Professional Documents
Culture Documents
CREDITS
CONVERSION BY MAP ARTWORK BY
J. Scott "DrainSmith" Zumwalt Peter Whitley
https://www.whitleysamples.com/
ORIGINAL ADVENTURE WRITTEN BY
Wizards of the Coast
PHANDALIN
AND SURROUNDING AREA
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Genesys Conversion
3. KENNEL
To calm the wolves, make a Hard (kkk ) Charm or Sur-
vival check with jj . If offered food add jj to the check
instead of jj .
Fissure. Average(kk ) Athletics check to climb.
If taunted outside of reach, the wolves will make a Hard (kkk)
Athletics check to break their chains. If the first check fails, they
will try again the next round with an Average (kk) difficulty.
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4 3 1 2 1 1 8. KLARG'S CAVE
The goblins form a minion group of two and the wolf is a
minion group of one.
5 15 0/0 Fire Pit. Allow the spending of a, t, h, or d to make
Skills: Melee (Heavy) 2 llkk, Stealth 2 llk, Survival 2 use of the Fire Pit. Kicking up coals or falling into it are exam-
lk. ples. Any character affected by it should make an Average (kk )
Resilience check or suffer 1 damage plus one for each uncan-
Talents: Adversary 1 (Upgrade difficulty of all combat check
celed f.
against this target once), Quick Strike (add j to any combat
checks they make against any targets that have not yet take their
turn in this encounter.) CONCLUSION
Abilities: Brute (May spend aaa or t to make an addition- Reward all players with 5 experience points for successfully
al hit. This may only be activated once per round). rescuing Sildar and an additional 3 if they defeat Klarg.
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Genesys Conversion
PART 2: PHANDALIN
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4 4 1/1 6. ARMORY
Skills (group only): Brawl, Coercion, Melee (Light). The cloaks in this room can be worn to give the character
Talents: None. jj for any Deception check involving convincing any
Abilities: None Redbrand Ruffian that the character is also a Redbrand.
Equipment: Sword (Melee (Light); Damage 6; Critical 2; Range
[Engaged]). Brigandine armor (Defense 1, +1 soak)
7. STOREROOM AND WORK AREA
No additions necessary.
1. CELLAR
Cistern. The satchel can be found with a Hard (kkk)
8. CREVASSE
Perception check.
Bridges. Character can make a Hard (kkk) Mechanics
If the characters make sufficient noise, then the ruffians
check to determine that the bridges are faulty.
in area 2 will attempt to sneak in to get off a surprise
attack. They have no Stealth skill, so their sneaking will Crevasse. Falling into the crevasse causes the character
only result in initiative being done with Vigilance for the to suffer falling damage from Short range. The bottom
players and Cool for the ruffians. of the crevasse is difficult terrain. Any character with a
Magic skill can feel that something has affected this area
Treasure. The satchel contains an Invisibility Potion
with magic.
(RoT page 102) and a Health Elixer (use painkiller CRB
page 116).
NOTHIC (NEMESIS)
2. BARRACKS
Ruffians here form a minion group of four. 3 2 3 2 3 2
3. TRAPPED HALL
The pit trap can be noticed with a Hard (kkk) Percep- 4 15 15 0/0
tion check. If this check fails, the character must make Skills: Brawl 2 llk, Perception 2 lk, Lore 1 lkk, Arcana
a Hard (kkk) Coordination check to avoid falling in 1 lkk.
the pit. Every a gained in the Perception check can be Talents: Adversary 1 (Upgrade difficulty of all combat check
used to add j to the Coordination check. If the trap is against this target once).
detected the character must make an Average (kk) Ath- Abilities: Weird Insight (Can target a single character up to
letics check to skirt around the edge. If t results in any Short range and does a contested Perception vs Discipline
of the checks it be used to disable the trap as the false check. If successful the nothic learns the target’s Strength, Flaw,
floor accidentally collapses in such as a way to create a safe Fear, or Desire. The target may spend a or t to choose which
passage. Should a character fall into the pit they will take otherwise it is up to the GM.)
falling damage from Short range. Equipment: Claws (Brawl; Damage 6; Critical 2; Range
[Engaged]).
4. TRESENDAR CRYPTS Spells: Even though the nothic has the Arcana skill it can only
cast one spell
The skeletons are a minion group of three. Use the Skeleton Rotting Gaze (Magic Action: Attack; Additional Effects: Poi-
(Minion) stats in the Genesys Core Rulebook page 146. sonous. Choose a target a Short range and make a Hard (kkk )
Arcana check. If successful do 3 plus 1 damage per uncanceled
5. SLAVE PENS s and the target must immediately take a Hard (kkk ) Resil-
The ruffians here form a minion group of three. ience check or additionally suffer 1 wound and 1 strain. This
extra damage counts as poison.)
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10. TOWN SQUARE Equipment: Great Axe (Melee [Heavy]; Damage 8; Critical 3;
Range [Engaged]), Hide Armor (+1 soak).
Recognizing the subject of the statue is a Hard (kkk ) Knowl-
edge (Geography) check. If for some insane reason a character
really needs to knock the statue over they may do so with a BRUGHOR AXE-BITER
Daunting (kkkk ) Brawn check. They will be rewarded with
nothing but the shame of reducing an ancient piece of art to (RIVAL)
scattered chunks of stone.
4 2 1 2 1 1
11. OLD GARRISON
The ash zombies in this area form a minion group of five.
5 10 0/0
12. WEAVER'S COTTAGE Skills: Melee (Heavy) 2 llkk, Coercion 2 ll.
The twig blights in this area form two minion groups of three. Talents: None.
Abilities: Aggressive (Moving from Short into Engaged
13. DRAGON CULTISTS range is a free maneuver).1
Equipment: Great Axe (Melee [Heavy]; Damage 8; Criti-
The cultists form three minion group of three and use the same
cal 3; Range [Engaged]), Hide Armor (+1 soak).
stat block as the Redbrand Ruffians.
CONCLUSION
Reward the players with 5 experience points for successfully CRAGMAW CASTLE
navigating Thundertree and defeating all the foes in their way.
If they managed to drive the dragon off reward them with an
additional 5 experience points. If they defeated the dragon com- 1. CASTLE ENTRANCE
pletely reward them with 10 experience points instead. If the characters are trying to sneak up to the
entrance they should roll Stealth versus the Vigilance
(k) of the goblin sentries. The roll should be done by the char-
WYVERN TOR acter with the weakest Stealth pool. If the goblins spot the char-
acters they will start out as a single minion group of four as the
characters approach the castle but will be reinforced with two
ORC CAMP additional minion groups of four after the characters enter area
Finding the orc camp is an Average (kk ) Survival check. 2 as the reinforcements are waiting in the hallway.
Every character participating in the search will suffer 1 strain for If the characters attempt to pass themselves off as Redbrand
every h generated and 1 wound for every d generated. If the
Ruffians they will roll Deception vs Vigilance but will gain
check fails they still manage to find the camp but will alert the
jj if they are wearing the red cloaks.
lone orc of their arrival. Since d can only happen on l dice,
consider spending a Story Point here to upgrade the difficulty.
Use the stats for Ogre (Nemesis) (CRB p147) as Gog. The
2. TRAPPED HALL
orcs form two minion group of three, or three and four, if the Trap. Spotting the tripwire is a Daunting
sentry retreated into the cave. Brughor has his own stat block. (kkkk ) Vigilance check or an Average (kk ) Perception
Reward the players with 10 experience points for clearing out check if they are actively looking. Any character that triggers the
the orc menace of Wyvern Tor. trip must make an Average (kk ) Coordination check or suffer
1 strain for every h and 1 wound for every uncanceled f.
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Genesys Conversion
3 15 0/0 2 15 0/0
Skills: Athletics 2 llk, Brawl 2 llk, Survival 3 Skills: Brawl 2 ll, Cool 2 ll, Perception 2 ll,
llk. Deception 4 llkk.
Talents: None. Talents: Adversary 1 (upgrade the difficulty of combat
Abilities: Pack Tactics (While within Short range of an checks targeting this character once), Quick Strike (adds
ally add jj to any combat check). k to any combat checks they make against any targets that
Equipment: Fangs (Brawl; Damage 4; Critical 4; Range have not yet taken their turn in the current encounter).
[Engaged]). Abilities: Shapeshifter (once per round as an incidental, a
doppleganger may increase or decrease it’s silhouette by 1
and change its appearance to that of any character or crea-
OWLBEAR (RIVAL) ture of its current silhouette. If incapacitated it will return
to its natural form.), Read Thoughts (Can target a single
4 3 1 2 2 2 character up to Short range and does a contested Percep-
tion vs Discipline check. If successful the doppleganger
learns the target’s current surface thoughts. The GM may
spend aaa or t to have the doppleganger learn the
6 20 0/0 target’s Strength, Flaw, Fear, or Desire (GM’s choice)).
Skills: Melee 4 llll, Cool 3 lll, Perception 3 Equipment: Fists (Brawl; Damage 2; Critical 5; Range
llk. [Engaged]; Knockdown).
Talents: Adversary 1 (upgrade the difficulty of combat
checks targeting this character once).
Abilities: Silhouette 2; Keen Sight and Smell (add jj to
all perception checks based on seeing or smelling)
Equipment: Claws (Brawl; Damage 8; Critical 2; Range
[Engaged]; Vicious 3, Knockdown).
GRICK (RIVAL)
3 3 1 2 2 1
6 15 0/0
Skills: Melee 3 lll, Stealth 3 lll, Perception 2
ll.
Talents: Quick Strike (adds j to any combat checks they
make against any targets that have not yet taken their turn
in the current encounter).
Abilities: Magic vulnerability (Any damage from a magi-
cal source such as a spell or magic item ignores soak).
Equipment: Tentacles (Melee; Damage 4; Critical 5;
Range [Engaged]; Ensnare 1), Beak (Melee; Damage 7;
Critical 3; Range [Engage]; Pierce, Vicious 2; Beak can
only be used if target is ensnared by Tentacles).
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4 35 30 1/0
Skills: Arcana 3 lllk, Melee (Heavy) 2 ll,
Cool 2 ll, Discipline 3lllk, Lore 4 llll.
Talents: Adversary 3 (Upgrade difficulty of all combat
check against this target three times).
Abilities: Darkness (can choose an area no larger than
Short range to become blanketed in absolute darkness.
All characters inside the target add jjjj to all checks
that require sight.).
Equipment: Spider Staff (Melee [Heavy]; Damage 4;
Critical 4; Range [Engaged]; Defensive 1, Poisonous (as
per magic attack additional effect with a Knowledge of 2),
Potion of Invisibility
Spells: Nezznar can cast anything from the Arcana list,
but here are some he is likely to use. He uses his staff as a
magic staff magical implement.
Blessing of Lolth (Magic Action: Barrier; Additional
Effects: Add Defense. Nezznar chooses himself as the tar-
get and makes a Hard (kkk) Arcana check. If successful
his ranged and melee defense will increase by 2 and for
every uncanceled ss past the first s he will reduce any
damage received by 1).
Wrath of Lolth (Magic Action: Attack; Additional
Effects: Poisonous. Nezznar chooses a target in Short or
Medium Range and makes a Hard (kkk) Arcana check.
If successful the target will suffer damage equal to 8 plus 1
per uncanceled s. If the attack deals damage, the target
must immediately make a Hard (kkk) Resilience check
or suffer 4 wounds and 4 strain equal. This counts as a
poison.)
Ray of Frost (Magic Action: Attack; Additional Effects:
Ice. Nezznar chooses a target in Short or Medium Range
and makes a Hard (kkk) Arcana check. The attack has
Ensnare 4.)
Ally of Lolth (Magic Action: Conjure; Additional
Effects: Summon Ally. Nezznar makes a Hard (kkk)
Arcana check. If successful a giant spider is summoned
and appears in Engaged range with Nezznar.)
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