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Age of Worms 4e

 
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PaulN6
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PostPosted: Tue Jun 24, 2008 2:01 am    Post subject: Age of Worms 4e Reply with quote

I converted the Champions Belt from the Age of worms path to 4e and so far it has worked beautifully! We even imported a dragonborn from far Zahindia (an associate of Ekaym Smallcask of Cauldron) to be the group's front man.

I thought a tournament would be a good way to playtest 4e but to avoid giving the pcs too much of an advantage with all their dailies and to help me cope, we agreed to convert the first round to sequential combat bouts rather than a free-for-all. We also added a border to the battle arena so that if anybody steps outside, they are out of the battle - which proved great fun for those with powers that slide or push opponents.

I kept the first round combatants as normal monsters but added 2 members to the grunts so arcane auriga became a 9th level ranger/warlock with 5 level 5 elf archers. Arcane Auriga kicked some pretty good butt too because they were spread out and very mobile.

Badlands Revenge didn't fare so well. A level 9 barbarian druid plus 4 gnoll marauders armed with halberds and a dire wolf. Their pack tactics proved to be less effective against the pcs and they got in far fewer hits before going down.

Each battle took about an hour and I only bloodied 2 pcs. One more round with the Sapphire Squad to go and then Pitch Blade are going to be two elite level 10 fighters. I'll see how they fare...

Overall, it was really good fun.
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PaulN6
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PostPosted: Fri Jun 27, 2008 9:29 am    Post subject: Reply with quote

This was my attempy at Arcane Auriga 4e style. They were quite effective.

Arcane Auriga (Wood Elf Archers from Celene, exiled for scandalous behaviour; Rennida, her daughter Krinasa, and cousins Eelyssa and Anetah)

Rennida
Elf Arcane Archer Medium fey humanoid (Level 9 Skirmisher)
Initiative +10 Senses Perception +12; low-light vision
Group Awareness aura 5; non-elf allies in the aura gain a +1 racial bonus to Perception checks.
HP 68; Bloodied 34
AC 25; Fortitude 18, Reflex 24, Will 18
Speed 7; see also wild step

Short Sword (standard; at-will; basic) ✦ Weapon
+10 vs. AC; 1d6+3 damage.
Frost Longbow +1 (standard; at-will; basic) ✦ Weapon
Ranged 20/40; +15 vs. AC; 1d10 +9 damage (normal or cold damage).

Elven Accuracy (free; encounter) She can re-roll a bow attack roll. It must use the second roll, even if it’s lower.
Wild Step: The elf ignores difficult terrain when it shifts.
Archer Fighting Style: Because of your focus on ranged attacks, you gain +2 to AC against opportunity attacks.
Hunter’s Quarry (At will, minor action)

Eyebite (At-Will ✦ Arcane, Charm, Implement, Psychic)
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Will; 1d6 +4 psychic damage and you are invisible to the target until the start of your next turn.

Nimble Strike (At-Will ✦ Martial, Weapon)
Standard Action Ranged weapon
Special: Shift 1 square before or after you attack
Attack: +15 vs. AC; 1d10 +9 damage.

Spikes of the Manticore (Encounter ✦ Martial, Weapon)
Standard Action Ranged weapon
Target: One or two creatures
Attack: +15 vs. AC, one attack per target; 2d10+9 damage (first shot) and 1d10 +9 modifier damage (second shot).

Yield Ground (Encounter ✦ Martial, Immediate Reaction Personal)
Trigger: An enemy damages you with a melee attack
Effect: You can shift 1 square. Gain a +2 power bonus to all defences until the end of your next turn.

Curse of the Black Frost (Daily ✦ Arcane, Cold, Implement)
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Reflex; 2d8 +4 cold damage.
Effect: If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, you cannot sustain this power.
Sustain Minor: The target takes 2d8 cold damage.

Alignment unaligned Languages Common, Elven
Skills Nature +12, Athletics +9, Arcana +11
Str 10 (+4) Dex 22 (+10) Wis 12 (+5)
Con 14 (+6) Int 14 (+6) Cha 12 (+5)
Equipment leather armour, short sword, frost longbow +1, quiver of 30 arrows


Krinasa, Eelyssa, and Anetah
Elf Archer Medium fey humanoid (Level 5 Skirmisher) XP
Initiative +12 Senses Perception +11; low-light vision
Group Awareness aura 5; non-elf allies in the aura gain a +1 racial bonus to Perception checks.
HP 52; Bloodied 26
AC 18; Fortitude 16, Reflex 20, Will 15
Speed 7; see also wild step

Short Sword (standard; at-will; basic) ✦ Weapon
+6 vs. AC; 1d6+1 damage.
Longbow (standard; at-will; basic) ✦ Weapon
Ranged 20/40; +11 vs. AC; 1d10 +7 damage; see also archer’s mobility.

Archer’s Mobility
If the elf archer moves at least 4 squares from its original position, it gains a +2 bonus to ranged attack rolls until the start of its next turn.
Elven Accuracy (free; encounter)
The elf can re-roll a bow attack roll. It must use the second roll, even if it’s lower.
Not So Close (immediate reaction, when an enemy makes a melee attack against the elf archer; encounter)
The elf archer shifts 1 square and makes a ranged attack against the enemy.
Wild Step
The elf ignores difficult terrain when it shifts.

Alignment unaligned Languages Common, Elven
Skills Nature +11, Athletics +7
Str 10 (+2) Dex 22 (+8) Wis 15 (+4)
Con 14 (+4) Int 12 (+3) Cha 8 (+1)
Equipment leather armour, short sword, longbow, quiver of 30 arrows
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Greyson
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PostPosted: Tue Jul 01, 2008 12:21 pm    Post subject: This is good Reply with quote

This is great stuff, Paul. Have you done any converting from the very beginning, with The Whispering Cairn?

And, we need to figure out a way to make a comprehensive conversion document, rather than posts on a message board. Some kind of standardized form. The Game System License is a good approach, adapted for personal use, of course (meaning, without all of the legal crap associated with commercial use).

EDIT: I found the following thread, among others, at Paizo.
One Paizo AoW Conversion Link

Don (Greyson)
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PaulN6
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PostPosted: Wed Jul 02, 2008 2:08 am    Post subject: Reply with quote

We played all the previous adventures under 3e and I doubt that I will be able to find the time to go back and convert those too. I confess I was only going to convert the monsters. I figured I could blag the rest as I go.

I think I would prefer a second opinion about the stuff I'd made up. I'm also a bit worried that copying decsriptions of the powers might breach copyright, so I might need to edit those out? Any views?

I don't mind posting all the conversion stuff I've done so far. However, I'm struggling to find a way to make Kyuss worms a threat. It takes so long to cure diseases now I think that cutting the worm out is the quickest method but if they don't figure that out how can you chart the worms progress in 4e?

I've guessed that maybe just apply damage until the target becomes bloodied then move into failed save territory. However, if the target is already bloodied he stands no chance! I was wondering whether the target should be allowed to spend healing surges to delay the worms progress or if a failed save should cost the target a healing surge. Tricky...
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Skeksi
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PostPosted: Wed Jul 02, 2008 10:22 am    Post subject: Reply with quote

Hi,

I am the one that posted the AOW conversion at the paizo forums. I would really appreciate any suggestions or critique. I would also love to see any of your notes.

I have already worked on '3 faces of evil' and I'm in the middle of converting 'Encounter at Blackwell keep'

I can post any future conversions here.

As for the Kyuss spawn, here was my take.

(NOTE: I added 'Worm Aura' as a twist to the spawn of Kyuss, this was not part of the original monster's power.)

Spawn of Kyuss Level 4 Artillery
Medium natural animate (undead) XP 275
Initiative +2 Senses Perception +3; darkvision
Despair (Fear) aura 5; enemies within the aura take a –2 penalty to
attack rolls against the Spawn of Kyuss.
Worm aura (only when bloodied, see below)
HP 48; Bloodied 24;
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
+9 vs. AC; 1D6 + 3 damage. Spawn of Kyuss makes a secondary
attack against the same target. Secondary Attack: +9 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyus Gift (see below).
r Worm spittle (standard; at-will) - Necrotic
The Spawn of Kyuss corpse regurgitates a glob of kyus worms. Ranged
2; +3 vs. Refl ex; 1d6 + 3 necrotic damage, Secondary Attack: +8 vs.
Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyus Gift (see below).
Worm aura (only when blodied), when the Spawn of Kyuss becomes blodied the worm infestation swarms to infect nearby targets. Spawn of Kyus gains Aura(1)
Alignment Unaligned Languages —
Str 18 (+6) Dex 9 (+1) Wis 11 (+3)
Con 18 (+6) Int 6 (–1) Cha 15 (+4)

Kyus Gift
Level 5 Disease Endurance stable DC 20, improve DC 25, Worsen 19 or less

A creature implanted with a worm contracts Kyus Gift.
1) The target is cured

2) Initial Effect: A Kyus worms burrows into the target’s skin.

3) The target takes a –2 penalty to Will defense. Target loses 1 healing surge

4) The target dies, and a becomes a spawn of Kuyss in 1d4 minutes.
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PaulN6
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PostPosted: Wed Jul 02, 2008 11:53 pm    Post subject: Reply with quote

Cool! I'll dig out my preliminary version when I get home. I went for level 5 since the 3e version was CR5 but I'm not really very sure of the best method of conversion.

SPOILERS:

With the Froghemoth and ulgurstasta I used their 3e CR13 to pitch them as level 13 solos as I thought that any more than that might make their defences too high. I thought that level 13 might just about work out ok as in the froghemoth battle, they will have all their dailies. In the second battle they may have used some abilities against auric's earband but the npcs will be lending a hand so it might balance out.

I think treating a worm infestation as a disease is the best way to deal with it, although I think that curing it with a heal check to cut out the worm before stage 2 is a good idea.
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PaulN6
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PostPosted: Thu Jul 03, 2008 3:09 pm    Post subject: Reply with quote

This was my version but I confess, the monster generation rules are a bit of a mystery to me at this stage. I really like your worm aura power though that would really freak out the pcs even if the spawn needed 20 to hit them. I think I need to revisit the worm infestation too. I'll have a think over the weekend but all input and suggestions welcome.

Spawn of Kyuss Level 5 Artillery
Medium magical animate (undead) XP
Initiative +1 Senses Perception +3; darkvision
Worm-ridden Appearance (fear): Aura 5; enemies within the aura take a –2 penalty to attack rolls.
HP 50; Bloodied 25
Regeneration 5 (if the Spawn takes radiant damage, regeneration doesn’t function on its next turn)
AC 16; Fortitude 17, Reflex 13, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
Slam (standard; at-will)
+9 vs. AC; 1d6 + 4 damage plus Kyuss Worm plus Kyuss’Gift
Kyuss Worms (standard; at-will) ✦ Necrotic
The Spawn either hurls a writhing green worm or one is transferred as a secondary attack with its slam attack – range 3; +5 vs. Reflex; 1d4 +2 necrotic damage. The worm burrows into the skin, and the target then takes 5 ongoing necrotic damage as the worm burrows to the brain; if the target becomes bloodied he also becomes dazed and at this point the victim must make a saving throw on his next turn. First failed save, victim is immobilised; second failed save the victim dies and rises at the end of the Spawn’s next turn as a Spawn of Kyuss. Spending a Healing Surge allows the target to negate ongoing damage until after the end of his next turn. A Heal check (DC20) can remove the worm as a standard action while a Cure Disease or Remove Affliction ritual can destroy the infestation.
Kyuss’ Gift – Level 5 Disease; Endurance Stabilise DC18, Improve DC22; incubation 1 day.
Initial Effect: The target regains only half the normal number of hit points from healing effects;
Deterioration - The target regains only half the normal number of hit points from healing effects. In addition, the target takes 10 necrotic damage from rotting flesh and dementia, which cannot be healed until the target is cured of the disease.
Deterioration – Target dies.

Alignment Chaotic Evil Languages —
Str 18 (+6) Dex 9 (+1) Wis 12 (+3)
Con 16 (+5) Int 6 (+0) Cha 15 (+4)
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Skeksi
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PostPosted: Thu Jul 03, 2008 6:54 pm    Post subject: Reply with quote

Here is my Ebon Aspect :

Ebon Aspect Level 8 Brute
Large elemental humanoid (demon) (undead) XP 350
Initiative +2 Senses Perception +3; darkvision
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic, fire, acid
Speed 6
m Claw (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
m Double Attack (standard; at-will)
The Ebon Aspect makes two claw attacks If both claw
attacks hit a single target, Ebon Aspect makes a
secondary attack against the same target with its bite.
+12 vs AC; 2d6+5
r Standard of Hextor (Minor; encounter)
Ranged 10; +7 vs. AC; 1d10 + 3 damage . If the Ebon aspect spends a minor action he can sustain this power.
Bloodthirst of Erynthul ( free, when first bloodied; encounter)
When the Ebon Aspect bloodied, it gains a +2 bonus to attack
rolls and deals an extra 5 damage until the end of his next turn.
Blessing of Vecna
Any power with the arcane power source that misses the Ebon aspect , heals him for 5 hit points.
Alignment Unaligned Languages —
Str 20 (+9) Dex 12 (+5) Wis 16 (+7)
Con 16 (+7) Int 12 (+5) Cha 20 (+9)
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PaulN6
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PostPosted: Fri Jul 04, 2008 12:54 am    Post subject: Reply with quote

Cool! He should be solo though since he will be taking in the entire party on his own. If you think a solo brute might be too tough to take on a the end of the adventure, just make him elite.
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Skeksi
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PostPosted: Fri Jul 04, 2008 2:30 am    Post subject: Reply with quote

Hmm not so sure abot making him solo. This is the end boss, and the players may have suffered a lot of attrition by now. I dont want a TPK. On the other hand he doesnt seem that tough.

I'll see how tought the elite template makes him.


On another note, a big problem I am having is character leveling. Since AOW was designed for 3.5, it assumed a more faster leveling. My players ended WHispering Cairn and barely made it to level 2. Now they are on the way to 3 Faces of evil. I have had to add a whole gamut of extra encounters and side missions to grant them xps. A side effect of this is that the players have really gotten to know and like/hate the Diamond lake NPCs.
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PaulN6
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PostPosted: Fri Jul 04, 2008 3:20 am    Post subject: Reply with quote

I reduce xp anyway and I don't run all the mods one after the other. After Champions Belt, I'm running part of Castle Greyhawk, some Return to the Temple of Elemental Evil, and a few other side trek adventures beofre moving to the attack on Diamond Lake. I want them to think they've stopped the Age of Worms for a bit... assuming they win!
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Skeksi
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PostPosted: Fri Jul 11, 2008 1:55 pm    Post subject: Reply with quote

[list=]Here is my Encounter at Blackwall Keep:

    Encounter at Blackwall Keep
    Part One : Blackwall Keep

    30 lizardfolk in 6 groups.

    First 4 groups ( 4 minions one leader)

    Greenscale Hunter Level 4 Skirmisher
    Medium natural humanoid (reptile) XP 175
    Initiative +6 Senses Perception +8
    HP 54; Bloodied 27
    AC 17; Fortitude 15, Refl ex 14, Will 13
    Speed 6 (swamp walk)
    mSpear (standard; at-will) ✦ Weapon
    +9 vs. AC; 1d8 + 3 damage.
    M Sidestep Attack (standard; at-will) ✦ Weapon
    The lizardfolk shifts and make a melee basic attack.
    Alignment Unaligned Languages Draconic
    Skills Athletics +10, Nature +8
    Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
    Con 14 (+4) Int 8 (+1) Cha 8 (+1)

    Greenscale Hunter Level 4 Minion
    Stats as above , except:
    Hp 1
    Spear dmg 5

    Fifth and sixth groups consist of 4 hunter + leader type.

    Kushak
    Blackscale Bruiser Level 6 Brute
    Large natural humanoid (reptile) XP 250
    Initiative +6 Senses Perception +9
    HP 86; Bloodied 43
    AC 18; Fortitude 19, Refl ex 16, Will 14
    Speed 8 (swamp walk)
    m Greatclub (standard; at-will) ✦ Weapon
    Reach 2; +9 vs. AC; 1d10 + 6 damage, and the target is pushed 1
    square.
    M Tail Slap (standard; at-will)
    +7 vs. Refl ex; 1d8 + 6 damage, and the target is knocked prone.
    Alignment Unaligned Languages Draconic
    Skills Athletics +14
    Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
    Con 16 (+6) Int 5 (+0) Cha 6 (+1)
    Equipment greatclub

    Shesht
    Greenscale Marsh Mystic Level 6 Controller (Leader)
    Medium natural humanoid (reptile) XP 250
    Initiative +4 Senses Perception +7
    Marsh Blessing (Healing) aura 5; allies that start their turns in the
    aura regain 3 hit points.
    HP 70; Bloodied 35
    AC 19; Fortitude 15, Refl ex 14, Will 19
    Speed 6 (swamp walk)
    m Spear (standard; at-will) ✦ Weapon
    +7 vs. AC; 1d8 + 2 damage.
    A Swamp’s Grasp (standard; encounter) ✦ Zone
    Area burst 2 within 10; +9 vs. Refl ex; the target is immobilized
    (save ends). The zone is diffi cult swamp terrain until the end of
    the encounter.
    A Bog Cloud (standard; recharge ⚄ ⚅ ) ✦ Poison
    Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage,
    and the target is dazed until the end of the marsh mystic’s next
    turn.
    Alignment Unaligned Languages Draconic
    Skills Athletics +10, Nature +12
    Str 15 (+5) Dex 13 (+4) Wis 19 (+7)
    Con 14 (+5) Int 10 (+3) Cha 12 (+4)
    Equipment spear, bone breastplate

    Blackwall Keep Soldiers (14)
    Human Level 2 Minion
    Medium natural humanoid XP 31
    Initiative +0 Senses Perception +0
    HP 1; a missed attack never damages a minion.
    AC 15; Fortitude 13, Refl ex 11, Will 11;
    Speed 6
    mClub (standard; at-will) ✦ Weapon
    +6 vs. AC; 4 damage.
    rCrossbow (standard; at-will) ✦ Weapon
    Ranged 15/30; +6 vs. AC; 6 damage.
    Alignment Any Languages Common
    Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
    Con 12 (+1) Int 9 (–1) Cha 11 (+0)
    Equipment club

    Sgt. Bracken
    Human Guard Level 3 Soldier
    Medium natural humanoid XP 150
    Initiative +5 Senses Perception +6
    HP 47; Bloodied 23
    AC 18; Fortitude 16, Refl ex 15, Will 14
    Speed 5
    m Halberd (standard; at-will) ✦ Weapon
    Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked
    until the end of the human guard’s next turn.
    M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon
    Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the
    target is knocked prone.
    R Crossbow (standard; at-will) ✦ Weapon
    Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
    Alignment Any Languages Common
    Skills Streetwise +7
    Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
    Con 15 (+3) Int 10 (+1) Cha 12 (+2)
    Equipment chainmail, halberd, crossbow with 20 bolts

    Spawn of Kyuss Level 4 Artillery
    Medium natural animate (undead) XP 175
    Initiative +2 Senses Perception +3; darkvision
    Despair (Fear) aura 5; enemies within the aura take a –2 penalty to
    attack rolls against the Spawn of Kyuss.
    Worm aura (only when bloodied, see below)
    HP 48; Bloodied 24;
    AC 17; Fortitude 16, Refl ex 14, Will 14
    Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
    Speed 4
    m Slam (standard; at-will)
    +9 vs. AC; 1D6 + 4 damage. Spawn of Kyuss makes a secondary
    attack against the same target. Secondary Attack: +9 vs.
    Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyuss Gift (see below).
    r Worm spittle (standard; at-will) - Necrotic
    The Spawn of Kyuss corpse regurgitates a glob of kyus worms. Ranged
    2; +3 vs. Refl ex; 1d6 + 3 necrotic damage, Secondary Attack: +8 vs.
    Fortitude; on a hit, the target takes 5 necrotic damage and contracts Kyuss Gift (see below).
    Worm aura (only when bloodied), when the Spawn of Kyuss becomes blodied the worm infestation swarms to infect nearby targets. Spawn of Kyuss gains Aura(1)
    Alignment Unaligned Languages —
    Str 18 (+6) Dex 9 (+1) Wis 11 (+3)
    Con 18 (+6) Int 6 (–1) Cha 15 (+4)

    Kyuss Gift
    A creature implanted with a worm contracts Kyuss Gift.
    Level 5 Disease Endurance stable DC 20, improve DC 25, Worsen 19 or less

    1) The target is cured

    2) Initial Effect: A Kyuss worms burrows into the target’s skin.

    3) The target takes a –2 penalty to Will defense. Target loses 1 healing surge

    4) The target dies, and a becomes a spawn of Kuyss in 1d4 minutes.
    Part two: Into the Mistmarsh

    Finding the Lizardfolk lair is a skill challenge.

    Lizard Folk Patrollers (4)

    Greenscale Darter Level 5 Lurker
    Medium natural humanoid (reptile) XP 200
    Initiative +10 Senses Perception +9
    HP 50; Bloodied 25
    AC 18; Fortitude 14, Refl ex 17, Will 14
    Speed 6 (swamp walk)
    mClub (standard; at-will) ✦ Weapon
    +10 vs. AC; 1d6 + 1 damage.
    R Blowgun (standard; at-will) ✦ Poison, Weapon
    Loading the blowgun takes a minor action; Ranged 6/12; +10 vs.
    AC; 1 damage, and the greenscale darter makes a secondary attack
    against the same target. Secondary Attack: +8 vs Fortitude; the target
    takes ongoing 5 poison damage and is slowed (save ends both).
    Sniper
    A hidden lizardfolk darter that misses with a ranged attack
    remains hidden.
    Alignment Unaligned Languages Draconic
    Skills Athletics +8, Stealth +11
    Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
    Con 14 (+4) Int 8 (+1) Cha 8 (+1)
    Equipment club, blowgun with 20 poisoned darts

    3) Vine Horror Level 5 Controller(1)
    Medium natural humanoid (plant) XP 200
    Initiative +7 Senses Perception +9; blindsight 10
    HP 67; Bloodied 33
    AC 19; Fortitude 17, Refl ex 18, Will 15
    Speed 6 (forest walk, swamp walk), swim 6
    m Claw (standard; at-will)
    +8 vs. AC; 1d8 + 4 damage.
    C Vicious Vines (standard; encounter)
    Close burst 5; targets enemies; +10 vs. Refl ex; the target is
    restrained and takes ongoing 10 damage (save ends both) as
    magical vines spring up out of the ground and crush it.
    Malleability
    The vine horror can compress its body enough to squeeze
    through a 1-inch-wide crack. Cracks and other openings that are
    more than 1 inch wide do not slow the vine horror at all.
    Alignment Evil Languages Common, Elven
    Skills Stealth +12
    Str 18 (+6) Dex 21 (+7) Wis 14 (+4)
    Con 19 (+6) Int 9 (+1) Cha 10 (+2)
    4) Harpy Nest(2)
    Harpy Level 6 Controller
    Medium fey humanoid XP 250
    Initiative +5 Senses Perception +5
    HP 71; Bloodied 35
    AC 20; Fortitude 17, Refl ex 17, Will 19
    Resist 10 thunder
    Speed 6, fl y 8 (clumsy)
    m Claw (standard; at-will)
    +11 vs. AC; 1d8 + 2 damage.
    C Alluring Song (standard; sustain minor; at-will) ✦ Charm
    Close burst 10; deafened creatures are immune; +12 vs. Will;
    the target is pulled 3 squares and immobilized (save ends).
    When the harpy sustains the power, any target that has not yet
    saved against the eff ect is pulled 3 squares and immobilized
    (save ends).
    C Deadly Screech (standard; recharge ⚄ ⚅ ) ✦ Thunder
    Close burst 4; +12 vs. Fortitude; 1d6 + 4 thunder damage, and
    the target is dazed (save ends).
    Alignment Evil Languages Common
    Skills Stealth +10
    Str 15 (+5) Dex 15 (+5) Wis 14 (+5)
    Con 15 (+5) Int 10 (+3) Cha 19 (+7)

    5) Otyugh(1)
    Otyugh Level 7 Soldier
    Large natural beast XP 300
    Initiative +5 Senses Perception +11; darkvision
    Otyugh Stench aura 1; living enemies in the aura take a –2 penalty
    to attack rolls.
    HP 82; Bloodied 41
    AC 23; Fortitude 22, Refl ex 16, Will 19
    Immune disease
    Speed 5, swim 5
    m Tentacle (standard; at-will)
    Reach 3; +12 vs. AC; 1d8 + 6 damage, and the target is pulled 2
    squares and grabbed (until escape).
    M Diseased Bite (standard; at-will) ✦ Disease
    +12 vs. AC; 1d10 + 6 damage, and the target contracts fi lth fever
    (see below).
    Spying Eye
    An otyugh can hide beneath murky water or refuse, leaving only
    its eyestalk exposed. While doing so, it gains a +10 bonus to
    Stealth checks but is immobilized.
    Alignment Unaligned Languages —
    Skills Stealth +8 (+18 while using spying eye)
    Str 22 (+9) Dex 11 (+3) Wis 16 (+6)
    Con 18 (+7) Int 1 (–2) Cha 5 (+0)

    6A-6E) Lizard Lairs
    There are over 20 Lizardfolk spread in this 5 rooms ( about 4 per room)
    Use minion stats of the Blackwell keep attack. One of the lizards is infected look at original encounter for details.

    7)Kotabas
    Blackscale Bruiser Level 6 Brute
    Large natural humanoid (reptile) XP 250
    Initiative +6 Senses Perception +9
    HP 86; Bloodied 43
    AC 18; Fortitude 19, Refl ex 16, Will 14
    Speed 8 (swamp walk)
    m Greatclub (standard; at-will) ✦ Weapon
    Reach 2; +9 vs. AC; 1d10 + 6 damage, and the target is pushed 1
    square.
    M Tail Slap (standard; at-will)
    +7 vs. Refl ex; 1d8 + 6 damage, and the target is knocked prone.
    Alignment Unaligned Languages Draconic
    Skills Athletics +14
    Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
    Con 16 (+6) Int 5 (+0) Cha 6 (+1)
    Equipment greatclub

    Greenscale Hunter Level 4 Skirmisher
    Medium natural humanoid (reptile) XP 175
    Initiative +6 Senses Perception +8
    HP 54; Bloodied 27
    AC 17; Fortitude 15, Refl ex 14, Will 13
    Speed 6 (swamp walk)
    mSpear (standard; at-will) ✦ Weapon
    +9 vs. AC; 1d8 + 3 damage.
    M Sidestep Attack (standard; at-will) ✦ Weapon
    The lizardfolk shifts and make a melee basic attack.
    Alignment Unaligned Languages Draconic
    Skills Athletics +10, Nature +8
    Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
    Con 14 (+4) Int 8 (+1) Cha 8 (+1)
    Equipment light shield, spear

    8)Hishka
    Greenscale Marsh Mystic Level 6 Controller (Leader)
    Medium natural humanoid (reptile) XP 250
    Initiative +4 Senses Perception +7
    Marsh Blessing (Healing) aura 5; allies that start their turns in the
    aura regain 3 hit points.
    HP 70; Bloodied 35
    AC 19; Fortitude 15, Refl ex 14, Will 19
    Speed 6 (swamp walk)
    m Spear (standard; at-will) ✦ Weapon
    +7 vs. AC; 1d8 + 2 damage.
    A Swamp’s Grasp (standard; encounter) ✦ Zone
    Area burst 2 within 10; +9 vs. Refl ex; the target is immobilized
    (save ends). The zone is diffi cult swamp terrain until the end of
    the encounter.
    A Bog Cloud (standard; recharge ⚄ ⚅ ) ✦ Poison
    Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage,
    and the target is dazed until the end of the marsh mystic’s next
    turn.
    Alignment Unaligned Languages Draconic
    Skills Athletics +10, Nature +12
    Str 15 (+5) Dex 13 (+4) Wis 19 (+7)
    Con 14 (+5) Int 10 (+3) Cha 12 (+4)
    Equipment spear, bone breastplate

    9) Lizard King
    Shukak(Savage Berserker template)
    Blackscale Bruiser Level 6 Elite
    Large natural humanoid (reptile)
    Initiative +6 Senses Perception +9
    HP 162; Bloodied 81
    AC 18; Fortitude 23, Refl ex 16, Will 14
    Saving Throws +2
    Action Point 1
    Regeneration 5
    Speed 8 (swamp walk)
    m Trident (standard; at-will) ✦ Weapon
    Requires trident; reach 2; +9 vs. AC; 1d10 + 6 damage.
    M Skewering Tines (standard; at-will) ✦ Weapon
    Reach 2; +9 vs. AC; 1d8 + 5 damage, ongoing 5 damage target
    enemies only and the target is restrained (save ends both). While
    the target is restrained, the Shukak can’t make trident attacks.
    M Tail Slap (standard; at-will)(counst as basic melee attack)
    +7 vs. Refl ex; 1d8 + 6 damage, and the target is knocked prone.
    Murderous Frenzy
    The savage berserker gains 1 action point the first time it
    reduces a foe to 0 hit points in an encounter.
    Savage Rebuke (immediate reaction, when hit by a melee
    attack; at will)
    The savage berserker makes a basic melee attack.
    Alignment Unaligned Languages Draconic
    Skills Athletics +14
    Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
    Con 16 (+6) Int 5 (+0) Cha 6 (+1)
    Equipment greatclub

    Royal Guards
    Greenscale Hunter Level 4 Skirmisher (4)
    Medium natural humanoid (reptile) XP 175
    Initiative +6 Senses Perception +8
    HP 54; Bloodied 27
    AC 17; Fortitude 15, Refl ex 14, Will 13
    Speed 6 (swamp walk)
    mSpear (standard; at-will) ✦ Weapon
    +9 vs. AC; 1d8 + 3 damage.
    M Sidestep Attack (standard; at-will) ✦ Weapon
    The lizardfolk shifts and make a melee basic attack.
    Alignment Unaligned Languages Draconic
    Skills Athletics +10, Nature +8
    Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
    Con 14 (+4) Int 8 (+1) Cha 8 (+1)
    Equipment light shield, spear

    11)
    Kobold Slyblade Level 4 Lurker
    Small natural humanoid XP 175
    Initiative +10 Senses Perception +3; darkvision
    HP 42; Bloodied 21
    AC 18; Fortitude 12, Reflex 16, Will 14; see also trap sense
    Speed 6
    m Short Sword (standard; at-will) ; Weapon
    +9 vs. AC; 1d6 damage.
    M Twin Slash (standard; at-will) ✦ Weapon
    Requires combat advantage; the kobold slyblade makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends)
    Combat Advantage
    The kobold slyblade deals an extra 1d6 damage on melee attacks against any target it has combat advantage against
    Sly Dodge (immediate interrupt, when targeted by a melee or a ranged attack; at-will)
    The kobold slyblade redirects the attack to an adjacent kobold minion.
    Shifty (minor; at-will)
    The kobold shifts 1 square.
    Trap Sense
    The kobold gains a +2 bonus to all defenses against traps.
    Alignment Evil Languages Common, Draconic
    Skills Acrobatics +11, Stealth +13, Thievery +13
    Str 9 (+1) Dex 18 (+6) Wis 12 (+3)
    Con 12 (+3) Int 9 (+1) Cha 14 (+4)
    Equipment leather armor, 2 short swords

    12) Kyuss Spawnling
    (I may just treat this as another skill challenge.)

    NOTE: Slow Worms
    Treat as Kyuss Gift disease but with an incubation time of 1 -2 weeks.
[/list]
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PaulN6
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Joined: Dec 07, 2003
Posts: 636

PostPosted: Mon Sep 15, 2008 7:43 am    Post subject: Reply with quote

Ok we've finished playing Heroquest; back to D&D. I'll let you know how the conversions work out in practice.
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PaulN6
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Joined: Dec 07, 2003
Posts: 636

PostPosted: Thu Dec 11, 2008 3:04 am    Post subject: Reply with quote

Fight with ulgurstasta over. If anything, I think our pcs could have coped with the froghemoth doing slightly greater damage and the ulgurstasta could have been one level higher without placing the pcs at greater risk, particularly as it concentrated many of its attacks on Auric. I'll post the stats later this week with my suggested alterations for a group of 4 level 10 pcs (without a wizard though).
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PaulN6
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Joined: Dec 07, 2003
Posts: 636

PostPosted: Thu Dec 11, 2008 10:52 am    Post subject: Reply with quote

Bozal Zohal
Level 11 Elite Controller (Leader)
Medium natural humanoid (Tiefling) XP 600
Initiative +5 Senses Perception +9
HP 202; Bloodied 101
AC 29; Fortitude 23, Reflex 21, Will 28; Fire Resistance: 10
Second Wind: 1
Saving Throws: +2
Speed 6

Channel Divinity – (Enc, free) Divine Fortune +1 to next attack
Healing Word – (Enc x2, minor) Close burst 5, ally can spend a healing surge with 1d6 added to the role (NB heroic tier monsters only have 1 healing surge each)
Foresight - You and each ally within 5 squares of you can’t be surprised. Also, you roll twice when making an initiative check; use whichever roll you like.
Prophetic Action - When you spend an action point to take an extra action, you also gain an extra move action that you can use during another turn later in this encounter.
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.

Unholy Club (standard; at-will; basic) ✦ Weapon
+14 vs. AC; 1d6 +6 damage.

Infernal Wrath (Encounter, Minor Action Personal)
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add +1 extra damage.

Lance of Faith (At-Will ✦ Divine, Implement, Radiant)
Standard Action Ranged 5
Target: One creature
Attack: +15 vs. Reflex
Hit: 1d8 +10 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Command (Encounter ✦ Charm, Divine, Implement)
Standard Action Ranged 10
Target: One creature
Attack: +15 vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 4 squares.

Break the Spirit (Encounter ✦ Charm, Divine, Implement, Radiant)
Standard Action Ranged 10
Target: One creature
Attack: +15 vs. Will
Hit: 2d8 +10 modifier radiant damage, and the target takes a -1 penalty to attack rolls until the end of your next turn.

Divine Power (Daily ✦ Divine, Healing, Radiant, Weapon)
Standard Action Close burst 2
Target: Each enemy in burst you can see
Attack: +14 vs. Fortitude
Hit: 2d6 +6 radiant damage, and you push the target 1 square.
Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC.

Prophecy of Doom (Encounter ✦ Divine)
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.

Alignment Evil Languages Common, Draconic
Skills Arcana +11, History +11, Religion +14
Str 13 (+6) Dex 11 (+5) Wis 18 (+9)
Con 13 (+6) Int 13 (+6) Cha 13 (+6)
Equipment chain mail armour, light shield, unholy club, holy symbol +3


Lahaka - Zombie Rotter
Level 3 Minion
Medium natural animate (undead) XP 19
Initiative –2 Senses Perception –1; darkvision
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.

Alignment Unaligned Languages —
Str 14 (+2) Dex 6 (–2) Wis 8 (–1)
Con 10 (+0) Int 1 (–5) Cha 3 (–4)
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PaulN6
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Joined: Dec 07, 2003
Posts: 636

PostPosted: Thu Dec 11, 2008 11:00 am    Post subject: Reply with quote

I think this dude needs another attack though, possbily a double tendril attack or make the aura 2 so that anybody trying to get close suffers a tendril attack.

The Apostle of Kyuss (Level 13 Solo Soldier)
Huge magical beast (undead) XP 3,000
Initiative +9 Senses Perception +8; darkvision,
HP 660; Bloodied 330
AC 31 (26 against swallowed creatures); Fortitude 31, Reflex 25, Will 27
Immune disease, poison
Saving Throws +5
Speed 8
Action Points 2

Bite (standard; at-will)
Reach 3; + 20 vs. Reflex; 2d8 + 6 damage, plus the target is grabbed (until escape). The apostle cannot make bite attacks while grabbing a creature, but it can use clamping jaws.
Clamping Jaws (standard; at-will)
If the apostle begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +20 vs. Reflex; 2d8 + 8 damage. Miss: Half damage.
Swallow (standard; at-will)
The apostle attempts to swallow a bloodied Medium or smaller creature it is grabbing; +20 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the apostle’s turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the apostle dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the apostle.
Tendrils (free action; at-will, close burst 1)
The area around the apostle is considered difficult terrain. Any creature moving within this aura is subject to attack by one of the ulgurstasta’s tendrils.
+15 vs. AC 1d6 +2
Whipping Tendrils (standard; encounter, reach 2, recharge 4, 5)
+15 vs. AC 4d8 +3 and push 2 & knock prone
Breath Weapon (standard, close blast 4, recharge 6)
+17 vs. Ref 4d8 +5 necrotic
Create Spawn (free action, at-will; or move action, at-will)
Anything killed by the breath weapon or stomach acid of the apostle is animated as a decrepit skeleton. It can vomit forth any undead creatures from its stomach as a move action. Special – If Auric is killed, he returns as a level 10 Spawn of Kyuss.

Alignment Chaotic Evil Languages —
Str 26 (+14) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 18 (+10) Cha 19 (+10)


Slime Covered Skeleton (Level 3 Minion)
Medium natural animate (undead) XP 19 each
Initiative +3 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 16, Reflex 17, Will 16
Immune disease, poison
Speed 6
Slam (standard; at-will)
+9 vs. AC; 3 damage plus ongoing 1 necrotic.
Alignment Unaligned Languages —
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (–3) Cha 3 (–3)
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PaulN6
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Joined: Dec 07, 2003
Posts: 636

PostPosted: Thu Dec 11, 2008 11:04 am    Post subject: Reply with quote

Pitch Blade

Drusfal & Pharbol Dwarf Barbarians (Level 10 Elite Soldiers)
Medium natural humanoid XP 1,000
Initiative +7 Senses Perception +6; low-light vision
HP 200; Bloodied 100
AC 26; Fortitude 28, Reflex 20, Will 19
Saving Throws +2 to saves; +7 against poison effects
Action Points: 1
Speed 5 (run 9)

Great Axe (standard; at-will; basic) ✦ Weapon
+14 vs. AC; 1d12 +9 damage; crit 21 +1d12

Howling Strike (standard; at-will) ✦ Weapon
+14 vs. AC; 1d12+1d6+9 damage (can be used as part of a charge at +2 damage; if you are raging, you do not provoke opportunity attacks for moving during the charge)

Oak Hammer Rage (standard; daily) Weapon
+14 vs. AC; 3d12+9 and you knock the target prone.
Miss: Half damage.
Effect: You manifest the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 5 extra damage.

Swift Charge (free; encounter)
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy.

Potion of Flight (move; at will)
If the dwarf is marked, end that condition; shift up to 3 squares, even over difficult terrain.

Rampage
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.

Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.

Alignment Unaligned Languages Common, Dwarven
Skills Athletics +14, Bluff +9, Endurance +15, Intimidate +12
Str 18 (+9) Dex 14 (+7) Wis 12 (+6)
Con 20 (+10) Int 8 (+4) Cha 8 (+4)
Equipment chain mail armour, great axe
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PaulN6
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PostPosted: Thu Dec 11, 2008 11:06 am    Post subject: Reply with quote

Madtooth was a bit more dull. Not sure what he lacks. I think it was that his low intelligence meant that he could make too much use of tactics. The bite would have been good except the fighter I bit had a ring of blinking and got away. Oh well.

Madtooth the Hungry Level 12 Solo Brute
Huge Aberrant Beast XP
Initiative +11 Senses Perception +15; Low-light Vision
HP 765; Bloodied 382
AC 26; Fortitude 28, Reflex 24, Will 25
Immune Resist Fire 30; Partial Electricity Immunity
Saving Throws +5
Speed 4, swim 10
Action Points 2

Bite (standard; at-will)
+17 vs AC; 2d6 + 7 damage
Target is grabbed (until escape). The froghemoth cannot make bite attacks while grabbing a creature, but it can use powerful jaws.

Tentacle (standard; at-will)
+15 vs Reflex; 2d6 + 5 damage
Reach 4; Target is pulled 2 squares and grabbed (until escape)

Tentacle Storm (standard; recharge 5, 6)
+15 vs Reflex; 4d8 + 5 damage
Reach 4; Up to 4 targets; Target is knocked prone.

Tongue (standard; at-will)
+13 vs Reflex; 2d6 + 5 damage
Reach 6; the target is pulled 3 squares and grabbed (until escape).

Powerful Jaws (standard; at-will)
+15 vs Reflex; 2d6 + 7 damage
If a froghemoth begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature; Miss: Half damage.

Swallow (standard; at-will)
+15 vs. Fortitude
The froghemoth attempts to swallow a bloodied Medium or smaller creature it is grabbing; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the froghemoth’s turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the froghemoth dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the froghemoth.

Partial Electricity Immunity
The froghemoth takes no damage from electricity but is slowed until the end of its next turn.
Spying Eye
A froghemoth can hide beneath murky water, leaving only its eyestalks exposed. While doing so, it gains a +8 bonus to Stealth checks but is immobilized.
Surprising Leap
A froghemoth gains a +10 bonus to Athletics checks when jumping.

Alignment Unaligned Languages —
Str 27 (+14) Dex 12 (+7) Wis 16 (+9)
Con 23 (+13) Int 1 (+2) Cha 13 (+7)
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Timidon
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Joined: Jul 09, 2009
Posts: 13

PostPosted: Thu Jul 09, 2009 7:22 pm    Post subject: The Adventure Continues - Reply with quote

Exclamation Here is a link to the next in the Series: A Gathering of Winds

Idea http://www.canonfire.com/cfhtml//modules.php?name=Forums&file=viewtopic&t=3774
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