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About This Conversion

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
Tales from the Rusty Dragon Coast's published adventures and didn't have the time to
dedicate myself to yet another game. I vowed that I'd get the
presents 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

RISE OF THE adventure design, they were bound to the Dungeons & Dragons
3.5 rule set. I was thrilled by the release of 4th 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

RUNELORDS decision. Would I pick up a different set of adventures that


were already compatible with 4th Edition, or would I invest
myself in converting Paizo's adventures?

D
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.
BURNT OFFERINGS 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
A Dungeons & Dragons 4th Edition Conversion 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
by Scott Betts
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
Published Version 0.2 (4/11/09) progress, piece by piece. It wasn't long before the entirety of
Burnt Offerings had been converted. As handy as the blog was
This document is intended solely for the conversion of the content of Paizo's for publishing an ongoing project, however, it lacked something
products to Dungeons & Dragons 4th Edition. This document is not intended -
when it came to reading through the conversion from the
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 beginning – it needed to be framed in a cohesive document
under Paizo's Community Use Policy. I am expressly prohibited from charging that could mirror the original adventure.
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
With that in mind, I've combined and edited all the
Community Use Policy, please visit paizo.com/communityuse. For more
information about Paizo Publishing and Paizo products, please visit paizo.com. conversion material for Burnt Offerings in this document, for
All materials published in this document not covered by the above are copyright your use.
myself, but I grant permission to duplicate and distribute such materials freely
so long as they are not used for monetary gain.
Happy gaming!

Scott Betts
Tales from the Rusty Dragon
What This Conversion Provides Leveling in Burnt Offerings

In your hands you have everything you need to run Burnt Characters in the original Rise of the Runelords adventure
Offerings in a Dungeons & Dragons 4th Edition game. Each path were supposed to reach around 17th level by the
encounter is reproduced using monsters, traps and skill campaign's conclusion. In 4th Edition we have a new challenge
challenges from the new edition. Unless otherwise noted, in restructuring the adventure path around a 30-level range
monsters used in encounter write-ups are found in the Monster rather than the 20 levels of Dungeons & Dragons 3.5. I plan on
Manual. Other rules elements native to Dungeons & Dragons setting this up so that by the end of the converted adventure
3.5 have been updated, and are included as well. path the party will have reached level 25 or 26. That means
that each of the six adventures contained within Rise of the
This conversion also includes non-mechanical advice that I Runelords needs to advance the party by a little over four
believe will help in running the adventure. Finally, I have levels. To this end, we need to break down each adventure into
thrown in an updated version of the bestiary that appears at roughly four sections so that experience and treasure can be
the back of all Pathfinder adventures. As with any tabletop awarded appropriately.
gaming product, you should feel free to make use of as much
or as little of this material as you'd like. Burnt Offerings, as written, can be considered in three large
sections: the festival and glassworks, the Catacombs of Wrath,
In order to make best use of this conversion, read through and Thistletop. I am going to expand the number of encounters
both the original adventure and this conversion ahead of time, for each of these sections so that the PCs will hopefully be well
and have both on-hand at the table when you sit down to play. on their way to fifth level by the end of the adventure.
You will refer to information printed in the original adventure
often, and then will make use of the converted adventure Let's start by looking at experience breakdowns. By the end
whenever rules-specific issues come up (such as an encounter). of Burnt Offerings, each character should have accumulated
well over 4,000 xp. This means that a party of five characters
What You'll Need should encounter in excess of 20,000 xp worth of monsters,
traps, skill challenges and quests. This might seem daunting at
This conversion makes use of a number of other products. In first. Don't worry, we'll get there.
order to get the full intended use out of the conversion, you will
need the following: Part 1: Festival and Fire contains three encounters totaling
1,875 xp. Part 2: Local Heroes contains another 900 xp
• Dungeons & Dragons Player's Handbook, 4th Edition between three encounters. This puts the party a little over
nd
• Dungeons & Dragons Dungeon Master's Guide, 4th halfway to 2 level by the time they begin Part 3. This means
Edition that, in short, the party needs to gain three and a half levels
• Dungeons & Dragons Monster Manual, 4th Edition between the Glassworks, the Catacombs of Wrath and
• Pathfinder: Rise of the Runelords #1, Burnt Offerings Thistletop. To that end, these dungeons are going to be jam-
• Pathfinder: Rise of the Runelords Player's Guide packed with encounters.
• A current subscription to Dungeons & Dragons Insider –
note that all monsters referenced in this conversion can The Glassworks, including the quest to rescue Ameiko, is
be found in the D&D Compendium, save those created worth 3,175 xp. The party should reach 2nd level partway
specifically for this conversion through the Glassworks. The Catacombs of Wrath is worth
4,300 xp. Thistletop's exterior is worth 4,375 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 22,168 xp.
Treasure in Burnt Offerings Treasure Parcels for Level 4:

The more immediate concern should be the amount of • Parcel 1 is in a hidden side room off of Malfeshnekor's
treasure the party receives. All of the parcels available in Burnt prison.
Offerings and their locations are laid out below. These will also • Parcel 2 is found on a goblin corpse in the cave.
be called out in individual encounter write-ups. • Parcel 3 is found in the research room.
• Parcel 4 is allocated in The Skinsaw Murders.
Treasure Parcels for Level 1: • Parcel 5 is found in the observation room.
• Parcel 6 is a portion of the reward for returning
• Parcel 1 is carried by Tsuto. Shadowmist.
• Parcel 2 is found in the dining room. • Parcel 7 is found in the sarcophagi in the crypt.
• Parcel 3 is on Lonjiku Kaijitsu's corpse. • Parcel 8 is found in the sarcophagi in the crypt.
• Parcel 4 is carried by the Goblin Underboss in the dining • Parcel 9 is Nualia's holy symbol.
room. • Parcel 10 is a portion of the reward for returning
• Parcel 5 is found in the backpack of a goblin blackblade Shadowmist.
in the servant's quarters.
• Parcel 6 is the bribe money carried by Tsuto. Treasure Parcels for Level 5:
• Parcel 7 is given to the party by Sheriff Hemlock.
• Parcel 8 is given to the party by Sheriff Hemlock. • Parcel 1 is in Nualia's possession.
• Parcel 9 is found hidden in a desk in the Glassworks. • Parcel 2 is allocated in The Skinsaw Murders.
• Parcel 10 is given to the party by Aldern for rescuing • Parcel 3 is buried in the collapsed treasury.
him. • Parcel 4 is allocated in The Skinsaw Murders.
• Parcel 5 is part of the remaining wealth in the collapsed
Treasure Parcels for Level 2: treasury.
• Parcel 6 is allocated in The Skinsaw Murders.
• Parcel 1 is found in the Cathedral of Wrath. • Parcel 7 is part of the remaining wealth in the collapsed
• Parcel 2 is at the bottom of one of the prisoner pits. treasury.
• Parcel 3 is carried by Tsuto. • Parcel 8 is allocated in The Skinsaw Murders.
• Parcel 4 in encased in glass in the reception room. • Parcel 9 is allocated in The Skinsaw Murders.
• Parcel 5 is carried by the statue in the welcoming • Parcel 10 is the silver coffer found in the hidden room
chamber. off of Malfeshnekor's prison.
• 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.
Part One: Festival and Fire Goblin Pyros

Start the PCs wherever they finished the previous encounter.


Burnt Offerings is the first Rise of the Runelords adventure. I suggest the following encounter for a party of five
It takes place in and around the coastal town of Sandpoint in adventurers:
Varisia. The first thing you should do, before the campaign even
begins, is to allow your players to get acquainted with the
• 5 Goblin Cutters
setting. The Rise of the Runelords Player's Guide is an excellent
• 2 Goblin Hexers
place to start. See Appendix B for information on converting the
• 2 Goblin Warriors
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
Total: 625 xp (Level 2 Encounter)
manner Wizards uses it - anything published by Wizards of the
Coast for 4th Edition in an official capacity, outside setting-
The hexers should immediately use their Vexing Cloud
specific material, is "core"). Dragonborn, Tieflings, and other
abilities in tandem to cover as much of the map as possible,
non-traditional races can easily be incorporated as exotic
keeping the clouds maintained as long as they can. Don't forget
travelers from distant lands. At any rate, the more familiar your
to use the Goblin Tactics abilities you have at your disposal, and
characters are with the land and its people, the better. That
try to keep a minion alongside each hexer so they can soak up
goes for you too. Make sure you've read the Player's Guide and
ranged attacks.
the Sandpoint chapter of Burnt Offerings.
Again, allow the PCs a short rest to recover after this fight.
To kick the adventure off, drop your players right into the
They will probably have used a lot of their encounter powers
middle of the Swallowtail festival. The festival is busy. Some of
(and possibly some daily powers) in the last fight, and the next
the player characters are probably familiar with the town, so
one is the hardest still. Don't forget to award the PCs a
refer to the townspeople by name as well as occupation. Your
milestone for completing the Goblin Pyros encounter.
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 Die, Dog, Die!
the information given to you in the adventure. When your
players have had a suitable taste of what Sandpoint and the The third (and final) encounter of the Swallowtail Festival is
festival are like, go ahead and begin the first encounter. 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
Initial Assault
encounter around the south-eastern building (this will be where
Aldern is located). Don't bother placing Aldern on the map. Just
Begin the PCs anywhere they'd like within the festival
have him hide nearby while the goblins ignore him in order to
grounds. The goblins appear coming from the northeast street
focus on the more threatening PCs.
between the buildings. I suggest the following encounter for a
party of five adventurers:
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
• 4 Goblin Cutters
tally of the damage done by each PC during this fight. Use this
• 2 Goblin Warriors
to help determine who Aldern is most fascinated with.
• 2 Goblin Blackblades
I suggest the following encounter for a party of five
Total: 500 xp (Level 1 Encounter) adventurers:
Once the party has finished off the last of the goblins,
• 2 Goblin Skullcleavers
provide them with the equivalent of a five-minute rest as the
• 2 Goblin Sharpshooters
crowded streets begin to clear and the goblins start to converge
• 1 Goblin Blackblade
on the town square. When they've healed up and gotten their
• 1 Goblin Dog (see Appendix A)
bearings, begin the next encounter.
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 Boar Hunt

If the PCs decide to accompany Aldern on his hunting


The Shopkeep's Daughter expedition into the Tickwood, run this skill challenge.

One of the most important updates to the Pathfinder Skill Challenge: The Boar Hunt
adventures in terms of conversion to 4th Edition is the addition
of skill challenges where appropriate. In Part 2 of Burnt Setup: The PCs are asked to accompany Aldern Foxglove on a
Offerings there are two such challenges: The Shopkeep's boar hunt near Tickwood. The PC who holds Aldern’s attention
Daughter and The Boar Hunt. from earlier receives a +2 bonus on all skills made during the
hunt as Aldern actively assists him or her. At the beginning of
Skill Challenge: The Shopkeep’s Daughter the skill challenge, prompt any characters trained in the History
skill to make checks in order to receive the information outlined
Setup: One of the male PCs is tricked into accompanying under History below.
Shayliss Vinder back to her father’s shop’s basement where she
attempts to seduce him. The PC must avoid a violent Complexity: 2 (6 successes before 3 failures)
confrontation with Shayliss’ father when he catches them in the Level: 1 (200 xp)
basement. Allies may assist in skill checks made before they Primary Skills: Athletics, Endurance, History, Nature, Perception
reach the basement.
Nature (DC 5): You use your knowledge of boar habits to track
Complexity: 2 (6 successes before 3 failures) one down and pursue it. Success here opens up the use of the
Level: 1 (200 xp) Endurance skill.
Primary Skills: Bluff, Diplomacy, Insight, Intimidate, Stealth,
Streetwise Athletics (DC 10): You maneuver through the forest, climbing
rocks or trees to get a better view of your surroundings as you
Bluff (DC 10): You can use this skill to convince either Shayliss search for signs of boar.
or her father that the situation transpired in a different way
than it actually did, or that you have something important to Perception (DC 10): You spot boar tracks out of the corner of
attend to for the good of the town. your eye and follow them until you discover one of the
creatures. Success here opens up the use of the Endurance
Diplomacy (DC 10): You can use this skill to reason with skill.
Shayliss or her father, describing the situation in a way that
looks favorable to you, or politely declining Shayliss’ request. History (DC 10): You recall that a traditional Varisian boar hunt
is undertaken more for the thrill of the chase than anything
Insight (DC 5): You get the feeling that Shayliss is interested in else, especially amongst the nobility. A hunt ended quickly is a
something more than just rat extermination, and use that to disappointment, even if you have fresh boar to show for it. A
attempt to weasel out of the situation before things turn ugly. successful History skill check does not award a success.
This skill cannot be used after the PC reaches the basement.
Endurance (DC 15): The chase is on! You ride hard, tailing the
Streetwise (DC 15): You recall hearing that Shayliss is even boar and waiting for a shot to present itself. This skill is closed
more of a troublemaker than her sister. Success here opens up after one use, but can be re-opened. Success here counts as
the use of the Intimidate skill. This skill can only be used once two successes but immediately ends the encounter. Failure on
this encounter. this check does not count against the PCs.

Intimidate (DC 10): You threaten to spread word of Shayliss’ Success: The PCs impress and entertain Aldern with a thrilling
brazen actions to the town at large, causing Shayliss or her hunt, and he allows each PC to keep the mount he purchased
father to back off slightly. for them. If the encounter ends before a PC succeeds on an
Endurance check, Aldern manages the killing shot.
Stealth (DC 10): You scamper out of sight, hoping to avoid a
confrontation by not being noticed in the first place. This skill Failure: The PCs did not manage to impress Aldern beyond the
can only be used in the general store's basement before the PC mild fascination he already possessed towards them. The hunt
has been spotted by Ven Vinder. The DC increases to 15 after ends with nothing to show for it. Aldern accompanies the PCs
two uses of this skill. back to Sandpoint, taking the horses with him once they reach
the town.
Success: The PC manages to remove himself from the
seduction or confrontation with Ven Vinder. Succeeding with no Whether the party succeeds or fails, have Aldern grace them
failures means that there are no hard feelings created between with 40 gp for saving his life during the Swallowtail festival
the PC and Shayliss. (treasure parcel 10 from level 1).

Failure: The PC is unable to avoid enraging Ven Vinder, who


attempts to drive him from the shop. The PC and his “pervert
friends” are thereafter barred from Ven’s shop.
Monster in the Closet Part Three: Glass and Wrath
This encounter will see some significant changes from its
original incarnation, as well as the party's first introduction to The Glassworks has been increased from one encounter to
an elite monster. four. This is probably a good time to point out that, for obvious
reasons, the number of goblins mentioned as being used in the
Back in D&D 3.5, a fight against a single monster of the raid on Sandpoint needs to be increased. They cite 30 as the
party's level was considered to be an average fight. Of course, number, but the PCs kill nearly that many themselves during
usually a single monster simply couldn't keep up with a full the attack. I suggest increasing the number to 50.
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. Once Shalelu has briefed the party on the goblin threat and
Bethana has shown them Tsuto's letter to Ameiko, they should
4th Edition fixes this by giving the average fight one monster be well on their way to the Glassworks. This is a great point to
per character. Furthermore, when the party does face off introduce the party to quests. When Bethana implores them to
against a single monster, that monster is well-equipped to deal find out what happened to Ameiko, give them a major quest
with taking on five enemies at the same time. reflecting their task. See Appendix C for the appropriate quest
card. There are no changes to the adventure until the PCs
Unfortunately for this encounter as designed, goblins simply reach the interior. The DCs for climbing up the building, should
don't make great solo monsters. Elite, definitely, but they don't the PCs choose to do so, and picking the locks on the exterior
have the interesting powers that would allow a solo version to doors remain at 20.
keep a party occupied. So forget the single monster in the
closet approach. Gresgurt is still here, but he's simply the I suggest guiding the PCs along a specific route through the
bravest of the goblins huddled together under the closet floor. Glassworks (mention that they hear giggling and banging from
There are now three monsters in the closet. a certain door) so that the encounter with Tsuto in the
glassworking room serves as the climactic finish to the set of
Begin the PCs in the upper story wherever they choose. It is fights. There is one notable change that should be made to the
likely that the encounter is begun when one of them physically layout of the Glassworks. The door into area A5 (the servants'
checks on the body of Alergast, so place the closest PC one quarters) should be made to face northwest, across from the
square away from the closet door (right next to the bed), door to A4 (the storeroom) instead of leading into A6 (the
having recoiled from Alergast's mutilated body. This will allow dining room). 4th Edition is much happier with spacious combat
enough room for all three goblins to appear. Put Gresgurt in areas, which this change accommodates.
front. Use the Blackblades' Sneaky ability to help them deal
with the cramped quarters of the bedrooms while Gresgurt As far as non-combat-related treasure goes, area A16 still
hacks away at the nearest PC. I suggest the following holds 60 gold pieces in three rolls in a hidden portion of the
encounter for a party of five adventurers: desk (Perception DC 15 finds it). This is treasure parcel 9 from
level 1.
• 1 Elite Goblin Skullcleaver, Gresgurt (apply the Battle
The first encounter the PCs will likely reach is in area A5 and
Champion template)
its adjoining hallway.
• 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).
A3 – A5 (Servants' Quarters) A12 – A14 (Office & Reception)

The Glassworks was originally devoid of hostile life save the By this point, the glassworks should seem infested with
glassworking room. We need more encounters, so there are goblins. This is a notable departure from the original adventure,
now goblins crawling everywhere. but shouldn't really alter the mood or urgency of the situation.

The doorway into the servants quarters now leads out into For this encounter, place one of the goblin blackblades in the
the hallway instead of the dining area in order to separate hallway between areas A13 and A15. When the PCs open the
these two encounter areas from one another. 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
Array the goblins and their dogs within A5, and set the party rest of the monsters in this encounter). The goblins have
up just outside the door in the hallway. The goblins are still in brought a fire beetle along at Tsuto's request to help make a
the process of gleefully ripping up bedsheets and clothing while mess of things. I suggest the following encounter for a party of
the goblin dogs rest on the floor nearby. I suggest the following five adventurers:
encounter for a party of five adventurers:
• 1 Goblin Skullcleaver
• 2 Goblin Warriors • 3 Goblin Blackblades
• 1 Goblin Blackblade • 1 Fire Beetle
• 2 Goblin Dogs (see Appendix A)
Total: 550 xp (Level 1 Encounter)
Total: 500 xp (Level 1 Encounter)
Hanging on one of the walls in the reception room, encased
The goblin blackblade here is carrying a pack of some of the in glass, is treasure parcel 4 from level 2.
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.
A17 (Glassworking Room) Tsuto Kaijutsu Level 4 Elite Skirmisher
Medium natural humanoid XP 350
And, finally, Tsuto. This should stretch the party's resources Initiative +8 Senses Perception +9
relatively thin, and Tsuto has a healthy number of goblins HP 109; Bloodied 54
working at the furnace. Of all the encounter maps in the AC 20; Fortitude 18, Reflex 19, Will 16
Glassworks, this is the only one that doesn't need to be Saving Throws +2
enlarged (and shouldn't be, since it barely fits on most mats as Speed 6
is). Action Point 1
m Short Sword (standard; at-will) ✦ Weapon

When the PCs first arrive, it's goblins and only goblins. Tsuto +9 vs. AC; 1d8 + 4 damage.
arrives during round 3. Don't bother having a goblin go run and M Twin Strike (standard; at-will) ✦ Weapon
grab him. It's entirely possible that the PCs enter from the far Two attacks; +9 vs. AC; 1d8 + 1 damage.
end of the room, blocking the way to Tsuto anyway. Just have M Riposte Strike (standard; encounter) ✦ Weapon
him join the fight upstairs on his own. Roll initiative for him and +9 vs. AC; 1d8 + 4 damage, and if the target attacks Tsuto
insert him into the combat at the northeast doorway. I suggest before the beginning of his next turn, Tsuto may make a
the following encounter for a party of five adventurers: melee basic attack against the target as an immediate
interrupt.
• 1 Goblin Hexer M Jaws of the Wolf (standard; encounter) ✦ Weapon
• 1 Goblin Skullcleaver Two attacks; +9 vs. AC; 2d8 + 4 damage. Miss: half
• Tsuto Kaijutsu (see below, credit to Daniel Rivera) damage.
• 6 Goblin Cutters Yield Ground (immediate reaction, when damaged by a
• Glassworks Furnace (see below) melee attack; encounter)
Tsuto may shift up to 2 squares and gains a +2 power
Total: 875 xp (Level 4 Encounter) bonus to all defenses until the end of his next turn.
Hunter's Quarry (minor action; 1/round)
The goblins should absolutely focus on killing PCs in this The nearest enemy target is designated as Tsuto's quarry.
fight, especially once Tsuto shows up. If a PC drops Once per round, Tsuto may elect to deal an additional 1d6
unconscious at any point, the nearest two monsters should damage with an attack after it hits. Tsuto may only have
make a beeline for the body, pick it up (a minor action), carry it one quarry at a time, and designating a new quarry
to the furnace doors (bearing in mind that a single goblin negates any existing quarry.
carrying a body is slowed due to the weight), open the doors (a Alignment Evil Languages Common, Elf,
minor action) and finally throw the helpless character into the Minkai
furnace (a standard action). If they have an action to spare, Skills Acrobatics +9, Bluff +6, Intimidate +6, Thievery +9
they also slam the furnace door shut again (a minor action). Str 16 (+5) Dex 18 (+6) Wis 14 (+4)
Careless PCs will thus find that this fight could prove quite Con 12 (+3) Int 9 (+1) Cha 12 (+3)
lethal. Equipment 2 short swords

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.
Glassworks Furnace Level 2 Lurker B1 (Guard Cave)
Hazard XP 125
The furnace doors swing open and unbearable heat washes This is a pretty straightforward encounter, beginning as soon
over you. The flames beyond are hot enough to work glass as a PC rounds the corner to look into the cave.
from sand, and they engulf you in agony as you're tossed
in. A group of Sinspawn are waiting within, and are happy to
Hazard: Two wide, iron doors cover the entrance to the take out their frustration with guard duty out on the PCs. Place
glassworks furnace. the Rippers closer to the mouth of the cave, and the Wrathlord
Perception nearer to the back. I suggest the following encounter for a
No check is necessary to notice the huge furnace. party of five adventurers:
Trigger
The hazard triggers whenever a creature enters or begins • 4 Sinspawn Rippers (see Appendix A)
its turn in one of the spaces beyond the furnace doors. It • 1 Sinspawn Wrathlord (see Appendix A)
takes a minor action to open or close the furnace doors,
and a standard action to push an unconscious or otherwise Total: 625 xp (Level 2 Encounter)
helpless creature through the opening. Creatures that are
not helpless cannot be involuntarily moved into the B4 (Washing Pool)
furnace.
Attack It's a good idea to increase the size of this chamber to 5
Opportunity Action Melee squares in diameter. The pool in the center can remain the
Target: The creature that triggered the hazard. same size. Vargouilles do not exist in 4th Edition yet, but a very
Attack: Automatic hit similar monster - the flameskull - does. I have dropped their
Hit: The target takes ongoing 10 fire damage and is dazed level by 4 to make them an appropriate challenge for a party of
(save ends). 2nd level adventurers.
Countermeasures
There is no way to actively disable the furnace during Place the flameskulls throughout the room, at the same height
combat. There are plenty of ways to prevent characters as the PCs. I suggest the following encounter for a party of five
from being thrown into the flames, however. adventurers:

The Catacombs of Wrath • 3 altered Flameskulls (see below)

Yes, it was originally a "semi-optional" dungeon. The extra Total: 525 xp (Level 1 Encounter)
encounters it contains are important to the leveling scheme of
this conversion, though, and it's a great sneak peek into the Try to space out the Flameskulls' use of their fireball ability. One
world of the Runelords. Encourage your party by whichever of the downsides of stacking a fight with artillery monsters is
means necessary to investigate the tunnel leading from the that they can easily devastate a party by using their encounter
Glassworks to the Catacombs. If the PCs seem reluctant, have powers immediately.
Ameiko mention that she heard Tsuto say something about a
special surprise for Sandpoint in the tunnels, or have Shalelu or Flameskull (Level 4) Level 4 Brute
Sheriff Hemlock express concern that the smuggling tunnels Tiny natural animate (undead) XP 175
have not been mapped. Initiative +5 Senses Perception +9
HP 46; Bloodied 23
Non-combat treasure in the Catacombs includes the Regeneration 5
decorative ranseur held by the statue of Runelord Alaznit in AC 17; Fortitude 14, Reflex 19, Will 17
area B3 (the Welcoming Chamber). It is worth 290 gold pieces Immune disease, poison; Resist 10 fire, 5 necrotic
(and is treasure parcel 5 from level 2). 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) Koruvus Level 3 Elite Brute
Medium natural humanoid XP 300
The ancient prison now holds a bevy of monsters for the PCs. A Initiative +3 Senses Perception +2; low-light vision
group of Stormclaw Scorpions has taken up residence near one HP 106; Bloodied 53; see also bloodied rage
side of the cave, but the scorpions dislike the unnatural nature AC 18; Fortitude 17, Reflex 14, Will 12
of the Sinspawn who share the prison with them, and the Saving Throws +2
Sinspawn consider the scorpions too dangerous to be Speed 5; see also goblin tactics
worthwhile eating. Action Point 1
m Short Sword (standard; at-will) ✦ Weapon
Place the Stormclaw Scorpions off to the left side of the prison +6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 damage while
and the Sinspawn to the right. I suggest the following bloodied.
encounter for a party of five adventurers: M Hand Axe (standard; at-will) ✦ Weapon
+5 vs. AC; 1d6 + 3 damage.
• 3 Stormclaw Scorpions M Silver Dagger (standard; at-will) ✦ Weapon
• 3 Sinspawn Rippers (see Appendix A) +5 vs. AC; 1d4 + 1 damage.
M Arms for Everyone (standard; at-will) ✦ Weapon
Total: 675 xp (Level 2 Encounter) Koruvus makes a short sword, hand axe, and silver dagger
attack. If Koruvus is bloodied, this attack can be made at
They should try to fight on their separate ends of the the end of a charge.
platform, flanking the PCs, but if no other opportunity presents R Alchemical Breath (minor; encounter) ✦ Acid
itself they take advantage of the second stairway as well. If a Ranged 10; +3 vs. Will; 1d6 + 5 damage and ongoing 5
Sinspawn has no way of reaching a PC on the platform above, it acid damage (save ends).
waits underneath a corner of the platform and readies an attack Bloodied Rage
should a PC take a tumble over the edge.
While bloodied, Koruvus loses the ability to use goblin
tactics and can do nothing but attack the nearest enemy,
B9 (Prisoner Pits) charging when possible.
Goblin Tactics (immediate reaction, when missed by a
This encounter has undergone some thematic alterations. melee attack; at-will)
The zombies are no longer simply hazards waiting at the Koruvus shifts 1 square.
bottom of a pit for a hapless PC to wander into. Not only would Alignment Evil Languages Common, Goblin
they be relatively insignificant threats absent a monster with Skills Stealth +8, Thievery +8
the ability to push PCs with a power, but carrying out that Str 18 (+4) Dex 14 (+3) Wis 13 (+2)
isolated combat in a single 5' square would not be terribly Con 13 (+2) Int 8 (+0) Cha 8 (+0)
interesting. And finally, once Koruvus is dealt with the zombies Equipment short sword, hand axe, silver dagger
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.
B11 (Meditation Chamber) B13 (Cathedral of Wrath)

When the PCs come across this room, alter the room's This encounter functions similarly to the original. Erylium is
description as follows: the focus of the fight, and she uses the lesser runewell of wrath
to summon new Sinspawn to her aid. The main difference is
This strange room consists of a fifteen-foot-diameter that she has the ability (and inclination) to summon an
sphere. Several objects float in the room, spinning lazily additional two Sinspawn over the course of the fight as she
in space—a bottle of wine, a dead raven surrounded by a becomes increasingly desperate. This is justifiable in part
halo of floating and writhing maggots, and a ragged but because the number of goblins involved in (and killed during)
finely adorned book. Yet perhaps the most unnerving the raid on Sandpoint and in the Glassworks afterwards has
aspect of the room is the walls, for they are plated in been dramatically increased in this conversion, supplying the
sheets of strange red metal that ripple every once in a runewell with far more wrathful souls than it originally
while with silent black electricity that seems to coalesce contained.
into strange runes or even words far too often for the
effect to be chance. The runewell here contains 50 points of wrath before the
encounter begins. Any creature entering the runewell
Should the PCs attempt to get their hands on the book, run immediately takes 2d10 cold damage. The runewell then makes
the following skill challenge. an attack at +5 vs. Will against the creature. If successful, the
creature is compelled to do nothing but attack the nearest
Skill Challenge: The Meditation Chamber target, using the most powerful abilities available to it (save
ends).
Setup: This room is located within a small area of warped
gravity, causing everything within to float. The PCs must work Erylium is positioned atop the pulpit and immediately
together to retrieve the prayer book of Lamashtu without summons a single Sinspawn Wrathlord from the runewell. I
damaging it significantly in the process. suggest the following encounter for a party of five adventurers:

Complexity: 3 (8 successes before 3 failures) • Erylium (see below)


Level: 2 (375 xp) • 1 Sinspawn Wrathlord (see Appendix A)
Primary Skills: Acrobatics, Arcana, Dungeoneering
Total: 625 xp (Level 2 Encounter; adjusted for Erylium's
Acrobatics (DC 6): You deftly launch off one of the chambers summon sinspawn power)
spherical walls, aiming your body for the book and hoping to
catch it without harming it. Erylium should make use of the runewell after she first takes
damage and immediately after becoming bloodied.
Arcana (DC 11): You use your knowledge of magical anomalies
to minimize the room's effects on yourself, allowing you to Located in this room, either on Erylium or elsewhere, is
maneuver easily towards the book. PCs who beat a DC of 16 on treasure parcel 1 from level 2. Erylium wears a tiara worth 260
this check are also informed that the unstable magics here may gp (treasure parcel 6 from level 2) and a black silk gown worth
cause especially weak spells to be twisted and turned upon 170 gp (treasure parcel 8 from level 2).
their caster.

Dungeoneering (DC 16): Your experiences with magical traps or


underwater currents give you remarkable insight into handling
the disorienting effects of the room's lack of gravity.

Special: Any character attempting to use an at-will spell in this


room immediately has it wrested from his control and can only
watch as it spirals throughout the room, wreaking havoc. Any
such use earns an automatic failure.

Success: The party manages to retrieve the book in stellar


condition thanks to its magical preservation against the ages.
They can sell it back at civilization for 150 gold pieces (treasure
parcels 9 and 10 from level 2).

Failure: The book is inadvertantly damaged by the party's


actions. When they finally get ahold of it, its value has dropped
to 75 gold pieces (but still counts as both treasure parcels).
Note that a Make Whole ritual or similar power can restore the
book to its full value of 150 gold pieces.

The wand and scroll are no longer present in this room.


Erylium Level 3 Elite Lurker (Leader) The Lesser Runewell of Wrath
Tiny immortal humanoid (devil) XP 300
Initiative +4 Senses Perception +8; darkvision The runewell in the Catacombs of Wrath presents a
HP 80; Bloodied 40 significant threat to Sandpoint and the surrounding region if not
AC 19; Fortitude 14, Reflex 17, Will 17 dealt with. By the end of the fight with Erylium, the runewell
Resist 10 fire, 10 poison contains 32 wrath points, enough to create 5 more sinspawn. In
Saving Throws +2 order to disable the runewell, the PCs have to drain it of wrath
Speed 4, fly 6 (hover) completely. This is an opportunity to include another skill
Action Point 1 challenge - allowing the PCs a chance to shut the runewell
m Bite (standard; at-will) down without having to put up with the threat another five
+7 vs. AC; 1d6 + 1 damage. sinspawn pose.
R Alchemical Breath (minor; at-will) ✦ Acid
Ranged 10; +6 vs. Will; 1d6 + 3 acid damage and ongoing Skill Challenge: The Lesser Runewell of Wrath
3 acid damage (save ends).
M Tail Sting (standard; recharges when Erylium uses vanish) Setup: The runewell must be shut down by draining it of wrath
✦ Poison points. This can be accomplished by causing it to disgorge
+8 vs. AC; 1d8 + 3 damage, and Erylium makes a sinspawn, but with some finesse and patient examination, the
secondary attack against the same target. Secondary wrath can be diffused without creating more of the tainted
attack: +5 vs. Fortitude; the target takes ongoing 5 poison monsters.
damage and a -2 penalty to Will defense (save ends both).
Vanish (standard; at-will) ✦ Illusion Complexity: 5 (12 successes before 3 failures)
Erylium becomes invisible until the end of her next turn or Level: 2 (625 xp)
until she attacks. Primary Skills: Arcana, Religion, Thievery
Summon Sinspawn (move, when adjacent to runewell;
recharges when first bloodied) Arcana (DC 6): Your knowledge of summoning rituals provides
Erylium summons a Sinspawn Ripper in any square you with a few incantations to disperse the influence of wrath
adjacent to the runewell. Each use of this ability deals 5 in the catacombs.
damage to Erylium.
Alignment Evil Languages Abyssal, Common, Religion (DC 11): You counter the unholy presence in the
Thassilonian cathedral with a number of furtive prayers to your own deity,
Skills Arcana +9, Bluff +9, Stealth +9 who responds by diluting the taint of wrath covering the
Str 12 (+2) Dex 17 (+4) Wis 14 (+3) runewell.
Con 16 (+4) Int 16 (+4) Cha 16 (+4)
Thievery (DC 16): While this particular device is quite different
from what you're used to, you find yourself able to identify a
handful of the runes inscribed along the well's edges and
effectively counter them.

Success: The runewell's glow dims and disappears, and the cold
and unease the party felt upon entering the cathedral gradually
fades over the next few hours. Sandpoint is safe from the
runewell's influence - for now.

Failure: A careless mistake in defusing the runewell causes it to


expel 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.

Whether the PCs succeed or fail, the runewell is no longer a


threat.
Part Four: Thistletop Navigating the Nettlewood

Before the PCs even come across Thistletop, they run the
The next target on the PCs' agenda at this point should be risk of getting rather lost in the tangled maze of the
Thistletop and attempting to put a stop to the enormous goblin Nettlewood. While Thistletop is easy to locate simply by
raid threatening Sandpoint. Assign them a couple of quests to heading to the coast and following the shoreline, it is difficult to
help them along. See Appendix C for the appropriate quest access from below in such a manner. It is very likely that your
cards. party will head through the wilderness to the goblin fortress. To
do so they will have to defeat a skill challenge, or accidentally
The first is given to the PCs by a group of traveling stumble across a bloodthirsty hobgoblin patrol (these
merchants who have had their prize warhorse stolen during a hobgoblins have no connection to Thistletop and are nothing
goblin attack on their caravan. Shadowmist can be found within more than bandits keeping an eye on the nearby highway).
Thistletop, and requires the successful completion of a skill
challenge to save. The monetary reward for returning Skill Challenge: Navigating the Nettlewood
Shadowmist is treasure parcels 6 and 10 from level 4.
Setup: The Nettlewood is a tangled, confusing mess of trees
The second should be given to the party whenever it and brambles. To make matters worse, the sun overhead is
becomes clear to them that the town can only be saved by obscured by a natural canopy, making travel direction difficult
taking care of the leaders of Thistletop. This could be as early to gauge. Thistletop is here somewhere, but too many missteps
as when they discover Tsuto's notes, or as late as having to and trouble could find the party first.
throw pleading townsfolk at the PCs until they realize they're
needed for the good of the town. Note: This skill challenge is practically identical to the Lost in
the Wilderness sample skill challenge presented in the Dungeon
Allow the PCs a chance to rest up from whatever adventure Master's Guide.
they've just returned from, and give them an opportunity to
purchase equipment (they may even have enough gold to buy a Complexity: 2 (6 successes before 3 failures)
magic item or two). Level: 2 (250 xp)
Primary Skills: Endurance, Nature, Perception
When they are sufficiently prepared and decide to leave
Sandpoint, set them on the Navigating the Nettlewood skill Endurance (DC 11): You forge ahead, shrugging off the
challenge. snagging nettles and ever-growing weariness from your
continued trek through the forest. At least two of the successes
gained in this skill challenge must be from this skill in order to
complete the challenge. A failed check indicates that all
members of the party lose one healing surge, in addition to
counting as a failure for the challenge.

Nature (DC 11): You're able to advise your 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. At least one of the successes gained in this skill
challenge must be from this skill in order to complete the
challenge. A failed check indicates that all members of the party
lose one healing surge, in addition to counting as a failure for
the challenge.

Perception (DC 6): You point out an obscured path for the party
to take, or notice a hidden patch of nettles that you ought to
avoid. Using this skill doesn’t count as a success or failure for
the challenge, but instead provides a +2 bonus or –2 penalty to
the next character’s Endurance or Nature check.

Success: You finally come across one of the entrances to the


goblin warren leading to Thistletop. While the trek was
challenging, you are more or less in one piece. Thistletop
awaits.

Failure: After one wrong turn to many, you stumble out of the
tangled undergrowth and into a clearing. A number of burly
goblinoid creatures turn towards you and chuckle to
themselves, drawing nasty-looking weapons in the anticipation
of another set of victims.
C6 & C7 (Gogmurt & Tangletooth)
If the PCs fail the skill challenge, they need to contend with
a pack of hobgoblin bandits. I suggest the following encounter Tangletooth growls menacingly at anyone unfamiliar
for a party of five adventurers: approaching Gogmurt's lair. Have the goblin make a dramatic
appearance by stepping through the bramble wall as it parts for
• 2 Hobgoblin Archers him, igniting his dagger in supernatural flame in the process.
• 3 Hobgoblin Soldiers The PCs should immediately get the feeling that this goblin is
• 1 Hobgoblin Warcaster different from the others they've fought so far.

Total: 900 xp (Level 4 Encounter) I suggest the following encounter for a party of five
adventurers:
Soon after they contend with the hobgoblins, they manage
to find the entrance to the goblin warren and Thistletop. The • Tangletooth (use the Cave Bear stat block from the
party does not need to complete the skill challenge a second Monster Manual - note the errata increasing the bear's
time. damage to 2d8 + 5)
• Gogmurt, Goblin Druid (see below)
C4 (Refugee Nest)
Total: 900 xp (Level 4 Encounter)
The majority of the refugees who ended up here are poorly
equipped and are unable to put up much of a fight. A handful Treasure parcel 3 from level 3 can be found at the back of
have seen a fight or two, though, and take advantage of their the lair, amongst Gogmurt's alchemical supplies.
numbers to overwhelm the PCs, flanking whenever possible.
When the fight starts going badly for the goblins (and it The cave bear makes a surprisingly good stand-in for a
undoubtedly will), have a couple of them panic. PCs who leopard in this fight (though you should still describe
Tangletooth as a firepelt), and it is an elite monster to boot,
understand the Goblin tongue are able to make out phrases like
making this an appropriately challenging fight. Gogmurt posed
"We're done for!", "Run for your lives!" and "Longshanks are
here to kill us all!" a few interesting design questions. One of the best ways to
approaching monster conversion in 4th Edition is to start by
I suggest the following encounter for a party of five making a list of what might be called "signature" abilities. The
adventurers: list I made for Gogmurt included the following: a love of fire
(he's a goblin, after all, and employs produce flame and flame
• 8 Goblin Cutters blade in the original adventure), his ability to move through the
• 3 Goblin Blackblades bramble walls and, of course, his animal companion. I also
wanted a chance to try out some of the new Kobold monsters
Total: 500 xp (Level 1 Encounter) presented in Dragon #364, and this looked like a great chance
to try out the Kobold Wild Mage stat block (modified for a
C5 (Goblin Dog Kennel) goblin).

There's one more Goblin Dog here than in the original I decided to start with the Scion of Flame template to bump
adventure. The goblin dogs begin the fight leashed to wooden Gogmurt to elite status. This makes all of his attacks fire-based
stakes in the dirt, but the presence of potential threats and/or(including all of his Wild Magic powers and his dagger). I
food is more than enough incentive for them to pull the stakes removed the Body of Flame ability and Wild Teleport and
free (a move action for the Goblin Dogs) at their first replaced them with the ability to heal Tangletooth once and his
opportunity. free movement through the bramble walls. The random nature
of the Wild Magic effects meshes well with the Pathfinder
Any fight here creates enough noise to alert Gogmurt to the imagining of goblins, and Gogmurt should also feel plenty
party's presence. I suggest the following encounter for a party druid-like to the party.
of five adventurers:

• 5 Goblin Dogs (see Appendix A)

Total: 500 xp (Level 1 Encounter)


Gogmurt, Goblin Druid Level 5 Elite Controller Thistletop Fortress
Small natural humanoid XP 400
Initiative +4 Senses Perception +4; darkvision And so we near the finale of Burnt Offerings: the assault on
HP 116; Bloodied 58 Thistletop. I'm going to quickly go over the changes being
AC 18; Fortitude 18, Reflex 19, Will 18 made to this final dungeon before I dive into the encounter
Resist 5 fire write-ups.
Saving Throws +2
Speed 6; see also woodland stride and goblin tactics The first floor is being split into three encounters, plus a skill
Action Point 1 challenge. The pickle thieves in the guard tower are now
m Flame Dagger (standard; at-will) ✦ Fire combined with the goblins playing Killgull. The goblin dogs from
+7 vs. AC; 1d4 + 2 fire damage. the exercise yard are mustered by a pair of goblins from the
r Sizzling Surge (standard; at-will) ✦ Implement, Fire barracks and the two commandos from the eastern guardtower,
Ranged 10; +9 vs. Reflex; 1d6 + 4 fire damage and slide 2. who mount a defense just outside the throne room. The
R Mad Goblin Forest Magic (standard; at-will) ✦ remainder of the goblins in the fortress are part of the
Implement, Fire encounter with Ripnugget. Dealing with Shadowmist is now a
Ranged 10; +9 vs. Reflex; on a hit roll 1d4 to determine skill challenge.
the effect:
1 Flame Bolt, 1d8 + 4 fire damage and ongoing 5 fire The second floor prominently features a fight with
(save ends). Bruthazmus and the goblin wives. Orik and Lyrie are holed up
2 Flame Wreath, 1d6 + 4 fire damage and immobilized together in the research room as a single encounter. The cave
(save ends). area has been altered to replace the tentamort with up-to-date
3 Singe the Flesh, 1d8 + 4 fire damage and dazed (save
monsters, and the chapel contains Shadow Hounds, which are a
decent replacement for the Yeth Hounds.
ends).
4 Dance, Longshanks!, 1d6 + 4 fire damage, ongoing 5
The final floor begins with a trap encounter (an expanded
fire and slowed (save ends both).
c Companion Bond (minor; encounter) ✦ Healing
version of the scythe-pit trap). The fights with Nualia and
Malfeshnekor remain largely intact, as does the fight with the
Close burst 5; if Tangletooth is in the area and is bloodied, undead in the crypt room. The hermit crab no longer resides in
she regains 42 hit points. the ruined treasury, which is instead inhabited by a group of
c There Goes the Warren (when reduced to 0 hit points)
kruthiks.
✦ Fire
Close burst 2; +10 vs. Reflex; 2d6 + 4 fire damage. By this point it is very likely that the party has reached level
Woodland Stride 3, or will very soon. They will hit level 4 before the end of the
Gogmurt can move freely through the bramble walls of the dungeon. Be sure to keep track of your treasure parcels
goblin warren. While in a wall space he gains cover and appropriately.
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
C9 & C10 (Thistletop Exterior) Rigged Rope Bridge Level 3 Lurker
Trap XP 150
The rigged rope bridge and fight with the goblins outside the The seemingly sound rope bridge shudders worryingly as yet
hideout now form a single encounter. This has been done for another creature steps out onto it. You hear a snap, and
two reasons: first, the rope bridge trap by itself is not very the wooden planks swing out from under you. Nothing but
tactically interesting at all. Once spotted by the PCs (likely with waves and rock outcroppings wait below.
their Passive Perception scores), it's not challenging to simply Trap: The rope bridge has been rigged to collapse should
send two PCs across at a time. The other reason is that putting three or more people attempt to use it at the same time.
goblins and goblin dogs at one end of the bridge forces an Perception
interesting tactical dilemma on the PCs. Do they fight on the ✦ DC 16: The character notices that the ropes on one side of
bridge and get bogged down, with only a couple party the bridge don't seem to be secured as tightly.
members fighting the goblins at a time? Or do they figure out a Additional Skill: Dungeoneering
way to get past the goblins somehow? ✦ DC 18: The character realizes that the bridge will collapse if
three or more medium-sized creatures are on it at the
Fighting the goblins with ranged weapons is a losing same time.
prospect. Not only can the goblins fire back (with surprising Trigger
accuracy), but most ranged powers do not have enough range The trap triggers as soon as three or more medium-sized
to reach across the length of the bridge. If the goblins find creatures occupy the same bridge squares at the same time
themselves overpowered at range, they simply retreat within (a small creature counts as one-third of a medium creature,
the walls of Thistletop and inform Ripnugget, if he hasn't and a large creature counts as three medium creatures).
already heard of the attack. The onus is on the PCs to make it Attack
inside Thistletop. The goblins have the home turf advantage. I Immediate Reaction Melee
suggest the following encounter for a party of five adventurers: Target: All creatures on the rope bridge.
Attack: +5 vs. Reflex
• 4 Goblin Dogs (see Appendix A) Hit: The target falls 80 feet into the surf below, taking 4d10
• 4 Goblin Warriors damage.
• 2 Goblin Sharpshooters (join the fight in round 4) Miss: Target catches the good side of the bridge but is
• Rigged Rope Bridge (see below) considered to be squeezing as long as they remain on the
bridge. Missed targets adjacent to either shore may elect to
Total: 1,200 xp (Level 6 Encounter) leap onto the nearest square of solid ground, falling prone.
Effect: The bridge is collapsed. Characters can still use the
The goblin dogs and Warriors begin the fight outside the attached side of the bridge to cross, but are considered to
walls, playing Killgull. They stop once they see the PCs and be squeezing while doing so. Characters involuntarily
attack them immediately (though the one holding the gull-on-a- moved off the working side of the bridge can immediately
string continues to absentmindedly hold the string until he make a saving throw as a free action to hold on and avoid
realizes he needs his other hand for something). The two the movement, but are immobilized until the end of their
goblins in the eastern guardtower (C15) rush downstairs to next turn.
warn Ripnugget and protect the throne room while the goblins Countermeasures
in the western guardtower (C13) are awoken by the battle on ✦ A character adjacent to either shore of the bridge can
round four. After tossing the pickles off the tower, they join the increase the strength of the rigged knots with a DC 15
fight by peppering the PCs at range. If the PCs head inside Thievery check. Each success means that the bridge can
without killing the pickle thieves, they are quick to assume that hold on additional medium-sized creature (up to a
the PCs will come to murder them next. Panicking, they maximum of six) without triggering the trap.
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.
C11 – C13 (Trophy Hall) C18 (Shadowmist)

At this point it is practically inevitable that the PCs have Shadowmist is in pretty pathetic shape when found by the
alerted at least the top level of the fortress to their presence. PCs. Restoring him to good health is a skill challenge.
The goblins within the fortress have fortified it with two groups.
One is positioned in the trophy hall with the goblin dogs from Skill Challenge: Tending to Shadowmist
the exercise yard, and the other waits within the throne room.
The defense here is being marshaled by the two commandos, Setup: After many days of confinement and starvation, the
who yanked a pair of goblin grunts from the barracks to muster once-magnificent warhorse Shadowmist is a shadow of his
the goblin dogs. I suggest the following encounter for a party former self. Little more than skin and bone, he is in need of
of five adventurers: prompt, careful attention if the PCs wish to prevent the horse's
death.
• 4 Goblin Dogs (see Appendix A)
• 2 Goblin Skullcleavers Complexity: 3 (8 successes before 3 failures)
• 2 Goblin Cutters Level: 3 (450 xp)
Primary Skills: Nature, Heal, Athletics
Total: 750 xp (Level 3 Encounter)
Nature (DC 11): You have spent time caring for horses in the
There is a good deal of potential exploration to be done after past, or have had to suffer long periods surviving without food
the conclusion of this fight. Divide treasure parcel 10 from level yourself. You know a few things about how to safely handle
3 up so that it can be spread throughout this level. 40 gold Shadowmist, and whisper some calming words to the horse
pieces worth is found in the form of Ripnugget's holy symbol in while expertly instructing your companions. The first success
C23. The rest should be split between the chest in the treasury with a nature or heal check indicates starvation and reveals that
(along with treasure parcel 4 from level 3) and Ripnugget's feeding Shadowmist will provide a one-time automatic success.
possessions.
Heal (DC 16): While horses may not have been your most
common patient, you're familiar enough with methods of care
for living creatures that you can get Shadowmist on his feet
again. The first success with a nature or heal check indicates
starvation and reveals that feeding Shadowmist will provide a
one-time automatic success.

Athletics (DC 16): Once Shadowmist is back on his feet, he


reacts violently to any attempt to restrain him, and worse still if
spooked (say, by a failed nature check). A strong arm can help
rein the warhorse in so that he can be tamed.

At least one success in this challenge must come from either a


successful heal check or administering food to Shadowmist.

Success: You 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!

Failure: 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 also results in the
PCs failing the minor quest Horse Thieves!
C19 (Throne Room) Warchief Ripnugget Level 5 Elite Soldier (Leader)
Small natural humanoid XP 400
This marks the PCs' final confrontation with the goblin Initiative +5 Senses Perception +8; low-light vision
menace (save the minor threat that the goblin wives in HP 130; Bloodied 65; see also alchemical juggernaut
Bruthazmus' room pose). It should be a dramatic encounter full AC 23; Fortitude 20, Reflex 15, Will 19
of Ripnugget's taunts and goblin rallying cries (which often Saving Throws +2
sound more like insults than encouragement). Speed 5; see also goblin tactics
Action Point 1
Any creature forced into one of the four spiked support m Dogslicer (standard; at-will) ✦ Weapon

columns is dealt 1d10 points of damage from the protruding +12 vs. AC; 1d8 + 5 damage and the target is marked until
spikes. Ouch. the end of Ripnugget's next turn.
c Fight On, You Slugs! (minor; recharge 56)
We're also changing things up for this fight. The PCs have Close burst 2; each goblin ally in the area gains a +4 bonus
fought dozens of goblins by now, and they are no doubt to its next attack roll.
becoming somewhat predictable. For this final battle, I've taken M Knee Splinter (standard; encounter) ✦ Weapon
some of the recently released kobold monsters and retooled +12 vs. AC; 2d8 + 5 damage and the target is immobilized
them to look like goblins. I suggest the following encounter for (save ends). Aftereffect: Target is slowed (save ends).
a party of five adventurers: M Cheap Shot (minor; recharge 56)
+10 vs. Fortitude; 1d8 damage and the target is stunned
• Warchief Ripnugget (see below) (save ends).
• Stickfoot, Giant Gecko (see Appendix A) Alchemical Juggernaut (minor; encounter) ✦ Acid,
• 2 Goblin Pikers (as Kobold Piker with goblin racial trait, Polymorph
see Dragon #364) Ripnugget regains 32 hit points. Until the end of the
• 4 Goblin Cutters encounter, he gains regeneration 5 and all of his attacks
deal an extra 3 acid damage.
Total: 875 xp (Level 4 Encounter) Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
Make heavy, effective use of the pikers' ability to ready Ripnugget shifts 1 square.
attacks with a bonus by positioning them near Ripnugget, then Alignment Evil Languages Common, Goblin
using Stickfoot to drag an unfortunate (and now prone) Skills Diplomacy +10, Intimidate +10
adventurer into triggering their melee attacks. The cutters can Str 18 (+6) Dex 13 (+3) Wis 12 (+3)
run interference, but don't expect them to last long with the Con 17 (+5) Int 12 (+3) Cha 17 (+5)
party pulling out daily powers for what should clearly be a Equipment plate armor, dogslicer, sling
climactic fight. When Ripnugget becomes bloodied, he uses his
Alchemical Juggernaut ability, pulling out one of Gogmurt's C24 (Treasury)
most powerful alchemical concoctions and throwing it to the
ground, inhaling the billowing green smoke. The treasury chest in this small room sports a nasty surprise
of a trap. Unfortunately, this trap once again runs counter to
Ripnugget carries treasure parcel 1 from level 3, and the design philosophy of 4th Edition encounters; it challenges
treasure parcel 6 from level 3 can be found either here or in only a single party member and isn't tactically interesting. It
Ripnugget's room (whichever you feel is appropriate). 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 Level 4 Obstacle D2 (Chieftan's Harem)
Trap XP 175
A rusty blade of jagged metal springs out of the chest's lid. You have a real opportunity here to demonstrate to your
Trap: While the poison on this blade has long since decayed, players that goblins of either gender are roughly equally
it still has a great chance of giving victims tetanus. depraved and bloodthirsty. Bruthazmus is found in this
Perception chamber, along with a pack of goblin wives.
✦ DC 18: The character notices the blade's trigger
mechanism. Despite Bruthazmus' experience as a hunter and trapper, he
Trigger sticks to melee in this fight, knowing that the close quarters of
The blade springs when a character attempts to open the the harem chamber do not favor ranged combat. To that end,
chest. Bruthazmus now possesses a frightening array of melee
Attack abilities. The goblin wives act as a single entity, wreaking havoc
Immediate Interrupt Melee where able and setting characters up to be attacked by
Target: The creature that triggered the trap Bruthazmus. They have been turned into the goblin version of a
Attack: +8 vs. AC kobold horde. I suggest the following encounter for a party of
Hit: 1d8 + 4 damage, and the trap makes a secondary five adventurers:
attack.
Secondary Attack: +7 vs. Fortitude • Bruthazmus (see below)
Hit: The target contracts tetanus. • 1 Goblin Horde (as Kobold Horde with goblin racial trait,
Countermeasures see Dragon #364)
✦ A character can make a DC 17 Thievery check to disable
the trigger mechanism. Success disables the trap. Failure Total: 1,250 xp (Level 6 Encounter)
by 5 or more springs the trap, and the trap gains combat
advantage against its target. 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


Medium natural humanoid XP 1,000
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 Point 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 At this point, unless the party has made stellar efforts to
3rd-party monster in D&D 3.5). I originally designed this remain unnoticed throughout their assault on Thistletop, both
encounter to feature a pair of Azure Jellies, but it was pointed Orik and Lyrie have decided to fortify this room. Play this
out to me that Grells are the closest analogue to the tentamort encounter with a careful eye for the characters involved. Lyrie is
(credit to Jamie Lovett). I still like the idea of including an Azuredescribed as hot-tempered and pessimistic. Orik has a good
Jelly to spice things up, so I've kept one of them. deal of resolve and a sound sense of self-preservation, but also
harbors unrequieted feelings for Lyrie. Both of them will opt to
Have the jelly drop down from the ceiling into the central surrender if things turn out badly.
chamber right after the PCs enter the room. The grell should be
floating somewhere nearby. Keep Lyrie at range and have Orik occupy the party in melee.
Have Orik lock down strikers when able. Make sure Lyrie saves
In running the monsters, try to keep them attached to or her Cunning Manipulation for when it can best be used - a
grabbing a PC for as long as possible. Keep in mind that they multi-target daily spell, for instance. I suggest the following
can still use their attacks while attached to or grabbing a encounter for a party of five adventurers:
character. This has the potential to be a difficult fight if handled
well. I suggest the following encounter for a party of five • Orik Vancaskerkin (see below)
adventurers: • Lyrie Akenja (see below)

• 1 Azure Jelly (see Dragon #367) Total: 950 xp (Level 5 Encounter)


• 1 Grell
Treasure parcels 7, 8 and 9 from level 3, as well as treasure
Total: 1,200 xp (Level 6 Encounter) parcel 3 from level 4 are found in this room, whether as part of
Orik's or Lyrie's equipment, or research materials scattered
One of the goblin corpses still remaining in the caves holds throughout the room.
treasure parcel 2 from level 4.
Orik Vancaskerkin Level 7 Elite Soldier
D12 (Chapel to Lamashtu) Medium natural humanoid XP 600
Initiative +7 Senses Perception +4
The chapel now contains three hounds, which use the HP 156; Bloodied 78
Shadow Hound stat block. Though Shadow Hounds do not fly, AC 24; Fortitude 22, Reflex 19, Will 20
the indoor environment doesn't really favor flying creatures Saving Throws +2
much to begin with. The hounds attack as soon as the PCs Speed 5
enter the chapel by any route. Action Point 1
m Longsword (standard; at-will) ✦ Weapon
The most effective way for the hounds to fight is as a single- +13 vs. AC; 2d8 + 5 damage.
minded unit. Their ability to teleport gives them unrestricted M Knock Off Balance (standard; at-will) ✦ Weapon
movement. Each round, have them select a vulnerable PC as +13 vs. Reflex; 1d8 + 5 damage, and the target grants
their target. They should all teleport adjacent to that same combat advantage to Orik (save ends) and is immobilized
target and attack. This strategy can reliably bring a PC down to until the end of Orik's next turn.
bloodied in a single round. The party's leaders will need to be M Jarring Strike (standard; recharge 6) ✦ Weapon
on their toes, and the rest of the group will need to focus their Requires combat advantage; +13 vs. Fortitude; 1d8 + 5
attacks on a single hound at a time in order to defeat them damage, and the target is stunned (save ends).
before they cripple the party. I suggest the following encounter Alignment Unaligned Languages Common, Goblin
for a party of five adventurers: Skills Intimidate +8
Str 20 (+8) Dex 12 (+4) Wis 12 (+4)
• 3 Shadow Hounds Con 16 (+6) Int 10 (+3) Cha 11 (+3)
Equipment plate armor, heavy shield, longsword
Total: 750 xp (Level 3 Encounter)
Lyrie Akenja Level 4 Elite Artillery Iron Portcullises Level 3 Obstacle
Medium natural humanoid XP 350 Trap XP 150
Initiative +4 Senses Perception +5 Without warning, a pair of iron portcullises drop from the
HP 84; Bloodied 42 ceiling in front of you with a loud clang. You hear a faint
AC 19; Fortitude 13, Reflex 16, Will 17 whirring coming from the walls.
Saving Throws +2 Trap: The portcullises only serve to trap the hapless creature
Speed 6 while the rest of the hallway's concealed dangers make
Action Point 1 themselves known.
m Quarterstaff (standard; at-will) ✦ Weapon Perception
+4 vs. AC; 1d8 damage. ✦ DC 16: The character notices that a set of holes is recessed
r Magic Missile (standard; at-will) ✦ Force into the ceiling on either side of the smooth section of the
Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage. floor.
R Dancing Lightning (standard; recharge when first ✦ DC 18: The character notices a control panel hidden in the

bloodied) Lightning wall on the far side of the trapped area.
Lyrie makes a separate attack against 3 different targets; Trigger
Ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage. The trap triggers as soon as a creature steps onto the
a Thunder Burst (standard; encounter) ✦ Thunder central tile of the trapped area.
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder Attack
damage, and the target is dazed (save ends). Immediate Reaction Melee
R Cunning Manipulation (immediate interrupt, when a
Target: All creatures within the trapped squares
Attack: +7 vs. Reflex; automatic hit against any target in the
creature within 5 squares selects targets for a spell;
center trapped square
encounter)
Hit: Target is trapped behind the portcullises as they close.
Ranged 5; targets triggering arcane character; +8 vs. Will;
Miss: Target may immediately shift 1 as a free action before
Lyrie selects the spell's targets instead. Lyrie receives a +2
the portcullises close.
bonus to attack until the end of her next turn.
Effect: The trapped squares are closed off behind iron
Alignment Chaotic evil Languages Common, Goblin,
portcullises. The statue traps then activate and roll
Thassilonian
initiative.
Skills Arcana +11
Countermeasures
Str 10 (+2)
Con 12 (+3)
Dex 14 (+4)
Int 18 (+6)
Wis 17 (+5)
Cha 12 (+3)
✦ A character who makes a successful DC 19 Strength check
can lift a portcullis high enough to allow himself or another
Equipment robes, quarterstaff, wand
ally with a readied action to duck underneath it.

E3 (Trapped Hall)
✦ An adjacent character can disable a trigger plate with a DC
20 Thievery check.
✦ A character can attack a portcullis (AC 12, other defenses
This is a better trap than the goblins' chest in that it can 10; hp 40; resist 5 all). Destroying a portcullis does not
create some tactically interesting situations if a character prevent the trap from functioning, but does allow
triggers it, and can involve a number of party members in movement out of the trapped area.
overcoming the challenge. In fact, in 4th Edition, what was ✦ A DC 20 Dungeoneering check grants the party a +2 bonus
originally a single trap can now become four separate traps, to Thievery checks to delay or disable traps in this hallway.
each posing its own hazard to the party. I suggest the following ✦ An adjacent character can engage in a skill challenge to
encounter for a party of five adventurers: deactivate the control panel. DC 17 Thievery. Complexity 2
(6 successes before 3 failures). Success disables this trap
• 1 Iron Portcullises Trap (see below) and all other traps in the hallway. Failure causes each of
• 2 Slashing Glaive Traps (see below) the slashing glaive traps to make two attacks per round.
• 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.
Slashing Glaive Trap Level 3 Obstacle E4 (Observation Deck)
Trap XP 150
Each of the statues sports a long glaive, and as the Here she is, the villain of Burnt Offerings. You can make this
portcullises fall, the weapons swing in a wide arc towards as dramatic a meeting as you like, but sooner or later it's going
you! to erupt into violence. Her Yeth Hound is now, of course, a
Trap: As soon as the iron portcullises trap is triggered, the Shadow Hound. The encounter itself is fairly straightforward.
glaive-wielding statues begin attacking any creatures in the Nualia has no reliable means of escape, and her entourage of
trapped squares. nasty minions has been decimated by the PCs.
Perception
✦ DC 18: The character notices carefully-concealed gears The Shadow Hound is there merely to provide reliable
embedded in the joints of the statues. flanking, since its teleport movement allows it to be wherever it
Initiative +3 is needed. Have Nualia make sound use of her Burning Eyes
Trigger ability to move characters into melee who wouldn't normally
The statues activate and roll initiative as soon as the want to be there, and then hit the defender (who probably has
portcullises drop. They stop attacking two rounds after a poor Will defense) with Shared Nightmare. I suggest the
activating. following encounter for a party of five adventurers:
Attack
Standard Action Close burst 1 • Nualia (see below)
Target: All creatures in the burst • 1 Shadow Hound
Attack: +8 vs. AC
Hit: 2d8 + 1 damage. Total: 1250 xp (Level 6 Encounter)
Countermeasures
✦ An adjacent character can disable a statue with a DC 20 Nualia's golden holy symbol is found here (worth 110 gold
Thievery check. pieces), and it along with the ancient manuscripts also lying
✦ A character can ready an action to attack a glaive (AC 15, around the room (500 gold pieces) count as treasure parcels 5
other defenses 12; hp 38). Destroying a glaive renders one and 9 from level 4. Treasure parcel 1 from level 5 is also here,
of the outermost squares safe. If both glaives are the Sihedron Medallion worn by Nualia (treat it as an Amulet of
destroyed, all three squares are safe from attack. False Life +2, but do keep track of who is wearing it).
✦ See also: iron portcullises trap.
Corpse Disposal Pit Level 3 Obstacle
Trap 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.
Nualia Level 4 Solo Controller E6 (Crypt)
Medium natural humanoid XP 1,000
Initiative +4 Senses Perception +4 This encounter runs mostly unchanged, except for the
HP 256; Bloodied 128 addition of a couple more shade creatures (Wraiths, in 4th
AC 21; Fortitude 20, Reflex 18, Will 22 Edition). Have them make liberal use of their ability to walk
Resist 5 fire through the walls of the crypt in order to flank enemies. Keep
Saving Throws +5 the Mad Wraith out of melee combat if possible, but try to keep
Speed 6 it close enough to the party that they are caught within its
Action Points 2 aura. If it is hurt by radiant damage, have it temporarily retreat
m Bastard Sword (standard; at-will) ✦ Weapon until it recovers. I suggest the following encounter for a party
+9 vs. AC; 1d10 + 7 damage. of five adventurers:
M Unbridled Aggression (standard; at-will) ✦ Necrotic,
Weapon • 1 Mad Wraith
Nualia makes two bastard sword attacks. If both attacks • 4 Wraiths
hit, Nualia makes a secondary attack against the target of
either bastard sword attack. Secondary attack: +7 vs. Total: 1050 xp (Level 5 Encounter)
Reflex; 1d8 + 5 necrotic damage, and the target loses a
healing surge. As far as treasure goes, should the PCs investigate the
R Shared Nightmare (standard; recharge 456) ✦ Fear, sarcophagi (which, though not explicitly stated in the
Psychic adventure, are undoubtedly sealed shut given the
Ranged 10; +9 vs. Will; 3d6 + 7 psychic damage, and circumstances of their occupants' deaths) they discover a pair
creatures adjacent to the target take 1d6 + 10 psychic of ornate burial masks worth 30 gold pieces each, and two
damage. large diamonds resting above the eyes of one of the interred
R Burning Eyes (minor; at-will) ✦ Charm (250 gold pieces each). These count as treasure parcels 7 and
Ranged 5; +7 vs. Will; the target moves up to its speed 8 from level 4.
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
E7 (Collapsed Treasury) E10 (Malfeshnekor's Prison)

Converting this encounter had me at a mental block for quite Here it is: the final showdown between the valiant
a while. I was loathe to convert yet another monster to the 4th adventurers and the big, bad monster at the bottom of the
Edition rule set, given the number I had already committed to. dungeon. I won't lie - Malfeshnekor is one hell of an adversary.
WotC has a much better grasp of what makes a good monster The rough structure of his stat block is based on the young red
than I do, and so whenever possible I like to defer to official dragon. He can tear an unskilled or overconfident party apart.
material rather than create my own. Furthermore, this is yet This is by design. Malfeshnekor was created as an above-and-
another single-monster fight in the original version. When beyond encounter in the original adventure. After the PCs have
possible I have tried to expand fights to involve more than one dealt with Nualia, Sandpoint can be considered safe from attack
monster, as solo monster fights are not supposed to be nearly for the time being. Malfeshnekor is relatively powerless to affect
as common in 4th Edition as they were in D&D 3.5. 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
My goals for converting this encounter were as follows: with the barghest at their leisure.

• Involve multiple monsters Play Malfeshnekor mercilessly. If he can afford to focus


• Preserve the hiding-in-the-helmet exposition entirely on a single character, have him spend an action point
• Justify the monster's presence in a semi-aquatic area and use insane rage coupled with two separate rip and tear
volleys to completely decimate that character. If this is the party
I originally settled upon the idea of using otyughs, but they defender he is taking down, all the better. I won't advocate this
were a really imperfect solution. A few days later a friend often, since I'm not a fan of effectively removing a player from
suggested kruthiks, which I had originally glossed over for the game for the remainder of the evening, but if you get the
some reason. They turned out to be a much better fit (credit to chance kill PCs. The adventure is effectively over and the party
LogicNinja). The Kruthik Hive Lord is large sized, making it will have a great deal of downtime over the next in-game
perfect to hide under the helm. I suggest the following month to recuperate, so don't worry too much about forcing
encounter for a party of five adventurers: them to spend money bringing their companions back to life
(they should have plenty of spare gold at this point). I suggest
• 1 Kruthik Hive Lord the following encounter for a party of five adventurers:
• 1 Kruthik Adult
• 1 Kruthik Young • Malfeshnekor (see below)
• 3 Kruthik Hatchlings
Total: 1,500 xp (Level 7 Encounter)
Total: 893 xp (Level 4 Encounter)
One of the hidden side rooms does contain a silver coffer
Treasure-wise, the enormous helm is worth 200 gold pieces. worth 110 gold pieces (treasure parcel 10 from level 5). Within
Another 690 gold pieces are scattered throughout the chamber it is treasure parcel 1 from level 4.
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.
Malfeshnekor Level 7 Solo Soldier The End of Burnt Offerings
Large immortal magical beast (shapechanger) XP 1,500
Initiative +7 Senses Perception +11; darkvision And with that, it's over. Thistletop is cleaned out, the goblins
HP 332; Bloodied 166 vanquished and Sandpoint saved for the time being. The PCs
AC 24; Fortitude 23, Reflex 25, Will 23 are 4th level, closing in on 5th level. You certainly have the
Saving Throws +5 opportunity for downtime available. This is a rare chance to
Speed 8 show off a Sandpoint free from peril or obvious threat for a few
Action Points 2 days. I advise a window of inactivity anywhere from three to
m Claw (standard; at-will) five days. This doesn't need to take up an entire game session,
+14 vs. AC; 2d6 + 6 damage. or even close to it. It's quite possible that your party will have
m Bite (standard; at-will) little interest in the day-to-day affairs of the town and won't
+14 vs. AC; 1d6 + 6 damage, and ongoing 5 (save ends). have any personal business they need to take care of over the
M Rip and Tear (standard; at-will) course of the next few days. If "fast-forwarding" through the
Malfeshnekor makes two claw attacks against the same intermission will suit your group better, do it.
target. If both attacks hit, he may also make a bite attack
as a free action. When you feel comfortable returning to the adventure path,
a Despair of the Bound (standard; recharge 56) ✦ Fear and when you feel your party has become just complacent
Area burst 2 within 8; +13 vs. Will; 1d10 + 6 damage, and enough to merit a jolt back to the realities of the heroic
the target takes a -2 penalty to all attack rolls (-4 while the lifestyle, spring Sheriff Hemlock on them to begin The Skinsaw
target is bloodied) (save ends). Murders.

Barghest Blink (standard; encounter) Teleportation
Malfeshnekor may teleport up to 6 squares and then make
a melee basic attack against each adjacent enemy.
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.
Feed (free action, when a creature dies within 5 squares of

Malfeshnekor; encounter) Necrotic
Malfeshnekor regains 83 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: despair of the bound,
barghest blink, insane rage, feed. That power recharges.

Change Shape (minor; at-will) Polymorph
Malfeshnekor can alter his physical form to take on the
appearance of a dire wolf. While in this form, he loses the
use of his claw attack (and rip and tear attack) but retains
the use of his bite attack.
Alignment Evil Languages Abyssal, Common,
Giant, Goblin
Skills Athletics +14, Insight +12, Perception +12
Str 22 (+9) Dex 17 (+6) Wis 19 (+7)
Con 12 (+4) Int 14 (+5) Cha 12 (+4)
Giant Gecko Level 2 Brute
Appendix A: Bestiary Medium natural beast XP 125
Initiative +3 Senses Perception +7; darkvision
Goblin Dog Level 1 Skirmisher HP 33; Bloodied 16
Medium natural beast XP 100 AC 15; Fortitude 14, Reflex 14, Will 12
Initiative +3 Senses Perception +1 Speed 8, climb 8
Dander Aura aura 1; enemies that enter or start their turns m Bite (standard; at-will)
in the aura receive a -1 penalty to attack rolls and all +5 vs. AC; 1d8 + 6 damage.
defenses until the start of their next turn. R Tongue Yank (standard, while mounted by a friendly rider
HP 29; Bloodied 14 of 2nd level or higher; recharge 56)
AC 14; Fortitude 14, Reflex 12, Will 12
Ranged 2; +5 vs. Reflex; target is pulled 1 square and falls
Speed 6
prone. The giant gecko's rider may immediately make a
m Bite (standard; at-will)
basic melee attack against the target as a free action.
+6 vs. AC; 1d10 + 4 damage, and the target receives a -2
Squat Mount
penalty (instead of -1) when under the effects of dander
Despite being a medium-sized creature, the giant gecko
aura until the end of the encounter. can be ridden by creatures of up to medium size.
M Maul (standard; encounter)
Alignment Unaligned Languages -
Targets a creature under the effects of dander aura; +4 vs. Str 16 (+4) Dex 13 (+2) Wis 14 (+3)
Fortitude; 2d10 + 4 damage and the target is under the Con 13 (+2) Int 2 (-3) Cha 8 (+0)
effects of dander aura until the end of the encounter.
Alignment Unaligned Languages - Sinspawn Ripper Level 2 Soldier
Str 16 (+3) Dex 13 (+1) Wis 12 (+1) Medium aberrant humanoid XP 125
Con 13 (+1) Int 2 (-4) Cha 10 (+0) Initiative +3 Senses Perception +2; darkvision
HP 38; Bloodied 19
Goblin Snake Level 1 Skirmisher Regeneration 2 (if the sinspawn ripper takes radiant
Small aberrant magical beast XP 100 damage, regeneration does not function until the end of its
Initiative +6 Senses Perception +1; darkvision next turn)
HP 26; Bloodied 13 AC 18; Fortitude 15, Reflex 14, Will 14
AC 15; Fortitude 12, Reflex 14, Will 13 Speed 6
Speed 6, burrow 1 (tunneling) m Bloodtinged Claws (standard; at-will)
m Bite (standard; at-will) +9 vs. AC; 1d10 + 4 damage.
+6 vs. AC; 1d4 + 3 damage. Enrage (minor, while bloodied; encounter)
c Goblin Breath (standard; encounter) ✦ Poison The sinspawn ripper deals an additional 1d10 damage with
Close burst 1; +4 vs. Fortitude; 1d8 + 2 poison damage, each attack until the end of its next turn. During this time,
and the target is weakened (save ends). those hit by the sinspawn ripper become enraged, receiving
Coil (move; at-will) a -2 penalty to all defenses and a +2 bonus on damage
The next time the goblin snake makes a bite attack before rolls until the end of the sinspawn ripper's next turn.
the end of its next turn, it can shift 2 squares before Alignment Evil Languages Thassilonian
attacking. The goblin snake gains combat advantage Skills Stealth +8
against the target for this attack. Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
Combat Advantage Con 14 (+3) Int 10 (+1) Cha 14 (+3)
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)
Sinspawn Wrathlord Level 2 Controller (Leader) The Sandpoint Devil Level 10 Solo Lurker
Medium aberrant humanoid XP 125 Large natural magical beast XP 2,500
Initiative +1 Senses Perception +2; darkvision Initiative +11 Senses Perception +8; darkvision
HP 38; Bloodied 19 HP 525; Bloodied 262
Regeneration 2 (if the sinspawn ripper takes radiant AC 28; Fortitude 28, Reflex 24, Will 26
damage, regeneration does not function until the end of its Resist 20 fire
next turn) Saving Throws +5
AC 16; Fortitude 14, Reflex 14, Will 16 Speed 8, fly 7, overland flight 14
Speed 6 Action Points 2
m Bloodtinged Claws (standard; at-will) m Kick (standard; at-will)
+5 vs. AC; 1d10 + 2 damage. Reach 2; +16 vs. AC; 2d4 + 6 damage.
c Wrathful Presence (standard; encounter) m Bite (standard; at-will)
Close burst 3; +6 vs. Will; 1d6 + 4 damage, and the target Reach 2; +16 vs. AC; 2d6 + 6 damage.
is dazed until the end of the sinspawn wrathlord's next M Double Attack (standard; at-will)
turn. The Sandpoint Devil makes two kick attacks.
Inspire Wrath (immediate interrupt, when an ally within 10 R Devilmist (immediate reaction, when an enemy attacks
squares hits and deals damage with an attack; at-will) The Sandpoint Devil with a ranged attack; at-will)
The attack that triggered this ability deals an additional 4 Ranged 20; targets the triggering enemy; +13 vs. Reflex;
damage. 1d8 + 2 damage and the target is blinded until the end of
Alignment Evil Languages Thassilonian The Sandpoint Devil's next turn.
Skills Stealth +6 c Hellfire Breath (standard; recharge 56) ✦ Fire, Zone
Str 11 (+1) Dex 10 (+1) Wis 17 (+4) Close blast 10; +13 vs. Fortitude; 3d8 + 3 fire damage.
Con 14 (+3) Int 14 (+3) Cha 14 (+3) The blast creates a zone of swirling hellish mist that
remains in place until the end of The Sandpoint Devil's next
Attic Whisperer Level 4 Controller turn. Any creature that starts its turn adjacent to the area
Small natural humanoid (undead) XP 175 or moves through the area takes 10 fire damage. The area
Initiative +4 Senses Perception +1; darkvision blocks line of sight for all creatures except The Sandpoint
Aura of Sobs (fear) aura 2; enemies within the aura receive Devil.
a -2 penalty to Will defense. c Bloodied Breath (free, when first bloodied; encounter) ✦
HP 54; Bloodied 27 Fire, Zone
AC 18; Fortitude 15, Reflex 16, Will 17 The Sandpoint Devil's hellfire breath recharges, and The
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Sandpoint Devil uses it immediately.
c Bay (standard; encounter) ✦ Fear
radiant
Speed 5
m Bite (standard; at-will) ✦ Necrotic
Close burst 5; targets enemies; +13 vs. Will; the target is
stunned until the end of The Sandpoint Devil's next turn.
+9 vs. AC; 1d6 + 4 necrotic damage. Aftereffect: the target takes a -2 penalty to attack rolls
M Steal Breath (standard; at-will) ✦ Necrotic
(save ends).
The attic whisperer makes a bite attack. If the attack hits, Fog Cloud (move; recharge 56) ✦ Fire, Polymorph
the target is weakened (save ends). First failed save: the The Sandpoint Devil transforms into a cloud of hellish mist
target is stunned and weakened (save ends). Second failed and shifts a number of squares up to its speed. It can
save: the target falls unconscious (save ends). move through occupied squares but must end in a legal
R Steal Voice (standard; encounter) ✦ Psychic
space. Any creature whose space The Sandpoint Devil
Ranged 5; +6 vs. Will; 2d6 + 4 psychic damage, and the enters takes 1d8 + 6 fire damage and is blinded (save
target is dazed until the end of the attic whisperer's next ends). The Sandpoint Devil returns to its normal form at
turn. Until the end of the encounter, the target loses the the end of this move.
ability to speak (though this doesn't affect the target's Combat Advantage
powers in any way), and the attic whisperer gains the The Sandpoint Devil deals 2d6 extra damage against any
ability to mimic the target's voice (including the ability to target it has combat advantage against.
speak in any language the target knows), receiving a +5 Alignment Evil Languages -
bonus to Bluff checks made to disguise its voice in this Skills Endurance +13, Stealth +12
manner. Str 22 (+11) Dex 15 (+7) Wis 17 (+8)
Alignment Evil Languages Common Con 17 (+8) Int 15 (+7) Cha 13 (+6)
Skills Bluff +11, Stealth +9
Str 10 (+2) Dex 14 (+4) Wis 9 (+1)
Con 14 (+4) Int 16 (+5) Cha 18 (+6)
Appendix B: Rise of the Heroic Tier Feats

Runelords Player's Guide Remove the feat Big Game Hunter. It is strictly better than
the Paragon-tier feat Light Blade Precision. Use the following
The Player's Guide for the Rise of the Runelords adventure replacements for the other feats in the Player's Guide.
path is relatively light on the mechanics. It has a handful of
feats and some new equipment, which could stand to be Totem Spirit
converted. Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which
Shoanti tribe you belong to.
Backgrounds
Lyrune-Quah (Moon Clan): You gain a +1 feat bonus to your
These background choices are exclusive to the Rise of the Will defense and a +1 feat bonus on Perception checks.
Runelords adventure path. Characters may choose one of
these backgrounds and receive its benefits instead of a Shadde-Quah (Axe Clan): Enemies that you mark take a penalty
background from another supplement. of -3 to attack rolls when attacking targets other than you
(instead of a -2 penalty). You also gain a +1 feat bonus on
City Born Intimidate checks.
Benefit: Choose Magnimar, Korvosa, or Riddleport as your
home city. The frantic bustle of the city has honed your Shriikirri-Quah (Hawk Clan): You gain a +1 feat bonus on
reactions – add Acrobatics to your class skill list. If you’re from Initiative checks and a +1 feat bonus on Athletics checks.
Magnimar, you gain a +1 bonus on Acrobatics and Diplomacy
checks. If you’re from Korvosa, you gain a +1 bonus on Shundar-Quah (Spire Clan): You gain a +1 feat bonus to your
Acrobatics and Intimidate checks. And if you’re from Riddleport, Fortitude defense and a +1 feat bonus on Perception checks.
you gain a +1 bonus on Acrobatics and Bluff checks.
Sklar-Quah (Sun Clan): You gain a +1 feat bonus to your Reflex
Country Born defense and a +1 feat bonus on Acrobatics checks.
Benefit: A childhood of farm work, apprenticeship, or similar
toil has granted you reserves of endurance. Once per day, when Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon
you would be weakened or slowed, you may make a saving damage against undead and a +1 feat bonus on Heal checks.
throw against that effect (and any effects tied to it) as a free The bonus damage increases to 4 at 11th level and increases to
action. You receive a +1 bonus on Endurance checks. 6 at 21st level.
Lone Wolf Tamiir-Quah (Wind Clan): You may move an additional 1 square
Benefit: You have a +3 bonus on death saving throws, but when using the run or charge actions. You also gain a +1 feat
you receive a -1 penalty on death saving throws for each ally bonus on Athletics checks.
within 2 squares of you.
Varisian Tattoo
Prerequisite: Con 13, wizard
Benefit: When you take this feat, choose a type of damage
from the following list: fire, cold, thunder, lightning, psychic,
necrotic, force. Your spells that deal this type of damage deal
an additional 1 point of that damage when they hit. The bonus
damage increases to 2 at 11th level and increases to 3 at 21st
level. In addition, you may have five Prestidigitation effects
active at the same time (instead of three).
Channel Divinity Feats Cayden's Courage [Divinity]
Prerequisites: Channel Divinity Class feature, must worship
While it's possible to simply choose the analogous deity to Cayden Cailean
D&D's core pantheon when picking channel divinity feats, it's Benefit: You can invoke the power of your deity and use
much more flavorful to have a setting-specific selection of feats. Cayden's Courage.
Credit to Phil Snyder for providing these feats.
Channel Divinity: Cayden's Courage Feat Power
Arcana of Nethys [Divinity] With a warm sensation and a gentle buzz, Cayden Cailean's
Prerequisites: Channel Divinity Class feature, must worship brevity flows over one of your allies.
Nethys Encounter ✦ Divine
Benefit: You can invoke the power of your deity and use Minor Action Ranged 10
Arcana of Nethys. Target: You or one ally.
Effect: The target takes a -1 penalty to its AC and Will
Channel Divinity: Arcana of Nethys Feat Power defense, and gains a +2 bonus to attack and damage rolls
Calling upon the unfettered knowledge of Nethys, you blast until the end of your next turn.
your foes with arcane energy. At 11th level, the target takes a -2 penalty to its AC and Will
Encounter ✦ Arcane, Divine, Implement defense, and gains a +4 bonus to attack and damage rolls.
Minor Action Personal At 21st level, the target takes a -3 penalty to its AC and Will
Effect: Choose a level 1 wizard at-will attack power. You may defense, and gains a +6 bonus to attack and damage rolls.
use this power as a standard action, using your Wisdom Special: You must take the Cayden's Courage feat to use this
modifier instead of Intelligence for the attack and damage power.
rolls, until the end of your next turn. If the power has the
Implement keyword, you can apply any bonuses from your Desna's Liberation [Divinity]
holy symbol as if it were an arcane implement. Prerequisites: Channel Divinity Class feature, must worship
Special: You must take the Arcana of Nethys feat to use this Desna
power. Benefit: You can invoke the power of your deity and use
Desna's Liberation.
Abadar's Decree [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Channel Divinity: Desna's Liberation Feat Power
Abadar Desna's light comes to save her children, freeing them from ill
Benefit: You can invoke the power of your deity and use bonds.
Abadar's Decree. Encounter ✦ Divine
Immediate Interrupt Ranged 5
Channel Divinity: Abadar's Decree Feat Power Trigger: You or an ally is slowed.
Abadar's divine command fills you and your allies' minds, Effect: The target makes an immediate saving throw with a
urging you to strike those who harmed your friend. +2 power bonus against the slowed effect. If the target
Encounter ✦ Divine saves successfully, it can shift a number of squares equal to
Immediate Interrupt Close burst 3 your Charisma modifier.
Trigger: An enemy scores a critical hit on your or an ally. Special: You must take the Desna's Liberation feat to use this
Effect: You and all allies in the burst gain a +2 power bonus power.
against the enemy that scored the critical hit until the end
of your next turn. Eye of Erastil [Divinity]
Special: You must take the Abadar's Decree feat to use this Prerequisites: Channel Divinity Class feature, must worship
power. Erastil
Benefit: You can invoke the power of your deity and use
Calistria's Sting [Divinity] Eye of Erastil.
Prerequisites: Channel Divinity Class feature, must worship
Calistria Channel Divinity: Eye of Erastil Feat Power
Benefit: You can invoke the power of your deity and use Invoking the legendary aim of Erastil, you find your target
Calistria's Sting. regardless of armor of distractions.
Encounter ✦ Divine
Channel Divinity: Calistria's Sting Feat Power Minor Action Personal
The sting of Calistria lashes out vengefully against those who Effect: You gain a power bonus on the next ranged attack
attacked your allies. you make before the end of your next turn equal to your
Encounter ✦ Divine Dexterity modifier (minimum +0) + 2.
Immediate Interrupt Ranged 10 Special: You must take the Eye of Erastil feat to use this
Trigger: An ally is struck by an enemy. power.
Effect: The target makes an immediate basic attack against
the target enemy.
Special: You must take the Calistria's Sting feat to use this
power.
Gorum's Steel [Divinity] Patience of Irori [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Prerequisites: Channel Divinity Class feature, must worship
Gorum Irori
Benefit: You can invoke the power of your deity and use Benefit: You can invoke the power of your deity and use
Gorum's Steel. Patience of Irori.

Channel Divinity: Gorum's Steel Feat Power Channel Divinity: Patience of Irori Feat Power
With a mighty shout, Gorum's strength fills you as you drive Clearing your mind, you let Irori's calm nature guide your
your blade home. actions.
Encounter ✦ Divine Encounter ✦ Divine
Free Action Personal Minor Action Personal
Trigger: You score a critical hit. Effect: When you take 10 on a skill check, you are treated as
Effect: Spend a healing surge, but regain no hit points. having taken 15 for 5 minutes or until the end of the
Instead, add one half of the healing surge's value to the encounter.
damage roll. Special: You must take the Patience of Irori feat to use this
At 21st level, add the healing surge's value to the damage power.
roll.
Special: You must take the Gorum's Steel feat to use this Pharasma's Caress [Divinity]
power. Prerequisites: Channel Divinity Class feature, must worship
Pharasma
Gozreh's Rain [Divinity] Benefit: You can invoke the power of your deity and use
Prerequisites: Channel Divinity Class feature, must worship Pharasma's Caress.
Gozreh
Benefit: You can invoke the power of your deity and use Channel Divinity: Pharasma's Caress Feat Power
Gozreh's Rain. As you strike down your foe, a black pall is cast over its
companions; Pharasma calls out to them.
Channel Divinity: Gozreh's Rain Feat Power Encounter ✦ Divine, Necrotic
Seeing your allies wounded around you, you call out to Free Action Ranged 10
Gozreh for healing succor. Trigger: You reduce an enemy to 0 or fewer hit points.
Encounter ✦ Divine, Healing Effect: All enemies adjacent to the enemy you reduced to 0
Standard Action Close burst 3 or fewer hit points take 1 point of necrotic damage.
Target: All allies in burst. At 11th level, this damage increases to 3 points of necrotic
Effect: Spend a healing surge, but regain no hit points. damage. At 21st level, this damage increases to 9 points of
Instead, all targets regain hit points equal to your Wisdom necrotic damage.
modifier + 2. Special: You must take the Pharasma's Caress feat to use
At 11th level, the hit points regained increases to your this power.
Wisdom modifier + 4. At 21st level, the hit points regained
increases to your Wisdom modifier + 6.
Special: You must take the Gozreh's Rain feat to use this
power.

Iomedae's Sword [Divinity]


Prerequisites: Channel Divinity Class feature, must worship
Iomedae
Benefit: You can invoke the power of your deity and use
Iomedae's Sword.

Channel Divinity: Iomedae's Sword Feat Power


Crying out to the Inheritor, Iomedae's righteous light shines
down upon your blade.
Encounter ✦ Divine
Free Action Personal
Trigger: You make a basic melee attack.
Effect: Your basic melee attack deals radiant damage until
the end of your next turn.
Special: You must take the Iomedae's Sword feat to use this
power.
Sarenrae's Corona [Divinity] Torag's Hammer [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Prerequisites: Channel Divinity Class feature, must worship
Sarenrae Torag
Benefit: You can invoke the power of your deity and use Benefit: You can invoke the power of your deity and use
Sarenrae's Corona. Torag's Hammer.

Channel Divinity: Sarenrae's Corona Feat Power Channel Divinity: Torag's Hammer Feat Power
The fiery light of Sarenrae scorches away the undead before As your friend is about to be struck, you call upon Torag's
you. might to drive away the foe.
Encounter ✦ Divine, Fire, Implement, Radiant Encounter ✦ Divine
Standard Action Close burst 1 Immediate Interrupt Ranged 10
(3 at 11th level, 5 at 21st Trigger: An enemy scores a critical hit against you or an ally.
level) Target: The creature that scored the critical hit.
Target: Each undead in burst. Effect: Push the target creature 1 square away from you or
Attack: Wisdom vs. Will your ally.
Hit: 1d10 + Wisdom modifier radiant damage, and the target Special: You must take the Torag's Hammer feat to use this
takes ongoing fire damage equal to your Charisma modifier power.
(save ends).
Increase damage to 2d10 + Wisdom modifier radiant Equipment
damage and ongoing fire damage equal to your Charisma
modifier + 1 at 5th level. As far as weapons are concerned, I suggest simply
Increase damage to 3d10 + Wisdom modifier radiant reflavoring existing weapons to function as the weapons
damage and ongoing fire damage equal to your Charisma presented in the Player's Guide, along the following guidelines:
modifier + 2 at 11th level.
Increase damage to 4d10 + Wisdom modifier radiant • Dogslicer - short sword
damage and ongoing fire damage equal to your Charisma • Starknife - shuriken
modifier + 3 at 15th level. • War razor - dagger
Increase damage to 5d10 + Wisdom modifier radiant • Klar - remove entirely
damage and ongoing fire damage equal to your Charisma • Earth Breaker - heavy flail
modifier + 4 at 21st level. • Ogre Hook - greataxe
Increase damage to 6d10 + Wisdom modifier radiant • Bladed Scarf - spiked chain
damage and ongoing fire damage equal to your Charisma
modifier + 5 at 25th level. The 4th Edition incarnations of the Barbarian Chew and
Special: You must take the Sarenrae's Corona feat to use this Varisian Idol are provided below.
power.

Shelyn's Grace [Divinity]


Alchemical Items
Prerequisites: Channel Divinity Class feature, must worship
Barbarian Chew
Shelyn
Level: 4
Benefit: You can invoke the power of your deity and use
Category: Other
Shelyn's Grace.
Time: 30 minutes
Component Cost: See below
Channel Divinity: Shelyn's Grace Feat Power
Market Price: 160 gp
You invoke the beauteous power of Shelyn and turn an ugly
Key Skill: Heal or Nature (no check)
strike into a graceful miss.
Encounter ✦ Divine
Usually kept in small tins or pouches, barbarian chew stains the
Minor Action Ranged 5
teeth a shocking red color.
Target: You or one ally.
Effect: The target gains a +5 power bonus to Reflex defense
Barbarian Chew Level 4+
until the start of your next turn.
Special: You must take the Shelyn's Grace feat to use this
Thick and red, these dried leaves smell slightly of tree bark
power.
and blood.
Lvl 4 40 gp Lvl 24 21,000 gp
Lvl 14 800 gp
Alchemical Item
Power (Consumable): Minor action. All of your evocations
deal an additional 1 point of damage until the end of the
encounter.
Level 14: An extra 2 points of damage.
Level 24: An extra 3 points of damage.
Reagents Appendix C: Quest Cards
Varisian Idol Level 8+
Quests are used to reward the party for completing medium-
Scavenged from rare uneroded Varisian monuments, these
or long-term goals (those which last more than a single game
depictions of forgotten spirits can be used to augment
session). Quest cards are a handy way for your party to keep
summoning magic.
track of unresolved goals they should be working towards.
Lvl 8 125 gp Lvl 28 85,000 gp
Each quest presented in this conversion has a corresponding
Lvl 18 3,400 gp
quest card provided below. All quest cards measure 3” by 5” so
Reagent
that they can be printed onto index cards. Most modern
Power (Consumable): Free action. Expend this reagent
printers are capable of printing onto index cards. Simply print
when you use a power with the summoning keyword of up
the following pages in that format to have instant hand-outs for
to 5th level. Creatures created with this power gain 5
your players.
temporary hit points.
Level 18: Power up to 15th level, 10 temporary hit points.
Level 28: Power up to 25th level, 15 temporary hit points.
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
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
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

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