1. ANALYSING THE ENCOUNTERS

Size: px
Start display at page:

Download "1. ANALYSING THE ENCOUNTERS"

Transcription

1 The Sunless Citadel Dungeons & Dragons 4.5 Edition Conversion This conversion guide is an exercise in trying to convert the 5th Edition version of the The Sunless Citadel adventure using my own D&D 4.5 Edition conversion rules. The adventure appears in the new Tales from the Yawning Portal adventure book. In order to be able to use this conversion you need to buy the adventure book in order to take advantage of these conversion rules. BACKGROUND As WotC went onwards and released 5th Edition, me and some other DM s who really liked the way 4th Edition worked was left without a supported version of the game. However, 5th Edition added several interesting elements and a lot of really good adventures. However converting 5th Edition adventures to 4th Edition takes some work, and is in many cases an extensive redesign. With my 4.5 Edition rules I wanted to make this work more easy, as well as allowing 4th Edition to handle short skirmish kind of battles quickly as in 5th Edition but without removing the option to also run tactical and strategic fights as in 4th Edition. I liked The Sunless Citadel when it came out year 2000 for D&D 3.0 Edition, and as I have a kid that has been pushing to try to play D&D, I though it might be a great opportunity to test my new rules on a real project, as well as test it at the game table as well. So this guide will provide the steps taken to do this conversion, which might help others interested in converting 5th Edition adventures to 4th Edition, or rather 4.5 Edition. 4.5 CONVERSION STEPS First step is to analyze the encounter structure of The Sunless Citadel. I have broken it down in a number of easy steps. 1. ANALYSING THE ENCOUNTERS The first step is to look at the 5th Edition encounter design of The Sunless Citadel. In the table below you can see that analysis of the first 10 encounters that will take the party of four players to 2nd level, or 300 XP which is the threshold for 2nd level in 5th Edition. One thing to notice is that that 5th Edition do not reward XP for traps, so I have highlighted those in blue as they need special treatment in the conversion to 4.5 Edition. I have done the Adjusted XP column below differently. I have divided the Encounter XP with the four players in order to get an difficulty XP that is easy to compare vs. the XP Thresholds by Character Level table on page 82 of the 5th Edition DMG. FIRST LEVEL ENCOUNTER ANALYSIS

2 If we then apply thes monsters straight off and do some simple assumptions on the level of traps we want to introduce under the 4.5 Edition rules we get the following table. 4.5 EDITION ENCOUNTER CONVERSION As I want to use my own alternative character XP progression (10+4 encounter), I single out the combat encounters first and see that they are 765 XP, rather than 1,000 XP. This is good as we will need to add some more monsters to a few slected encounters in order to make them more 4th Edition tactical. Random Encounters: In 4th Edition we did not usually run random encounters. In order to follow the 5th edition design methodology, I will try to add it to the analysis. The Random Encounter table provided in The Sunless Citadel gives a 30% chance of having an average 340 XP encounter every 12 hours in the dungeon. In our 4.5 Edition game one adventuring day is 3 Encounters. Each encounter is worth 400 XP at 1st level which means a total of 1,200 XP. The average number of random encounters during an adventuring day in The Sunless Citadel is 0,6 random encounters (2 x 0.3 x x 0.3 x 0,3), with and average worth of 340 XP, i.e. a total extra ~200 XP on average. This would mean that we on average after 2 adventuring days should have had random encounters equal to one Encounter 400 XP (at 1st level). 2. CONVERTING MONSTERS In the 4.5 Encounter Analysis table you can see that we have 8 encounters + 2 trap encounters (including the expected random encounter). I have also tried to mark a disvision of needed short rest by the backround coloring of blue and white, based on the 400 XP per encounter before a short rest format. This gives us a most likely 2 adventuring days. Next step I did was to start the conversion of the monsters to a 4.5 Edition conuterpart, mixing the best from 4th Edition with 5th Edition. Giant Rats: Added the 5th Edition traits to the rats which makes them more dangerous, and also changes some of the abilities (reduced their strength). Also turned them into brute minions as the dire rat in 4th Edition is a brute. This boosted the damage a bit. Needle Trap: The original trap felt a little pointless. Who would cry for loosing 1 hp? But by adding the risk of filth fever the trap starts to make sense. Arrow Trap: One thing I have noticed in 4th Edition that many of the traps do not deal enough single attack damage to simulate the threat of a monster of equal level, even though they give out the same XP. 5th Edition seems to be adressing this better, so maybe I will consider adding some more balanced rules to trap damage, if they only make one attack. Skeleton: Added the language trait from 5th Edition, and changed vulnerable radiant to bludgeoning. 4.5 ENCOUNTER ANALYSIS

3 Quasit: Added the shapechanger trait from 5th Edition which makes the new 4.5 Quasit more in line with the old version of quasit. Elf Dragonpriest: This one was created by mixing a troll orc shaman with some elven abilities and the element orb from the kobold wyrmpriest. Ice and Steam Mephit: I added the ice mephit false apperance trait from 5th Edition as well as renaming its blast power to frost breath. The steam mephit was kept as in 4th Edition. Door Trap: This trap has a very limited effect to I turned it into a minion trap, at least XP wise. It is easy to detect and disarm, and its effect is very limited. Kobold Quickblade: I added the sun sensitivity and pack tactics traits from 5th Edition which gave the kobolds more flavour. 3. SOME TACTICAL BATTLES The straight of combat encounter conversion results in 828 XP, which is not far from the 1,000 XP mark we need to reach 2nd Level in 4.5 Edition rules. We need to add another 688 XP (( ) x 4 characters). The Secret Pocket could be an option, but the room is very small so it would be hard to add more skeletons there. The Honored Guard could also be an option, but it would be easy to make that a tougher fight by just allowing the quasit free the mephits, thereby turning it into Encounter Level 4. I might also like to use the quasit as a roleplaying encounter, rather than a straight up fight. The Kobold Guardroom would benefit from some archers, so by adding three kobold tunneler it will be a more interesting fight. However, I think the Tomb of the Failed Dragonpriest will be the room I focus on increasing. It is very likely the players will return here once they have the key and then being 2nd level, so by allowing the statues outside to crumble to dust at the awakening of the elf dragonpriest revealing skeleton archers inside will make it into a tactical battle with archers in one room and the elf dragonpriest in the other. Doing these changes we end up with 1034 XP which is enough to hit 2nd Level if a random encounter occurs as well. 4. NON-COMBAT ENCOUNTERS Next step is to add non-combat encounters where players can earn XP for not defeating mosters. It might be cirumventing traps, running skill challenges, solving puzzles, roleplaying encounters, or just solving quests. I try to have around 30% of the XP not coming from monsters, or 4 out of 14 encounters. In this part of the dungeon I think there are three natural areas where non-combat XP can be awarded. * Area 6, the Old Approach is a good opportunity to turn the opening the dragon door into a skill challenge. * Area 9, the Dragon Riddle is also a good encounter to award XP for solving the riddle. * Area 10, the Honored Guard might be turned into a roleplaying encounter with some skill challenge rolls to discover the Quasit s flaw. In total this would reward another 1,200 XP to the party which should be enough to almost get them to 4.5 TACTICAL ENCOUNTER ANALYSIS

4 2nd level. Above is a new table that shows the Final 4.5 Encounter Design. The traps are in blue and the other non-combat XP is in red. 5. COMBINING ROOMS 4th Edition is very much about tactical combat with larger battle areas, preferably with several tactical options. In many cases it is therefore interesting to look at combining encounters into larger encounters areas, when converting from 5th Edition. In these first eight encounters at 1st level, there is not so many of these opportunities. Many of the areas are quite stand alone. However, once we get to the kobold complex things start to get interesting. There are three Area 16 (Kobold Guardroom) + Area 19 (Hall of Dragons) + Area 21 (Dragon Throne), which could be seen as one encounter area. Area 20 (Kobold Colony) probably stay where they are if fights break out outside. Area 23 (Underdark Access) might have orders to guard the Underdark access at all cost and might not join a fight outside, at least not initially. However when I start combining all these rooms I get an 1,985 XP encounter (EL 5½). This is not only a very tough fight, question is if it is going to be very fun with the battle running on At-Will power fumes. I have either the choice of turning more of the kobolds into minions, or I embrace 5th Edition and make kobolds weaker than goblins. Both strategies would work, but to follow my 4.5 Edition design methodology, I will instead try to make the kobolds one step weaker than the goblins, i.e. Level 1/2. This bring the challenge down to 1,240 XP, or a EL 4 encounter, which the party should be able to handle at 2nd level. 6. TREASURE 4th Edition and 5th Edition differ a lot in the view of treasure. Even though I have reduced the 4.5 Edition allocation of treqase to half (compared to normal 4th Edition), it is most likely going to be more than 5th Edition. Doing a straight convertion from The Sunless Citadel resultet in 838 gp treasure. I should be at 1,880 gp following my 4.5 Edition rules, which would also mean roughly 2 magic items handed out every level. In order to reach these numbers I had to almost double the treasures. * Area 5, increased to two masterwork fire arrows per skeleton. * Area 12, I gave the dragonpriest a masterwork sylvan armor. * Area 14, increased the value of the sapphires to 50 gp a piece. This brought me to 1808 gp which I think is close enough. More treasure will most likely be rewarded in second level of the dungeon. In the Treasure Appendix you will find my 4.5 Edition conversion of the magic items. When doing the conversion major change is the attack bonus that is reduced due to the bounded accuracy. The other change I do is taking away the cost of the item, and thirdly I add what power source have enchanted the item arcane, divine, primal, psionic, etc.

5 ADVENTURE HOOKS I would advice to use both of the questa below, potentially having various characters being introduced to the different ones in the setup of the adventure or while in Oakhurst. QUEST A: RESCUE MISSION Task: The importan merchant family Hucrele offers a reward for finding their missin childen a brother and a sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard), who where part of an ill-fated party that never came back from a venture into the Sunless Citadel. You and your team are offered the salvage rights to if you can find and return with the two lost members of the family or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per character. If the characters bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.. Reward (840 or 2,040 XP): If the characters can return with news of the fate of Talgen and Sharwyn as well as their signet rings the recieve 125 gp and 420 XP per signet ring returned. If they bring back Talgen and Sharwyn alive they receive 1,020 XP per person saved instead. QUEST B: SOLVING THE MYSTERY Task: You are given the task to find out the truth about the rumors of the magical fruit of Oakhurst and the disapperances of its saplings. Reward (1,640 XP): The characters receive 640 XP for completing the task, and if they bring back one of the apples they receive a total of 1,640 XP. LOCATIONS ON THE FORTRESS LEVEL 1. LEDGE (EL 0) Creatures (75 XP): 3 Giant rats (R) 3 Giant Rats (R) Level 1 Minion Brute Small natural beast XP 25 HP 1; a missed attack never damages a minion. Initiative +2 AC 12; Fortitude 12, Reflex 13, Will 11 Perception +0 (+4), climb 3 Low-light vision Keen Smell The rat has a +4 bonus on Perception checks that rely on smell. Pack Tactics The rat has combat advantage on an attack roll against a creature if at least one of the rat's allies is adjacent and the ally isn't incapacitated. m Bite (weapon) * At-Will Hit: 3 piercing damage. Skills Intimidate +9 Str 7 (-2) Dex 15 (+2) Wis 10 (+0) Con 12 (+1) Int 2 (-4) Cha 4 (-3) Alignment unaligned Languages 3. CRUMBLED COURTYARD (EL 0) Creatures (25+ XP): 1d4 Giant rats (R) Giant Rat (R) Level 1 Minion Brute Small natural beast XP 25 HP 1; a missed attack never damages a minion. Initiative +2 AC 12; Fortitude 12, Reflex 13, Will 11 Perception +0 (+4), climb 3 Low-light vision Keen Smell The rat has a +4 bonus on Perception checks that rely on smell. Pack Tactics The rat has combat advantage on an attack roll against a creature if at least one of the rat's allies is adjacent and the ally isn't incapacitated. m Bite (weapon) * At-Will Hit: 5 piercing damage. Skills Intimidate +9 Str 7 (-2) Dex 15 (+2) Wis 10 (+0) Con 12 (+1) Int 2 (-4) Cha 4 (-3) Alignment unaligned Languages Treasure (36 gp): The goblin corpse has a scimitar (25 gp) and a light shield (5 gp), as well as 23 sp and 4 gp in a belt pouch.

6 4. TOWER SHELL (EL 1/8) Trap (100 XP): Needle Trap Needle Trap Level 1 Trap Object XP 100 Detect Perception (investigate) DC 19: You notice that a needle coated in some balck stuff is set to spring if the lever is pulled M Filthy Needle * At-Will Trigger: The lever is pulled. Attack (Immediate Reaction): Melee (triggering creature); +5 vs. AC or Reflex (whatever is higher) Initiative Hit: 1 piercing damage and the trap make a secondary attack: Secondary Attack: +3 vs. Fortitude Hit: The target is affected by filth fever. COUNTERMEASURES * Destroy: Break DC 19. Success: You manage to break the trap mechanism, but your hammering might have alerted creatures to your present location. * Disarm: Thievery DC 15. Success: You manage to disarm the trap. If the check fails by 5 or more the trap is sprung and may hit the character. Filth Fever Level 1 Disease Those infected by this disease waste away as they alternately suffer chills and hot flashes. Stage 0: The target recovers from the disease. Stage 1: While affected by stage 1, the target loses a healing surge. Stage 2: While affected by stage 2, the target loses a healing surge and takes a -2 penalty to AC, Fortitude, and Reflex. Stage 3: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex. Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2. 7 or Lower: The stage of the disease increases by one. 8-11: No change. 12 or Higher: The stage of the disease decreases by one. 5. SECRET POCKET (EL 2) Creatures (630 XP): 3 Skeleton warriors (S) 3 Skeleton Warriors (S) Level 3 Soldier Medium natural animate (undead) XP 210 HP 41; Bloodied 20 Initiative +5 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 5 Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning Hit: 1d8 + 5 slashing damage, and the target is marked until the end of the skeleton warrior's next turn. Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 ( 4) Cha 3 ( 4) Alignment lawful evil Equipment rusty chainmail, longsword, small shield Languages understands all languages it knew in life but can't speak Treasure (108 gp): Each skeleton has twenty arrows, 10 sp, 5 gp, and one masterwork fire arrow (30 gp/each) in a special socket on the quiver. 6. OLD APPROACH Dragon Door (400 XP): Treat the dragon door as a Level 5 skill challenge with complexity 1, i.e. 4 successes is needed to pass through the door. Obstacle 1. A simple Arcana DC 14 check is needed to detect the magic used to seal the door. A successful check reveals that the door and the magic used to seal it is ancient and of elven origin. A failed check means that they do not discover any magic, but can still use a knock ritual to supress the magic. Advantage. A History (historical lore) DC 14 check reveals insight as to the magic used in sealing the portal, granting a +4 bonus to any knock ritual to supress the magic. Obstacle 2. Opening the mechnical lock requires a DC 16 Thievery check with thieves tolls, DC 21 without. The mechnical lock can also be broken with a DC 21 Strength check. A failure increases the DC with +5 on the next check. Obstacle 3. Supressing the elvish Arcane Lock requires a DC 25 Arcana check in order to supress the magic for 10 minutes. Success: If the PCs manage to get pass the door through the use of wit and magic, or through using the key, reward them 400 XP (100 XP each). Failure: They have to find the key. Speed of the Dead When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage. m Longsword (weapon) * At-Will

7 8. PRESSURE PLATE (EL 1/8) Trap (100 XP): Arrow Trap Arrow Trap Level 1 Trap Object XP 100 Detect Perception (investigate) DC 15: You notice that the center tiles are a little higher than the surrounding tiles, and gives away to pressure. M Crossbow * At-Will Initiative Trigger: Any weight is placed on any part of the center 10-footsquare section of the corridor. Attack (Immediate Reaction): Melee (triggering creature); +5 vs. AC or Reflex (whatever is higher) Hit: 2d8 + 8 piercing damage. COUNTERMEASURES * Disarm: Wedging an iron spike or some other similarly sized and sturdy object under the pressure plate prevents it from activating. 9. DRAGON RIDDLE Riddle (400 XP): If the characters solves the dragon riddle reqrd them 400 XP (100 XP each). 10. HONORED GUARD (EL 2) Creatures (630 XP): Jot the Quasit (Q) Quasit (Q) Level 7 Controller Tiny elemental humanoid (demon) XP 690 HP 63; Bloodied 31 Initiative +6 AC 20; Fortitude 13, Reflex 18, Will 16 Perception +8 Speed 8 Temper Influence * Aura 2 Enemies within the aura take a -2 penalty to saving throws. Shapeshanger The quasit can use its action to polymorph into a beast form that resembles a bat (speed 2, fly 8), a centipede (speed 8, climb 8), or a toad (speed 8, swim 8), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. m Bite (poison) * At-Will Attack: Melee 0 (one creature); +8 vs. AC Hit: 1d4 + 3 piercing damage, and ongoing 5 poison damage and the target is poisoned (save ends both). C Evil Temptation * At-Will 1/round Attack: Close Burst 3 (one creature in burst); +6 vs. Will Hit: The target is dazed and the quasit can slide the target 1 square as a minor action on its turn (save ends both). The effect also ends if the target makes an attack against one of its allies. Invisibity (illusion) * At-Will 1/round Effect: The quasit becomes invisible until it makes an attack roll. Variable Resistance * Encounter Trigger: The quasit takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The quasit gains resist 10 to the triggering damage type until the end of the encounter. Skills Arcana +6, Bluff +9, Stealth +11 Str 8 ( 1) Dex 21 (+6) Wis 14 (+3) Con 11 (+1) Int 10 (+1) Cha 16 (+4) Alignment chaotic evil Equipment robes Languages Common Roleplaying (400 XP): Jot is bound to guard the tomb of the dragonpriest, but might be pursuaded to leave the characters alone if they do not open the tomb of the dragonpriest, or if they manage to learn that the quasit have to follow the instructions of a dragon follower which the players can claim to be (see Jot s flaw below). The players can try to pursude Jot to stop attacking them by sacrificing their attacks on their turns and use Diplomacy, Bluff or Intimiadet to make their plead. A successful skill check vs. DC 14 makes him stop attacking and listen. A failed check means that Jot continues attacking for at least another round. Players may learn Jot s flaw by asking the right questions, maybe combined with a successful DC 14 Insight check, or in some combination with a Lore check Arcana (forbidden lore), History (historical lore) or Religion (maleficinet lore) vs. DC 14. Success: After four successful checks and asking the right questions the players characters should have concluded Jot s flaw and might use it to instruct him to let them honor the dragonpriest or something similar to gain access to the tomb as servants of the dragon god. Award the players 400 XP, but no XP for defeating Jot. He will try to follow them and take the first advantage to betray them. If the sacrophag is desecrated and opened, he is not bound to his promises anymore. Failure: Jot continues attacking the players and they do not learn his flaw. Personality: A good laugh at the folly and failures of others makes life worth living. Ideals: Chaos is best served by leading people in the wrong direction (Chaotic). Bonds: Jot is bond to protect the dragonpriest tomb by the elves, in punishment for leading him astray in the ritual to get a trolls abilities.

8 Flaws: Swore to never harm a dragon servant, and to follow their will and instructions. 12. TOMB OF A FAILED DRAGONPRIEST (EL 4) Creatures (1,290 XP): Elf dragonpriest (D), 5 skeleton archers. Elf Dragonpriest (D) Level 6 Controller (Leader) Medium natural humanoid (elf) XP 540 HP 62; Bloodied 31 Initiative +4 AC 17; Fortitude 15, Reflex 15, Will 16 Perception +5 Low-light vision Regeneration 5 (healing) The elf dragonpriest has been transformed to half troll and regains 5 hit points whenever it starts its turn and has at least 1 hit point. If the elf dragonpriest takes acid or fire damage, its regeneration does not function on its next turn. m Claws * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d6 + 4 slashing damage. If the attack bloodies the target, the elf dragonpriest uses claw against it again. R Energy Orb * At-Will Attack: Ranged 10 (one creature); +6 vs. Reflex Hit: 2d6 + 4 cold damage. Incite Faith * Encounter Effect: Close burst 10 (allies in the burst). The target gains 5 temporary hit points and can shift 1 square as a free action. Elven Accuracy * Encounter Trigger: The elf dragonpriest makes an attack roll. Effect (Free Action): The elf dragonpriest rerolls the triggering attack roll and uses the second result. Skills Nature +7/+9, Religion +7/+9 Str 15 (+3) Dex 16 (+4) Wis 19 (+5) Con 16 (+4) Int 13 (+2) Cha 12 (+2) Alignment chaotic evil Equipment robes Languages Common, Elven 5 Skeleton Archers (S) Level 2 Artillery Medium natural animate (undead) XP 150 HP 29; Bloodied 14 Initiative +5 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 5 Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning Hit: 1d6 + 3 slashing damage. m Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +6 vs. AC Hit: 1d piercing damage. Shake the Mark * At-Will Trigger: The skeleton archer is marked. Effect (immediate reaction): The skeleton archer is no longer marked. Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 ( 4) Cha 3 ( 4) Alignment lawful evil Equipment tattered leather armor, longbow, 20 arrows, short sword Languages understands all languages it knew in life but can't speak Treasure (602 gp): The dragonpriest has an ornate ceremonial dagger (worth 125 gp), two silver rings (15 gp each), and a silver amulet (15 gp). Scattered across the bottom of the sarcophagus are 220 sp, 50 gp, and a ritual book containing four rituals: Comprehend Languages (L1, 50 gp), Endure Elements (L2, 100 gp), Explosive Runes (L gp), and Pyrotechnics (L2, 50 gp). 14. ENCHANTED WATER CACHE (EL 2) Creatures (600 XP): Ice mephit (I), steam mephit (S) Ice Mephit (I) Level 4 Artillery Small elemental humanoid (water) XP 300 HP 39; Bloodied 19 Initiative +5 AC 16; Fortitude 13; Reflex 15; Will 14 Perception +1 (ice walk), fly 6 Immune cold, poison; poisoned; Vulnerable 5 bludgeoning Regeneration The mephit regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mephit takes fire or psychic damage, its regeneration does not function on its next turn. False Appearance While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. m Claws (cold) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 6 slashing damage plus 1d6 cold damage, and the target cannot take actions until the start of its next turn. R Frost Dagger (cold) * At-Will Attack: Ranged 10 (one or two creatures); +7 vs. Reflex Hit: 1d6 + 6 cold damage. R Frost Breath (cold, zone) * Recharge 5 6 Attack: Close blast 3 (creatures in the blast); +7 vs. Reflex Hit: 1d8 + 4 cold damage, and ongoing 5 cold damage (save ends). Miss: Half damage. Effect: The blast creates a zone of icy ground that lasts until the end of the mephit s next turn. The zone is difficult terrain for creatures without ice walk. Skills Stealth +10 Str 8 (+0) Dex 18 (+5) Wis 11 (+1) Con 14 (+3) Int 8 (+0) Cha 15 (+3) Languages Aquan, Auran

9 Steam Mephit (S) Level 4 Lurker Small elemental humanoid (air, fire, water) XP 300 HP 38; Bloodied 19 Initiative +9 AC 16; Fortitude 13; Reflex 15; Will 14 Perception +1, fly 6 (hover) Immune fire, poison; poisoned Regeneration The mephit regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mephit takes cold or psychic damage, its regeneration does not function on its next turn. m Claw * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d6 + 3 slashing damage plus 1d6 slashing damage if the target cannot see the mephit. R Boiling Jet (fire) * At-Will Attack: Ranged 5 (one creatures); +5 vs. Reflex Hit: 1d6 + 2 bludgeoning damage, and ongoing 5 fire damage (save ends). A Boiling Rain (fire) * Recharge 5 6 Attack: Area burst 1 within 10 (creatures in the burst); +5 vs. Reflex Hit: 1d6 + 2 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage. Dissipate * Recharge when the mephit misses with a melee attack Effect: The steam mephit becomes invisible until the end of the next turn or until it hits or misses with an attack. Skills Stealth +10 Str 11 (+1) Dex 18 (+5) Wis 11 (+1) Con 13 (+2) Int 8 (+0) Cha 15 (+3) Languages Aquan, Ignan TACTICAL ENCOUNTER The kobold complex consist of several rooms. However the three Area 16 + Area 19 + Area 21 form an area where there is a high likelihood that an alarm will cause all the kobolds in these rooms to engage with the common enemy. When this happen, they will probably emerge with some delay between the arrival of the various teams. However there will be no short rest, unless the characters manage to barricade themselves into a room to catch their breath, The total encounter level for these engagements are equal to an Encounter Level 4 (1,240 XP not including any traps). Treasure (50 gp): Within the keg are five tiny sapphires (worth 10 gp each) used to bring about the magic that bound the mephits. 15. DRAGON CELL Treasure (75 gp): Five tiny jade figurines of dragons (worth 15 gp each). 16. KOBOLD GUARDROOMS X3 (EL 1/4) Trap (25 XP): Door Trap Door Traps Level 1 Simple Trap Object XP 25 Detect Perception (investigate) DC 12: You Initiative notice a tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame., connecting to something above. M Falling Offal Pot * At-Will Trigger: Any weight is placed on any part of the center 10-footsquare section of the corridor. Attack (Immediate Reaction): Close burst 1 (creatures in the burst); +5 vs. Reflex Hit: 1 bludgeoning damage, and trap makes a secondary attack. Secondary Attack: +3 vs. Fortitude Hit: Target is poisoned for 1 minute. COUNTERMEASURES * Disarm: Thievery DC 12 using thieves tools (DC 16 without). You manage to cut the wire, disabling the trap. A failed Thievery check triggers the trap. Creatures (155 XP): 2 Kobold quickblades (K), 1 kobold tunnelers (T) 2 Kobold Quickblades (K) Level 1/2 Skirmisher Small natural humanoid (reptile) XP 65 HP 23; Bloodied 11 Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. Hit: 1d6 + 3 slashing damage. The attack deals 2 extra damage per square the kobold has shifted since the start of its turn. MOVE ACTIONS Fleet Feet * At-Will Effect: The kobold shifts up to 3 squares. Shifty * At-Will Effect: The kobold shifts 1 square.

10 Skills Athletics +4, Stealth +8, Thievery +8 Str 8 ( 1) Dex 17 (+3) Wis 13 (+1) Con 13 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, light shield, short sword Kobold Tunnelers (T) Level 1 Minion Skirmisher Small natural humanoid (reptile) XP 25 HP 1; a missed attack never damages a minion. Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. m Javelin (weapon) * At-Will Hit: 4 piercing damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +5 vs. AC Hit: 4 piercing damage. Shifty * At-Will Effect: The kobold shifts 1 square. Narrow Escape * At-Will Trigger: A close or an area attack hits or misses the kobold. Effect (Immediate Interrupt): The kobold shifts up to 3 squares. Str 8 ( 1) Dex 16 (+3) Wis 12 (+1) Con 12 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, 3 javelins 17. DRAGON CHOW (EL 1/2) Creatures (300 XP): 2 Rat Swarm (R) 2 Rat Swarms (R) Level 2 Skirmisher Medium swarm of tiny natural beast XP 150 HP 34; Bloodied 17 Initiative +5 AC 15; Fortitude 13; Reflex 15; Will 11 Perception +5 (+9), climb 2 Immune charmed, frightened, dazed, petrified, prone, pull, push, restrained, slide, stunned, Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks Swarm Attack * Aura 1 Any enemy that ends its turn in the aura takes 5 damage, and the swarm can slide it 1 square as a free action. Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can 't regain hit points or gain temporary hit points. Keen Smell The swarm has a +4 bonus on Perception checks that rely on smell. m Swarm of Teeth * At-Will Hit: 2d8 + 3 piercing damage, or 2d8 + 6 if the swarm moved at least 2 squares during its turn. Half this damage when the swarm is bloodied. Effect: The swarm can shift 1 square. Str 12 (+1) Dex 17 (+3) Wis 10 (+0) Con 12 (+1) Int 2 ( 4) Cha 9 ( 1) Alignment unaligned Languages 18. PRISON Roleplaying (400 XP): If the PC roleplay the encounter with the goblin prisoners. If they manage to negotiate a safe passage to the goblin chief and get some information about the goblin settlement, reward the players 400 XP (100 XP each). 19. HALL OF DRAGONS (EL 1/2) Creatures (300 XP): 3 Kobold dragonshield (D) 3 Kobold Dragonshields (D) Level 1 Soldier Small natural humanoid (reptile) XP 100 HP 28; Bloodied 14 Initiative +3 AC 16; Fortitude 12; Reflex 11; Will 11 Perception +1 Speed 5 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. Hit: 1d6 + 6 slashing damage. Effect: The kobold marks the target until the end of the kobold s next turn. M Dirty Tactics (weapon) * Encounter Attack: Melee 1 (one creature); +3 vs. Reflex Hit: 2d6 + 7 slashing damage, and the target is immobilized until the end of the kobold's next turn. Miss: Half damage, and the target is slowed until the end of the kobold's next turn. Shifty Effect: The kobold shifts 1 square. Dragonshield Tactics * At-Will Trigger: An enemy adjacent to the kobold shifts or an enemy moves to a square adjacent to the kobold. Effect (Immediate Reaction): The kobold shifts 1 square. Skills Acrobatics +7, Stealth +6, Thievery +6 Str 14 (+2) Dex 13 (+1) Wis 12 (+1) Con 12 (+1) Int 9 ( 1) Cha 10 (+0)

11 Alignment lawful evil Languages Common, Draconic Equipment scale armor, light shield, short sword 20. KOBOLD COLONY (EL 1) Creatures (435 XP): 3 Kobold quickblades (K), 2 kobold slinger (S), 7 kobold commoners (C) 3 Kobold Quickblades (K) Level 1/2 Skirmisher Small natural humanoid (reptile) XP 65 HP 23; Bloodied 11 Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. Hit: 1d6 + 3 slashing damage. The attack deals 2 extra damage per square the kobold has shifted since the start of its turn. MOVE ACTIONS Fleet Feet * At-Will Effect: The kobold shifts up to 3 squares. Shifty * At-Will Effect: The kobold shifts 1 square. Skills Athletics +4, Stealth +8, Thievery +8 Str 8 ( 1) Dex 17 (+3) Wis 13 (+1) Con 13 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, light shield, short sword 2 Kobold Slinger (S) Level 1/2 Artillery Small natural humanoid (reptile) XP 65 HP 19; Bloodied 9 Initiative +3 AC 13; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d4 + 3 piercing damage. r Sling (weapon) * At-Will Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 5 bludgeoning damage. R Special Shot (weapon) * At-Will (3/encounter) Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 5 bludgeoning damage plus one of the following effects (roll a d6): 1 2 Stinkpot: The target takes a -2 penalty to attack rolls (save ends). 3 4 Firepot (fire): The target takes ongoing 2 fire damage (save ends). 5 6 Gluepot: The target is immobilized (save ends). Shifty * At-Will Effect: The kobold shifts 1 square. Skills Stealth +8 Str 9 ( 1) Dex 17 (+3) Wis 12 (+1) Con 12 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, dagger, sling, 20 sling bullets, 3 rounds of special shot 7 Kobold Commoners (C) Level 1 Minion Skirmisher Small natural humanoid (reptile) XP 25 HP 1; a missed attack never damages a minion. Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. m Dagger (weapon) * At-Will Hit: 4 piercing damage. Shifty * At-Will Effect: The kobold shifts 1 square. Str 8 ( 1) Dex 16 (+3) Wis 12 (+1) Con 12 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, 3 javelins 21. DRAGON THRONE (EL 2) Creatures (640 XP): Yusdrayl, kobold wyrmpriest (Y), 3 kobold dragonshields (D), 2 kobold slingers (S) Yusdrayl, Kobold Wyrmpriest (W) Level 3 Artillery (Leader) Small natural humanoid (reptile) XP 210 HP 34; Bloodied 17 Initiative +3 AC 15; Fortitude 11; Reflex 13; Will 13 Perception +3 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. m Spear (weapon) * At-Will Hit: 1d8 + 5 piercing damage. R Ice Orb (acid) * At-Will Attack: Ranged 10 (one creature); +6 vs. Reflex Hit: 1d cold damage and the target is immobilized (save ends).

12 C Burning Hands (acid) * Encounter Attack: Close blast 3 (creatures in blast); +6 vs. Reflex Hit: 1d fire damage. Miss: Half damage. C Incite Faith * Encounter Effect: Close burst 10; kobold allies in the burst gain 5 temporary hit points and can shift 1 square. Shifty * At-Will Effect: The kobold shifts 1 square. Skills ArcanaStealth +8, Thievery +8 Str 8 ( 1) Dex 16 (+3) Wis 10 (+0) Con 14 (+2) Int 10 (+0) Cha 16 (+3) Alignment lawful evil Languages Common, Draconic Equipment bone mask, hide armor, spear, 35 gp 3 Kobold Dragonshields (D) Level 1 Soldier Small natural humanoid (reptile) XP 100 HP 28; Bloodied 14 Initiative +3 AC 16; Fortitude 12; Reflex 11; Will 11 Perception +1 Speed 5 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. Hit: 1d6 + 6 slashing damage. Effect: The kobold marks the target until the end of the kobold s next turn. M Dirty Tactics (weapon) * Encounter Attack: Melee 1 (one creature); +3 vs. Reflex Hit: 2d6 + 7 slashing damage, and the target is immobilized until the end of the kobold's next turn. Miss: Half damage, and the target is slowed until the end of the kobold's next turn. Shifty Effect: The kobold shifts 1 square. Dragonshield Tactics * At-Will Trigger: An enemy adjacent to the kobold shifts or an enemy moves to a square adjacent to the kobold. Effect (Immediate Reaction): The kobold shifts 1 square. Skills Acrobatics +7, Stealth +6, Thievery +6 Str 14 (+2) Dex 13 (+1) Wis 12 (+1) Con 12 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment scale armor, light shield, short sword 2 Kobold Slinger (S) Level 1/2 Artillery Small natural humanoid (reptile) XP 65 HP 19; Bloodied 9 Initiative +3 AC 13; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d4 + 3 piercing damage. r Sling (weapon) * At-Will Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 5 bludgeoning damage. R Special Shot (weapon) * At-Will (3/encounter) Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 5 bludgeoning damage plus one of the following effects (roll a d6): 1 2 Stinkpot: The target takes a -2 penalty to attack rolls (save ends). 3 4 Firepot (fire): The target takes ongoing 2 fire damage (save ends). 5 6 Gluepot: The target is immobilized (save ends). Shifty * At-Will Effect: The kobold shifts 1 square. Skills Stealth +8 Str 9 ( 1) Dex 17 (+3) Wis 12 (+1) Con 12 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, dagger, sling, 20 sling bullets, 3 rounds of special shot Treasure (1,310 gp): Yusdrayl carries 35 gp. The items assembled on the altar include a Quaal's feather token - tree (500 gp), a ritual book containing three rituals Alarm (L1, 50 gp), Read Omens (L2, 100 gp), and Knock (L4, 175 gp), and a small flask that contains three doses of elixir of health (3 x 150 gp). Roleplaying (860 XP): If the PCs instead of attacking and killing Yusdrayl, reward them XP for the information they manage to gain in the discussions with Yusdrayl (total XP is similar as defeating the kobolds in battle). * Gain information about the goblins (200 XP) * Gain information about the Outcast and the twig monsters (200 XP) * Gain information about the human adventurers (200 XP) * Gain information about the kobolds, the dragon cult and the missing dragon (260 XP)

13 If they manage to earn Yusdrayl s trust he will give them the quest to find and recover their missing white dragon wyrmling. QUEST: RECOVER MISSING DRAGON Task: Find out where the goblins took the kobold s dragon Calcryx. Save it from the cruel goblins and bring it back alive to Yusdrayl the Kobold Wyrmpriest. Reward: The characters receive 600 XP for completing the task. If they return to Yusdrayl with the message that the dragon is alive but do not want to return to the kobolds, reward them 400 XP, Yusdrayl also offers the dragon key or two items from the altar in reqrd for the dragon. 23. UNDERDARK ACCESS (EL 1/4) Creatures (195 XP): 2 Kobold quickblades (K), kobold slink (S) 2 Kobold Quickblades (K) Level 1/2 Skirmisher Small natural humanoid (reptile) XP 65 HP 23; Bloodied 11 Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Pack Tactics The kobold has combat advantage on an attack roll against a creature if at least one of the kobold's allies is adjacent to the creature and the ally isn't incapacitated. Hit: 1d6 + 3 slashing damage. The attack deals 2 extra damage per square the kobold has shifted since the start of its turn. MOVE ACTIONS Fleet Feet * At-Will Effect: The kobold shifts up to 3 squares. Shifty * At-Will Effect: The kobold shifts 1 square. Skills Athletics +4, Stealth +8, Thievery +8 Str 8 ( 1) Dex 17 (+3) Wis 13 (+1) Con 13 (+1) Int 9 ( 1) Cha 10 (+0) Alignment lawful evil Languages Common, Draconic Equipment leather armor, light shield, short sword Kobold Slink (S) Level 1/2 Lurker Small natural humanoid (reptile) XP 65 HP 19; Bloodied 9 Initiative +7 AC 15; Fortitude 12; Reflex 14; Will 13 Perception +0 Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. Combat Advantage The kobold slink deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. m Spear (weapon) * At-Will Hit: 1d6 + 5 piercing damage. The attack deals 2 extra damage per square the kobold has shifted since the start of its turn. Shift and Slide * At-Will Effect: The kobold slink shifts 1 square. It can shift into an ally's space, and the ally slides into the kobold slink's original space as a free action. Slick s Boon * At-Will Trigger: A melee or ranged attack hits the kobold slink where it is not the nearest enemy. Effect (Free Action): The attack misses. Skills Acrobatics +7, Stealth +9, Thievery +9 Str 8 ( 1) Dex 16 (+3) Wis 10 (+0) Con 12 (+1) Int 6 ( 2) Cha 15 (+2) Alignment lawful evil Languages Common, Draconic Equipment hide armor, spear 24. TRAPPED ACCESS (EL 1/4) Trap (150 XP): Hidden Pit Hidden Pit Level 2 Trap Object XP 150 Detect Perception DC 15: You notice an un- Initiative mortared rim on the floow, stretching across the hall Percetion (investigate) DC 10: There seem to be a narrow Catwalk across the floor with trapdoors on both sides. Stepping on them would probably trigger the trap M Falling into Pit * At-Will Trigger: Any person stepping onto the trapdoors. Effect (Immediate Reaction): Creature triggering the trap falls 30 feet and takes 3d10 bludgeoning damage as the lids flip open. COUNTERMEASURES * Disarm: Thievery DC 15. With a thieves tool and by wedging an iron spike or some other similarly sized and sturdy object the trapdoors are jammed and will not open.

14 25. EMPTY CHAMBER Investigation (160 XP): If the PCs find the tracks from the missing humans, reward them 160 XP (40 XP each). 26. DRY FOUNTAIN (EL 1/4) Trap (150 XP): Scythe Trap Scythe Trap Level 2 Trap Object XP 150 Detect Perception DC 20: You notice a slot Initiative in the ceiling above the door M Scythe * At-Will Trigger: Any person trying to open the door without first deactivating the lock. Attack (Immediate Reaction): Melee 1 (creature triggering trap); +6 vs. AC Hit: 2d8+8 slashing damage. COUNTERMEASURES * Disarm (standard action): Thievery DC 20. With a thieves tool or an iron spike the slot can be blocked. A failed check triggers the trap. * Destroy (1 minute): A Thievery DC 25 or Strength check vs. DC 20 is needed to destroy the mechanism inside the slot. Treasure (75 gp): Lesser elixir of dragon breath (75 gp) 27. SANCTUARY (EL 3) Creatures (1,050 XP): 5 Skeleton warriors (S) 5 Skeleton Warriors (S) Level 3 Soldier Medium natural animate (undead) XP 210 HP 41; Bloodied 20 Initiative +5 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 5 Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning Speed of the Dead When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage. m Longsword (weapon) * At-Will Hit: 1d8 + 5 slashing damage, and the target is marked until the end of the skeleton warrior's next turn. Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 ( 4) Cha 3 ( 4) Alignment lawful evil Equipment rusty chainmail, longsword, small shield Languages understands all languages it knew in life but can't speak Treasure (2,000 gp): The candle has a permanent Continual Light (Bright Light) ritual cast on it (worth 100 gp). In the flask is a potion of resistance (fire) (40 gp). The whistle, made of crystal, has the name Night Caller inscribed on it in Dwarvish (1,800 gp). See Treasure appendix. The coffer containing six peridot jewels carved in a likeness of a dragon (worth 10 gp each). 28. INFESTED CELLS (EL 1/8) Creatures (75 XP): 3 Giant rats (R) 3 Giant Rats (R) Level 1 Minion Brute Small natural beast XP 25 HP 1; a missed attack never damages a minion. Initiative +2 AC 12; Fortitude 12, Reflex 13, Will 11 Perception +0 (+4), climb 3 Low-light vision Keen Smell The rat has a +4 bonus on Perception checks that rely on smell. Pack Tactics The rat has combat advantage on an attack roll against a creature if at least one of the rat's allies is adjacent and the ally isn't incapacitated. m Bite (weapon) * At-Will Hit: 3 piercing damage. Skills Intimidate +9 Str 7 (-2) Dex 15 (+2) Wis 10 (+0) Con 12 (+1) Int 2 (-4) Cha 4 (-3) Alignment unaligned Languages Treasure (13 gp): 5 sp, 3 gp, and 2 gems (worth 5 gp each). Investigation (160 XP): If the PCs find the tracks from the missing humans, reward them 160 XP (40 XP each). 29. DISABLED TRAPS (EL 1/4) Trap (150 XP): Trapped Fountain Trapped Fountain Level 2 Trap Object XP 150 Detect Perception DC 20: You notice some Initiative suspicious metallic tubes in the carved dragon's mouth, as well as a small, rusted iron canister. Perception (investigation) DC 15: You notice a mostly wornaway inscription in Draconic on the front of the basin. It reads, Let there be death." Arcana (detect magic) DC 15: The fountain emits a faint aura of evocation. M Poison Mist Spray * At-Will Trigger: Anybody speaking the draconic phrase Let there be death aloud. Attack (Immediate Reaction): Close blast 4 (creatures in the blast); +4 vs. Fortitude Hit: 1d8 + 7 poison damage and the target is spoisoned for 10

15 minutes. Miss: Half damage and poisoned in 1 minute. COUNTERMEASURES * Destroy (1 minute): A Thievery DC 20 or Strength check vs. DC 20 is needed to remove the last canister. Failing on this check with 5 or more triggers the trap. 30. MAMA RAT (EL 1/4) Creatures (175 XP): Gutash, Dire Rat (G) and 3 giant rats (R) 3 Giant Rats (R) Level 1 Minion Brute Small natural beast XP 25 HP 1; a missed attack never damages a minion. Initiative +2 AC 12; Fortitude 12, Reflex 13, Will 11 Perception +0 (+4), climb 3 Low-light vision Keen Smell The rat has a +4 bonus on Perception checks that rely on smell. Pack Tactics The rat has combat advantage on an attack roll against a creature if at least one of the rat's allies is adjacent and the ally isn't incapacitated. m Bite (weapon) * At-Will Hit: 3 piercing damage. Skills Intimidate +9 Str 7 (-2) Dex 15 (+2) Wis 10 (+0) Con 12 (+1) Int 2 (-4) Cha 4 (-3) Alignment unaligned Languages Guthash, Dire Rat (G) Level 1 Brute Small natural beast XP 100 HP 38; Bloodied 19 Initiative +2 AC 13; Fortitude 13, Reflex 11, Will 9 Perception +5 (+9), climb 3 Low-light vision Keen Smell The rat has a +4 bonus on Perception checks that rely on smell. Pack Tactics The rat has combat advantage on an attack roll against a creature if at least one of the rat's allies is adjacent and the ally isn't incapacitated. m Bite (disease) * At-Will Hit: 1d piercing damage. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts filth fever (stage 1). Skills Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 10 (+0) Con 18 (+4) Int 2 (-4) Cha 6 (-2) Alignment unaligned Languages Filth Fever Level 1 Disease Those infected by this disease waste away as they alternately suffer chills and hot flashes. Stage 0: The target recovers from the disease. Stage 1: While affected by stage 1, the target loses a healing surge. Stage 2: While affected by stage 2, the target loses a healing surge and takes a -2 penalty to AC, Fortitude, and Reflex. Stage 3: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex. Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2. 7 or Lower: The stage of the disease increases by one. 8-11: No change. 12 or Higher: The stage of the disease decreases by one. Investigation (160 XP): If the PCs find the corpse of one of the missing humans, reward them 160 XP (40 XP each). Treasure (356 gp): Poking through the refuse over a period of 10 minutes uncovers 312 sp, 68 gp, and 3 gems (worth 25 gp each). On and around the ranger's corpse are several items: studded leather armor (45 gp), five daggers (10 gp), a longbow (50 gp), a backpack (containing a water skin, one day's rations, a bedroll, a tinderbox, and three torches), a quiver with six arrows, a potion of healing (50 gp), and a pouch that holds 17 gp. A gold ring (worth 10 gp) on Karakas's finger is engraved (in Common) with his name. 31. CALTROP HALL Treasure (80 gp): About two hundred caltrops are strewn on the floor. If somebody collects them, they can be turned into 8 bags of caltrops (10 gp/each) BAG OF CALTROPS Price: 10 gp Weight: 1 lb. Description: You can drop these pyramid-shaped metal spikes into a square adjacent to you (or gather them back up) as a standard action. Any creature moving on the caltrops must either treat the square as difficult terrain or take 1 piercing damage and become slowed (save ends). Creatures that are running can use only the latter option.

16 32. GOBLIN GATE (1/4) Creatures (200 XP): 2 Goblin warriors (W) 2 Goblin Warriors (W) Level 1 Skirmisher Small natural humanoid (goblinoid) XP 100 HP 30; Bloodied 15 Initiative +5 AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2 Great Position If, on its turn, the goblin ends its move at least 4 squares away from its starting point, it deals 1d6 extra damage on its ranged attacks until the start of its next turn. m Spear (weapon) * At-Will Hit: 1d8 + 4 piercing damage. R Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +5 vs. AC Hit: 1d6 + 4 piercing damage. R Mobile Ranged Attack (weapon) * At-Will Effect: The goblin moves up to half its speed. At any point during that movement, it makes one javelin attack without provoking opportunity attacks. MOVE ACTIONS Nimble Escape * At-Will Effect: When disengaging from a fight the goblin can take a move action without provoking opportunity attacks. Goblin Tactics * At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Con 14 (+2) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, spear, 5 javelins 33. PRACTICE RANGE Creatures (450 XP): 3 Goblin sharpshooters (S) 3 Goblin Sharpshooters (S) Level 2 Artillery Small natural humanoid (goblinoid) XP 150 HP 29; Bloodied 14 Initiative +4 AC 15; Fortitude 11; Reflex 13; Will 10 Perception +1 Sniper When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. Hit: 1d6 + 4 slashing damage. r Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +8 vs. AC Hit: 1d8 + 5 piercing damage. Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +12, Thievery +12 Str 14 (+2) Dex 18 (+4) Wis 13 (+1) Con 13 (+1) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, short sword, crossbow, crossbow bolts (20) Treasure (50 gp): One goblin has a silver flask of dwarven make (worth 50 gp) filled with vile goblin wine. 34. GOBLIN STOCKADE Roleplaying (600 XP): If the PCs release the gnome Erky Timbers reward them XP for the information they manage to gain in the discussions with Erky. * Gain information about the goblins (150 XP) * Gain information about the Outcast and the twig monsters (150 XP) * Gain information about the human adventurers (150 XP) * Gain information about the fruits (150 XP) If they manage to earn Erky s trust he will ask if he temporarily can join and help the party. 35. TRAPPED CORRIDOR Trap (150 XP): Hidden Pit Hidden Pit Level 2 Trap Object XP 150 Detect Perception DC 15: You notice an un- Initiative mortared rim on the floow, stretching across the hall Percetion (investigate) DC 10: There seem to be a narrow Catwalk across the floor with trapdoors on both sides. Stepping on them would probably trigger the trap M Falling into Pit * At-Will Trigger: Any person stepping onto the trapdoors. Effect (Immediate Reaction): Creature triggering the trap falls 30 feet and takes 3d10 bludgeoning damage as the lids flip open. COUNTERMEASURES * Disarm: Thievery DC 15. With a thieves tool and by wedging an iron spike or some other similarly sized and sturdy object the trapdoors are jammed and will not open. Treasure (25 gp): A successful DC 15 Perception (investigate) check made while searching around the

17 pit uncovers a long-lost gold ring with an inset sapphire (worth 25 gp). 36. GOBLIN BANDITS (EL 1/2) Creatures (300 XP): 3 Goblin Cutthroats (C) 3 Goblin Cutthroats (C) Level 1 Skirmisher Small natural humanoid (goblinoid) XP 100 HP 30; Bloodied 15 Initiative +5 AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2 Hit: 1d6 + 5 slashing damage, or 2d6 + 5 if the goblin has combat advantage against the target. In addition, the goblin can shift 1 square. R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +5 vs. AC Hit: 1d4 + 5 piercing damage. MOVE ACTIONS Deft Scurry * At-Will Effect: The goblin shifts up to 3 squares. Goblin Tactics * At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Con 14 (+2) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment 2 daggers, short sword, leather armor, light shield 37. THROPHY ROOM (EL 1/4) Creatures (200 XP): White Dragon Wyrmling (D) White Dragon Wyrmling (D) Level 1 Elite Brute Medium natural magical beast (dragon) XP 200 HP 76; Bloodied 38 Initiative +0 AC 13; Fortitude 14; Reflex 12; Will 13 Perception +6 (ice walk), burrow 3, fly 10 (hover), swim 6; Immune cold Saving Throws +2; Action Points 1 m Bite (cold) * At-Will Hit: 1d8 + 4 cold damage. m Claw * Encounter Hit: 1d8 + 4 slashing damage. M Dragon's Fury * At-Will Effect: The wyrmling makes two claw attacks. If it hits a single target with both claws, it makes a bite attack against the same target. C Breath Weapon (cold) * Recharge when first bloodied Attack: Close blast 4 (creatures in the blast); +3 vs. Reflex Hit: 3d6 + 4 cold damage, and the target is slowed and weakened (save ends both). Miss: Half damage. Skills Athletics +9, Stealth +5 Str 18 (+4) Dex 10 (+0) Wis 12 (+1) Con 18 (+4) Int 10 (+0) Cha 8 ( 1) Alignment chaotic evil Languages Draconic Treasure (149 gp): The valuables include a dragonshaped, jade figurine (worth 20 gp), a crystal goblet (5 gp), and twenty-four pieces of fine silverware (1 gp each). The parchment can fetch up to 100 gp if sold in a dwarven community. 40. GOBLINVILLE Creatures (850 XP): 10 Goblin cutters (G), 2 goblin sharpshooters (S), 3 goblin cutthroats (C) 10 Goblin Cutters (G) Level 1 Minion Skirmisher Small natural humanoid (goblinoid) XP 25 HP 1; a missed attack never damages a minion Initiative +5 AC 16; Fortitude 12; Reflex 14; Will 11 Perception +1 Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. Goblin Tactics * At-Will Trigger: The goblin is missed by an attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, short sword 2 Goblin Sharpshooters (S) Level 2 Artillery Small natural humanoid (goblinoid) XP 150 HP 29; Bloodied 14 Initiative +4 AC 15; Fortitude 11; Reflex 13; Will 10 Perception +1 Sniper When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. Hit: 1d6 + 4 slashing damage. r Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +8 vs. AC Hit: 1d8 + 5 piercing damage. Goblin Tactics * At-Will Trigger: When missed by a melee attack.

18 Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +12, Thievery +12 Str 14 (+2) Dex 18 (+4) Wis 13 (+1) Con 13 (+1) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, short sword, crossbow, crossbow bolts (20) 3 Goblin Cutthroats (C) Level 1 Skirmisher Small natural humanoid (goblinoid) XP 100 HP 30; Bloodied 15 Initiative +5 AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2 Hit: 1d6 + 5 slashing damage, or 2d6 + 5 if the goblin has combat advantage against the target. In addition, the goblin can shift 1 square. R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +5 vs. AC Hit: 1d4 + 5 piercing damage. MOVE ACTIONS Deft Scurry * At-Will Effect: The goblin shifts up to 3 squares. Goblin Tactics * At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Con 14 (+2) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment 2 daggers, short sword, leather armor, light shield Treasure (135 gp): Among the tribal equipment, near the shaman's bedding, is a healer's kit (5 gp) and a poisoner's kit (50 gp). Two items of considerable value can be unearthed by separate successful DC 15 Perception (investigation) checks: a fine agate statue of the elven deity Corellon Larethian (worth 30 gp) and a Medium chain shirt (50 gp). 41. HALL OF THE GOBLIN KING (EL 4) Creatures (1,300 XP): Durnn, hobgoblin warchief (D), 3 hobgoblin soldiers (S), Grenl, goblin hex hurler (G), twig blight (T) Durnn, Hobgoblin Warchief (D) Level 5 Soldier (Leader) Medium natural humanoid (goblinoid) XP 410 HP 56; Bloodied 28 Initiative +5 AC 18; Fortitude 18, Reflex 15, Will 16 Perception +4 Speed 5 Low-light vision Resist 3 lightning, 3 bludgeoning; Vulnerable 3 piercing, 3 acid. Lead from the Front When the hobgoblin hits an enemy with a melee attack, the hobgoblin s allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the hobgoblin's next turn. m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 6 piercing damage. Effect: The hobgoblin marks the target until the end of the hobgoblin s next turn. C Tactical Deployment * Recharge 5 6 Effect: Close burst 5 (allies in the burst). Each target can shift up to 3 squares. Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Martial Advantage * Recharge Trigger: The hobgoblin warchief hits and enemy which has another hobgoblin adjacent to it. Effect (Free Action): The hobgoblin makes an extra 1d8 damage. Skills Athletics +12, Intimidate +7, Stealth +9 Str 20 (+6) Dex 14 (+3) Wis 16 (+4) Con 16 (+4) Int 12 (+3) Cha 10 (+1) Languages Common, Goblin Equipment splint armor, heavy shield, spear, potion of healing, 2 antivenom, gold signet ring 3 Hobgoblin Soldiers (S) Level 3 Soldier Medium natural humanoid (goblinoid) XP 210 HP 43; Bloodied 21 Initiative +6 AC 17; Fortitude 15; Reflex 13; Will 13 Perception +2 Speed 5 Resist 2 lightning, 2 bludgeoning; Vulnerable 2 piercing, 2 acid. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. m Flail (weapon) * At-Will Hit: 1d damage, the target is marked and slowed until the end of the hobgoblin soldier s next turn.

19 M Formation Strike (weapon) * At-Will Requirement: Flail Hit: 1d damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +9, History +7 Str 19 (+4) Dex 14 (+2) Wis 14 (+2) Con 15 (+2) Int 11 (+0) Cha 10 (+0) Languages Common, Goblin Equipment scale armor, heavy shield, flail Grenl, Goblin Hex Hurler (G) Level 3 Controller (Leader) Small natural humanoid XP 210 HP 42; Bloodied 21 Initiative +2 AC 15; Fortitude 12; Reflex 13; Will 14 Perception +1 m Staff (weapon) * At-Will Hit: 1d6 + 6 damage, and the goblin can slide the target 1 square. R Blinding Hex * At-Will Attack: Ranged 10 (one creature); +4 vs. Fortitude Hit: 2d6 + 1 damage, and the target is blinded until the end of the goblin s next turn. R Stinging Hex * Recharge 5 6 Attack: Ranged 10 (one creature); +4 vs. Will Hit: The target takes 3d6 + 1 damage if it moves during its turn (save ends). A Vexing Cloud (zone) * Encounter Effect: Area burst 3 within 10. The burst creates a zone that lasts until the end of the goblin s next turn. Enemies take a -2 penalty to attack rolls while in the zone. Sustain Minor: The zone persists until the end of the goblin s next turn, and the goblin can move it up to 5 squares. Goblin Tactics * At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Lead from the Rear * At-Will Trigger: An enemy hits the goblin with a ranged attack. Effect (Immediate Interrupt): The goblin can change the attack s target to an adjacent ally of the goblin s level or lower. Skills Stealth +9, Thievery +9 Str 10 (+0) Dex 15 (+2) Wis 13 (+1) Con 14 (+2) Int 9 ( 1) Cha 18 (+4) Languages Common, Goblin Equipment leather robes, staff implement, scroll of Dancing Lights and Hunter s Curse Twig Blight (T) Level 2 Lurker Small fey humanoid (plant) XP 150 HP 26; Bloodied 13 Initiative +8 AC 15; Fortitude 11; Reflex 15; Will 13 Perception +7 Speed 5 (forest walk), climb 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison; Vulnerable 5 fire Rooted When an effect forces the blight to move through a pull, a push, or a slide, the seedling can move 3 squares fewer than the effect specifies. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. m Claw (poison) * At-Will Hit: 1d6 + 7 poison damage and the target is poisoned until the end of the twigs next turn. M Blighted Claw (poison) * Recharge when the blight uses invisibility Hit: 2d6 + 7 poison damage, and the target is poisoned and weakened (save ends). Miss: Half damage, and the target is weakened until the end of its next turn. Invisibility (illusion) * Recharge when the blight uses blighted claw Effect: The blight becomes invisible until the start of its next turn. Skills Stealth +9 Str 8 ( 1) Dex 18 (+4) Wis 14 (+2) Con 10 (+0) Int 6 ( 2) Cha 10 (+0) Languages understands Common but can t speak Trap (100 XP): Trapped Chest Trapped Chest Level 2 Trap Object XP 150 Detect Perception (investigate) DC 15: You Initiative notice small alterations on the lock, probably a dart or needle trap. M Poisoned Needle * At-Will Trigger: The chest is unlocked. Attack (Immediate Reaction): Melee (triggering creature); +5 vs. AC or Reflex (whatever is higher) Hit: 1d6 piercing damage plus 8 poison damage and ongoing 5 poison damage (save ends). COUNTERMEASURES * Disarm: Thievery DC 15 with thieves tools. Success: You manage to disarm the trap. If the check fails the trap is sprung and may hit the character. Treasure (991 gp): Durnn has a potion of healing (50 gp) and two vials of antivenom (20 gp/each). Grenl has a ritual scroll of Dancing Lights (50 gp) and another of Hunter s Curse (250 gp). Durnn wears Talgen's

20 gold signet ring (worth 20 gp) and splint armor (200 gp), which is identifiable by the Hucrele family crest worked into the chest pieces. One of the other hobgoblins wears silver earrings set with moonstones (20 gp each), and another wears a matching necklace (50 gp). Inside Durnn's iron chest are 231 gp and two onyx gems (30 gp each). 42. CENTRAL GARDEN (EL 2) Creatures (720 XP): 3 Skeleton warriors (S), 2 twig blights (T) 2 Skeleton Warriors (S) Level 3 Soldier Medium natural animate (undead) XP 210 HP 41; Bloodied 20 Initiative +5 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 5 Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning Speed of the Dead When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage. m Longsword (weapon) * At-Will Hit: 1d8 + 5 slashing damage, and the target is marked until the end of the skeleton warrior's next turn. Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 ( 4) Cha 3 ( 4) Alignment lawful evil Equipment rusty chainmail, longsword, small shield Languages understands all languages it knew in life but can't speak 2 Twig Blight (T) Level 2 Lurker Small fey humanoid (plant) XP 150 HP 26; Bloodied 13 Initiative +8 AC 15; Fortitude 11; Reflex 15; Will 13 Perception +7 Speed 5 (forest walk), climb 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison; Vulnerable 5 fire Rooted When an effect forces the blight to move through a pull, a push, or a slide, the seedling can move 3 squares fewer than the effect specifies. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. m Claw (poison) * At-Will Hit: 1d6 + 7 poison damage and the target is poisoned until the end of the twigs next turn. M Blighted Claw (poison) * Recharge when the blight uses invisibility Hit: 2d6 + 7 poison damage, and the target is poisoned and weakened (save ends). Miss: Half damage, and the target is weakened until the end of its next turn. Invisibility (illusion) * Recharge when the blight uses blighted claw Effect: The blight becomes invisible until the start of its next turn. Skills Stealth +9 Str 8 ( 1) Dex 18 (+4) Wis 14 (+2) Con 10 (+0) Int 6 ( 2) Cha 10 (+0) Languages understands Common but can t speak 43. THE GREAT HUNTER S ABODE (EL 1) Creatures (460 XP): Balsag. bugbear warrior (B), 2 Giant rats (R) Balsag, Bugbear Warrior (B) Level 5 Brute Medium natural humanoid (goblinoid) XP 410 HP 68; Bloodied 34 Initiative +6 AC 15; Fortitude 14; Reflex 12; Will 11 Perception +7 Bushwhack The bugbear gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it. m Morningstar (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d8 + 4 piercing damage, or 3d8 + 4 if the bugbear has combat advantage against the target. M Skullthumper (weapon) * Encounter Requirement: Morningstar and combat advantage Attack: Melee 1 (one creature); +5 vs. Fortitude Hit: 3d8 + 4 piercing damage, and the target is knocked prone and dazed (save ends). Skills Intimidate +11/6, Stealth +11 Str 20 (+6) Dex 20 (+6) Wis 13 (+2) Con 16 (+4) Int 8 (+0) Cha 10 (+1) Languages Common, Goblin Equipment leather armor, morningstar, 2 hand axes 2 Giant Rats (R) Level 1 Minion Brute Small natural beast XP 25 HP 1; a missed attack never damages a minion. Initiative +2 AC 12; Fortitude 12, Reflex 13, Will 11 Perception +0 (+4), climb 3 Low-light vision Keen Smell The rat has a +4 bonus on Perception checks that rely on smell. Pack Tactics The rat has combat advantage on an attack roll against a creature if at least one of the rat's allies is adjacent and the ally isn't incapacitated. m Bite (weapon) * At-Will Hit: 3 piercing damage. Skills Intimidate +9 Str 7 (-2) Dex 15 (+2) Wis 10 (+0)

21 Con 12 (+1) Int 2 (-4) Cha 4 (-3) Alignment unaligned Languages Treasure (123 gp): Two spears, six javelins, one longsword (15 gp), one greatsword (30 gp) are affixed to the weapon rack. A box hidden under one of the furs in Balsag's bedding, requiring a successful DC 15 Perception check to notice, contains 241 sp and 54 gp. 45. RIFT NODE (EL 1) Creatures (540 XP): Fire Snake (F) Fire Snake (F) Level 6 Artillery Medium elemental beast (fire, reptile) XP 540 HP 48; Bloodied 24 Initiative +6 AC 15; Fortitude 14; Reflex 17; Will 15 Perception +6 Immune fire; Resist 5 nonmagical weapons; Vulnerable 5 cold m Bite (fire) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 4 piercing damage plus 1d6 fire damage. R Spit Fire (fire) * Recharge Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d8 + 5 fire damage, and ongoing 5 fire damage (save ends). Heated Body (fire) * At-Will Trigger: A creature adjacent to the fire snake hits it with a melee attack Effect (Immediate Reaction): The creature takes 5 fire damage. Tail Lash (fire) * At-Will Trigger: An enemy flanks the fire snake Attack (Immediate Reaction): Melee 1 (flanking creature); +6 vs. AC Hit: 1d6 + 3 fire damage, and the target slides 1 square. Str 12 (+2) Dex 20 (+6) Wis 10 (+1) Con 14 (+3) Int 7 ( 1) Cha 8 (+0) Languages understands lgnan but can't speak Area Features: The following effects apply Fire Rift: The heat streaming out of the rift causes 5 fire damage at the start of any creatures turn while staying in a close burst 1 from the rift. It does 2 fire damage while in close burst 3 range, and 1 damage at close burst 5 range. Closing the Rift (820 XP): Closing the rift to the elemental plane of fire is a Level 5 skill challenge with complexity 2, i.e. 6 successes is needed to pass through the door. Obstacle 1 Identifying the Rift (Minor Actions; 2 successes needed). A simple Arcana (magical lore) DC 15 check is needed to detect the magic used to seal the door. A second successful DC 14 Arcana (planar lore) check reveals that the dimenional boundaries are very thin here, and it seems to be leading to the elemental plane of fire. Optionally can an Insight, Dungeoneering (geological lore), Nature (nature lore) or Religion (divination) against DC 20 tell the characters that something is very unnatural and wrong here, potentially dangerous and against the order of nature, or will of the gods. Success: 2 success is needed to progress to next obstacle. Once the Arcana check is successful the environmental heat dangers end. Failure: A failed skill check (or aid check) causes 2d8 + 4 fire damage. Obstacle 2 Controling the Elemental Fire (Standard Actions; Maximum 2 successes). All the fire energy pouring through the rift and into this area need to be controlled before any attempts to seal the portal is made, An Endurance DC 14 is needed to get close enough to the rift, other players can assist but takes damage as described below if they fail on their check. Once close enough a DC 14 Arcana (magical lore) check is needed to controll the fire energies. Success: 2 success is needed to progress to next obstacle. The successful Failure: The rift grows and the environmental damage increases with +1 fire damage (these failures stack) Obstacle 3 Sealing the Rift (Standard Actions; Maximum 2 successes). Understanding how to seal the rift requires an Arcana (planar lore) DC 15 check. Sealing the rift requires an Arcana (magical lore) DC 21 check. Advantage (Maximum one bonus). A History (historical lore) DC 15 check reveals insight as to how wizards of legends used to seal rifts to other dimensions, granting a +2 bonus to the first Arcane check. A Religion (divination) or Nature (spirituality lore) vs. DC 20 grants supernatural guidance as how to seal the portal should be done, granting a +4 bonus to both checks. Success: 2 successes needed, and once successful the rift is sealed, at least temporarily. Reward the party 820 XP.

22 Failure: A fire snakes slips through the rift (another one at every failure). Reward no extra XP for killing these new fire snakes. Treasure (100 gp): Two sapphires (worth 50 gp each). 47. BELAK S LABORATORY (EL 1/2) Creatures (350 XP): 6 Goblin cutters (G), 2 goblin cutthroats 6 Goblin Cutters (G) Level 1 Minion Skirmisher Small natural humanoid (goblinoid) XP 25 HP 1; a missed attack never damages a minion Initiative +5 AC 16; Fortitude 12; Reflex 14; Will 11 Perception +1 Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. Goblin Tactics * At-Will Trigger: The goblin is missed by an attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, short sword 2 Goblin Cutthroats (C) Level 1 Skirmisher Small natural humanoid (goblinoid) XP 100 HP 30; Bloodied 15 Initiative +5 AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2 Hit: 1d6 + 5 slashing damage, or 2d6 + 5 if the goblin has combat advantage against the target. In addition, the goblin can shift 1 square. R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +5 vs. AC Hit: 1d4 + 5 piercing damage. MOVE ACTIONS Deft Scurry * At-Will Effect: The goblin shifts up to 3 squares. Goblin Tactics * At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Con 14 (+2) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment 2 daggers, short sword, leather armor, light shield Treasure (30 gp): One pile of herbs and supplies in the main chamber contains the ingredients of a healer's kit (5 gp). An assortment of tools and herbs can be salvaged to make up a herbalism kit (5 gp) and a set of alchemist's supplies (20 gp). 48. GARDEN GALLERIES (EL 1) Creatures (410 XP): Bugbear Backstabber (B) Bugbear Backstabber (B) Level 5 Skirmisher Medium natural humanoid (goblinoid) XP 410 HP 55; Bloodied 27 Initiative +6 AC 16; Fortitude 15; Reflex 15; Will 12 Perception +7 Bushwhack The bugbear gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it. Expert Ambusher If the bugbear is hidden from its target when it makes an attack, the attack deals 5 extra damage. m Glaive (weapon) * At-Will Attack: Melee 2 (one creature); +7 vs. AC Hit: 2d4 + 5 slashing damage. R Handaxe (weapon) * At-Will Attack: Ranged 5/10 (one creature); +7 vs. AC Hit: 1d6 + 6 damage. MOVE ACTIONS Stealthy Positioning * At-Will Effect: The bugbear shifts up to its speed. If it has any cover at the end of the move, it can make a Stealth check to become hidden, with no penalty for movement. Skills Stealth +11 Str 20 (+6) Dex 20 (+6) Wis 13 (+2) Con 15 (+3) Int 8 (+0) Cha 10 (+1) Languages Common, Goblin Equipment leather armor, glaive, 4 hand axes Treasure (50 gp): The bugbear carries a potion of healing (50 gp). 49. SOUTHERN ARBORETUM (EL 1/4) Creatures (175 XP): 3 Goblin cutters (G), goblin cutthroats (C) 3 Goblin Cutters (G) Level 1 Minion Skirmisher Small natural humanoid (goblinoid) XP 25 HP 1; a missed attack never damages a minion Initiative +5 AC 16; Fortitude 12; Reflex 14; Will 11 Perception +1 Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target.

23 Goblin Tactics * At-Will Trigger: The goblin is missed by an attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, short sword Goblin Cutthroat (C) Level 1 Skirmisher Small natural humanoid (goblinoid) XP 100 HP 30; Bloodied 15 Initiative +5 AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2 Hit: 1d6 + 5 slashing damage, or 2d6 + 5 if the goblin has combat advantage against the target. In addition, the goblin can shift 1 square. R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +5 vs. AC Hit: 1d4 + 5 piercing damage. MOVE ACTIONS Deft Scurry * At-Will Effect: The goblin shifts up to 3 squares. Goblin Tactics * At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Con 14 (+2) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment 2 daggers, short sword, leather armor, light shield 49. SOUTHEAST ARBORETUM (EL 1) Creatures (540 XP): Fire Snake (F) Fire Snake (F) Level 6 Artillery Medium elemental beast (fire, reptile) XP 540 HP 48; Bloodied 24 Initiative +6 AC 15; Fortitude 14; Reflex 17; Will 15 Perception +6 Immune fire; Resist 5 nonmagical weapons; Vulnerable 5 cold m Bite (fire) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 4 piercing damage plus 1d6 fire damage. R Spit Fire (fire) * Recharge Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d8 + 5 fire damage, and ongoing 5 fire damage (save ends). Heated Body (fire) * At-Will Trigger: A creature adjacent to the fire snake hits it with a melee attack Effect (Immediate Reaction): The creature takes 5 fire damage. Tail Lash (fire) * At-Will Trigger: An enemy flanks the fire snake Attack (Immediate Reaction): Melee 1 (flanking creature); +6 vs. AC Hit: 1d6 + 3 fire damage, and the target slides 1 square. Str 12 (+2) Dex 20 (+6) Wis 10 (+1) Con 14 (+3) Int 7 ( 1) Cha 8 (+0) Languages understands lgnan but can't speak 49. NORTHEAST ARBORETUM (EL 2) Creatures (780 XP): 3 Skeleton warriors (S), twig blight (T) 3 Skeleton Warriors (S) Level 3 Soldier Medium natural animate (undead) XP 210 HP 41; Bloodied 20 Initiative +5 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 5 Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning Speed of the Dead When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage. m Longsword (weapon) * At-Will Hit: 1d8 + 5 slashing damage, and the target is marked until the end of the skeleton warrior's next turn. Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 ( 4) Cha 3 ( 4) Alignment lawful evil Equipment rusty chainmail, longsword, small shield Languages understands all languages it knew in life but can't speak Twig Blight (T) Level 2 Lurker Small fey humanoid (plant) XP 150 HP 26; Bloodied 13 Initiative +8 AC 15; Fortitude 11; Reflex 15; Will 13 Perception +7 Speed 5 (forest walk), climb 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison; Vulnerable 5 fire Rooted When an effect forces the blight to move through a pull, a push, or a slide, the seedling can move 3 squares fewer than the effect specifies. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. m Claw (poison) * At-Will Hit: 1d6 + 7 poison damage and the target is poisoned until the end of the twigs next turn. M Blighted Claw (poison) * Recharge when the blight uses invisibility Hit: 2d6 + 7 poison damage, and the target is poisoned and weakened (save ends). Miss: Half damage, and the target is weakened until the end of

24 its next turn. Invisibility (illusion) * Recharge when the blight uses blighted claw Effect: The blight becomes invisible until the start of its next turn. Skills Stealth +9 Str 8 ( 1) Dex 18 (+4) Wis 14 (+2) Con 10 (+0) Int 6 ( 2) Cha 10 (+0) Languages understands Common but can t speak 50. ASHARDALON S SHRINE (EL 3) Creatures (1,100 XP): Shadow strangler (S) Shadow Strangler Level 9 Artillery Medium shadow humanoid (undead) XP 1,100 HP 65; Bloodied 32 Initiative +6 AC 16; Fortitude 14; Reflex 17; Will 18 Perception +4 Speed 8 Immune necrotic, poison; exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Resist 5 acid, 5 cold, 5 fire, 5 lightning, 5 thunder, 5 nonmagical weapons Born of Shadows The strangler can make a Stealth check to become hidden when it has concealment instead of needing total concealment. Insubstantial The strangler takes half damage from all attacks, except those that deal force damage. Whenever the strangler takes radiant damage, it loses this trait until the start of its next turn. Amorphous The shadow can move through a space as narrow as 1 inch wide without squeezing. m Shadowy Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +7 vs. Reflex Hit: 2d6 + 5 necrotic damage, and the strangler becomes invisible to the target until the end of the strangler s next turn. R Blinding Shadows (necrotic) * At-Will Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 2d6 + 5 necrotic damage, and the target cannot see anything more than 3 squares away from it until the end of the strangler s next turn. R Strangling Darkness (necrotic) * Recharge 5 6 Attack: Ranged 10 (one creature); +9 vs. Fortitude Hit: The target is restrained and takes ongoing 15 necrotic damage (save ends both). A Devouring Dark (necrotic) * Encounter Attack: Area 2 within 10 (enemies in burst); +9 vs. Reflex Hit: 1d necrotic damage, and the target is blinded until the end of the strangler s next turn. Miss: Half damage. Skills Arcana +8, Stealth +11 Str 12 (+3) Dex 19 (+6) Wis 14 (+4) Con 17 (+5) Int 12 (+3) Cha 19 (+6) Alignment chaotic evil Languages Common Investigate (260 XP): If the party manage to activating the tile reward them 260 XP. Treasure (74 gp): A loose stone is in the wall behind the statue, requiring a successful DC 15 Perception (investigate) check to find. Inside are 34 gp and two flasks of alchemist's fire (20 gp/each). 51. DRAGON LIBRARY Treasure (325 gp): Rooting around in the wreckage, separate successful DC 15 Perception checks uncover a ritual book of Explorer s Fire (L1, 50 gp), and Darkness [Light Ward] (L3, 125 gp). There is also a tome of dragon lore bound in dragon scale and written in Draconic (worth 150 gp). 53. BELAK S STUDY Trap (690 XP): Glyph of Warding Glyph of Warding Level 7 Trap Object XP 690 Detect Arcana (detect magic) DC 15 You feel the Initiative presence of abjuration magic laid on the book. Perception DC 20, You notice a strange rune on the page just before the magic activates (+4 bonus on Reflex) Immune all damage, forced movement, all conditions C Attack (varies) * Encounter Trigger: A creature open the page with the glyph without speaking the password or meeting an exception. Attack (Immediate Reaction): Close burst 3 (creatures in the burst); +8 vs. Reflex Hit: 5d8 cold damage, and the target is immobilized (save ends). Miss: Half damage. COUNTERMEASURES * Disable: Arcana DC 20 or Thievery DC 25. Failure by 5 or More: The trap is triggered. Treasure (465 gp): Separate successful DC 15 Perception checks uncover a ritual book of Tree Shape (L1, 100 gp), Antivenom (L1, 70 gp), and a tome on druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each). 54. GROOVE GATE (EL 5) Creatures (100 XP): 4 Goblin cutters (G) 4 Goblin Cutters (G) Level 1 Minion Skirmisher Small natural humanoid (goblinoid) XP 25 HP 1; a missed attack never damages a minion Initiative +5 AC 16; Fortitude 12; Reflex 14; Will 11 Perception +1

25 Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. Goblin Tactics * At-Will Trigger: The goblin is missed by an attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 ( 1) Cha 8 ( 1) Languages Common, Goblin Equipment leather armor, short sword 55. TWILIGHT GROOVE (EL 6) Creatures (2,140 XP): 6 Twig blights (T), 2 twig blight swampvines (V), 2 twig blight swarm (S) 6 Twig Blight (T) Level 2 Lurker Small fey humanoid (plant) XP 150 HP 26; Bloodied 13 Initiative +8 AC 15; Fortitude 11; Reflex 15; Will 13 Perception +7 Speed 5 (forest walk), climb 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison; Vulnerable 5 fire Rooted When an effect forces the blight to move through a pull, a push, or a slide, the seedling can move 3 squares fewer than the effect specifies. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. m Claw (poison) * At-Will Hit: 1d6 + 7 poison damage and the target is poisoned until the end of the twigs next turn. M Blighted Claw (poison) * Recharge when the blight uses invisibility Hit: 2d6 + 7 poison damage, and the target is poisoned and weakened (save ends). Miss: Half damage, and the target is weakened until the end of its next turn. Invisibility (illusion) * Recharge when the blight uses blighted claw Effect: The blight becomes invisible until the start of its next turn. Skills Stealth +9 Str 8 ( 1) Dex 18 (+4) Wis 14 (+2) Con 10 (+0) Int 6 ( 2) Cha 10 (+0) Languages understands Common but can t speak 2 Twig Blight Swampvine (V) Level 3 Soldier Small fey humanoid (plant) XP 210 HP 38; Bloodied 19 Initiative +5 AC 17; Fortitude 12; Reflex 14; Will 13 Perception +7 Speed 5 (forest walk), climb 5, swim 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison; Vulnerable 5 fire Rooted When an effect forces the blight to move through a pull, a push, or a slide, the seedling can move 3 squares fewer than the effect specifies. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. m Claw (poison) * At-Will Hit: 1d8 + 5 poison damage and the target is poisoned until the end of the twigs next turn. M Vine Snare * At-Will 1/round Attack: Melee 3 (one creature); +6 vs. AC Hit: The swampvine pulls the target up to 2 squares, and the target is grabbed (escape DC 13).. Poison Lash (poison) * At-Will Trigger: An enemy the swampvine is grabbing uses an attack power that does not include the swampvine as a target. Effect (Immediate Reaction): Melee 3 (triggering enemy). The target takes 5 poison damage and the target is poisoned until the end of the twigs next turn. Skills Stealth +9 Str 12 (+1) Dex 17 (+3) Wis 14 (+2) Con 10 (+0) Int 6 ( 2) Cha 10 (+0) Languages understands Common but can t speak 2 Twig Blight Swarms (S) Level 5 Brute Large swarm of small fey humanoid (plant) XP 410 HP 66; Bloodied 33 Initiative +5 AC 14; Fortitude 14; Reflex 15; Will 12 Perception +8 Speed 5 (forest walk), climb 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison, half damage from melee and ranged attacks; Vulnerable 5 fire, 10 against close and area attacks Swarm Attack * Aura 1 Any enemy that ends its turn in the aura takes 3 damage. Rooted The swarm cannot be pulled, pushed, or slid. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small blight. The swarm can 't regain hit points or gain temporary hit points. m Swarm of Claw (poison) * At-Will Attack: Close burst 1 (enemies in the burst); +7 vs. AC

26 Hit: 2d6 + 8 poison damage and the target is poisoned (save ends). Skills Stealth +10 Str 12 (+2) Dex 19 (+5) Wis 14 (+3) Con 14 (+3) Int 6 ( 1) Cha 10 (+1) 56. THE GULTHIAS TREE (EL 6) Languages understands Common but can t speak Creatures (2,160 XP): Belak the Outcast (B), Sir Braford (K), giant frog (F), Sharwyn Hucrele (S), 5 twig blights (T) Belak the Outcast Druid (B) Level 7 Controller Medium natural humanoid (shapechanger), human XP 690 HP 66; Bloodied 33 Initiative +4 AC 17; Fortitude 14; Reflex 15; Will 16 Perception +10 Speed 5 (forest walk) Wild Step The druid ignores difficult terrain whenever it shifts. m Lunge * At-Will Requirement: The druid must be in beast form. Attack: Melee 1 (one creature); +6 vs. Reflex Hit: 1d damage. Effect: The druid slides the target up to 2 squares. m Earthroot Staff (weapon) * At-Will Requirement: The druid must be in humanoid form. Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage, and restrained if a critical hit (save 2 ends). r Entangle (primal) * At-Will Attack: Ranged 5 (one creature); +6 vs. Reflex Hit: The target is immobilized (save 2 ends). A Wall of Thorns (primal, zone) * Recharge when first bloodied Requirement: The druid must be in humanoid form. Attack: Area burst wall 8 within 10 (creatures in the wall); +6 vs. Reflex Hit: 1d8 + 3 damage, and ongoing 5 damage (save ends). Effect: The wall creates a zone up to 4 squares high that lasts until the end of the encounter. The zone is difficult terrain for creatures without forest walk. Any creature without forest walk that enters the zone or ends its turn there takes 5 damage. Change Shape (polymorph, primal) * At-Will Effect: The druid alters its physical form to appear as a Medium beast until it uses change shape again or until it dies. It can also use this power to return to its humanoid form. Skills Nature +7/+10, Stealth +9 Str 15 (+3) Dex 16 (+4) Wis 18 (+5) Con 14 (+3) Int 12 (+2) Cha 14 (+3) Languages Common Equipment earthroot staff, robe, 3 potions of healing, 2 antivenom, Sir Braford (K) Level 3 Soldier Medium natural humanoid, human XP 210 HP 42; Bloodied 21 Initiative +1 AC 17; Fortitude 15; Reflex 12; Will 13 Perception +6 Resist 2 piercing, 2 bludgeoning (from Gulthias Tree barkskin) Knight s Aura * Aura 1 Any unmarked enemy that willingly leaves the aura provokes an opportunity attack from Sir Braford Tree Thrall If the Gulthias Tree dies, Sir Braford dies 24 hours later. m Shatterspike Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 6 slashing damage. Special: If hitting an object, it does maximum slashing or bludgeoning damage to the object. M Shield Shove(weapon) * Recharge when first bloodied Attack: Melee 1 (one creature); +4 vs. Fortitude Hit: Sir Braford pushes the target up to 2 squares, and then shifts up to half his speed. If the target ends the push adjacent to one or more of Sir Braford's allies, one of those allies can make a melee basic attack against the target as a free action. Miss: Sir Braford can push the target 1 square, and then he can shift 1 square. M Knightly Riposte * At-Will Trigger: An unmarked enemy in Sir Braford's knight's aura uses an attack power that doesn't include Sir Braford as a target. Effect (Immediate Interrupt): Sir Braford uses shatterspike longsword against the triggering enemy. Skills Athletics +8, Intimidate +8/+7 Str 17 (+3) Dex 9 ( 1) Wis 13 (+1) Con 14 (+2) Int 10 (+0) Cha 14 (+2) Languages Common Equipment chain mail, shield, +1 shatterspike longsword Giant Frog (F) Level 3 Controller Medium natural beast XP 210 HP 40; Bloodied 20 Initiative +5 AC 15; Fortitude 13; Reflex 14; Will 11 Perception +6 Speed 4, swim 6 Standard Actions m Bite * At-Will Hit: 1d6 + 5 piercing damage, and if the target is Medium or smaller, it is swallowed. A swallowed target is stunned, takes ongoing 5 damage (save ends both), and no creature has line of sight or line of effect to the target. Special: A frog can swallow only one target at a time and cannot use bite while swallowing a creature. Move Actions Prodigious Leap * At-Will Effect: The frog jumps 4 squares. This move does not provoke opportunity attacks. Minor Actions r Grasping Tongue * At-Will 1/round Attack: Ranged 3 (one creature); +4 vs. Reflex Effect: The frog pulls the target up to 2 squares.

27 Skills Athletics +8, Stealth +9 Str 14 (+2) Dex 17 (+3) Wis 11 (+0) Con 12 (+1) Int 2 ( 4) Cha 6 ( 2) Alignment unaligned Languages Sharwyn Hucrele (S) Level 4 Artillery Medium natural humanoid, human XP 300 HP 38; Bloodied 19 Initiative +3 AC 15; Fortitude 11; Reflex 12; Will 13 Perception +4 Resist 2 piercing, 2 bludgeoning (from Gulthias Tree barkskin) Hit: 2d6 + 7 poison damage, and the target is poisoned and weakened (save ends). Miss: Half damage, and the target is weakened until the end of its next turn. Invisibility (illusion) * Recharge when the blight uses blighted claw Effect: The blight becomes invisible until the start of its next turn. Skills Stealth +9 Str 8 ( 1) Dex 18 (+4) Wis 14 (+2) Con 10 (+0) Int 6 ( 2) Cha 10 (+0) Languages understands Common but can t speak Tree Thrall If the Gulthias Tree dies, Sir Braford dies 24 hours later. m Quarterstaff (weapon) * At-Will Hit: 1d8 + 5 bludgeoning damage. m Magic Missile (arcane, force) * At-Will Attack: Ranged 20 (one creature); +7 vs. Reflex Hit: 10 force damage. C Color Spray (arcane, radiant) * Encounter Attack: Close blast 5 (creatures in the blast); +7 vs. Will Hit: 2d6 + 3 radiant damage, and the target is dazed until the end of sharwyn s next turn. A Sleep (arcane, charm) * Daily Attack: Area burst 2 (creatures in the burst); +7 vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends). Skills Arcana +8, Intimidate +8/+7 Str 11 (+1) Dex 13 (+2) Wis 14 (+3) Con 14 (+3) Int 16 (+4) Cha 9 (+0) Languages Common, Draconic, Goblin Equipment quarterstaff, robe, spellbook Treasure (3,490 gp): Belak has three potions of healing (50 gp/each), two doses of antivenom (20 gp/each), and his earthroot staff (680 gp) Sir Braford carries a +1 shatterspike longsword (2,600 gp). Sharwyn wears her gold Hucrele signet ring (worth 20 gp). 5 Twig Blights (T) Level 2 Lurker Small fey humanoid (plant) XP 150 HP 26; Bloodied 13 Initiative +8 AC 15; Fortitude 11; Reflex 15; Will 13 Perception +7 Speed 5 (forest walk), climb 5 Blindsight 12 Immune blinded, deafened; Resist 5 poison; Vulnerable 5 fire Rooted When an effect forces the blight to move through a pull, a push, or a slide, the seedling can move 3 squares fewer than the effect specifies. False Appearance While the blight remains motionless, it is indistinguishable from a dead shrub. m Claw (poison) * At-Will Hit: 1d6 + 7 poison damage and the target is poisoned until the end of the twigs next turn. M Blighted Claw (poison) * Recharge when the blight uses invisibility

28 TREASURE ALCHEMIST S FIRE Alchemist s Fire Level 1 Common When shattered, this flask fills an area with alchemical flame. Alchemist Item (Volatile) * Arcane (Alchemy) R Attack Power (Fire) * Consumable (Standard Action) Attack: Area burst 1 within 10 (creatures in burst); +3 vs. Reflex Hit: 1d6 fire damage. Miss: half damage. ANTIVENOM Antivenom Level 11 Uncommon This thick tonic can help counter the effects of most poisons. Alchemical Item (Curative) * Arcane (Alchemy) Utility Power * Consumable (Minor Action) Effect: Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes. ELIXIR OF HEALTH Elixir of Health Level 6 Rare This glass vial has a clear red liquid inside with tiny bubbles of light in it. Consumable (Elixir) * Divine (Pelor) Utility Power * Consumable (Minor Action) Effect: When you drink this potion, it cures any disease afflicting you, and it removes the blinded, dazed, deafened, and poisoned conditions. EARTHROOT STAFF Earthroot Staff Level 3 Uncommon This staff is as light as wood, but it seems to be made of earth and stone with a fine crystal atop it. It can bind your enemies to the earth and protect you against the same. Implement (Staff) * Primal Enhancement Bonus: +1 damage rolls Critical: The target is restrained until the end of your next turn Property: Any target you immobilize, petrify, slow, or restrain with an attack power using this implement takes a -2 penalty to the first saving throw it makes against that condition. LESSER ELIXIR OF DRAGON BREATH Lesser Elixir of Dragon Breath Level 6 Common You drink this syrupy elixir, and a surge of energy courses through your body, waiting to be released in an explosion of breath. Consumable (Elixir) * Arcane (Evocation, Fire) Utility Power (Fire) * Consumable (Minor Action) Effect: You drink the elixir. Once before the end of the encounter, you can use a minor action to make the following attack. Attack: Close blast 3 (creatures in the blast); +8 vs. Reflex Hit: 2d6 + 3 fire damage. MASTERWORK FIRE ARROW MW Fire Arrow Level 3 Common This arrow's alchemical compound burst into fire as it leaves your bowstring. Ammunition (Arrow) * Arcane (Alchemy) Enhancement Bonus: +1 on damage rolls Property: When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra fire damage. POTION OF HEALING Potion of Healing Level 5 Common This simple potion draws on the body s natural healing ability to cure your wounds. Consumable (Potion) * Divine (Pelor) Utility Power (Healing) * Consumable (Minor Action) Effect: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points. NIGHT CALLER This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. Arcana or History DC 20: You recalls lore that says the duergar made several such whistles for various groups in an age past. Night Caller Level 5 Uncommon This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. Wonderous Item (Whistle) * Arcane (Necromancy) Animate Dead (Necromancy) * Weekly (Standard Action) Effect: If you blow the whistle in darkness or under the night sky, it allows you to animate one corpse within a close burst 2, to either a skeleton or a zombie depending on if it is used on a pile of bones or a corpse. The target can be affected even if buried under soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. As a free action you can mentally command the undead servant if the creature is within 10 squares of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

29 Animated Skeleton Level 5 Minion Soldier Medium natural animate (undead) XP HP 1; a missed attack never damages a minion. Initiative +6 AC 18; Fortitude 14; Reflex 14; Will 13 Perception +3 Speed 5 Immune disease, poison; exhaustion, poisoned; m Weapon or Claw * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 6 slashing damage. Hard to Kill * Encounter Trigger: The skeleton is reduced to 0 hit points by a melee or ranged attack doing piercing or necrotic damage. Effect (No Action): The skeleton is instead reduced to 1 hit point. Str 15 (+4) Dex 17 (+4) Wis 14 (+3) Con 13 (+2) Int 3 ( 3) Cha 3 ( 3) Alignment lawful evil Equipment any Languages understands all languages it knew in life but can't speak Animated Zombie Level 5 Minion Brute Medium natural animate (undead) XP HP 1; a missed attack never damage a minion Initiative -2 AC 14; Fortitude 16, Reflex 12, Will 13 Perception +1 Speed 4 Immune disease, poison; exhaustion, poisoned; m Slam * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 6 bludgeoning damage. Undead Fortitude* Encounter Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. Str 17 (+4) Dex 7 (-1) Wis 8 (+0) Con 14 (+3) Int 1 (-4) Cha 3 (-3) Equipment any Languages understands all languages it knew in life but can't speak QUAAL S FEATHER TOKENS Quaal s Feather Tree Level 12 Uncommon A large oak tree springs up from the ground, towering above you and your friends. Consumable (Feather) * Arcane (Conjuration) Utility Power * Consumable (Minor Action) Requirement: You must be outdoors to use this token. Effect: When you touch the feather to an unoccupied space on the ground the token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. SHATTERSPIKE +1 Shatterspike Longsword Level 7 Uncommon This longsword is heavy with a sharp spike at its hilt, but the slightest touch of its blade shows that its blade is sharp and true. Weapon (Longsword) * Arcane (Enchantment) Enhancement Bonus: +1 attack rolls and +2 damage rolls Critical: +2d6 damage, or +2d10 damage against objects and animates Property: You gain an extra +2 item bonus to damage rolls on attacks made with this weapon against animates. Your attacks with this longsword made against objects deal maximum slashing or bludgeoning damage. POTION OF RESISTANCE Potion of Fire Resistance Level 4 Common This potion has a rust red color and the sharp smell of sulfur. Consumable (Potion) * Arcane (Abjuration) Utility Power * Consumable (Minor Action) Effect: Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 fire damage until the end of the encounter.

30 ENCOUNTER APPENDIX 4.5 Edition Encounter Encounter PC Combat Enc Total Encounter Monster Level 4.5 XP XP Level XP XP Length Treasure Treasure 1 Ledge Giant Rats Minion ,4 3 Crumbled Courtyard Giant Rats Minion , Tower Shell Needle Trap Standard / Pressure Plate Arrow Trap Standard / Secret Pocket Skeletons Std Soldier , Old Approach Skill Challenge Dragon Riddle Puzzle Honored Guard Quasit Standard ,0 Skill Challenge Tomb of the Failed Dragonpriest Elf Dragonpriest Std Controller , Skeleton Archers Std Artillery Enchanted Water Cache Ice Mephit Std Controller , Steam Mephit Std Artillery Dragon Cell Kobold Guardrooms x3 Kobold Quickblade Std Skirmisher 1/ / ,0 Kobold Tunneler Minion Skirmisher Door Trap Standard X Random Encounters Random Encounters Std Skirmisher / Dragon Show Swarm of Rats Std Skirmisher / ,3 18 Prison Roleplaying: Prisoners Hall of Dragons Kobold Dragonshields Std Soldier / ,4 20 Kobold Colony Kobold Quickblade Std Skirmisher 1/ ,7 Kobold Slinger Std Artillery 1/ Kobold Commoner Minion Skirmisher Dragon Throne Kobold Dragonshields Std Soldier ,0 Kobold Wyrmpriest Std Artillery (Leader) Kobold Slingers Std Artillery 1/ Underdark Access Kobold Quickblade Std Skirmisher 1/ / ,5 Kobold Slink Std Lurker 1/ Trapped Access Hidden Pit / Empty Chamber Investigation: Tracks by Humans 1/ Dry Fountain Scythe Trap / Sanctuary Skeletons Std Soldier , Infested Cells Giant Rats Minion Brute / , Investigation: Tracks by Humans 1/ Disabled Traps Trapped Fountain / Mama Rat Giant Rats Minion Brute / , Dire Rat Std Brute Investigation: Human Corpse 1/ Caltrop Hall Goblin Gate Goblin Warrior Std Skirmisher / ,0 33 Practice Range Goblin Sharpshooters Std Artillery , Goblin Stockade Roleplaying: Freeing Erky Trapped Corridor Hidden Pit / Goblin Bandits Goblin Cutthroats Std Skirmisher / ,4 37 Trophy Room White Dragon Wyrmling Elite Brute / , Quest: Find and Return Dragon Goblin Ville Goblin Cutters Minion Skirmisher , Goblin Sharpshooters Std Artillery Goblin Cutthroats Std Skirmisher X Random Encounters Random Encounters Std Skirmisher / Hall of the Goblin Chief Hobgoblin Warchief Std Soldier (Leader) , Hobgoblin Soldier Std Soldier Goblin Hex Hurler Std Controller (Leade Twig Blight Std Lurker Trapped Chest Central Garden Skeletons Std Soldier ,6 Twig Blight Std Lurker The Great Hunter's Abode Bugbear Warrior Std Brute , Giant Rats Minion Brute Rift Node Fire Snake* Std Skirmisher , Skill Challenge: Closing the Rift Belak's Labratory Goblin Cutters Minion Skirmisher / , Goblin Cutthroats Std Skirmisher Garden Galleries Bugbear Backstabber Std Skirmisher , Arboretums Goblin Warrior Std Skirmisher / ,8 Goblin Cutters Minion Skirmisher Fire Snake* Std Skirmisher Skeletons Std Soldier Twig Blight Std Lurker Ashardalon's Shrine Shadow Strangler Std Artillery , Investigation: Magic Tile 1/ Dragon Library Belak's Study Glyph of Warding Trap Groove Gate Goblin Cutters Minion Skirmisher / ,5 Random Encounters Random Encounters / Twilight Groove Twig Blight Std Lurker ,0 Twig Blight Swampwine Std Soldier Twig Blight Swarm Std Brute The Gulthias Tree Harken's Heart Druid* Std Controller , Sir Braford* Std Soldier Sharwyn Hucrele* Std Artillery Giant Frog Std Controller Twig Blight Std Lurker Quest: Rescue Mission - Signet Rings Quest: Rescue Mission - Saving the Hucreles Quest: Solving the Mystery

31 APPENDIX: ENCOUNTER LENGTH THE SUNLESS CITADEL EDITION If we analyze all the 4.5 Edition encounters for the Sunless Citadel we can now start looking at average combat length for the various encounters in the adventure. worse, is of course a matter of taste, but I think, or at least hope my gaming group is going to enjoy it. * The Average Encounter length is 2.3 rounds. * 26% of the encounters are under 1 round in length. * 61% of the encounters are under 2 rounds in length * 16% of the encounters are above 4 rounds in length * Total combat table time is 36 hours if we calculate an average 30 minutes per round with 4 players. THE KEEP OF THE SHADOWFELL - 4TH EDITION Now we can compare these results with the classic Keep of the Shadowfell which was the starting adventure for 4th Edition. I am here applying the 4th Edition rules modelled in the same way as above. The results are very different. * The Average Encounter length is 3.8 rounds, or 63% longer compared to the Sunless Citadell with 4.5 Edition rules. * 0% of the encounters are under 1 round in length. * 4% of the encounters are under 2 rounds in length * 36% of the encounters are above 4 rounds in length * Total combat table time is 56 hours if we calculate an average 36 minutes per round with 5 players. This is 58% more combat table time than in the Sunless Citadell with the 4.5 Edition rules, even though we have reduced the number of encounters from 31 to 25. Conclusion: We will get a very different gameplay with the Sunless Citadell using 4.5 Edition rules, compared to the classic 4th Edition adventure Keep of the Shadowfell. 4th Edition is clearly built to make almost every encounter tactically interesting, and in order to do that WotC had to build the game for longer encounters with a lot of tactical choice. 5th/4.5 Edition make the assumption that not every encounter need to be tactically interesting some are, but far from all creating more opportunities for shorter encounters with maybe more focus on exploration and roleplaying in the encounters. Playstyle is going to be different for sure. Better or

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Dev Ashish Warlock,99 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male 4 lb. Unaligned Race Size Age Gender Height Weight Alignment Deity Adventuring Company

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Ginn & Tonique Page Character Sheet Player Name Ginn & Tonique 8,000 Character Name Level Class Paragon Path Epic Destiny Total XP Kalashtar Medium Ioun Race Size Age Gender Height Weight Alignment Deity

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Player Name Brian S. Stephan Shael Aethellosuir 6,44 Character Name Level Class Paragon Path Epic Destiny Total XP Eladrin Medium 4 Male 6'0" 66 lb. Unaligned Kord 40400 Race Size Age Gender

More information

DRACONIANS IN PATHFINDER

DRACONIANS IN PATHFINDER DRACONIANS IN PATHFINDER DRACONIAN TRAITS Disease Immunity (Ex) All draconians possess immunity to disease. Dragon Sight All draconians possess darkvision 120 ft., low-light vision, blindsense 60 ft.,

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Player Name Brian S. Stephan Bon Odori 4 Invoker,9 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium 9 Male '0" 4 lb. Lawful Good Bahamut Scions of Possession Race

More information

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! DWA R F! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! You can wield a battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer,

More information

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. 2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in

More information

Athletics - climb, jump, and swim.

Athletics - climb, jump, and swim. mini_screen5ev2.fm Page 1 Monday, March 16, 2015 8:45 AM Strength skills Athletics - climb, jump, and swim. Dexterity skills Acrobatics - balance and tumble Sleight of Hand - pick pockets and manual trickery.

More information

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL Character Name Level Player Name Class Paragon Path Epic Destiny Experience Points 4TH EDITION RACTER FOLIO Race Size Alignment Deity Adventuring Company SENSES SCORES STR STRENGTH BASE DEFENSES AC CLASS

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. Gray Ooze XP 1,200 N Medium ooze Init 5; Senses blindsight 60 ft.; Perception 5 AC 5, touch 5, flat-footed 5 ( 5 Dex) hp 50 (4d8+32) Fort +9, Ref 4, Will 4 Defensive Abilities ooze traits; Immune cold,

More information

Competitive Five Room Dungeon (Summer Event 2018)

Competitive Five Room Dungeon (Summer Event 2018) Competitive Five Room Dungeon (Summer Event 2018) 1 Basic Info for the GM Room sizes are LWH, and the numbers listed in parenthesis correspond to this. Read this to the players before you begin to explain

More information

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP Pabst B. Ribbit Page Character Sheet Player Name Pabst B. Ribbit 8 3,000 Character Name Level Class Paragon Path Epic Destiny Total XP Bullywug Medium Race Size Age Gender Height Weight Alignment Deity

More information

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP Danelle Page Roy Character Sheet Player Name Roy Danelle Justiciar 3.000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Female.67m 6kg Lawful Good Habbakuk Chester Race Size

More information

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1.

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1. Tiny Quest: Basics of Tabletop RPG's: A tabletop RPG is a roleplaying game played with other people. One of those people takes on the role of the GM, who creates the world and controls all the characters

More information

THE GHOST TOWER OF INVERNESS

THE GHOST TOWER OF INVERNESS Credits THE GHOST TOWER OF INVERNESS Based on the original Advanced Dungeons and Dragons, 1st Edition adventure by Allen Hammack DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player s

More information

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you. For 2-5 players ages 4+, including at least one adult Average game time: 30-40 minutes for one map level Heroes & Treasure is a fantasy role-playing game system that can be used with a number of different

More information

Dwarf Quest Pack. Dragon s Lair By: ChaosOrc

Dwarf Quest Pack. Dragon s Lair By: ChaosOrc Dwarf Quest Pack Dragon s Lair By: ChaosOrc A note from the author: The ideas and overall design of this Quest Pack was done by myself. All pictures used, maps and card layouts were designed by MB and

More information

Zealous Altar. Withering Tapestry. gets to make its own attacks at the start of the round. Magic trap. Magic trap

Zealous Altar. Withering Tapestry. gets to make its own attacks at the start of the round. Magic trap. Magic trap Traps Below are some sample traps for you to use in your game! Abyssal Gate This trap requires a spellcaster to carve a specific sequence of Abyssal runes into a doorframe using demon blood and diamond

More information

The dragons also have breath weapons and their bite is poisonous. (See Player's Handbook)

The dragons also have breath weapons and their bite is poisonous. (See Player's Handbook) A. - Heal Potion B. - Heal Potion C. - When the Heroes search for treasure, ask them if they want to open the tomb. If not, all they find is 300 gold in the chest. If they do open the tomb, they find another

More information

ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE

ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE ------------------ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE---------------- BY MORGAN McCOY Version 1.4 - Playable demo Dedicated to my loving sister Dragell --------------------------------STEP 1

More information

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude ANDROID COCKROACH ANDROID TRAITS Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Science checks. Built to Last (Level 1): Gain a +2 bonus to Fortitude.

More information

THE DARK BISHOPS Medium Undead (minion), Lawful Evil

THE DARK BISHOPS Medium Undead (minion), Lawful Evil THE DARK BISHOPS Medium Undead (minion), Lawful Evil Armor Class 13 (clerical robes) Hit Points 99 (18d8 + 18) Speed 0 ft, flying 40 ft. (hover) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 17 (+4) 8 (-1) Senses darkvision

More information

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 Godsmouth Heresy Monsters Darkmantle CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 AC 15, touch 13, flat footed 13 (+2 Dex, +2 natural,

More information

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one. Races The major races included in the 13 th Age Archmage Engine include humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these races, however.

More information

NEW TRAPS. ABYSSAL GATE Magic trap. CRUSHING ROOM Mechanical trap

NEW TRAPS. ABYSSAL GATE Magic trap. CRUSHING ROOM Mechanical trap NEW TRAPS ABYSSAL GATE This trap requires a spellcaster to carve a specific sequence of Abyssal runes into a doorframe using demon blood and diamond dust. The person who carves the runes chooses a passphrase

More information

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com This game is playable by 1-4 people. There are a total of four characters, divided evenly between

More information

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1 Male human ranger 5 - CR 4 Lawful Good Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 16 +3 DEX DEXTERITY 15 CON CONSTITUTION 14 Endurance: +4 to continue running, vs. nonlethal

More information

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P Icobus Basilisk Player: Chris Kanute Male Human (Taldan) Oracle 3 - CR 2 Chaotic Good Humanoid (Human); Deity: Azathoth; Age: 18; Height: 5' 10" ; Weight: 135lb.; Eyes: Green; Hair: Red; Skin: Pale Ability

More information

Dungeoneer! Introduction. The Setting. Dungeon-bashing Rules.

Dungeoneer! Introduction. The Setting. Dungeon-bashing Rules. Introduction. These are a set of very simple dungeon-bashing rules for youngsters and the young at heart. This is classic kick-in-the-door, kill the monsters and steal their treasure stuff. One player

More information

Introduction. A set of polyhedral dice. 4 blank character sheets (which can be photocopied for home game use)

Introduction. A set of polyhedral dice. 4 blank character sheets (which can be photocopied for home game use) GEN CON 2010 CelebrityGameEvent Introduction Kill the Messengers is a 1-hour DUNGEONS & DRAGONS encounter intended for 4 6 characters of 2nd level. It serves as an entertaining dénouement to The Twisting

More information

Class: Level: Height: 5' 8" Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium

Class: Level: Height: 5' 8 Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium Tlilpotonqui Name: Race: Human Alignment: Origin/Birthland: Chichimenca Religion: Xbalanque LG Class: Cleric Level: 2 Gender: M Age: 32 Class: Level: Height: 5' 8" Weight: 7 Class: Level: Hair: Black Eyes:

More information

Lair of the Life Drinker

Lair of the Life Drinker Lair of the Life Drinker A gracious host hides a horrific dungeon. Will the heroes find it? Possible Hooks: It is nearing nightfall, and the characters have set up camp on the Earl s land. A steward comes

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. SANDMAN CR 3 NE Medium outsider (earth, elemental, extraplanar) Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7 Aura sleep (20 ft., DC 14) AC 15, touch 11, flat-footed 14 (+1 Dex,

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Maugrim Page Brian Barrier Character Sheet Player Name Brian Barrier Maugrim 0 3,0 Character Name Level Class Paragon Path Epic Destiny Total XP Changeling Medium Male '" lb. Unaligned Sehanine Assassin

More information

ATTENTION ORGANIZERS!

ATTENTION ORGANIZERS! ATTENTION ORGANIZERS! PLEASE READ ALL THE ENCLOSED MATERIALS CAREFULLY! Players can bring their character from D&D Neverwinter Game Day! The Game Day adventure, Gates of Neverdeath, served as a prelude

More information

Swords Against Owlbears Print Book Errata - 17 June 2017

Swords Against Owlbears Print Book Errata - 17 June 2017 Swords Against Owlbears Print Book Errata - 17 June 2017 Revised Monster Mutant Boar Piggy shouldn t be! Piggy shouldn t be! Large 7th level wrecker [BEAST] Initiative: +10 Smash and Gore +12 vs. AC (two

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Screwloose(Durth, Murg, Shork and Flurr) Artificer Clockwork Engineer Character Name Level Class Paragon Path Epic Destiny Total XP Githzerai Medium 39 Male 6'4" 8 lb. Chaotic Evil Gond

More information

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Note: A few questions are deliberately repeated under different headings Characters Tilda Can Tilda heal herself?

More information

DUNGEON CRAWLER LABYRINTH

DUNGEON CRAWLER LABYRINTH Gifted Vision inc 2015 Welcome to Dungeon Crawler Labyrinth! Deep in the crust of Ara lies twisting tunnels that only the denizens of the deep know, and there lie the untold treasures of all of the would-be

More information

Big Delve Level 4. Level 4. General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor. Flagstone. Temperature

Big Delve Level 4. Level 4. General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor. Flagstone. Temperature Big Delve Level 4 Level 4 General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor Temperature Flagstone Very Hot (creatures must succeed on a Fortitude saving throw each hour (DC 15, +1 per previous

More information

Initiative. Hit-Points

Initiative. Hit-Points Name Classes/Levels Character Level Race Alignment Height Weight Description Campaign Ability Scores STR CON MOD Temp Score Temp Initiative ifier Misc HitPoints HitDice Max Wounds Healing ( / ) Nonlethal

More information

Hermit Human 120, ,000 BACKGROUND PROFICIENCY BONUS. Temporary Hit Points: LEVEL 13 d8+3 SUCCESSES HIT DICE. Wild Shape (CR 1; 6 hours) 2 SR

Hermit Human 120, ,000 BACKGROUND PROFICIENCY BONUS. Temporary Hit Points: LEVEL 13 d8+3 SUCCESSES HIT DICE. Wild Shape (CR 1; 6 hours) 2 SR CHARACTER Salimar 13 High Druid of the Southern Suss Forest Heroes of Hawethorne NPC LEVEL & CLASS PLAYER Hermit Human 120,000 0,000 BACKGROUND RACE EXPERIENCE Next Level STRENGTH DEXTERITY STR +9 DEX

More information

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The

More information

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1 Goblin Warrior Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Goblin Sword: Melee, 1d6+1 Goblin Bow: 30, 1d6+1 Strength: +1 Agility: +1 Intelligence: -1 Charisma: -1 Swarm If two or more goblins

More information

Created by Michael Browning

Created by Michael Browning Created by Michael Browning For Aiden The story so far... King Pensinor once again has a problem, a huge blue dragon has taken up residence in a volcano, and is terrifying the land eating the livestock

More information

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT Jason Doolis Page Character Sheet Player Name Jason Doolis,00 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male Lawful Good Pelor Race Size Age Gender Height Weight Alignment

More information

ALIEN AI POWERS. At-Will Psi, Psychic Standard Action. Close blast 3 Target: Each creature in blast

ALIEN AI POWERS. At-Will Psi, Psychic Standard Action. Close blast 3 Target: Each creature in blast AI AI TRAITS Mutant Type: Intelligence; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy, Mechanics, Nature, and Science checks. Encrypted Mind (Level 1): Gain a +2 bonus

More information

The Lost Star Stat Blocks

The Lost Star Stat Blocks The Lost Star Stat Blocks These stat blocks and other notes were compiled by J. McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks and/or copyrights

More information

Blackguard/Necromancer Spell List:

Blackguard/Necromancer Spell List: Blackguard/Necromancer Spell List: Minor Life Tap: Damages a Living creature for 5 points of damage and heals you for 2 Hit Points. Open Lock: Able to instantly unlock any lock that has a level of 3 or

More information

SorCerer Card deck SPeLLS CLaSS features * talents

SorCerer Card deck SPeLLS CLaSS features * talents SorCerer Card deck SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Sorcerer Card deck Design by Kazekami kazekami303@gmail.com Version

More information

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. ATK DAMAGE TYPE / WEIGHT + 0 ++ 7 9 0 DRAGON ANCESTOR DRACONIC RESILIENCE ELEMENTAL AFFINITY DRAGON WINGS DRACONIC PRESENCE AC WEIGHT RESOURCE CURRENT / Logo and Ampersand TM & 0 Wizards of the Coast LLC.

More information

Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game.

Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game. Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game. The same cards can be used for a cooperative or competitive card game. Every aspect of the game is regulated by

More information

The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf

The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf The Witcher A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works by Yollo the Dwarf The Witcher In a world where beasts, monsters and terrible creatures are an ever-present threath,

More information

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the

More information

CONDITIONAL MODIFIERS

CONDITIONAL MODIFIERS CHARACTER NAME PLAYER NAME FACTION CLASS GENDER ALIGNMENT DEITY LEVEL RACE AGE HEIGHT EYES HAIR NAME STR STRENGTH HP HIT POINTS NON LETHAL WOUNDS ELEMENTAL RESISTANCE REDUCTION TERITY CON INT INTELLIGENCE

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. SPIDER SWARM CR 1 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) (or subtier 1, 4 PCs: hp

More information

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures Fantasy and Magic For those that wish to add powerful magic casters and fantastic units, characters and armies to their Ancients D6 game, the following rules should allow them to do just that. Casting

More information

Dungeon & Dragons 5.0-EZ

Dungeon & Dragons 5.0-EZ Dungeon & Dragons 5.0-EZ Disclaimer The following is a document of House Rules. In this document are alternatives to the normal fifth edition Dungeons & Dragons rules. For the core portion of these rules

More information

Introduction Swamp Read-Aloud Background

Introduction Swamp Read-Aloud Background Treasure Dig in the Rushmoors: Forgotten Heroes Tournament Adventure #1 Written by Tavis Allison Run at Gen Con Indy 2008 by Tavis Allison, Eytan Bernstein, and Greg Tito This is a Fourth Edition tournament

More information

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE DARK CREEPER CN Small humanoid (dark folk) Init +3; Senses see in darkness; Perception +4 AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 19 (3d8+6) Fort +3, Ref +6, Will +1 Weaknesses light

More information

Rules Cyclopedia Addendum

Rules Cyclopedia Addendum Rules Cyclopedia Addendum The purpose of this document is to detail how race and class can be separated when using the D&D Rules Cyclopedia. This document also details very simple class options that can

More information

GOLD AC (16) E xample Character Info. E xample starting HP, AC, and gold

GOLD AC (16) E xample Character Info. E xample starting HP, AC, and gold THIRTY TWO CHARACTERS FOR D&D 5E W hat are these character sheets? These character sheets are intended to b e used for one off games of Dungeons & D ragons 5th edition. They are very st ripped down but

More information

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part.

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part. Prep Checklist Minis Base Size # of minis I I 3 3 4 * Optional Vulture Goblin Dogs* Bandits Dogs Horses Assassin Vine Harpy Animated Object Small Large Large Large 4 4 3 This file uses trademarks and/or

More information

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 Created May 1st, 2012 Final Version - May 1st, 2012 The Arena is an Alternative Ending where the Emperor

More information

When a random or pre-set encounter occurs, use the special

When a random or pre-set encounter occurs, use the special When a random or pre-set encounter occurs, use the special Females: There will be 7-10 fighters of 3rd level (HP.: 15 each; +1 chain,+1 shield,+2 for dexterity of 16, for an overall AC of 0). They are

More information

MONSTERS OF THE SCARRED LANDS VOLUME 1. CONSTRUCTS. Alain Giorla

MONSTERS OF THE SCARRED LANDS VOLUME 1. CONSTRUCTS. Alain Giorla MONSTERS OF THE SCARRED LANDS VOLUME 1. CONSTRUCTS Alain Giorla Disclaimer This document provides game statistics for monsters for the Dungeons & Dragons 5th Edition roleplaying game and the Scarred Lands

More information

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11 TABLE OF CONTENTS INTRODUCTION 1 Traditional Turn Sequence 1 IGO UGO 1 THW Reaction System 1 NEEDED TO PLAY 2 Dice 2 Passing Dice 2 Counting Successes 2 Possibilities 2 Reading &Adding the Dice 3 1/2D6

More information

The Halls of Durrag-Dol

The Halls of Durrag-Dol The Halls of Durrag-Dol N E K A V S H A Group Quest This Quest can be played as a single adventure or as part of a campaign. The Halls of Durrag-Dol In the First War, Dimrond-a-Durrag, Earl King of Clan

More information

New Hybrid and Multiclass Options

New Hybrid and Multiclass Options Updated 8/10/11 New Hybrid and Multiclass Options By Mike Mearls Illustrations by William O Connor, Howard Lyon, Goran Josic, Ben Wootten, and Andrew Silver With the release of Player s Option: Heroes

More information

The Triquetra. By: MACE

The Triquetra. By: MACE The Triquetra By: MACE An important artifact has been stolen from a secret monastery. It is Redrick's Chalice. As legend has it, this is the cup that King Redrick mixed medicine in for his dying son. His

More information

Mercy!!! Deathly. Claustro. Problem. phobia When a hero is killed, he is removed

Mercy!!! Deathly. Claustro. Problem. phobia When a hero is killed, he is removed Mercy!!! This scenario requires only Descent: Journeys in the Dark. Also, if a hero is killed, he respawns on the nearest activated glyph. If two Glyps are equally distant from where the hero was killed,

More information

Castle Caldwell Dungeon

Castle Caldwell Dungeon Castle Caldwell Dungeon Notes Secret Doors: All secret doors on this level are identical, being swinging wall sections with the same sort of "pushbutton" latch. The button appears to be a broken corner

More information

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. NOTE: Class requires player to use a standard 52 deck-of-cards, (+2 Optional Jokers). Recommended Abilities: CHA (Spell-casting modifier),

More information

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky) Armor Token Pool Granted by Armiger class (a la Mellowship Slinky) The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level

More information

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number.

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number. Classic D&D Skills A d% System Rules by: Havard Frosta and Brian Mathers Basic Mechanics When you are attempting any non-combat action, roll a d% below a number. Unskilled (Ability Check): Roll below your

More information

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1. Rules Version 2 Game Overview Introduction Heroes of Karth: Deathmatch is a fantasy deck-building card game with lore based on the Heroes of Karth book series. When you play a match it feels like you become

More information

A 4-hour adventure for 1st-4th level characters

A 4-hour adventure for 1st-4th level characters A 4-hour adventure for 1st-4th level characters Design Michael Maenza Art Joe Abboreno Produced by Cold Iron Conventions Version 2 Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam

More information

The Final Odyssey. Level 1

The Final Odyssey. Level 1 The Final Odyssey Level 1 Go under the arch and step twice on the pressure pad to close the pit. Walk right and take the transporter. Step on the pressure pad and return. Now you can go down where the

More information

Middle earth D&D ADJUSTING ABILITY SCORES

Middle earth D&D ADJUSTING ABILITY SCORES CREATING CHARACTERS There are six basic abilities for each character: strength, intelligence, wisdom, constitution, dexterity and charisma. Each player starts a character by rolling three 6-sided dice

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. TOWER GUARDS CR 3 Ratfolk fighter 2/rogue 2 (Pathfinder RPG Bestiary 3 231) N Small humanoid (ratfolk) Init +8; Senses darkvision 60 ft.; Perception +10 AC 19, touch 15, flat-footed 15 (+3 armor, +4 Dex,

More information

PALADIN. quick reference D &D 5 E

PALADIN. quick reference D &D 5 E PALADIN quick reference D &D 5 E Prof. Bonus st nd rd th st + Divine Sense, Lay on Hands nd + Fighting Style, Spellcasting, Divine Smite rd + Divine Health, Sacred Oath th + Ability Score Increase + Extra

More information

ARBALESTER +6 (10) TYPE: Construct SPECIALABILITIES: Construct Traits; Fearless; Arcane Aim (has blindsight while a spellcaster ally is adjacent)

ARBALESTER +6 (10) TYPE: Construct SPECIALABILITIES: Construct Traits; Fearless; Arcane Aim (has blindsight while a spellcaster ally is adjacent) ABOTH SLIME MAGE 67 LG ARBASTER ASPECT OF VECNA 62 SPD: F4 HP: 75 +/+ (15 magic) TYPE: Large Aberration COMMANDER EFFECT: Enemies take 5 acid damage when they activate SPECIALABILITIES: Blindsight; Flight;

More information

DUNGEON THE ADVENTURE OF THE RINGS

DUNGEON THE ADVENTURE OF THE RINGS DUNGEON THE ADVENTURE OF THE RINGS CONTENTS 1 Game board, 1 Sticker Pad, 8 Character Standees, 6 Plastic Towers, 110 Cards (6 rings, 6 special weapons, 6 dragons, 48 treasures, 50 monsters) 2 Dice. OBJECTIVE

More information

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS List compiled by ROBYSDC - http://myminiaturesite.altervista.org Cleric of Moradin #1/60; Dragoneye; Uncommon; LG; 14 pts LVL 2; SPD 4; AC 17; HP 15

More information

Yehlgettit Basement. Level 8. General Dungeon Walls Reinforced Masonry (Climb DC 20)

Yehlgettit Basement. Level 8. General Dungeon Walls Reinforced Masonry (Climb DC 20) Yehlgettit Basement Level 8 General Dungeon Walls Reinforced Masonry (Climb DC 20) Dungeon Floor Temperature Flagstone Average Illumination Bright (lamps or torches every 40 ft.) Corridors a An unexplained

More information

Read Aloud. Into the Darkness. Room 1: The Silent Dead.

Read Aloud. Into the Darkness. Room 1: The Silent Dead. Into the Darkness Once each player has selected a hero, you're ready to begin. Refer to the map printed on this page as you play. Use the battle mat to show your players what their characters see as the

More information

4.5 Edition Rule Changes

4.5 Edition Rule Changes 4.5 Edition Rule Changes Changes to more easily use 4th Edition with 5th Edition material 1 Version 2017-08-27 CONTENTS 4.5 EDITION RULE CHANGES... 4 Purpose and Goal... 4 Bounded Accuracy... 5 Adventuring

More information

TOMB OF THE SERPENT KINGS INTRODUCTORY MODULE FOR CHARACTERS LEVEL 1-3

TOMB OF THE SERPENT KINGS INTRODUCTORY MODULE FOR CHARACTERS LEVEL 1-3 TOMB OF THE SERPENT KINGS INTRODUCTORY MODULE FOR CHARACTERS LEVEL 1-3 LEVEL 1 The False Tomb Written by Skerples@coinsandscrolls.blogspot.com, compiled and edited by Erasmus. The Tomb of the Serpent Kings

More information

Sample file. Xorn. #4 What s Next

Sample file. Xorn. #4 What s Next chains contain 3 clasps large enough for the arms on the xorn. The xorn will attack the PCs if they do not pick up the chains. It will try to get to the door and leave the room where it will stay for another

More information

Shaun Austin Jim Hartman

Shaun Austin Jim Hartman RULEBOOK Shaun Austin Jim Hartman V 1.3.1 Copyright 2005 Shaun Austin & Jim Hartman Lost Treasures Introduction Lost Treasures is a simple two player game where each player must hire a party of adventurers

More information

Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are

Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are mystical and mythical races and monsters, but not a lot of

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Version Character Creation

Version Character Creation Version 1.85 Character Creation 1. Pick a race. Choose any race that fits your character concept. Races have no effect on ingame stats and exist only for roleplaying purposes. 2. Pick a class. Each class

More information

D&D Wars. Disclaimer. Copyrights. Introduction. Overview

D&D Wars. Disclaimer. Copyrights. Introduction. Overview D&D Wars Disclaimer The following is a set of House Rules. In this document are alternatives to the normal D&D Next rules. You will still need the 101413 Public Playtest documents to make full sense of

More information

Dungeon Module D3 Vault of the Drow

Dungeon Module D3 Vault of the Drow Dungeon Module D3 Vault of the Drow by Gary Gygax AN ADVENTURE FOR CHARACTER LEVELS 10-14 This module provides a complete setting for play of the ADVANCED DUNGEONS &. DRAGONS rules, Contained herein is

More information

Supply Lines. A One-Round D&D LIVING GREYHAWK Ratik MINI Regional Adventure. Version 1.0 Round 1. by Matt Lau

Supply Lines. A One-Round D&D LIVING GREYHAWK Ratik MINI Regional Adventure. Version 1.0 Round 1. by Matt Lau RTK[m]2-04 Supply Lines A One-Round D&D LIVING GREYHAWK Ratik MINI Regional Adventure Version 1.0 Round 1 by Matt Lau Armat Ukakane has left his clan holdings in order to assist in the battle at Kalmar

More information

Dungeon & Dragons 5.0-EZ More Races and Classes

Dungeon & Dragons 5.0-EZ More Races and Classes Dungeon & Dragons 5.0-EZ More Races and Classes What it this? The following is a document of House Rules. In this document are alternatives to the normal fifth edition Dungeons & Dragons rules. This document

More information

The King s Escort Legend 3: The Days of Resistance Legend 4: Secrets of the Mine

The King s Escort Legend 3: The Days of Resistance Legend 4: Secrets of the Mine This legend takes place after Legend 3: The Days of Resistance and introduces elements from Legend 4: Secrets of the Mine. The people of Andor can finally breathe. Caster Varkur has been expelled and his

More information

In the event that rules differ in the app from those described here, follow the app rules.

In the event that rules differ in the app from those described here, follow the app rules. In the event that rules differ in the app from those described here, follow the app rules. Setup In the app, select the number of players and the quest. Place the starting map tiles as displayed in the

More information