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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 FIRST LEVEL ENCOUNTER ANALYSIS 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.

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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

FIRST LEVEL ENCOUNTER ANALYSIS

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.

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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 0.7 + 2 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

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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 ((1000 - 828) 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

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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.

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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) Speed 6, climb 3 Low-light vision TRAITS 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. STANDARD ACTIONS m Bite (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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) Speed 6, climb 3 Low-light vision TRAITS 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. STANDARD ACTIONS m Bite (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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.

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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 Initiative −

notice that a needle coated in some balck stuff is set to spring if the lever is pulled”

TRIGGERED ACTIONS

M Filthy Needle * At-Will

Trigger: The lever is pulled. Attack (Immediate Reaction): Melee (triggering creature);

+5 vs. AC or Reflex (whatever is higher)

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 Darkvision Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning TRAITS 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. STANDARD ACTIONS

m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +6 vs. AC

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.

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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 Initiative −

notice that the center tiles are a little higher than the surrounding tiles, and gives away to pressure.”

TRIGGERED ACTIONS

M Crossbow * At-Will

Trigger: Any weight is placed on any part of the center 10-foot-square 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 Darkvision TRAITS

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. STANDARD ACTIONS 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). MINOR ACTIONS 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. TRIGGERED ACTIONS 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 Languages Common Equipment robes

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.

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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 Speed 6 Low-light vision TRAITS 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. STANDARD ACTIONS 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. MINOR ACTIONS 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.

TRIGGERED ACTIONS 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 Languages Common, Elven Equipment robes

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 Darkvision Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning STANDARD ACTIONS

m Short Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 3 slashing damage.

m Longbow (weapon) * At-Will

Attack: Ranged 20/40 (one creature); +6 vs. AC Hit: 1d10 + 4 piercing damage. TRIGGERED ACTIONS

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 (L2. 100 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 Speed 6 (ice walk), fly 6 Darkvision Immune cold, poison; poisoned; Vulnerable 5 bludgeoning TRAITS 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. STANDARD ACTIONS 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) Alignment evil Languages Aquan, Auran

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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 Speed 6, fly 6 (hover) Darkvision Immune fire, poison; poisoned TRAITS 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. STANDARD ACTIONS 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. MINOR ACTIONS 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) Alignment evil 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.”

TRIGGERED ACTIONS

M Falling Offal Pot * At-Will

Trigger: Any weight is placed on any part of the center 10-foot-square 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 Speed 6 Darkvision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square.

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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 Speed 6 Darkvision TRAITS 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. STANDARD ACTIONS m Javelin (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 4 piercing damage.

r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +5 vs. AC Hit: 4 piercing damage. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square. TRIGGERED ACTIONS 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) Speed 6, climb 2 Low-Light Vision 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 TRAITS

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. STANDARD ACTIONS

m Swarm of Teeth * At-Will

Attack: Melee 1 (one creature); +6 vs. AC 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 Darkvision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. MINOR ACTIONS Shifty Effect: The kobold shifts 1 square. TRIGGERED ACTIONS 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)

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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 Speed 6 Darkvision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. MINOR ACTIONS 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 Speed 6 Darkvision TRAITS Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. STANDARD ACTIONS 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). MINOR ACTIONS 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 Speed 6 Darkvision TRAITS Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 4 piercing damage. MINOR ACTIONS 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 Speed 6 Darkvision TRAITS 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. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 5 piercing damage.

R Ice Orb (acid) * At-Will Attack: Ranged 10 (one creature); +6 vs. Reflex Hit: 1d10 + 4 cold damage and the target is immobilized (save

ends).

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C Burning Hands (acid) * Encounter

Attack: Close blast 3 (creatures in blast); +6 vs. Reflex Hit: 1d10 + 4 fire damage. Miss: Half damage. MINOR ACTIONS 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 Darkvision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. MINOR ACTIONS Shifty Effect: The kobold shifts 1 square. TRIGGERED ACTIONS 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 Speed 6 Darkvision TRAITS Sunlight Sensitivity While in sunlight, the kobold has a -2 penalty on attack rolls, as well as on Perception checks that rely on sight. STANDARD ACTIONS 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). MINOR ACTIONS 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)

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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 Speed 6 Darkvision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. MINOR ACTIONS 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 Speed 6 Darkvision TRAITS 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. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 1d6 + 5 piercing damage. The attack deals 2 extra damage

per square the kobold has shifted since the start of its turn. MINOR ACTIONS 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.

TRIGGERED ACTIONS 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”

TRIGGERED ACTIONS

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.

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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”

TRIGGERED ACTIONS

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 Darkvision Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning TRAITS 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. STANDARD ACTIONS

m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +6 vs. AC 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) Speed 6, climb 3 Low-light vision TRAITS 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. STANDARD ACTIONS m Bite (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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 worn-away 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.”

TRIGGERED ACTIONS

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

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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) Speed 6, climb 3 Low-light vision TRAITS 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. STANDARD ACTIONS m Bite (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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) Speed 6, climb 3 Low-light vision TRAITS 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. STANDARD ACTIONS m Bite (disease) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 1d10 + 5 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.

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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 Speed 6 Low-Light Vision TRAITS 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. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. TRIGGERED ACTIONS 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) Alignment evil 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 Speed 6 Low-Light Vision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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. TRIGGERED ACTIONS 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) Alignment evil 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”

TRIGGERED ACTIONS

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

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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 Speed 6 Low-Light Vision STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. TRIGGERED ACTIONS 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) Alignment evil 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 Speed 6 (ice walk), burrow 3, fly 10 (hover), Darkvision swim 6; Immune cold Saving Throws +2; Action Points 1 STANDARD ACTIONS m Bite (cold) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 1d8 + 4 cold damage.

m Claw * Encounter

Attack: Melee 1 (one creature); +5 vs. AC 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 dragon-shaped, 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 Speed 6 Low-Light Vision STANDARD ACTIONS

m Short Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +5 vs. AC Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. TRIGGERED ACTIONS

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) Alignment evil 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 Speed 6 Low-Light Vision TRAITS 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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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. TRIGGERED ACTIONS Goblin Tactics * At-Will Trigger: When missed by a melee attack.

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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) Alignment evil 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 Speed 6 Low-Light Vision STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. TRIGGERED ACTIONS 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) Alignment evil 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. TRAITS 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. STANDARD ACTIONS 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. MINOR ACTIONS C Tactical Deployment * Recharge 5 6 Effect: Close burst 5 (allies in the burst). Each target can shift up

to 3 squares. TRIGGERED ACTIONS 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 4 5 6

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) Alignment evil 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 Low-Light Vision Resist 2 lightning, 2 bludgeoning; Vulnerable 2 piercing, 2 acid. TRAITS Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Flail (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d10 + 4 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn.

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M Formation Strike (weapon) * At-Will Requirement: Flail Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. TRIGGERED ACTIONS 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) Alignment evil 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 Speed 6 Low-Light Vision STANDARD ACTIONS m Staff (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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.

TRIGGERED ACTIONS 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) Alignment evil 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 TRAITS 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. STANDARD ACTIONS m Claw (poison) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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

Attack: Melee 1 (one creature); +6 vs. AC 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) Alignment evil 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.”

TRIGGERED ACTIONS

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

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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 Darkvision Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning TRAITS 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. STANDARD ACTIONS

m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +6 vs. AC 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 TRAITS 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. STANDARD ACTIONS m Claw (poison) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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 Attack: Melee 1 (one creature); +6 vs. AC

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) Alignment evil 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 Speed 6 Low-Light Vision TRAITS Bushwhack The bugbear gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it. STANDARD ACTIONS 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) Alignment evil 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) Speed 6, climb 3 Low-light vision TRAITS 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. STANDARD ACTIONS m Bite (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 3 piercing damage. Skills Intimidate +9 Str 7 (-2) Dex 15 (+2) Wis 10 (+0)

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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 Speed 6 Immune fire; Resist 5 nonmagical weapons; Vulnerable 5 cold STANDARD ACTIONS 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 4 5 6 Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d8 + 5 fire damage, and ongoing 5 fire damage (save ends). TRIGGERED ACTIONS 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) Alignment evil 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.

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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 Speed 6 Low-Light Vision STANDARD ACTIONS

m Short Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +5 vs. AC Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. TRIGGERED ACTIONS

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) Alignment evil 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 Speed 6 Low-Light Vision STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. TRIGGERED ACTIONS 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) Alignment evil 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 Speed 6 Low-Light Vision TRAITS 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. STANDARD ACTIONS 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) Alignment evil 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 Speed 6 Low-Light Vision STANDARD ACTIONS

m Short Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +5 vs. AC Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. TRIGGERED ACTIONS

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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) Alignment evil 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 Speed 6 Low-Light Vision STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC 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. TRIGGERED ACTIONS 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) Alignment evil 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 Speed 6 Immune fire; Resist 5 nonmagical weapons; Vulnerable 5 cold STANDARD ACTIONS 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 4 5 6 Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d8 + 5 fire damage, and ongoing 5 fire damage (save ends). TRIGGERED ACTIONS 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) Alignment evil 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 Darkvision Immune disease, poison; exhaustion, poisoned; Resist 10 necrotic, 5 piercing; Vulnerable 5 bludgeoning TRAITS 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. STANDARD ACTIONS

m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +6 vs. AC 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 TRAITS 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. STANDARD ACTIONS m Claw (poison) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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 Attack: Melee 1 (one creature); +6 vs. AC 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

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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) Alignment evil 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 Darkvision 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 TRAITS 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. STANDARD ACTIONS 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: 1d10 + 7 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

TRIGGERED ACTIONS

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 Speed 6 Low-Light Vision STANDARD ACTIONS

m Short Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +5 vs. AC

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Hit: 4 slashing damage, or 5 damage if the goblin has combat advantage against the target. TRIGGERED ACTIONS

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) Alignment evil 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 TRAITS 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. STANDARD ACTIONS m Claw (poison) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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

Attack: Melee 1 (one creature); +6 vs. AC 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) Alignment evil 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 TRAITS 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. STANDARD ACTIONS m Claw (poison) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 5 poison damage and the target is poisoned until the

end of the twigs next turn. MINOR ACTIONS 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).. TRIGGERED ACTIONS 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) Alignment evil 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 TRAITS

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. STANDARD ACTIONS m Swarm of Claw (poison) * At-Will Attack: Close burst 1 (enemies in the burst); +7 vs. AC

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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) Alignment evil Languages understands Common but can’t speak

56. THE GULTHIAS TREE (EL 6) 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) TRAITS Wild Step The druid ignores difficult terrain whenever it shifts. STANDARD ACTIONS m Lunge * At-Will Requirement: The druid must be in beast form. Attack: Melee 1 (one creature); +6 vs. Reflex Hit: 1d10 + 6 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.

MINOR ACTIONS 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) Alignment evil 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 Speed 6 Resist 2 piercing, 2 bludgeoning (from Gulthias Tree barkskin) TRAITS

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. STANDARD ACTIONS 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. MINOR ACTIONS 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.

TRIGGERED ACTIONS 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) Alignment evil 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 Attack: Melee 1 (one creature); +6 vs. AC 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.

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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 Speed 6 Resist 2 piercing, 2 bludgeoning (from Gulthias Tree barkskin) TRAITS Tree Thrall If the Gulthias Tree dies, Sir Braford dies 24 hours later. STANDARD ACTIONS m Quarterstaff (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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) Alignment evil Languages Common, Draconic, Goblin Equipment quarterstaff, robe, spellbook

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 TRAITS 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. STANDARD ACTIONS m Claw (poison) * At-Will Attack: Melee 1 (one creature); +6 vs. AC 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

Attack: Melee 1 (one creature); +6 vs. AC

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) Alignment evil Languages understands Common but can’t speak

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).

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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.

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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 Darkvision Immune disease, poison; exhaustion, poisoned; STANDARD ACTIONS

m Weapon or Claw * At-Will

Attack: Melee 1 (one creature); +7 vs. AC Hit: 6 slashing damage. TRIGGERED ACTIONS 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 Darkvision Immune disease, poison; exhaustion, poisoned; STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 6 bludgeoning damage. TRIGGERED ACTIONS 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) Alignment evil Equipment any

Languages understands all languages it knew in life but can't speak

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.

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.

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ENCOUNTER APPENDIX

4.5 Edition Encounter Encounter PC Combat Enc TotalEncounter Monster Level 4.5 XP XP Level XP XP Length Treasure Treasure

1 Ledge Giant Rats Minion 1 25 75 0 19 19 0,43 Crumbled Courtyard Giant Rats Minion 1 25 75 0 38 38 0,4 36 364 Tower Shell Needle Trap Standard 1 100 100 1/8 638 Pressure Plate Arrow Trap Standard 1 100 100 1/8 885 Secret Pocket Skeletons Std Soldier 3 210 630 2 245 195 2,9 108 1446 Old Approach Skill Challenge 5 400 400 1 3459 Dragon Riddle Puzzle 400 400 - 445

10 Honored Guard Quasit Standard 7 690 690 2 618 368 2,0Skill Challenge 5 400 400 - 718

12 Tomb of the Failed Dragonpriest Elf Dragonpriest Std Controller 6 540 540 4 853 503 5,6 602 746Skeleton Archers Std Artillery 2 150 750 1040 690

14 Enchanted Water Cache Ice Mephit Std Controller 4 300 300 2 1115 765 2,4 50 796Steam Mephit Std Artillery 4 300 300 1190 840

15 Dragon Cell 75 87116 Kobold Guardrooms x3 Kobold Quickblade Std Skirmisher 1/2 65 130 1/4 1288 938 1,0

Kobold Tunneler Minion Skirmisher 1 25 25 1306 956Door Trap Standard 1 25 25 1325

X Random Encounters Random Encounters Std Skirmisher 3 200 400 1/4 1425 105617 Dragon Show Swarm of Rats Std Skirmisher 2 150 300 1/2 1500 1131 1,318 Prison Roleplaying: Prisoners 1 100 400 160019 Hall of Dragons Kobold Dragonshields Std Soldier 1 100 300 1/2 1675 1206 1,420 Kobold Colony Kobold Quickblade Std Skirmisher 1/2 65 195 1 1724 1255 2,7

Kobold Slinger Std Artillery 1/2 65 130 1756 1288Kobold Commoner Minion Skirmisher 1 25 175 1800 1331

21 Dragon Throne Kobold Dragonshields Std Soldier 1 100 300 2 1875 1406 3,0Kobold Wyrmpriest Std Artillery (Leader) 3 210 210 1928 1459 1310 2181Kobold Slingers Std Artillery 1/2 65 130 1960 1491

23 Underdark Access Kobold Quickblade Std Skirmisher 1/2 65 200 1/4 2010 1541 1,5Kobold Slink Std Lurker 1/2 65 65 2026 1558

24 Trapped Access Hidden Pit 2 150 150 1/4 206425 Empty Chamber Investigation: Tracks by Humans 1/4 40 160 210426 Dry Fountain Scythe Trap 2 150 150 1/4 2141 75 225627 Sanctuary Skeletons Std Soldier 3 210 1050 3 2404 1820 4,0 2000 425628 Infested Cells Giant Rats Minion Brute 1 25 75 1/8 2423 1839 0,4 13 4269

Investigation: Tracks by Humans 1/4 40 160 246329 Disabled Traps Trapped Fountain 2 150 150 1/4 250030 Mama Rat Giant Rats Minion Brute 1 25 75 1/4 2519 1858 0,8 356 4625

Dire Rat Std Brute 1 100 100 2544 1883Investigation: Human Corpse 1/4 40 160 2584

31 Caltrop Hall 80 470532 Goblin Gate Goblin Warrior Std Skirmisher 1 100 200 1/4 2634 1933 1,033 Practice Range Goblin Sharpshooters Std Artillery 2 150 450 1 2746 2045 1,9 50 475534 Goblin Stockade Roleplaying: Freeing Erky 2 150 600 289635 Trapped Corridor Hidden Pit 2 150 150 1/4 2934 25 478036 Goblin Bandits Goblin Cutthroats Std Skirmisher 1 100 300 1/2 3009 2120 1,437 Trophy Room White Dragon Wyrmling Elite Brute 1 200 200 1/4 3059 2170 1,0 149 4929

Quest: Find and Return Dragon 2 150 600 320940 Goblin Ville Goblin Cutters Minion Skirmisher 1 25 250 3 3271 2233 3,9 135 5064

Goblin Sharpshooters Std Artillery 2 150 300 3346 2308Goblin Cutthroats Std Skirmisher 1 100 300 3421 2383

X Random Encounters Random Encounters Std Skirmisher 3 200 400 1/4 3521 248341 Hall of the Goblin Chief Hobgoblin Warchief Std Soldier (Leader) 5 410 410 4 3624 2585 4,5 991 6055

Hobgoblin Soldier Std Soldier 3 210 630 3781 2743Goblin Hex Hurler Std Controller (Leade 3 210 210 3834 2795Twig Blight Std Lurker 2 150 150 3871 2833Trapped Chest 2 150 150 3909

42 Central Garden Skeletons Std Soldier 3 210 420 2 4014 2938 2,6Twig Blight Std Lurker 2 150 300 4089 3013

43 The Great Hunter's Abode Bugbear Warrior Std Brute 5 410 410 1 4191 3115 1,3 123 6178Giant Rats Minion Brute 1 25 50 4204 3128

45 Rift Node Fire Snake* Std Skirmisher 6 540 540 1 4339 3263 1,3 100 6278Skill Challenge: Closing the Rift 5 820 820 4544

47 Belak's Labratory Goblin Cutters Minion Skirmisher 1 25 150 1/2 4581 3300 1,6 30 6308Goblin Cutthroats Std Skirmisher 1 100 200 4631 3350

48 Garden Galleries Bugbear Backstabber Std Skirmisher 5 410 410 1 4734 3453 1,1 50 635849 Arboretums Goblin Warrior Std Skirmisher 1 100 100 1/4 4759 3478 4,8

Goblin Cutters Minion Skirmisher 1 25 75 4778 3496Fire Snake* Std Skirmisher 6 540 540 1 4913 3631Skeletons Std Soldier 3 210 630 2 5070 3789Twig Blight Std Lurker 2 150 150 5108 3826

50 Ashardalon's Shrine Shadow Strangler Std Artillery 9 1100 1100 3 5383 4101 2,0 74 6432Investigation: Magic Tile 1/2 65 260 5448

51 Dragon Library 325 675753 Belak's Study Glyph of Warding Trap 7 690 690 5620 365 712254 Groove Gate Goblin Cutters Minion Skirmisher 1 25 100 1/8 5473 4126 0,5

Random Encounters Random Encounters 3 200 400 1/4 5573 422655 Twilight Groove Twig Blight Std Lurker 2 150 900 6 5798 4451 7,0

Twig Blight Swampwine Std Soldier 3 210 420 5903 4556Twig Blight Swarm Std Brute 5 410 820 6108 4761

56 The Gulthias Tree Harken's Heart Druid* Std Controller 7 690 690 6 6280 4934 6,5 3490 10612Sir Braford* Std Soldier 3 210 210 6333 4986Sharwyn Hucrele* Std Artillery 4 300 300 6408 5061Giant Frog Std Controller 3 210 210 6460 5114Twig Blight Std Lurker 2 150 750 6648 5301Quest: Rescue Mission - Signet Rings 3 210 840 6858Quest: Rescue Mission - Saving the Hucreles 4 300 1200 7158Quest: Solving the Mystery 5 410 1640 7568

2017-05-17

APPENDIX: ENCOUNTER LENGTH

THE SUNLESS CITADEL - 4.5 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.

* 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

worse, is of course a matter of taste, but I think, or at least hope my gaming group is going to enjoy it.