yet with these conversions? If so, how well do battles run with just one kind of opponent for the PCs? I'm interested to know, because if battles can still be fun with just one variety of wolf, that would help ease the burden of conversion considerably.
Nahualt |
Nahualt wrote:
A lot of good stuff
I have a question - a lot of the philosophy behind combat encounters for 4e is variety of combatants in battle. That's what I have found most challenging as far as conversion. That's why the first battle may require more than one variety of wolf.
Have you played 4e yet with these conversions? If so, how well do battles run with just one kind of opponent for the PCs? I'm interested to know, because if battles can still be fun with just one variety of wolf, that would help ease the burden of conversion considerably.
I am gonna run it this saturday, but I have already made some changes.
I am gonna replace the wolves with Hyenas ( I am using Hyenas because I changed all the Grimlocks to Gnolls in the second adventure, and even gave the gravehound a hyena description). I may change the Kenkus with Wererats.
So far I am replacing monsters, since I dont feel so 'fresh' with the creature designing.
And yes most of the encounters need to be beefed up with more than one creature.
This is all trial and error, but my goal is at least that by adventure 3 or 4 I will be able to wing it, the monsters rules are very easy and even easier to improvise. I just need some practice with the system.
Also if my encounters seem 'weaksauce' it's because I dont want to case a TPK until I have mastered balancing the encounters.
I post on monday or even sunday about how it went.
Stylx |
I ran this last Saturday, and it went very well with 5 players.
We got through the first three encounters.
I have cut out pdfs of the monsters in my sheet, so where there are no notes, use the standard MM monster. I like a few things i've seen here, so I might change it up a bit latter on.
-----------------------------------------------
Cairn:
*Traveling - Goblin Ambush – battle leader and lurkers/skirmishers (level 2) 750xp
Area 5 - Wolf Pack (level 1) 625xp
Area 6 - Demon explorers (level 1) 600xp
Area 10 - Wizard Scout (level 1) 125xp
Area 13 - Small Earth Elemental (level 1) 300xp
Swarm of small beetles 2x + Ochre Jelly (level 2) 650xp
Swarm 2x & 2x Ochre Jelly (level 3) 950xp
Acid Beetle (level 4) 1100xp
Underwater Undead (level 2) 754xp
Statue (level 2) 750xp
Interesting Monster behind face (level 4) 800xp
House:
Owl Bears (level 6) 1200xp
Thugs (level 3) 900xp, 1050xp story for roleplay encounter.
Observatory:
Skeletons at door (level 2) 750xp
Zombie Dinner (non-fight no xp)
Epic Filge Encounter (level 6) 1350xp
Cairn part 2:
Air Elemental encounter (level 4) 1050xp
Adventure Reward: 900xp, given after all remains are put to rest
(Cairn - early)
Treasure: parcels
1: Magic item, level 5 – ball pit monster
2: Magic item, level 4 – Area 11
3: Magic item, level 3 – ball pit monster
4: Magic item, level 3 – Wolf Den
5: Magic item, level 1 – Wolf Den
6: two potions of healing + 100gp – goblin ambush
7: 2x 100gp gem – Area 2
8: 100gp gem – Area 2
9: 120gp artwork (intricately carved armband of unmistakable elven craftsmanship bearing a repeating leaf motif) – wolf den
10: potion of healing – Undead
11: 40gp – goblin ambush
House/Observatory/Cairn p2:
Artifact: Broken Talisman of the Sphere – Zosiel’s Room
1: Magic Item, level 6 – Zosiel’s Room
2: Magic item, level 5 – Zosiel’s Room
3: Magic item, level 4 – Zosiel’s Room
4: Magic item, level 4 - Filge
5: Magic item, level 3 – area 11 (early)
6: 290gp – Area 11
7: two potions of healing, 100gp gem, 60gp - Filge
8: 100gp gem, one potion of healing, 20gp - Filge
9: 90gp – Area 11
10: one potion of healing – zombie area
Goblin Ambush – Mixed battle group (level 2) 750xp
Treasure: two potions of healing, 140gp
Goblin Sharpshooter x2 Artillery
Goblin Blackblade x2 Lurkers
Goblin Cutter x4 Minions
Goblin Warrior x2 Skirmishers
Area 2:
Treasure: 3x 100gp gem
Wolf Pack: (level 1) 1000xp Room 3/4/5 and possibly into 6
Treasure: -Old leather backpack containing the indigo lantern.
-120gp artwork (intricately carved armband of unmistakable Elven craftsmanship bearing a repeating leaf motif) – wolf den
-marble index finger cracked off a statue
-+1 duelist’s dagger (level 3 magic item) in the sheath of a Halfling’s corpse
-Burglar’s gloves (level 1 magic item) on Halfling’s corpse
5x Grey Wolves
followed by 3x Grey Wolves when 3 of the first ones died
Demon explorers: (level 1) 600xp – room 6
Treasure: None
4x Imps – caught unaware examining the burning hands trap (it explodes in their face when players enter room – each taking 6 fire damage)
Wizard Scout: (Level 1) 125xp
Treasure: None
1x Clay Scout
Area 11:
Treasure: In tool closet
Eladdrin Chainmail +1 (level 3 magic item)
A leather sack so old that it crumbles to the touch holds:
Three broken statuettes of undeterminable shape
Three whole statuettes that remain in excellent condition (200gp each)
A grand palace
A slim spire with eight connected smaller towers of different heights
What looks to be a Grand Stadium
Scroll of Make Whole
Wand + 1 – Encounter Power: Icy Terrain (Level 3)
Area 13 the workshop 300xp
Small Earth Elemental Level 3 Elite Brute
Small Immortal Elemental XP 300
Initiative +3 Senses Perception +2; low-light vision
HP 106; Bloodied 53;
AC 16; Fortitude 15, Refl ex 14, Will 12
Speed 5;
Melee Fist (standard; at-will)
+6 vs. AC; 1d10 + 5 damage
2d10 + 5 while bloodied.
Ranged Earthen Fist (Minor; at-will)
+6 vs. AC; 1d6 +5 damage
2d6+5 while bloodied
Melee Exploding Fist: Encounter (Recharge 6)
Blast 2 squares
+8 vs. Reflex 2d8 + 6
Move Burrow: Encounter (Recharge 4, 5, 6)
Teleport 5 squares as movement.
Alignment Evil Languages Earth
Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Beetle Swarm 1( Level 2 - 650 xp)
Treasure: None
2x Rot Swarm
1x Ochre Jelly
Rot Scarab Swarm - Level 4
Initiative +7 DarkVision
swarm Attack aura 1; the rot scarab swarm makes a basic attack as a free action against each enemy that begins its turn in the aura
AC 18 Fort 17 Ref 17 Will 15
HP 60 Bloodied 30
Speed 8; Climb 8
Resist half damage from melee & ranged
Vulnerable 10 to AE attacks (close & area)
Swarm of mandibles (standard; at wil) Necrotic
+8 vs Reflex; 1d8 + 1 necrotic damage, and ongoing 1 necrotic damage (save ends) cumulative
Beetle Swarm 2( Level 3 - 950 xp)
Treasure: Potion of healing
2x Rot Swarm
2x Ochre Jelly
Rot Scarab Swarm - Level 4
Initiative +7 DarkVision
swarm Attack aura 1; the rot scarab swarm makes a basic attack as a free action against each enemy that begins its turn in the aura
AC 18 Fort 17 Ref 17 Will 15
HP 60 Bloodied 30
Speed 8; Climb 8
Resist half damage from melee & ranged
Vulnerable 10 to AE attacks (close & area)
Swarm of mandibles (standard; at wil) Necrotic
+8 vs Reflex; 1d8 + 1 necrotic damage, and ongoing 1 necrotic damage (save ends) cumulative
Acid Beetle Encounter (Level 4) 1100xp
Treasure: none
11x Acid Beetles (Same as below, but acid)
Underwater Undead: Area 19/21/20 (754xp)
Treasure: Potion of healing on Ghoul corpse
8x Zombie Rotter
2x Zombie
1x Ghoul
Statue Encounter: 750xp
Treasure: none
1x Statue large
2x Statue medium
Large Statue - Level 1 Solo Soldier 500xp
Initiative +4 Dark Vision
Aura of Fatigue: Close 1 Weakness
AC 18 Fort 15 Ref 14 Will 14
HP: 100 Bloodied 50
Speed 5 Action Points: 2 Healing Surge: 1 (25)
Minor Action
Str: 14 Con: 15 Dex: 12 Int: 1 Wis: 12 Cha: 1
Slam *At Will*: +9 vs. AC: 1d10 + 3
Double Slam *At Will*: (Two Adjacent Creatures): +8
Eyezer Beam (Recharge on bloodied): Encounter: Line 5, Target Line. All in line take 3d8+3
Sleep: Encounter +5 vs. Will. Burst 2, target all within burst.
Target slowed (Save ends)
Target fails first saving throw, then unconscious (Save ends)
Death Burst (0 hp): Close Burst 1: Attack +4 vs. Reflex 3d6 +3. Area around is difficult terrain until cleared.
Medium Statue: - Level 2 Brute 125xp
Initiative +1 Dark Vision
AC 14 Fort 15 Ref 14 Will 14
HP 34 Bloodied 17
Speed 4
Str: 14 Con: 14 Dex: 12 Int: 1 Wis: 12 Cha: 1
Slam *At Will*: +5 vs. AC: 2d6 + 5
Death Burst (0 hp): Close Burst 1: Attack +4 vs. Reflex 3d6 +3. Area around is difficult terrain until cleared.
Ball Pit Monster: 900xp
Treasure: Battle Forged Scale Mail +1 (lvl 5)
Safewing amulet (lvl 3)
Slither Serpent Level 3 Solo Lurker
Large Natural magical beast XP 800
Initiative +9 Senses Perception +9; dark vision
HP 192; Bloodied 96; see also bloodied breath
AC 20; Fortitude 18, Refl ex 19, Will 17
Resist 15 acid
Saving Throws +5
Speed 7, Burrow 7
Action Points 2
Melee Bite (standard; at-will) ✦Acid
Reach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends).
Melee Claw (standard; at-will)
Reach 2; +8 vs. AC; 1d4 + 3 damage.
Melee Double Attack (standard; at-will)
The serpent makes two claw attacks.
Melee Tail Slash (immediate reaction, when a melee attack misses the
serpent; at-will)
The serpent uses its tail to attack the enemy that missed it: reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.
Cone Breath Weapon (standard; recharge 5, 6 ) ✦Acid
Close blast 5; +7 vs. Reflex; 1d10 + 3 acid damage, and the target takes ongoing 5 acid damage and takes a –4 penalty to AC (save ends both).
Cone Bloodied Breath (free, when first bloodied; encounter) ✦Acid
The Serpent breath weapon recharges, and the dragon uses it immediately.
Alignment Unaligned Languages Common
Skills Nature +9, Stealth +17
Str 16 (+5) Con 16 (+5) Dex 20 (+7) Int 12 (+3) Wis 15 (+4) Cha 10 (+2)
Iron Cannon Wall Turret Level 1 Blaster
Trap XP 100
Geometric patterns on the northwest and southeast walls disguise numerous holes that shoot softball sized iron spheres across the room when anyone crosses the 15 foot span in the center of the beam.
Trap: Fires softball sized iron spheres at anyone who enters, or begins their turn in the center 4 squares of the bridge. Bridge is 5 inches wide and requires a balance check.
Perception
✦ DC 14: The character notices the geometic patterns
✦ DC 20: The character notices the location of the hidden firing holes
✦ DC 25: The character notices the location of the hidden control panel (far wall)
Initiative N/A
Trigger
The trap activates when a character enters one of the four trigger squares in the room.
Attack
Targets: Each creature in the center 4 squares: as they enter, or begin their turn there.
Attack: +6 vs. AC
Hit: 1d8 + 3 damage
Countermeasures
✦ An adjacent character can disable a trigger plate with a DC 20 Thievery check.
✦ Attacking a trigger plate (AC 12, other defenses 10) only triggers the trap.
✦ A character can attack a turret (AC 16, other defenses 13; hp 38). Destroying a turret stops its attacks. (8 turrets – 4 on each wall)
✦ A character can engage in a skill challenge to deactivate the control panel. DC 20 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active.
Owl Bear Encounter: (Level 4) 1200
Treasure: none
2x Owl Bears Parents
Owl bear Level 6 Elite Brute
Large fey beast XP 600
Initiative +5 Senses Perception +12; low-light vision
HP 180; Bloodied 90; see also stunning screech
AC 20; Fortitude 20, Refl ex 17, Will 18
Saving Throws +2
Speed 7
Action Points 1
Melee Claw (standard; at-will)
Reach 2; +8 vs. AC; 2d4 + 4 damage.
Melee Double Attack (standard; at-will)
The owl bear makes two claw attacks. If both claws hit the same target, the target is grabbed (until escape).
Melee Bite (standard; at-will)
Grabbed target only; automatic hit; 4d6 + 4 damage.
Close Stunning Screech (free, when first bloodied; encounter)
Close burst 1; +8 vs. Fortitude; the target is stunned (save ends).
Alignment Unaligned Languages —
Str 20 (+9) Dex 14 (+6) Wis 16 (+7) Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Owl bear Tactics
An owl bear attacks its closest enemy, using double attack when
it can. If an owl bear hits with both claws, it grabs its victim
and bites it on the following round. When first bloodied, it
uses stunning screech and attacks the nearest stunned target.
Thugs: 900xp
Treasure: +1 Great Axe with Kullen’s mark on it
1x Orc Berserker (Kullen)
1x Elf Scout
1x Human Mage
2x Human Guard
4x Human Rabble
Skeletons at the door: 450xp
3x skeletons:
Also have 2x crossbows, +11 vs AC: 1d8+2 damage, and target is marked until end of turn.
Epic Filge Encounter: (Level 6) 1352xp
Treasure: Three potions of healing,
2x 100gp gem,
80gp
Everlasting Provisions (Level 4)
1x Elite Controller Human Mage w/ DeathMaster Template (level 4 – 350xp)
4x Zombies (125xp Each)
2x Corruption Corpse (175 Each)
4x Zombie Rotter (38xp Each)
1x Decrepit Skeleton (0xp)
Filge - Level 4 Elite Human Mage Death Master Controller/Leader 350xp
Initiative +4
Resist: 5 necrotic; +2 saving throws; Aura 5: all undead within 5 squares of the death master lose any vulnerability radiant.
AC 19 Fort 15 Ref 14 Will 17
HP: 86 Bloodied 43
Speed 6 Action Points: 1
Str: 10 (+2) Con: 12 (+3) Dex:14 (+4) Int: 18 (+6) Wis: 17 (+5) Cha: 12 (+3)
Quarterstaff (Standard At Will) *Weapon +4 vs AC; 1d8
Magic Missile (Standard At Will) * Force. Range 20; +7 vs Reflex; 2d4+4 Force
Dancing Lightning (Standard Encounter) *Lightning. The mage makes a separate attack against 3 different targets: Ranged 10; +7vs. Reflex; 1d6+4 Lightning
Thunder Burst (Standard Encounter) Thunder. Area burst 1 within 10; +7 vs Fortitude; 1d8+4 thunder damage, the target is dazed (save ends)
Call of the Grave (Standard Encounter) Ranged 10; four Zombie Rotters appear and take turns immediately after master
Elemental Guards: Level 5 (1200xp)
Treasure: in Zosiel’s room:
Talisman of the Sphere (Broken)
Level 6: Magic Wand +2
Level 5: Gauntlets of Ogre Power
Level 4: Bloodcut Leather Armor + 1
4x Air Knights
Air Knights – Level 3 Elite Soldiers (300xp)
Initiative: +7
Immune: Disease/Poison; +2 Saving Throws
AC 20 Fort 17 Ref 17 Will 14
HP: 86 Bloodied 43
Speed 6 Action Points: 1
Str: 16 (+4) Con: 15 (+3) Dex: 15 (+3) Int: 5 (-2) Wis: 11 (+1) Cha: 8 (+0)
Basic Attack +8 vs. AC 1d8+3 damage
Guard Area: Makes basic extra attack against adjacent enemy in guarded area (Room)
Thunder Clap: (Standard Encounter Recharge 5,6): Range 5; Target: All within straight line; +4 vs Reflex; 2d6 + 5 Lightning/Thunder Damage
Air Step: Can walk on air until end of next turn (must end next turn on solid ground or fall)
Indomitable Presence: Every time a Air Knight attacks an enemy, whether the attack hits or misses, it marks that target. When a target is marked, it takes a -2 penalty to attack rolls if the attack doesn’t include the Air Knight. In addition, whenever a marked enemy that is adjacent to the bodyguard shifts or makes an attack that does not include the Air Knight, the knight can make a basic melee attack against that enemy as an immediate interrupt.
Nahualt |
Well I started AOW on saturday, can't say much about the rules because we spent 80% of the gaming time in RPing the character introductions and knowing Diamond Lake. So far my players are liking the system.
The first real encounter ( and the only one) was the 3 hyenas ( wolves originally) on the Whispering Cairn. we will continue this friday , hopefully we may get some actual combat done. :P
Later this week I will post my conversion for '3 Faces of Evil', making the Ebon aspect is kinda tricky. Is he a solo or an elite? I may go the solo route since he has so many abilities, but I dont want a TPK ( yet.).
Nahualt |
Nahualt wrote:How did the hyena battle go? Was it fun? I know it's kind of a minor battle, but I'm curious.The first real encounter ( and the only one) was the 3 hyenas ( wolves originally) on the Whispering Cairn. we will continue this friday , hopefully we may get some actual combat done. :P
Well I cant say it wasn't fun, but due to an uncanny trove of natural 20's it was fairly short.
I think what will cut my teeth will be the beetle encounters. I changed the beetle floor to be just one big encounter with tons of minions. I really wanna show my players the new and improved tactical combat.
ruined |
My campaign took a hiatus last year halfway through the AoW series. So with agreement from the players, we're converting over to 4e to see how it goes. I didn't want to toss the players into the fire at 11th level however, so we're 'reminiscing' with a few of the battles. First up, some of the memorable scenes from Three Faces of Evil.
I've reworked the intro to the Hextor(Bane) area, changing the skeletons and humans to minions, and using a dire boar for the one that gets released. The tiefling fighters become ranger/skirmisher variants.
I'm also doing the great climb/archery trap with the grimlocks in the caverns of Erythnul(Bhaal). At first I wondered if this would be a difficult conversion, since grimlocks in the new system are ~11th level while these were between 3rd and 4th. But it was simple. Looked at the charts in the back, selected hobgoblin archers and a human bezerker to match the XP I needed. Gave them blindsight, and voila, they're grimlocks.
If the rest of the campaign will be this easy to convert, I'll be a happy man.
Nahualt |
My campaign took a hiatus last year halfway through the AoW series. So with agreement from the players, we're converting over to 4e to see how it goes. I didn't want to toss the players into the fire at 11th level however, so we're 'reminiscing' with a few of the battles. First up, some of the memorable scenes from Three Faces of Evil.
I've reworked the intro to the Hextor(Bane) area, changing the skeletons and humans to minions, and using a dire boar for the one that gets released. The tiefling fighters become ranger/skirmisher variants.
I'm also doing the great climb/archery trap with the grimlocks in the caverns of Erythnul(Bhaal). At first I wondered if this would be a difficult conversion, since grimlocks in the new system are ~11th level while these were between 3rd and 4th. But it was simple. Looked at the charts in the back, selected hobgoblin archers and a human bezerker to match the XP I needed. Gave them blindsight, and voila, they're grimlocks.
If the rest of the campaign will be this easy to convert, I'll be a happy man.
Well I just changed the Grimlock for Gnolls. When you convert the EBon aspect post it here, so we can compare notes.
Nahualt |
I may look into that Nahault, but since we're just doing a few battles from the old module instead of the whole thing, I probably won't need to. I'll be doing a custom battle to get them up to speed, and then starting with the Spire of Long Shadows.
Well as I keep converting stuff from the magazine, I have changed a little the encounters. Instead of having a lot of little encounters I have consolidated some of them into a huge big fight.
Nahualt |
here is my try at a 4E Spawn of Kyuss. This is only a draft so any suggestions are welcomed.
Spawn of Kyus Level 6 Soldier
Medium natural animate (undead) XP 275
Initiative +2 Senses Perception +3; darkvision
Worm aura (only when blodied, see below)
HP 71; Bloodied 35;
AC 20; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
+10 vs. AC; 2d8 + 5 damage. Spawn of Kyuss makes a secondary
attack against the same target. Secondary Attack: +8 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyus Gift (see below).
r Worm spittle (standard; at-will) - Necrotic
The Spawn of Kyuss corpse regurgitates a glob of kyus worms. Ranged
2; +5 vs. Refl ex; 1d6 + 3 necrotic damage, Secondary Attack: +8 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyus Gift (see below).
Worm aura (only when blodied), when the Spawn of Kyuss becomes blodied the worm infestation swarms to infect nearby targets. Spawn of Kyus gains Aura(1)
Alignment Unaligned Languages —
Str 21 (+9) Dex 6 (+2) Wis 8 (+3)
Con 18 (+8) Int 1 (–1) Cha 3 (+0)
Kyus Gift
Level 5 Disease Endurance stable DC 20, improve DC 25, Worsen 19 or less
A creature implanted with a worm contracts Kyus Gift.aos Phage Level 16 Disease Endurance stable DC 26, improve DC 31
1) The target is cured
2) Initial Effect: A Kyus worms burrows into the target’s skin.
3) The target takes a –2 penalty to Will defense. Target loses 1 healing surge
4) The target dies, and a becomes a spawn of Kuyss in 1d4 minutes.
Nahualt |
here is my try at a 4E Spawn of Kyuss. This is only a draft so any suggestions are welcomed.
** spoiler omitted **
Weird. for some reason I cant edit my post.
Anyways here is what I think will be the finished version of Kyuss Spawn
(NOTE: I added 'Worm Aura' as a twist to the spawn of Kyuss, this was not part of the original monster's power.)
Spawn of Kyuss Level 4 Artillery
Medium natural animate (undead) XP 275
Initiative +2 Senses Perception +3; darkvision
Despair (Fear) aura 5; enemies within the aura take a –2 penalty to
attack rolls against the Spawn of Kyuss.
Worm aura (only when bloodied, see below)
HP 48; Bloodied 24;
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
+9 vs. AC; 1D6 + 3 damage. Spawn of Kyuss makes a secondary
attack against the same target. Secondary Attack: +9 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyus Gift (see below).
r Worm spittle (standard; at-will) - Necrotic
The Spawn of Kyuss corpse regurgitates a glob of kyus worms. Ranged
2; +3 vs. Refl ex; 1d6 + 3 necrotic damage, Secondary Attack: +8 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyus Gift (see below).
Worm aura (only when blodied), when the Spawn of Kyuss becomes blodied the worm infestation swarms to infect nearby targets. Spawn of Kyus gains Aura(1)
Alignment Unaligned Languages —
Str 18 (+6) Dex 9 (+1) Wis 11 (+3)
Con 18 (+6) Int 6 (–1) Cha 15 (+4)
Kyus Gift
Level 5 Disease Endurance stable DC 20, improve DC 25, Worsen 19 or less
A creature implanted with a worm contracts Kyus Gift.
1) The target is cured
2) Initial Effect: A Kyus worms burrows into the target’s skin.
3) The target takes a –2 penalty to Will defense. Target loses 1 healing surge
4) The target dies, and a becomes a spawn of Kuyss in 1d4 minutes.
And here is my version of the Ebon Aspect
Ebon Aspect Level 8 Brute
Large elemental humanoid (demon) (undead) XP 350
Initiative +2 Senses Perception +3; darkvision
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic, fire, acid
Speed 6
m Claw (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
m Double Attack (standard; at-will)
The Ebon Aspect makes two claw attacks If both claw
attacks hit a single target, Ebon Aspect makes a
secondary attack against the same target with its bite.
+12 vs AC; 2d6+5
r Standard of Hextor (Minor; encounter)
Ranged 10; +7 vs. AC; 1d10 + 3 damage . If the Ebon aspect spends a minor action he can sustain this power.
Bloodthirst of Erynthul ( free, when first bloodied; encounter)
When the Ebon Aspect bloodied, it gains a +2 bonus to attack
rolls and deals an extra 5 damage until the end of his next turn.
Blessing of Vecna
Any power with the arcane power source that misses the Ebon aspect , heals him for 5 hit points.
Alignment Unaligned Languages —
Str 20 (+9) Dex 12 (+5) Wis 16 (+7)
Con 16 (+7) Int 12 (+5) Cha 20 (+9)
The xps is wrong, anyone wanna check the numbers?
Nahualt |
Encounter at Blackwall keep conversion:
Part One : Blackwall Keep
30 lizardfolk in 6 groups.
First 4 groups ( 4 minions one leader)
Greenscale Hunter Level 4 Skirmisher
Medium natural humanoid (reptile) XP 175
Initiative +6 Senses Perception +8
HP 54; Bloodied 27
AC 17; Fortitude 15, Refl ex 14, Will 13
Speed 6 (swamp walk)
mSpear (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
M Sidestep Attack (standard; at-will) ✦ Weapon
The lizardfolk shifts and make a melee basic attack.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +8
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Greenscale Hunter Level 4 Minion
Stats as above , except:
Hp 1
Spear dmg 5
Fifth and sixth groups consist of 4 hunter + leader type.
Kushak
Blackscale Bruiser Level 6 Brute
Large natural humanoid (reptile) XP 250
Initiative +6 Senses Perception +9
HP 86; Bloodied 43
AC 18; Fortitude 19, Refl ex 16, Will 14
Speed 8 (swamp walk)
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +9 vs. AC; 1d10 + 6 damage, and the target is pushed 1
square.
M Tail Slap (standard; at-will)
+7 vs. Refl ex; 1d8 + 6 damage, and the target is knocked prone.
Alignment Unaligned Languages Draconic
Skills Athletics +14
Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
Con 16 (+6) Int 5 (+0) Cha 6 (+1)
Equipment greatclub
Shesht
Greenscale Marsh Mystic Level 6 Controller (Leader)
Medium natural humanoid (reptile) XP 250
Initiative +4 Senses Perception +7
Marsh Blessing (Healing) aura 5; allies that start their turns in the
aura regain 3 hit points.
HP 70; Bloodied 35
AC 19; Fortitude 15, Refl ex 14, Will 19
Speed 6 (swamp walk)
m Spear (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
A Swamp’s Grasp (standard; encounter) ✦ Zone
Area burst 2 within 10; +9 vs. Refl ex; the target is immobilized
(save ends). The zone is diffi cult swamp terrain until the end of
the encounter.
A Bog Cloud (standard; recharge ⚄ ⚅ ) ✦ Poison
Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage,
and the target is dazed until the end of the marsh mystic’s next
turn.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +12
Str 15 (+5) Dex 13 (+4) Wis 19 (+7)
Con 14 (+5) Int 10 (+3) Cha 12 (+4)
Equipment spear, bone breastplate
Blackwall Keep Soldiers (14)
Human Level 2 Minion
Medium natural humanoid XP 31
Initiative +0 Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Refl ex 11, Will 11;
Speed 6
mClub (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
rCrossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +6 vs. AC; 6 damage.
Alignment Any Languages Common
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 9 (–1) Cha 11 (+0)
Equipment club
Sgt. Bracken
Human Guard Level 3 Soldier
Medium natural humanoid XP 150
Initiative +5 Senses Perception +6
HP 47; Bloodied 23
AC 18; Fortitude 16, Refl ex 15, Will 14
Speed 5
m Halberd (standard; at-will) ✦ Weapon
Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked
until the end of the human guard’s next turn.
M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon
Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the
target is knocked prone.
R Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
Alignment Any Languages Common
Skills Streetwise +7
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Equipment chainmail, halberd, crossbow with 20 bolts
Spawn of Kyuss Level 4 Artillery
Medium natural animate (undead) XP 175
Initiative +2 Senses Perception +3; darkvision
Despair (Fear) aura 5; enemies within the aura take a –2 penalty to
attack rolls against the Spawn of Kyuss.
Worm aura (only when bloodied, see below)
HP 48; Bloodied 24;
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
+9 vs. AC; 1D6 + 4 damage. Spawn of Kyuss makes a secondary
attack against the same target. Secondary Attack: +9 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyuss Gift (see below).
r Worm spittle (standard; at-will) - Necrotic
The Spawn of Kyuss corpse regurgitates a glob of kyus worms. Ranged
2; +3 vs. Refl ex; 1d6 + 3 necrotic damage, Secondary Attack: +8 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyuss Gift (see below).
Worm aura (only when bloodied), when the Spawn of Kyuss becomes blodied the worm infestation swarms to infect nearby targets. Spawn of Kyuss gains Aura(1)
Alignment Unaligned Languages —
Str 18 (+6) Dex 9 (+1) Wis 11 (+3)
Con 18 (+6) Int 6 (–1) Cha 15 (+4)
Kyuss Gift
A creature implanted with a worm contracts Kyuss Gift.
Level 5 Disease Endurance stable DC 20, improve DC 25, Worsen 19 or less
1) The target is cured
2) Initial Effect: A Kyuss worms burrows into the target’s skin.
3) The target takes a –2 penalty to Will defense. Target loses 1 healing surge
4) The target dies, and a becomes a spawn of Kuyss in 1d4 minutes.
Part two: Into the Mistmarsh
Finding the Lizardfolk lair is a skill challenge.
Lizard Folk Patrollers (4)
Greenscale Darter Level 5 Lurker
Medium natural humanoid (reptile) XP 200
Initiative +10 Senses Perception +9
HP 50; Bloodied 25
AC 18; Fortitude 14, Refl ex 17, Will 14
Speed 6 (swamp walk)
mClub (standard; at-will) ✦ Weapon
+10 vs. AC; 1d6 + 1 damage.
R Blowgun (standard; at-will) ✦ Poison, Weapon
Loading the blowgun takes a minor action; Ranged 6/12; +10 vs.
AC; 1 damage, and the greenscale darter makes a secondary attack
against the same target. Secondary Attack: +8 vs Fortitude; the target
takes ongoing 5 poison damage and is slowed (save ends both).
Sniper
A hidden lizardfolk darter that misses with a ranged attack
remains hidden.
Alignment Unaligned Languages Draconic
Skills Athletics +8, Stealth +11
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Equipment club, blowgun with 20 poisoned darts
3) Vine Horror Level 5 Controller(1)
Medium natural humanoid (plant) XP 200
Initiative +7 Senses Perception +9; blindsight 10
HP 67; Bloodied 33
AC 19; Fortitude 17, Refl ex 18, Will 15
Speed 6 (forest walk, swamp walk), swim 6
m Claw (standard; at-will)
+8 vs. AC; 1d8 + 4 damage.
C Vicious Vines (standard; encounter)
Close burst 5; targets enemies; +10 vs. Refl ex; the target is
restrained and takes ongoing 10 damage (save ends both) as
magical vines spring up out of the ground and crush it.
Malleability
The vine horror can compress its body enough to squeeze
through a 1-inch-wide crack. Cracks and other openings that are
more than 1 inch wide do not slow the vine horror at all.
Alignment Evil Languages Common, Elven
Skills Stealth +12
Str 18 (+6) Dex 21 (+7) Wis 14 (+4)
Con 19 (+6) Int 9 (+1) Cha 10 (+2)
4) Harpy Nest(2)
Harpy Level 6 Controller
Medium fey humanoid XP 250
Initiative +5 Senses Perception +5
HP 71; Bloodied 35
AC 20; Fortitude 17, Refl ex 17, Will 19
Resist 10 thunder
Speed 6, fl y 8 (clumsy)
m Claw (standard; at-will)
+11 vs. AC; 1d8 + 2 damage.
C Alluring Song (standard; sustain minor; at-will) ✦ Charm
Close burst 10; deafened creatures are immune; +12 vs. Will;
the target is pulled 3 squares and immobilized (save ends).
When the harpy sustains the power, any target that has not yet
saved against the eff ect is pulled 3 squares and immobilized
(save ends).
C Deadly Screech (standard; recharge ⚄ ⚅ ) ✦ Thunder
Close burst 4; +12 vs. Fortitude; 1d6 + 4 thunder damage, and
the target is dazed (save ends).
Alignment Evil Languages Common
Skills Stealth +10
Str 15 (+5) Dex 15 (+5) Wis 14 (+5)
Con 15 (+5) Int 10 (+3) Cha 19 (+7)
5) Otyugh(1)
Otyugh Level 7 Soldier
Large natural beast XP 300
Initiative +5 Senses Perception +11; darkvision
Otyugh Stench aura 1; living enemies in the aura take a –2 penalty
to attack rolls.
HP 82; Bloodied 41
AC 23; Fortitude 22, Refl ex 16, Will 19
Immune disease
Speed 5, swim 5
m Tentacle (standard; at-will)
Reach 3; +12 vs. AC; 1d8 + 6 damage, and the target is pulled 2
squares and grabbed (until escape).
M Diseased Bite (standard; at-will) ✦ Disease
+12 vs. AC; 1d10 + 6 damage, and the target contracts fi lth fever
(see below).
Spying Eye
An otyugh can hide beneath murky water or refuse, leaving only
its eyestalk exposed. While doing so, it gains a +10 bonus to
Stealth checks but is immobilized.
Alignment Unaligned Languages —
Skills Stealth +8 (+18 while using spying eye)
Str 22 (+9) Dex 11 (+3) Wis 16 (+6)
Con 18 (+7) Int 1 (–2) Cha 5 (+0)
6A-6E) Lizard Lairs
There are over 20 Lizardfolk spread in this 5 rooms ( about 4 per room)
Use minion stats of the Blackwell keep attack. One of the lizards is infected look at original encounter for details.
7)Kotabas
Blackscale Bruiser Level 6 Brute
Large natural humanoid (reptile) XP 250
Initiative +6 Senses Perception +9
HP 86; Bloodied 43
AC 18; Fortitude 19, Refl ex 16, Will 14
Speed 8 (swamp walk)
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +9 vs. AC; 1d10 + 6 damage, and the target is pushed 1
square.
M Tail Slap (standard; at-will)
+7 vs. Refl ex; 1d8 + 6 damage, and the target is knocked prone.
Alignment Unaligned Languages Draconic
Skills Athletics +14
Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
Con 16 (+6) Int 5 (+0) Cha 6 (+1)
Equipment greatclub
Greenscale Hunter Level 4 Skirmisher
Medium natural humanoid (reptile) XP 175
Initiative +6 Senses Perception +8
HP 54; Bloodied 27
AC 17; Fortitude 15, Refl ex 14, Will 13
Speed 6 (swamp walk)
mSpear (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
M Sidestep Attack (standard; at-will) ✦ Weapon
The lizardfolk shifts and make a melee basic attack.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +8
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Equipment light shield, spear
8)Hishka
Greenscale Marsh Mystic Level 6 Controller (Leader)
Medium natural humanoid (reptile) XP 250
Initiative +4 Senses Perception +7
Marsh Blessing (Healing) aura 5; allies that start their turns in the
aura regain 3 hit points.
HP 70; Bloodied 35
AC 19; Fortitude 15, Refl ex 14, Will 19
Speed 6 (swamp walk)
m Spear (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
A Swamp’s Grasp (standard; encounter) ✦ Zone
Area burst 2 within 10; +9 vs. Refl ex; the target is immobilized
(save ends). The zone is diffi cult swamp terrain until the end of
the encounter.
A Bog Cloud (standard; recharge ⚄ ⚅ ) ✦ Poison
Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage,
and the target is dazed until the end of the marsh mystic’s next
turn.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +12
Str 15 (+5) Dex 13 (+4) Wis 19 (+7)
Con 14 (+5) Int 10 (+3) Cha 12 (+4)
Equipment spear, bone breastplate
9) Lizard King
Shukak(Savage Berserker template)
Blackscale Bruiser Level 6 Elite
Large natural humanoid (reptile)
Initiative +6 Senses Perception +9
HP 162; Bloodied 81
AC 18; Fortitude 23, Refl ex 16, Will 14
Saving Throws +2
Action Point 1
Regeneration 5
Speed 8 (swamp walk)
m Trident (standard; at-will) ✦ Weapon
Requires trident; reach 2; +9 vs. AC; 1d10 + 6 damage.
M Skewering Tines (standard; at-will) ✦ Weapon
Reach 2; +9 vs. AC; 1d8 + 5 damage, ongoing 5 damage target
enemies only and the target is restrained (save ends both). While
the target is restrained, the Shukak can’t make trident attacks.
M Tail Slap (standard; at-will)(counst as basic melee attack)
+7 vs. Refl ex; 1d8 + 6 damage, and the target is knocked prone.
Murderous Frenzy
The savage berserker gains 1 action point the first time it
reduces a foe to 0 hit points in an encounter.
Savage Rebuke (immediate reaction, when hit by a melee
attack; at will)
The savage berserker makes a basic melee attack.
Alignment Unaligned Languages Draconic
Skills Athletics +14
Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
Con 16 (+6) Int 5 (+0) Cha 6 (+1)
Equipment greatclub
Royal Guards
Greenscale Hunter Level 4 Skirmisher (4)
Medium natural humanoid (reptile) XP 175
Initiative +6 Senses Perception +8
HP 54; Bloodied 27
AC 17; Fortitude 15, Refl ex 14, Will 13
Speed 6 (swamp walk)
mSpear (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
M Sidestep Attack (standard; at-will) ✦ Weapon
The lizardfolk shifts and make a melee basic attack.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +8
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Equipment light shield, spear
11)
Kobold Slyblade Level 4 Lurker
Small natural humanoid XP 175
Initiative +10 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 18; Fortitude 12, Reflex 16, Will 14; see also trap sense
Speed 6
m Short Sword (standard; at-will) ; Weapon
+9 vs. AC; 1d6 damage.
M Twin Slash (standard; at-will) ✦ Weapon
Requires combat advantage; the kobold slyblade makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends)
Combat Advantage
The kobold slyblade deals an extra 1d6 damage on melee attacks against any target it has combat advantage against
Sly Dodge (immediate interrupt, when targeted by a melee or a ranged attack; at-will)
The kobold slyblade redirects the attack to an adjacent kobold minion.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +11, Stealth +13, Thievery +13
Str 9 (+1) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 9 (+1) Cha 14 (+4)
Equipment leather armor, 2 short swords
12) Kyuss Spawnling
(I may just treat this as another skill challenge.)
NOTE: Slow Worms
Treat as Kyuss Gift disease but with an incubation time of 1 -2 weeks.
doppelganger |
Are you adjusting from the '20 levels' format of 3.x to the '30 levels' format of 4E? That is, would you change the average levels of the adventures up by 50% or so?
I've been looking through past favorite adventures to run as a 4E game and (now that rogues can sneak attack undead and anyone can crit undead) AoW looks like a pretty good choice.
Nahualt |
Are you adjusting from the '20 levels' format of 3.x to the '30 levels' format of 4E? That is, would you change the average levels of the adventures up by 50% or so?
I've been looking through past favorite adventures to run as a 4E game and (now that rogues can sneak attack undead and anyone can crit undead) AoW looks like a pretty good choice.
Nah, I plan to use the normal 20 levels and use the end of the Age of Worms as a starting point for a planar epic game.
One speedbump that I have found is the chracter growth. 4E character growth is way slower and I have had to make adjustments during game ( weakening most opponents). For example when my group finished Whispering Cairn, they barely made it to level 2(and that was because I gave them an extra xp boost at the end so they could level).Right now they are almost done with 3 Faces of Evil and will barely make level 3. I remember reading somewhere (IIRC)that 3.E model of advancement was 1 level/5 combats while 4E is supposed to be 1level/10 combats.
I may rectify this once they reach Greyhawk ( at the end of blackwall keep adventure). I plan to run Expedition ro the ruins of Greyhawk simultaneously with AOW. That at least gives a nice xp bump.
Nargila |
I'm going to be starting an AoW campaign using 4E this weekend myself and this thread has been a great help in preping for The Whispering Cairn. I'll give an after action report if anybody is interested.
Some of the changes I'm making include:
A bigger wolf pack in the first battle
using a pack of Kruthik instead of the mad slasher and beetle swarm in the broken elevator. Perhaps 1 adult, 3 young, and 6 hatchlings.
Using the stats for giant rats, dire rats, and rat swarms for the beetles.
Using Two Magma Claws and two Magma Hurlers in place of the earth elemental and strangler in the architect hall. They'll have acted as furnaces and kilns for Nardoc.
Using the Blue Slime from Keep on the Shadowfell in place of the water elemental and ghoul in the flooded rooms.
I'm not sure how to represent Kullen and his gang, might just use the stats for the various humanoid races directly from the MM. I'm also hoping that the party is able to keep pace with levels where the adventure is concerned. I'll think up of a few side quests if they seem to be lagging behind.
-N
Jeremy Mac Donald |
I'm going to be starting an AoW campaign using 4E this weekend myself and this thread has been a great help in preping for The Whispering Cairn. I'll give an after action report if anybody is interested.
I'm interested. I need to get a feel for how this adventure runs for my newbie mill.
Nargila |
It went very well over all. The party got through the hall of architect and laborers and up to alistar land. They will start tracking down the body next game.
The fights played very nicely. For the first wolf pack I used a de-leveled dire wolf and 4 gray wolves. They werent doing so hot at first but once they got a feel for their powers they started turning the tide.
the encounter with the magma claws wasnt as hard as it could have been due to the cramped space. The hurlers weren at their full potential. Also the Fighter was a very hard nut to crack with his sky high AC.
The Dire Rat, Giant rat Minions, and Rat swarm stats were a very serviceable replacement to use for the beetle swarms. I was unsure what to do with the giant statue an the sleep effect so i mostly skipped over it.
The highlight of the night was the battle against the Blue Slime who took the place of the Water Elemental. It was very epic as a solo fight should be and the PCs were on last legs by the time it was over.
I am looking forward to the fghts against Filge and the dungeon boss Wind Warrior. Below I have the stats I will be using for the Wind Warrior. i took an Angel of Valor from the MM, de-leveled it to level 4, and added a paladin template. I changed any radiant damage to Thunder damage and gave its lightning bolt the ability to recharge instead of an extra paladin encounter ability. They will likely be 2nd level before facing it so I think they have a good chance at survival.
Medium elemental humanoid (Air) XP 875
Wind Warrior
Level 4 Solo Soldier
Initiative +8 Senses Perception +6
Wind Barrier Attacks against the Wind Warrior take a –2 penalty until the warrior is bloodied.
HP 194; Bloodied 97
AC 20; Fortitude 19, Reflex 17, Will 16
Immune fear; Resist 10 lightning, 10 thunder
Speed 6, fl y 9 (hover)
Longsword (standard; at-will) Weapon
+9 vs. AC; 1d8 + 4 damage plus 1d6 lightning damage
Shortsword (standard; at-will) Weapon
+8 vs. AC; 1d6 + 4 damage plus 1d6 thunder damage
Valiant Strike (standard; at will)
+9 vs AC (+1 per enemy adjacent); 1d8+4 damage
Blade Flurry (standard; at-will) Weapon
The Wind Warrior makes a longsword attack and a shortsword attack.
Lightning/Thunder Strike (standard; recharge 5, 6) Lightning/Thunder
Close burst 1; targets enemies; +7 vs. Fortitude; 1d8 + 2 Lightning and thunder damage, and the target is dazed and deafened until the end of the Wind Warrior’s next turn.
Bolt Blades (minor, usable only while bloodied; at-will) Lightning
Until the start of the Wind Warrior’s next turn, the Wind Warrior’s weapons deal lightning damage and attack the target’s Reflex
defense instead of AC.
Lay on Hands (minor; 2/day) * Healing
The Wind Warrior regains 48 HP
Eye of the Storm (Daily, close burst 3)
Creates a 3x3 zone. When the Wind Warrior is within the zone it gains +1 to AC
Clap of Thunder (standard, daily)
Range 5; +5 vs Reflex
3d8+3 Thunder damage. Target is dazed til end of next turn, -2 to AC (save ends)
Miss: half damage and target is dazed
Alignment Any Languages Supernal
Skills Intimidate +12
Str 23 (+8) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, longsword, dagger
Saving throws: +5
Action Points: 2
Jeremy Mac Donald |
This is what I have so far for the Whispering Cairn, it is just a draft and is bound to change.
This looks good but it seems kind of powerful for 1st level characters. I'm going to be running 5 players none of whom have much experience with D&D. Did you find that the challenges were particualrly hard in your conversion?
Nargila |
I've run my group through 3FOE and they are currently at Blackwall Keep, having run through a gauntlet of Lizardmen.
I've noticed that the maps as printed make 4E's larger encounter groups a bit cramped and it degenerates into a brawlfest. I used a poster map I had laying around to simulate the battlefield in front of Blackwall keep and all of a sudden the fights became a lot more tactical.
To that end I've streamlined the Lizardman Lair into four large rooms, but keeping the same basic creatures and combining them into a whole encounter. The Otyugh and its trash pit remains as does the vine horror, the PCs now get to deal with them both at once in addition to the Lizardmen guards. I'll be running this altered dungeon this Saturday.
I plan to give them a side quest to draw them a bit deeper into Diamond Lake. They've investigated the Temple of St. Cuthbert, and I had Hamanezer be outed as an Ebon Triad infiltrator. I plan to use the Dungeon adventure named Heathen as an interlude adventure wherein they pursue the missing Heironean priest who may or may not have also been a Triad infiltrator.
This will also buy me some time to convert HoHR and Champion's Belt.
How has everyone else's campaigns been progressing? Any conversion advice on down the road?