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Burnt Offerings Conversion v0.4
Burnt Offerings Conversion v0.4
Burnt Offerings Conversion v0.4
RISE OF THE adventure design, they were bound to the DUNGEONS & DRAGONS
3.5 rule set. I was thrilled by the release of 4th Edition, and
couldn't really see myself returning to a previous version of the
game (as much as I loved 3.5 at the time). I had to make a
D
In the end, the choice was not a difficult one. The
community consensus seemed to be that converting adventures
to 4th Edition was easier than any previous edition, and I have
found that to be true. It also struck me as a useful crash course
in both design and familiarity with the new edition of the game.
BURNT OFFERINGS With a little help from the tabletop community, I sat my gaming
group down for our first adventure in Golarion.
Scott Betts
Tales from the Rusty Dragon
What This Conversion Provides Leveling in Burnt Offerings
In this document you have everything you need to run Burnt Characters in the original Rise of the Runelords adventure
Offerings in a DUNGEONS & DRAGONS 4th Edition game. Each path were supposed to reach around 17th level by the
encounter is reproduced using monsters, traps and skill campaign's conclusion. In 4th Edition we have a new challenge
challenges from the new edition. Unless otherwise noted, in restructuring the adventure path around a 30-level range
monsters used in encounter write-ups are found in the Monster rather than the 20 levels of DUNGEONS & DRAGONS 3.5. I plan on
Manual. Other rules elements native to DUNGEONS & DRAGONS 3.5 setting this up so that by the end of the converted adventure
have been updated, and are included as well. path the party will have reached level 25 or 26. That means
that each of the six adventures contained within Rise of the
This conversion also includes non-mechanical advice that I Runelords needs to advance the party by a little over four
believe will help in running the adventure. Finally, I have levels. To this end, we need to break down each adventure into
thrown in an updated version of the bestiary that appears at roughly four sections so that experience and treasure can be
the back of all Pathfinder adventures. As with any tabletop awarded appropriately.
gaming product, you should feel free to make use of as much
or as little of this material as you'd like. Burnt Offerings, as written, can be considered in three large
sections: the festival and glassworks, the Catacombs of Wrath,
In order to make best use of this conversion, read through and Thistletop. I am going to expand the number of encounters
both the original adventure and this conversion ahead of time, for each of these sections so that the PCs will hopefully be well
and have both on-hand at the table when you sit down to play. on their way to fifth level by the end of the adventure.
You will refer to information printed in the original adventure
often, and then will make use of the converted adventure Let's start by looking at experience breakdowns. By the end
whenever rules-specific issues come up (such as an encounter). of Burnt Offerings, each character should have accumulated
well over 4,000 xp. This means that a party of five characters
What You'll Need should encounter in excess of 20,000 xp worth of monsters,
traps, skill challenges and quests. This might seem daunting at
This conversion makes use of a number of other products. In first. Don't worry, we'll get there.
order to get the full intended use out of the conversion, you will
need the following: Part 1: Festival and Fire contains three encounters totaling
1,875 xp. Part 2: Local Heroes contains another 900 xp
• DUNGEONS & DRAGONS Player's Handbook, 4th Edition between three encounters. This puts the party a little over
• DUNGEONS & DRAGONS Dungeon Master's Guide, 4th Edition halfway to 2nd level by the time they begin Part 3. This means
• DUNGEONS & DRAGONS Monster Manual, 4th Edition that, in short, the party needs to gain three and a half levels
• Pathfinder: Rise of the Runelords #1, Burnt Offerings between the Glassworks, the Catacombs of Wrath and
• Pathfinder: Rise of the Runelords Player's Guide Thistletop. To that end, these dungeons are going to be jam-
• A current subscription to DUNGEONS & DRAGONS Insider – packed with encounters.
note that all monsters referenced in this conversion can
be found in the D&D Compendium, save those created The Glassworks, including the quest to rescue Ameiko, is
specifically for this conversion worth 3,175 xp. The party should reach 2nd level partway
through the Glassworks. The Catacombs of Wrath is worth
4,300 xp. Thistletop's exterior is worth 4,375 xp, including the
quests to save Shadowmist and stop the goblin attack. The
party should reach 3rd level well before they enter the fortress.
Thistletop's upper floor is worth 2,250 xp and its second floor is
worth 4,150 xp. The party should have reached 4th level by this
point. Thistletop's lowest floor is worth 5,293 xp.
The more immediate concern should be the amount of • Parcel 1 is in a hidden side room off of Malfeshnekor's
treasure the party receives. All of the parcels available in Burnt prison.
Offerings and their locations are laid out below. These will also • Parcel 2 is found on a goblin corpse in the cave.
be called out in individual encounter write-ups. • Parcel 3 is found in the research room.
• Parcel 4 is allocated in The Skinsaw Murders.
Treasure Parcels for Level 1: • Parcel 5 is found in the observation room.
• Parcel 6 is a portion of the reward for returning
• Parcel 1 is carried by Tsuto. Shadowmist.
• Parcel 2 is found in the dining room. • Parcel 7 is found in the sarcophagi in the crypt.
• Parcel 3 is on Lonjiku Kaijitsu's corpse. • Parcel 8 is found in the sarcophagi in the crypt.
• Parcel 4 is carried by the Goblin Underboss in the dining • Parcel 9 is Nualia's holy symbol.
room. • Parcel 10 is a portion of the reward for returning
• Parcel 5 is found in the backpack of a goblin blackblade Shadowmist.
in the servant's quarters.
• Parcel 6 is the bribe money carried by Tsuto. Treasure Parcels for Level 5:
• Parcel 7 is given to the party by Sheriff Hemlock.
• Parcel 8 is given to the party by Sheriff Hemlock. • Parcel 1 is in Nualia's possession.
• Parcel 9 is found hidden in a desk in the Glassworks. • Parcel 2 is allocated in The Skinsaw Murders.
• Parcel 10 is given to the party by Aldern for rescuing • Parcel 3 is buried in the collapsed treasury.
him. • Parcel 4 is allocated in The Skinsaw Murders.
• Parcel 5 is part of the remaining wealth in the collapsed
Treasure Parcels for Level 2: treasury.
• Parcel 6 is allocated in The Skinsaw Murders.
• Parcel 1 is found in the Cathedral of Wrath. • Parcel 7 is part of the remaining wealth in the collapsed
• Parcel 2 is at the bottom of one of the prisoner pits. treasury.
• Parcel 3 is carried by Tsuto. • Parcel 8 is allocated in The Skinsaw Murders.
• Parcel 4 in encased in glass in the reception room. • Parcel 9 is allocated in The Skinsaw Murders.
• Parcel 5 is carried by the statue in the welcoming • Parcel 10 is the silver coffer found in the hidden room
chamber. off of Malfeshnekor's prison.
• Parcel 6 is worn by Erylium.
• Parcel 7 is found on a goblin in the servants' quarters.
• Parcel 8 is worn by Erylium.
• Parcel 9 is found in the meditation chamber.
• Parcel 10 is found in the meditation chamber.
Once the goblins have been mopped up, introduce the party
to Aldern and select his favored PC.
Diplomacy
Part Two: Local Heroes DC 10 A successful check counts as a success on the skill
challenge.
The Shopkeep's Daughter The PC reasons with Shayliss or her father, describing the
situation in a way that looks favorable to him, or politely
One of the most important updates to the Pathfinder declining Shayliss' request.
adventures in terms of conversion to 4th Edition is the addition Insight
of skill challenges where appropriate. In Part 2 of Burnt DC 8 A successful check counts as a success on the skill
Offerings there are two such challenges: The Shopkeep's challenge. This skill cannot be used after the skill challenge
Daughter and The Boar Hunt. has moved to the basement.
The PC gets the feeling that Shayliss is interested in
Skill Challenge: The Shopkeep’s Daughter something more than just rat extermination, and uses that
to attempt to weasel out of the situation before things turn
Setup: When Shayliss first confronts her target, it is in a public ugly.
location with the rest of the party present. Begin the skill Intimidate
challenge by having the party deal with Shayliss' initial request. DC 10 A successful check counts as a success on the skill
If they catch onto her ploy, they might try to excuse themselves challenge. This skill starts the skill challenge locked. A
from her demands. If not (and, perhaps, even if ), it's quite successful Streetwise check unlocks it.
possible that the target PC will willingly accompany her. After The PC threatens to spread word of Shayliss' brazen
the party accumulates a failure in the skill challenge, the scene actions to the town at large, causing Shayliss or her father
moves to the Vinder store's basement. The target PC has time to back off slightly.
for a single check in the basement before Ven reaches the Stealth
bottom of the stairs and he is discovered. DC 10 A successful check counts as a success on the skill
challenge. This skill can only be used after the skill
The Shopkeep's Daughter Level 1 challenge has moved to the basement, and only before the
Skill Challenge XP 200 PC has been spotted by Ven. The DC for this skill check
Shayliss' wiles are difficult to resist, but if this situation gets increases to 15 after two uses of this skill.
out of hand you might find yourself the subject of The PC scampers out of sight, hoping to avoid a
disapproving glares from the villagers of Sandpoint. confrontation by not being noticed in the first place.
One of the male PCs is tricked into accompanying Shayliss Streetwise
Vinder back to her father's shop's basement where she DC 15 A success or failure on this skill check does not
attempts to seduce him. The PC must avoid a violent count as a success or failure for the challenge. A successful
confrontation with Shayliss' father when he catches them in check unlocks the Intimidate skill.
the basement. The PC recalls hearing that Shayliss is even more of a
Complexity troublemaker than her sister. The Intimidate skill is
2 (requires 6 successes before 3 failures). unlocked.
Primary Skills
Bluff, Diplomacy, Insight, Intimidate, Stealth
Other Skills
Streetwise
Victory
The target PC manages to remove himself from the
seduction or confrontation with Ven Vinder.
Defeat
The target PC is unable to avoid enraging Ven Vinder, who
attempts to drive him from the shop. The target PC and his
“pervert friends” are thereafter barred from Ven's store.
Special: One Failure or Less
Victory with one or fewer failures means that there are no
hard feelings created between the target PC and Shayliss.
Special: Moving to the Basement
The first time a failure is counted against the party in this
skill challenge, the target PC and Shayliss relocate to the
general store's basement. After this point, only the target
PC can participate in the skill challenge.
Bluff
DC 12 A successful check counts as a success on the skill
challenge.
The PC convinces either Shayliss or her father that the
situation transpired in a different way than it actually did,
or that he has something important to attend to for the
good of the town.
The Boar Hunt History
DC 12 A success or failure on this skill check does not
If the PCs decide to accompany Aldern on his hunting count as a success or failure on the challenge.
expedition into the Tickwood, run this skill challenge. The PC recalls that a traditional Varisian boar hunt is
undertaken more for the thrill of the chase than anything
Skill Challenge: The Boar Hunt else, especially amongst the nobility. A hunt ended quickly
is a disappointment, even if you have a fresh boar to show
Setup: The PCs need to play this challenge strategically. for it.
Assuming they make the requisite History check to understand Nature
how a boar hunt is supposed to unfold, they need to avoid DC 7 A successful check counts as a success on the skill
succeeding on an Endurance check until they've accumulated at challenge, and unlocks the Endurance skill.
least four successes on the skill challenge. The PC uses his knowledge of boar habits to track one
down and pursue it.
The Boar Hunt Level 1 Perception
Skill Challenge XP 200 DC 10 A successful check counts as a success on the skill
Aldern claps his hands excitedly, and makes arrangements to challenge, and unlocks the Endurance skill.
have horses purchased for the expedition. It's a two mile ride The PC spots boar tracks out of the corner of his eye, and
to the Tickwood Ford, where the boar hunt is to take place. follows them until he discovers one of the creatures.
The PCs are asked to accompany Aldern Foxglove on a boar
hunt near Tickwood. Whether the party succeeds or fails, have Aldern grace them
Complexity with 40 gp for saving his life during the Swallowtail festival
2 (requires 6 successes before 3 failures). (treasure parcel 10 from level 1).
Primary Skills
Athletics, Endurance, Nature, Perception
Other Skills
History
Victory
The PCs impress and entertain Aldern with a thrilling hunt,
and he allows each PC to keep the mount he purchased for
them. If the skill challenge ends before a PC succeeds on
an Endurance check, Aldern manages the killing shot.
Defeat
The PCs did not manage to impress Aldern beyond the mild
fascination he already possessed towards them. The hunt
ends with nothing to show for it. Aldern accompanies the
PCs back to Sandpoint, taking the horses with him once
they reach the town.
Special: Trained in History
PCs trained in the History skill are prompted to make a free
History check each when the skill challenge begins.
Special: Aldern's Aid
The PC who holds Aldern's attention from earlier receives a
+2 bonus on all skill checks made during the hunt as
Aldern uses the Aid Another action to assist him or her.
Athletics
DC 10 A successful checks counts as a success on the skill
challenge.
The PC maneuvers through the forest, climbing rocks or
trees to get a better view of his surroundings as he
searches for signs of boar.
Endurance
DC 15 A successful check counts as two successes on the
skill challenge, but the skill challenge ends immediately. If
the party has not accumulated six successes when this
happens, they automatically fail the skill challenge. A failed
check does not count as a failure on the skill challenge.
This skill starts the skill challenge locked. A successful
Nature or Perception check unlocks it, and it is locked again
after one use.
The chase is on! The PC rides hard, tailing the boar and
waiting for a shot to present itself.
Monster in the Closet Part Three: Glass and Wrath
This encounter will see some significant changes from its
original incarnation, as well as the party's first introduction to The Glassworks has been increased from one encounter to
an elite monster. four. This is probably a good time to point out that, for obvious
reasons, the number of goblins mentioned as being used in the
Back in D&D 3.5, a fight against a single monster of the raid on Sandpoint needs to be increased. They cite 30 as the
party's level was considered to be an average fight. Of course, number, but the PCs kill nearly that many themselves during
usually a single monster simply couldn't keep up with a full the attack. I suggest increasing the number to 50.
party of adventurers. It got to hit one of them, sure, and then
the party got to hit back four times. Not the fairest of fights. Once Shalelu has briefed the party on the goblin threat and
Bethana has shown them Tsuto's letter to Ameiko, they should
4th Edition fixes this by giving the average fight one monster be well on their way to the Glassworks. This is a great point to
per character. Furthermore, when the party does face off introduce the party to quests. When Bethana implores them to
against a single monster, that monster is well-equipped to deal find out what happened to Ameiko, give them a major quest
with taking on five enemies at the same time. reflecting their task. See Appendix C for the appropriate quest
card. There are no changes to the adventure until the PCs
Unfortunately for this encounter as designed, goblins simply reach the interior. The DCs for climbing up the building, should
don't make great solo monsters. Elite, definitely, but they don't the PCs choose to do so, and picking the locks on the exterior
have the interesting powers that would allow a solo version to doors remain at 20.
keep a party occupied. So forget the single monster in the
closet approach. Gresgurt is still here, but he's simply the I suggest guiding the PCs along a specific route through the
bravest of the goblins huddled together under the closet floor. Glassworks (mention that they hear giggling and banging from
There are now three monsters in the closet. a certain door) so that the encounter with Tsuto in the
glassworking room serves as the climactic finish to the set of
Begin the PCs in the upper story wherever they choose. It is fights. There is one notable change that should be made to the
likely that the encounter is begun when one of them physically layout of the Glassworks. The door into area A5 (the servants'
checks on the body of Alergast, so place the closest PC one quarters) should be made to face northwest, across from the
square away from the closet door (right next to the bed), door to A4 (the storeroom) instead of leading into A6 (the
having recoiled from Alergast's mutilated body. This will allow dining room). 4th Edition is much happier with spacious combat
enough room for all three goblins to appear. Put Gresgurt in areas, which this change accommodates.
front. Use the Blackblades' Sneaky ability to help them deal
with the cramped quarters of the bedrooms while Gresgurt As far as non-combat-related treasure goes, area A16 still
hacks away at the nearest PC. I suggest the following holds 60 gold pieces in three rolls in a hidden portion of the
encounter for a party of five adventurers: desk (Perception DC 15 finds it). This is treasure parcel 9 from
level 1.
• 1 Elite Goblin Skullcleaver, Gresgurt (apply the Battle
The first encounter the PCs will likely reach is in area A5 and
Champion template)
its adjoining hallway.
• 2 Goblin Blackblades
The Glassworks was originally devoid of hostile life save the By this point, the glassworks should seem infested with
glassworking room. We need more encounters, so there are goblins. This is a notable departure from the original adventure,
now goblins crawling everywhere. but shouldn't really alter the mood or urgency of the situation.
The doorway into the servants quarters now leads out into For this encounter, place one of the goblin blackblades in the
the hallway instead of the dining area in order to separate hallway between areas A13 and A15. When the PCs open the
these two encounter areas from one another. door into said hallway, the goblin's first action should be to
pound on the door to area A12, where his closest allies are (the
Array the goblins and their dogs within A5, and set the party rest of the monsters in this encounter). The goblins have
up just outside the door in the hallway. The goblins are still in brought a fire beetle along at Tsuto's request to help make a
the process of gleefully ripping up bedsheets and clothing while mess of things. I suggest the following encounter for a party of
the goblin dogs rest on the floor nearby. I suggest the following five adventurers:
encounter for a party of five adventurers:
• 1 Goblin Skullcleaver
• 2 Goblin Warriors • 3 Goblin Blackblades
• 1 Goblin Blackblade • 1 Fire Beetle
• 2 Goblin Dogs (see Appendix A)
Total: 550 xp (Level 1 Encounter)
Total: 500 xp (Level 1 Encounter)
Hanging on one of the walls in the reception room, encased
The goblin blackblade here is carrying a pack of some of the in glass, is treasure parcel 4 from level 2.
tribe's supplies and what they've managed to pull off the
workers' bodies and belongings. Within are two potions of
healing, 120 gold pieces and a pearl worth 100 gold pieces
(treasure parcel 5 from level 1, plus treasure parcel 7 from level
2).
A6 – A8 (Dining Room)
As soon as the PCs enter the dining room area, spring the
next encounter on them.
Position the goblin cutters around the main dining table. You
can introduce them to the PCs as devouring whatever meal you
wish. One of them might have taking a liking to the salt pork,
while others might prefer the leg of one of the glassworks'
unfortunate workers. The underboss and skullcleaver can be in
any adjoining room (though probably not the washroom). They
immediately rush out to investigate any sounds of battle. I
suggest the following encounter for a party of five adventurers:
• 1 Goblin Underboss
• 5 Goblin Cutters
• 1 Goblin Skullcleaver
• 3 Zombies
• 1 Corruption Corpse
• Koruvus (see below)
Setup: The runewell must be shut down by draining it of wrath The second should be given to the party whenever it
points. This can be accomplished by causing it to disgorge becomes clear to them that the town can only be saved by
sinspawn, but with some finesse and patient examination, the taking care of the leaders of Thistletop. This could be as early
wrath can be diffused without creating more of the tainted as when they discover Tsuto's notes, or as late as having to
monsters. throw pleading townsfolk at the PCs until they realize they're
needed for the good of the town.
Complexity: 5 (12 successes before 3 failures)
Level: 2 (625 xp) Allow the PCs a chance to rest up from whatever adventure
Primary Skills: Arcana, Religion, Thievery they've just returned from, and give them an opportunity to
purchase equipment (they may even have enough gold to buy
Arcana (DC 6): Your knowledge of summoning rituals provides a magic item or two).
you with a few incantations to disperse the influence of wrath
in the catacombs. When they are sufficiently prepared and decide to leave
Sandpoint, set them on the Navigating the Nettlewood skill
Religion (DC 11): You counter the unholy presence in the challenge.
cathedral with a number of furtive prayers to your own deity,
who responds by diluting the taint of wrath covering the
runewell.
Success: The runewell's glow dims and disappears, and the cold
and unease the party felt upon entering the cathedral gradually
fades over the next few hours. Sandpoint is safe from the
runewell's influence - for now.
The majority of the refugees who ended up here are poorly Total: 900 xp (Level 4 Encounter)
equipped and are unable to put up much of a fight. A handful
have seen a fight or two, though, and take advantage of their Treasure parcel 3 from level 3 can be found at the back of
numbers to overwhelm the PCs, flanking whenever possible. the lair, amongst Gogmurt's alchemical supplies.
When the fight starts going badly for the goblins (and it
undoubtedly will), have a couple of them panic. PCs who The cave bear makes a surprisingly good stand-in for a
understand the Goblin tongue are able to make out phrases like leopard in this fight (though you should still describe
"We're done for!", "Run for your lives!" and "Longshanks are Tangletooth as a firepelt), and it is an elite monster to boot,
here to kill us all!" making this an appropriately challenging fight. Gogmurt posed
a few interesting design questions. One of the best ways to
I suggest the following encounter for a party of five approaching monster conversion in 4th Edition is to start by
adventurers: making a list of what might be called "signature" abilities. The
list I made for Gogmurt included the following: a love of fire
• 8 Goblin Cutters (he's a goblin, after all, and employs produce flame and flame
• 3 Goblin Blackblades blade in the original adventure), his ability to move through the
bramble walls and, of course, his animal companion. I also
Total: 500 xp (Level 1 Encounter) wanted a chance to try out some of the new Kobold monsters
presented in Dragon #364, and this looked like a great chance
C5 (Goblin Dog Kennel) to try out the Kobold Wild Mage stat block (modified for a
goblin).
There's one more Goblin Dog here than in the original
adventure. The goblin dogs begin the fight leashed to wooden I decided to start with the Scion of Flame template to bump
stakes in the dirt, but the presence of potential threats and/or Gogmurt to elite status. This makes all of his attacks fire-based
food is more than enough incentive for them to pull the stakes (including all of his Wild Magic powers and his dagger). I
free (a move action for the Goblin Dogs) at their first removed the Body of Flame ability and Wild Teleport and
opportunity. replaced them with the ability to heal Tangletooth once and his
free movement through the bramble walls. The random nature
Any fight here creates enough noise to alert Gogmurt to the of the Wild Magic effects meshes well with the Pathfinder
party's presence. I suggest the following encounter for a party imagining of goblins, and Gogmurt should also feel plenty
of five adventurers: druid-like to the party.
At this point it is practically inevitable that the PCs have Shadowmist is in pretty pathetic shape when found by the
alerted at least the top level of the fortress to their presence. PCs. Restoring him to good health is a skill challenge.
The goblins within the fortress have fortified it with two groups.
One is positioned in the trophy hall with the goblin dogs from Skill Challenge: Tending to Shadowmist
the exercise yard, and the other waits within the throne room.
The defense here is being marshaled by the two commandos, Setup: Consider running this skill challenge in stages – tending
who yanked a pair of goblin grunts from the barracks to muster to his injuries, getting him back up on his feet, and finally
the goblin dogs. I suggest the following encounter for a party calming him down to be led back to Sandpoint.
of five adventurers:
Tending to Shadowmist Level 3
• 4 Goblin Dogs (see Appendix A) Skill Challenge XP 450
• 2 Goblin Skullcleavers After many days of confinement and deprivation, the once-
• 2 Goblin Cutters magnificent warhorse Shadowmist is a shadow of his former
self. Little more than skin and bone, he is in need of prompt,
Total: 750 xp (Level 3 Encounter) careful attention if you wish to prevent the horse's death.
The PCs must look after Shadowmist's recovery without
There is a good deal of potential exploration to be done after accidentally causing the horse to die of its ailments.
the conclusion of this fight. Divide treasure parcel 10 from level Complexity
3 up so that it can be spread throughout this level. 40 gold 3 (requires 8 successes before 3 failures).
pieces worth is found in the form of Ripnugget's holy symbol in Primary Skills
C23. The rest should be split between the chest in the treasury Athletics, Heal, Nature
(along with treasure parcel 4 from level 3) and Ripnugget's Victory
possessions. The PCs restore Shadowmist to passable health and calm
him to the point where he can be safely led back to
Sandpoint. Upon returning the horse, award the PCs the
quest reward from the minor quest Horse Thieves!
Defeat
One too many mistakes and ill-advised decisions results in
the proud warhorse succumbing to his exhaustion and
starvation, collapsing dead in the yard. This results in the
PCs failing the minor quest Horse Thieves!
Special: Feeding Shadowmist
Offering any food suitable for a horse to Shadowmist
counts as a one-time automatic success on the challenge.
Athletics
DC 16 A successful check counts as a success on the
challenge.
Once Shadowmist is back on his feet, he reacts violently to
any attempt to restrain him. The PC lends a strong arm to
help rein the warhorse in so that he can be tamed.
Heal
DC 16 A successful check counts as a success on the
challenge. The first success with this skill also indicates
starvation and reveals that feeding Shadowmist will provide
a one-time automatic success on the challenge.
While horses may not have been the PC's most common
patient, he is familiar enough with methods of care for
living creatures that he can get Shadowmist on his feet
again.
Nature
DC 11 A successful check counts as a success on the
challenge. The first success with this skill also indicates
starvation and reveals that feeding Shadowmist will provide
a one-time automatic success on the challenge.
The PC has spent time caring for horses in the past, or has
had to suffer long periods surviving without food himself.
He knows a few things about how to safely handle
Shadowmist, and whispers some calming words to the
horse while expertly instructing his companions.
C19 (Throne Room) Warchief Ripnugget Level 5 Elite Soldier (Leader)
Small natural humanoid XP 400
This marks the PCs' final confrontation with the goblin Initiative +5 Senses Perception +8; low-light vision
menace (save the minor threat that the goblin wives in HP 130; Bloodied 65; see also alchemical juggernaut
Bruthazmus' room pose). It should be a dramatic encounter full AC 23; Fortitude 20, Reflex 15, Will 19
of Ripnugget's taunts and goblin rallying cries (which often Saving Throws +2
sound more like insults than encouragement). Speed 5; see also goblin tactics
Action Point 1
Any creature forced into one of the four spiked support m Dogslicer (standard; at-will) ✦ Weapon
columns is dealt 1d10 points of damage from the protruding +12 vs. AC; 1d8 + 5 damage and the target is marked until
spikes. Ouch. the end of Ripnugget's next turn.
c Fight On, You Slugs! (minor; recharge 56)
We're also changing things up for this fight. The PCs have Close burst 2; each goblin ally in the area gains a +4 bonus
fought dozens of goblins by now, and they are no doubt to its next attack roll.
becoming somewhat predictable. For this final battle, I've taken M Knee Splinter (standard; encounter) ✦ Weapon
some of the recently released kobold monsters and retooled +12 vs. AC; 2d8 + 5 damage and the target is immobilized
them to look like goblins. I suggest the following encounter for (save ends). Aftereffect: Target is slowed (save ends).
a party of five adventurers: M Cheap Shot (minor; recharge 56)
+10 vs. Fortitude; 1d8 damage and the target is stunned
• Warchief Ripnugget (see below) (save ends).
• Stickfoot, Giant Gecko (see Appendix A) Alchemical Juggernaut (minor; encounter) ✦ Acid,
• 2 Goblin Pikers (as Kobold Piker with goblin racial trait, Polymorph
see Dragon #364) Ripnugget regains 32 hit points. Until the end of the
• 4 Goblin Cutters encounter, he gains regeneration 5 and all of his attacks
deal an extra 3 acid damage.
Total: 875 xp (Level 4 Encounter) Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
Make heavy, effective use of the pikers' ability to ready Ripnugget shifts 1 square.
attacks with a bonus by positioning them near Ripnugget, then Alignment Evil Languages Common, Goblin
using Stickfoot to drag an unfortunate (and now prone) Skills Diplomacy +10, Intimidate +10
adventurer into triggering their melee attacks. The cutters can Str 18 (+6) Dex 13 (+3) Wis 12 (+3)
run interference, but don't expect them to last long with the Con 17 (+5) Int 12 (+3) Cha 17 (+5)
party pulling out daily powers for what should clearly be a Equipment plate armor, dogslicer, sling
climactic fight. When Ripnugget becomes bloodied, he uses his
Alchemical Juggernaut ability, pulling out one of Gogmurt's C24 (Treasury)
most powerful alchemical concoctions and throwing it to the
ground, inhaling the billowing green smoke. The treasury chest in this small room sports a nasty surprise
of a trap. Unfortunately, this trap once again runs counter to
Ripnugget carries treasure parcel 1 from level 3, and the design philosophy of 4th Edition encounters; it challenges
treasure parcel 6 from level 3 can be found either here or in only a single party member and isn't tactically interesting. It
Ripnugget's room (whichever you feel is appropriate). would be a shame to leave it out, though, so I've bitten the
bullet and converted it anyway. The stats for the trap are
below.
The tentamort doesn't exist in 4th Edition (and in fact was a At this point, unless the party has made stellar efforts to
3rd-party monster in D&D 3.5). I originally designed this remain unnoticed throughout their assault on Thistletop, both
encounter to feature a pair of Azure Jellies, but it was pointed Orik and Lyrie have decided to fortify this room. Play this
out to me that Grells are the closest analogue to the tentamort encounter with a careful eye for the characters involved. Lyrie is
(credit to Jamie Lovett). I still like the idea of including an described as hot-tempered and pessimistic. Orik has a good
Azure Jelly to spice things up, so I've kept one of them. deal of resolve and a sound sense of self-preservation, but also
harbors unrequieted feelings for Lyrie. Both of them will opt to
Have the jelly drop down from the ceiling into the central surrender if things turn out badly.
chamber right after the PCs enter the room. The grell should be
floating somewhere nearby. Keep Lyrie at range and have Orik occupy the party in melee.
Have Orik lock down strikers when able. Make sure Lyrie saves
In running the monsters, try to keep them attached to or her Cunning Manipulation for when it can best be used - a
grabbing a PC for as long as possible. Keep in mind that they multi-target daily spell, for instance. I suggest the following
can still use their attacks while attached to or grabbing a encounter for a party of five adventurers:
character. This has the potential to be a difficult fight if handled
well. I suggest the following encounter for a party of five • Orik Vancaskerkin (see below)
adventurers: • Lyrie Akenja (see below)
Converting this encounter had me at a mental block for quite Here it is: the final showdown between the valiant
a while. I was loathe to convert yet another monster to the 4th adventurers and the big, bad monster at the bottom of the
Edition rule set, given the number I had already committed to. dungeon. I won't lie - Malfeshnekor is one hell of an adversary.
WotC has a much better grasp of what makes a good monster The rough structure of his stat block is based on the young red
than I do, and so whenever possible I like to defer to official dragon. He can tear an unskilled or overconfident party apart.
material rather than create my own. Furthermore, this is yet This is by design. Malfeshnekor was created as an above-and-
another single-monster fight in the original version. When beyond encounter in the original adventure. After the PCs have
possible I have tried to expand fights to involve more than one dealt with Nualia, Sandpoint can be considered safe from attack
monster, as solo monster fights are not supposed to be nearly for the time being. Malfeshnekor is relatively powerless to affect
as common in 4th Edition as they were in D&D 3.5. the outside world. If your party has a tough time of it, gently
remind them of the open door at their backs. They can deal
My goals for converting this encounter were as follows: with the barghest at their leisure.
If your group decides to try and remove the helm from the
treasury, and if you feel like making them work for it, I suggest
running a relatively simple (complexity 2) impromptu skill
challenge.
Malfeshnekor Level 7 Solo Soldier The End of Burnt Offerings
Large immortal magical beast (shapechanger) XP 1,500
Initiative +7 Senses Perception +11; darkvision And with that, it's over. Thistletop is cleaned out, the goblins
HP 332; Bloodied 166 vanquished and Sandpoint saved for the time being. The PCs
AC 24; Fortitude 23, Reflex 25, Will 23 are 4th level, closing in on 5th level. You certainly have the
Saving Throws +5 opportunity for downtime available. This is a rare chance to
Speed 8 show off a Sandpoint free from peril or obvious threat for a few
Action Points 2 days. I advise a window of inactivity anywhere from three to
m Claw (standard; at-will) five days. This doesn't need to take up an entire game session,
+14 vs. AC; 2d6 + 6 damage. or even close to it. It's quite possible that your party will have
m Bite (standard; at-will) little interest in the day-to-day affairs of the town and won't
+14 vs. AC; 1d6 + 6 damage, and ongoing 5 (save ends). have any personal business they need to take care of over the
M Rip and Tear (standard; at-will) course of the next few days. If "fast-forwarding" through the
Malfeshnekor makes two claw attacks against the same intermission will suit your group better, do it.
target. If both attacks hit, he may also make a bite attack
as a free action. When you feel comfortable returning to the adventure path,
a Despair of the Bound (standard; recharge 56) ✦ Fear and when you feel your party has become just complacent
Area burst 2 within 8; +13 vs. Will; 1d10 + 6 damage, and enough to merit a jolt back to the realities of the heroic
the target takes a -2 penalty to all attack rolls (-4 while the lifestyle, spring Sheriff Hemlock on them to begin The Skinsaw
target is bloodied) (save ends). Murders.
Barghest Blink (standard; encounter) ✦ Teleportation
Malfeshnekor may teleport up to 6 squares and then make
a melee basic attack against each adjacent enemy.
Insane Rage (minor; recharge when first bloodied) ✦
Polymorph
Malfeshnekor gains reach 2 and deals an extra 1d6 + 6
damage with each successful melee attack until the end of
his next turn.
Feed (free action, when a creature dies within 5 squares of
Malfeshnekor; encounter) ✦ Necrotic
Malfeshnekor regains 83 hit points. The raise dead ritual
requires twice the listed reagents to bring the triggering
creature back to life.
I've Been Saving This For Millennia! (minor; encounter)
Select one of the following powers: despair of the bound,
barghest blink, insane rage, feed. That power recharges.
Change Shape (minor; at-will) ✦ Polymorph
Malfeshnekor can alter his physical form to take on the
appearance of a dire wolf. While in this form, he loses the
use of his claw attack (and rip and tear attack) but retains
the use of his bite attack.
Alignment Evil Languages Abyssal, Common,
Giant, Goblin
Skills Athletics +14, Insight +12, Perception +12
Str 22 (+9) Dex 17 (+6) Wis 19 (+7)
Con 12 (+4) Int 14 (+5) Cha 12 (+4)
Giant Gecko Level 2 Brute
Appendix A: Bestiary Medium natural beast XP 125
Initiative +3 Senses Perception +7; darkvision
Goblin Dog Level 1 Skirmisher HP 33; Bloodied 16
Medium natural beast XP 100 AC 15; Fortitude 14, Reflex 14, Will 12
Initiative +3 Senses Perception +1 Speed 8, climb 8
Dander Aura aura 1; enemies that enter or start their turns m Bite (standard; at-will)
in the aura receive a -1 penalty to attack rolls and all +5 vs. AC; 1d8 + 6 damage.
defenses until the start of their next turn. R Tongue Yank (standard, while mounted by a friendly rider
HP 29; Bloodied 14 of 2nd level or higher; recharge 56)
AC 14; Fortitude 14, Reflex 12, Will 12
Ranged 2; +5 vs. Reflex; target is pulled 1 square and falls
Speed 6
prone. The giant gecko's rider may immediately make a
m Bite (standard; at-will)
basic melee attack against the target as a free action.
+6 vs. AC; 1d10 + 4 damage, and the target receives a -2 Squat Mount
penalty (instead of -1) when under the effects of dander
Despite being a medium-sized creature, the giant gecko
aura until the end of the encounter. can be ridden by creatures of up to medium size.
M Maul (standard; encounter)
Alignment Unaligned Languages -
Targets a creature under the effects of dander aura; +4 vs. Str 16 (+4) Dex 13 (+2) Wis 14 (+3)
Fortitude; 2d10 + 4 damage and the target is under the Con 13 (+2) Int 2 (-3) Cha 8 (+0)
effects of dander aura until the end of the encounter.
Alignment Unaligned Languages - Sinspawn Ripper Level 2 Soldier
Str 16 (+3) Dex 13 (+1) Wis 12 (+1) Medium aberrant humanoid XP 125
Con 13 (+1) Int 2 (-4) Cha 10 (+0) Initiative +3 Senses Perception +2; darkvision
HP 38; Bloodied 19
Goblin Snake Level 1 Skirmisher Regeneration 2 (if the sinspawn ripper takes radiant
Small aberrant magical beast XP 100 damage, regeneration does not function until the end of its
Initiative +6 Senses Perception +1; darkvision next turn)
HP 26; Bloodied 13 AC 18; Fortitude 15, Reflex 14, Will 14
AC 15; Fortitude 12, Reflex 14, Will 13 Speed 6
Speed 6, burrow 1 (tunneling) m Bloodtinged Claws (standard; at-will)
m Bite (standard; at-will) +9 vs. AC; 1d10 + 4 damage.
+6 vs. AC; 1d4 + 3 damage. Enrage (minor, while bloodied; encounter)
c Goblin Breath (standard; encounter) ✦ Poison The sinspawn ripper deals an additional 1d10 damage with
Close burst 1; +4 vs. Fortitude; 1d8 + 2 poison damage, each attack until the end of its next turn. During this time,
and the target is weakened (save ends). those hit by the sinspawn ripper become enraged, receiving
Coil (move; at-will) a -2 penalty to all defenses and a +2 bonus on damage
The next time the goblin snake makes a bite attack before rolls until the end of the sinspawn ripper's next turn.
the end of its next turn, it can shift 2 squares before Alignment Evil Languages Thassilonian
attacking. The goblin snake gains combat advantage Skills Stealth +8
against the target for this attack. Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
Combat Advantage Con 14 (+3) Int 10 (+1) Cha 14 (+3)
The goblin snake deals an extra 1d6 damage on melee
attacks against any target it has combat advantage against.
Alignment Chaotic evil Languages Common, Goblin
Skills Stealth +8
Str 12 (+1) Dex 16 (+3) Wis 11 (+0)
Con 10 (+0) Int 10 (+0) Cha 14 (+2)
Sinspawn Wrathlord Level 2 Controller (Leader) The Sandpoint Devil Level 10 Solo Lurker
Medium aberrant humanoid XP 125 Large natural magical beast XP 2,500
Initiative +1 Senses Perception +2; darkvision Initiative +11 Senses Perception +8; darkvision
HP 38; Bloodied 19 HP 525; Bloodied 262
Regeneration 2 (if the sinspawn ripper takes radiant AC 28; Fortitude 28, Reflex 24, Will 26
damage, regeneration does not function until the end of its Resist 20 fire
next turn) Saving Throws +5
AC 16; Fortitude 14, Reflex 14, Will 16 Speed 8, fly 7, overland flight 14
Speed 6 Action Points 2
m Bloodtinged Claws (standard; at-will) m Kick (standard; at-will)
+5 vs. AC; 1d10 + 2 damage. Reach 2; +16 vs. AC; 2d4 + 6 damage.
c Wrathful Presence (standard; encounter) m Bite (standard; at-will)
Close burst 3; +6 vs. Will; 1d6 + 4 damage, and the target Reach 2; +16 vs. AC; 2d6 + 6 damage.
is dazed until the end of the sinspawn wrathlord's next M Double Attack (standard; at-will)
turn. The Sandpoint Devil makes two kick attacks.
Inspire Wrath (immediate interrupt, when an ally within 10 R Devilmist (immediate reaction, when an enemy attacks
squares hits and deals damage with an attack; at-will) The Sandpoint Devil with a ranged attack; at-will)
The attack that triggered this ability deals an additional 4 Ranged 20; targets the triggering enemy; +13 vs. Reflex;
damage. 1d8 + 2 damage and the target is blinded until the end of
Alignment Evil Languages Thassilonian The Sandpoint Devil's next turn.
Skills Stealth +6 c Hellfire Breath (standard; recharge 56) ✦ Fire, Zone
Str 11 (+1) Dex 10 (+1) Wis 17 (+4) Close blast 10; +13 vs. Fortitude; 3d8 + 3 fire damage.
Con 14 (+3) Int 14 (+3) Cha 14 (+3) The blast creates a zone of swirling hellish mist that
remains in place until the end of The Sandpoint Devil's next
Attic Whisperer Level 4 Controller turn. Any creature that starts its turn adjacent to the area
Small natural humanoid (undead) XP 175 or moves through the area takes 10 fire damage. The area
Initiative +4 Senses Perception +1; darkvision blocks line of sight for all creatures except The Sandpoint
Aura of Sobs (fear) aura 2; enemies within the aura receive Devil.
a -2 penalty to Will defense. c Bloodied Breath (free, when first bloodied; encounter) ✦
HP 54; Bloodied 27 Fire, Zone
AC 18; Fortitude 15, Reflex 16, Will 17 The Sandpoint Devil's hellfire breath recharges, and The
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Sandpoint Devil uses it immediately.
c Bay (standard; encounter) ✦ Fear
radiant
Speed 5
m Bite (standard; at-will) ✦ Necrotic
Close burst 5; targets enemies; +13 vs. Will; the target is
stunned until the end of The Sandpoint Devil's next turn.
+9 vs. AC; 1d6 + 4 necrotic damage. Aftereffect: the target takes a -2 penalty to attack rolls
M Steal Breath (standard; at-will) ✦ Necrotic
(save ends).
The attic whisperer makes a bite attack. If the attack hits, Fog Cloud (move; recharge 56) ✦ Fire, Polymorph
the target is weakened (save ends). First failed save: the The Sandpoint Devil transforms into a cloud of hellish mist
target is stunned and weakened (save ends). Second failed and shifts a number of squares up to its speed. It can
save: the target falls unconscious (save ends). move through occupied squares but must end in a legal
R Steal Voice (standard; encounter) ✦ Psychic
space. Any creature whose space The Sandpoint Devil
Ranged 5; +6 vs. Will; 2d6 + 4 psychic damage, and the enters takes 1d8 + 6 fire damage and is blinded (save
target is dazed until the end of the attic whisperer's next ends). The Sandpoint Devil returns to its normal form at
turn. Until the end of the encounter, the target loses the the end of this move.
ability to speak (though this doesn't affect the target's Combat Advantage
powers in any way), and the attic whisperer gains the The Sandpoint Devil deals 2d6 extra damage against any
ability to mimic the target's voice (including the ability to target it has combat advantage against.
speak in any language the target knows), receiving a +5 Alignment Evil Languages -
bonus to Bluff checks made to disguise its voice in this Skills Endurance +13, Stealth +12
manner. Str 22 (+11) Dex 15 (+7) Wis 17 (+8)
Alignment Evil Languages Common Con 17 (+8) Int 15 (+7) Cha 13 (+6)
Skills Bluff +11, Stealth +9
Str 10 (+2) Dex 14 (+4) Wis 9 (+1)
Con 14 (+4) Int 16 (+5) Cha 18 (+6)
Appendix B: Rise of the Heroic Tier Feats
Runelords Player's Guide Remove the feat Big Game Hunter. It is strictly better than
the Paragon-tier feat Light Blade Precision. Use the following
The Player's Guide for the Rise of the Runelords adventure replacements for the other feats in the Player's Guide.
path is relatively light on the mechanics. It has a handful of
feats and some new equipment, which could stand to be Totem Spirit
converted. Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which
Shoanti tribe you belong to.
Backgrounds
Lyrune-Quah (Moon Clan): You gain a +1 feat bonus to your
These background choices are exclusive to the Rise of the Will defense and a +1 feat bonus on Perception checks.
Runelords adventure path. Characters may choose one of these
backgrounds and receive its benefits instead of a background Shadde-Quah (Axe Clan): Enemies that you mark take a
from another supplement. penalty of -3 to attack rolls when attacking targets other than
you (instead of a -2 penalty). You also gain a +1 feat bonus on
City Born Intimidate checks.
Benefit: Choose Magnimar, Korvosa, or Riddleport as your
home city. The frantic bustle of the city has honed your Shriikirri-Quah (Hawk Clan): You gain a +1 feat bonus on
reactions – add Acrobatics to your class skill list. If you’re from Initiative checks and a +1 feat bonus on Athletics checks.
Magnimar, you gain a +1 bonus on Acrobatics and Diplomacy
checks. If you’re from Korvosa, you gain a +1 bonus on Shundar-Quah (Spire Clan): You gain a +1 feat bonus to your
Acrobatics and Intimidate checks. And if you’re from Riddleport, Fortitude defense and a +1 feat bonus on Perception checks.
you gain a +1 bonus on Acrobatics and Bluff checks.
Sklar-Quah (Sun Clan): You gain a +1 feat bonus to your Reflex
Country Born defense and a +1 feat bonus on Acrobatics checks.
Benefit: A childhood of farm work, apprenticeship, or similar
toil has granted you reserves of endurance. Once per day, when Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon
you would be weakened or slowed, you may make a saving damage against undead and a +1 feat bonus on Heal checks.
throw against that effect (and any effects tied to it) as a free The bonus damage increases to 4 at 11th level and increases to
action. You receive a +1 bonus on Endurance checks. 6 at 21st level.
Lone Wolf Tamiir-Quah (Wind Clan): You may move an additional 1 square
Benefit: You have a +3 bonus on death saving throws, but when using the run or charge actions. You also gain a +1 feat
you receive a -1 penalty on death saving throws for each ally bonus on Athletics checks.
within 2 squares of you.
Varisian Tattoo
Prerequisite: Con 13, wizard
Benefit: When you take this feat, choose a type of damage
from the following list: fire, cold, thunder, lightning, psychic,
necrotic, force. Your spells that deal this type of damage deal
an additional 1 point of that damage when they hit. The bonus
damage increases to 2 at 11th level and increases to 3 at 21st
level. In addition, you may have five Prestidigitation effects
active at the same time (instead of three).
Channel Divinity Feats Cayden's Courage [Divinity]
Prerequisites: Channel Divinity Class feature, must worship
While it's possible to simply choose the analogous deity to Cayden Cailean
D&D's core pantheon when picking channel divinity feats, it's Benefit: You can invoke the power of your deity and use
much more flavorful to have a setting-specific selection of feats. Cayden's Courage.
Credit to Phil Snyder for providing these feats.
Channel Divinity: Cayden's Courage Feat Power
Arcana of Nethys [Divinity] With a warm sensation and a gentle buzz, Cayden Cailean's
Prerequisites: Channel Divinity Class feature, must worship brevity flows over one of your allies.
Nethys Encounter ✦ Divine
Benefit: You can invoke the power of your deity and use Minor Action Ranged 10
Arcana of Nethys. Target: You or one ally
Effect: The target takes a -1 penalty to its AC and Will
Channel Divinity: Arcana of Nethys Feat Power defense, and gains a +2 bonus to attack and damage rolls
Calling upon the unfettered knowledge of Nethys, you blast until the end of your next turn.
your foes with arcane energy. At 11th level, the target takes a -2 penalty to its AC and Will
Encounter ✦ Arcane, Divine, Implement defense, and gains a +4 bonus to attack and damage rolls.
Minor Action Personal At 21st level, the target takes a -3 penalty to its AC and Will
Effect: Choose a level 1 wizard at-will attack power. You may defense, and gains a +6 bonus to attack and damage rolls.
use this power as a standard action, using your Wisdom Special: You must take the Cayden's Courage feat to use this
modifier instead of Intelligence for the attack and damage power.
rolls, until the end of your next turn. If the power has the
Implement keyword, you can apply any bonuses from your Desna's Liberation [Divinity]
holy symbol as if it were an arcane implement. Prerequisites: Channel Divinity Class feature, must worship
Special: You must take the Arcana of Nethys feat to use this Desna
power. Benefit: You can invoke the power of your deity and use
Desna's Liberation.
Abadar's Decree [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Channel Divinity: Desna's Liberation Feat Power
Abadar Desna's light comes to save her children, freeing them from ill
Benefit: You can invoke the power of your deity and use bonds.
Abadar's Decree. Encounter ✦ Divine
Immediate Interrupt Ranged 5
Channel Divinity: Abadar's Decree Feat Power Trigger: You or an ally is slowed.
Abadar's divine command fills you and your allies' minds, Effect: The target makes an immediate saving throw with a
urging you to strike those who harmed your friend. +2 power bonus against the slowed effect. If the target
Encounter ✦ Divine saves successfully, it can shift a number of squares equal to
Immediate Interrupt Close burst 3 your Charisma modifier.
Trigger: An enemy scores a critical hit on your or an ally. Special: You must take the Desna's Liberation feat to use
Effect: You and all allies in the burst gain a +2 power bonus this power.
against the enemy that scored the critical hit until the end
of your next turn. Eye of Erastil [Divinity]
Special: You must take the Abadar's Decree feat to use this Prerequisites: Channel Divinity Class feature, must worship
power. Erastil
Benefit: You can invoke the power of your deity and use
Calistria's Sting [Divinity] Eye of Erastil.
Prerequisites: Channel Divinity Class feature, must worship
Calistria Channel Divinity: Eye of Erastil Feat Power
Benefit: You can invoke the power of your deity and use Invoking the legendary aim of Erastil, you find your target
Calistria's Sting. regardless of armor or distractions.
Encounter ✦ Divine
Channel Divinity: Calistria's Sting Feat Power Minor Action Personal
The sting of Calistria lashes out vengefully against those who Effect: You gain a power bonus on the next ranged attack
attacked your allies. you make before the end of your next turn equal to your
Encounter ✦ Divine Dexterity modifier (minimum +0) + 2.
Immediate Interrupt Ranged 10 Special: You must take the Eye of Erastil feat to use this
Trigger: An ally is struck by an enemy. power.
Effect: The target makes an immediate basic attack against
the target enemy.
Special: You must take the Calistria's Sting feat to use this
power.
Gorum's Steel [Divinity] Patience of Irori [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Prerequisites: Channel Divinity Class feature, must worship
Gorum Irori
Benefit: You can invoke the power of your deity and use Benefit: You can invoke the power of your deity and use
Gorum's Steel. Patience of Irori.
Channel Divinity: Gorum's Steel Feat Power Channel Divinity: Patience of Irori Feat Power
With a mighty shout, Gorum's strength fills you as you drive Clearing your mind, you let Irori's calm nature guide your
your blade home. actions.
Encounter ✦ Divine Encounter ✦ Divine
Free Action Personal Minor Action Personal
Trigger: You score a critical hit. Effect: When you take 10 on a skill check, you are treated as
Effect: Spend a healing surge, but regain no hit points. having taken 15 for 5 minutes or until the end of the
Instead, add one half of the healing surge's value to the encounter.
damage roll. Special: You must take the Patience of Irori feat to use this
At 21st level, add the healing surge's value to the damage power.
roll.
Special: You must take the Gorum's Steel feat to use this Pharasma's Caress [Divinity]
power. Prerequisites: Channel Divinity Class feature, must worship
Pharasma
Gozreh's Rain [Divinity] Benefit: You can invoke the power of your deity and use
Prerequisites: Channel Divinity Class feature, must worship Pharasma's Caress.
Gozreh
Benefit: You can invoke the power of your deity and use Channel Divinity: Pharasma's Caress Feat Power
Gozreh's Rain. As you strike down your foe, a black pall is cast over its
companions; Pharasma calls out to them.
Channel Divinity: Gozreh's Rain Feat Power Encounter ✦ Divine, Necrotic
Seeing your allies wounded around you, you call out to Free Action Ranged 10
Gozreh for healing succor. Trigger: You reduce an enemy to 0 or fewer hit points.
Encounter ✦ Divine, Healing Effect: All enemies adjacent to the enemy you reduced to 0
Standard Action Close burst 3 or fewer hit points take 1 point of necrotic damage.
Target: All allies in burst At 11th level, this damage increases to 3 points of necrotic
Effect: Spend a healing surge, but regain no hit points. damage. At 21st level, this damage increases to 9 points of
Instead, all targets regain hit points equal to your Wisdom necrotic damage.
modifier + 2. Special: You must take the Pharasma's Caress feat to use
At 11th level, the hit points regained increases to your this power.
Wisdom modifier + 4. At 21st level, the hit points regained
increases to your Wisdom modifier + 6.
Special: You must take the Gozreh's Rain feat to use this
power.
Channel Divinity: Sarenrae's Corona Feat Power Channel Divinity: Torag's Hammer Feat Power
The fiery light of Sarenrae scorches away the undead before As your friend is about to be struck, you call upon Torag's
you. might to drive away the foe.
Encounter ✦ Divine, Fire, Implement, Radiant Encounter ✦ Divine
Standard Action Close burst 1 Immediate Interrupt Ranged 10
(3 at 11th level, 5 at 21st level) Trigger: An enemy scores a critical hit against you or an ally.
Target: Each undead creature in burst Target: The creature that scored the critical hit
Attack: Wisdom vs. Will Effect: Push the target creature 1 square away from you or
Hit: 1d10 + Wisdom modifier radiant damage, and the target your ally.
takes ongoing fire damage equal to your Charisma modifier Special: You must take the Torag's Hammer feat to use this
(save ends). power.
Increase damage to 2d10 + Wisdom modifier radiant
damage and ongoing fire damage equal to your Charisma Equipment
modifier + 1 at 5th level.
Increase damage to 3d10 + Wisdom modifier radiant As far as weapons are concerned, I suggest simply
damage and ongoing fire damage equal to your Charisma reflavoring existing weapons to function as the weapons
modifier + 2 at 11th level. presented in the Player's Guide, along the following guidelines:
Increase damage to 4d10 + Wisdom modifier radiant
damage and ongoing fire damage equal to your Charisma • Dogslicer - short sword
modifier + 3 at 15th level. • Starknife - shuriken
Increase damage to 5d10 + Wisdom modifier radiant • War razor - dagger
damage and ongoing fire damage equal to your Charisma • Klar - remove entirely
modifier + 4 at 21st level. • Earth Breaker - heavy flail
Increase damage to 6d10 + Wisdom modifier radiant • Ogre Hook - greataxe
damage and ongoing fire damage equal to your Charisma • Bladed Scarf - spiked chain
modifier + 5 at 25th level.
Special: You must take the Sarenrae's Corona feat to use this The 4th Edition incarnations of the Barbarian Chew and
power. Varisian Idol are provided below.
Shelyn's Grace [Divinity]
Prerequisites: Channel Divinity Class feature, must worship
Alchemical Items
Shelyn
Barbarian Chew
Benefit: You can invoke the power of your deity and use
Level: 4
Shelyn's Grace.
Category: Other
Time: 30 minutes
Channel Divinity: Shelyn's Grace Feat Power
Component Cost: See below
You invoke the beauteous power of Shelyn and turn an ugly
Market Price: 160 gp
strike into a graceful miss.
Encounter ✦ Divine
Key Skill: Heal or Nature (no check)
Minor Action Ranged 5
Usually kept in small tins or pouches, barbarian chew stains the
Target: You or one ally
teeth a shocking red color.
Effect: The target gains a +5 power bonus to Reflex defense
until the start of your next turn.
Barbarian Chew Level 4+
Special: You must take the Shelyn's Grace feat to use this
power.
Thick and red, these dried leaves smell slightly of tree bark
and blood.
Lvl 4 40 gp Lvl 24 21,000 gp
Lvl 14 800 gp
Alchemical Item
Power (Consumable): Minor action. All of your evocations
deal an additional 1 point of damage when they hit until
the end of the encounter.
Level 14: An extra 2 points of damage.
Level 24: An extra 3 points of damage.
Reagents Appendix C: Quest Cards
Varisian Idol Level 8+
Quests are used to reward the party for completing medium-
Scavenged from rare uneroded Varisian monuments, these
or long-term goals (those which last more than a single game
depictions of forgotten spirits can be used to augment
session). Quest cards are a handy way for your party to keep
summoning magic.
track of unresolved goals they should be working towards. Each
Lvl 8 125 gp Lvl 28 85,000 gp
quest presented in this conversion has a corresponding quest
Lvl 18 3,400 gp
card provided below. All quest cards measure 3” by 5” so that
Reagent
they can be printed onto index cards. Most modern printers are
Power (Consumable): Free action. Expend this reagent
capable of printing onto index cards. Simply print the following
when you use a power with the summoning keyword of up
pages in that format to have instant hand-outs for your players.
to 5th level. Creatures created with this power gain 5
temporary hit points.
Level 18: Power up to 15th level, 10 temporary hit points.
Level 28: Power up to 25th level, 15 temporary hit points.
Major Quest: Discover Ameiko's Fate
Level: 2
Ameiko, owner of the Rusty Dragon inn and tavern, has gone
missing , neglecting her duties as innkeeper for the first time in
Bethana's memory. Head to the Glassworks in town and find out
what's become of her. Her family's history and the note you were
given written by her brother, Tsuto, are both troubling. Hurry
quickly, it may already be too late for Ameiko!
Reward: 625 XP
Minor Quest: Horse Thieves!
Level: 3
The journal you found with Tsuto contains plans for a massive raid
on Sandpoint involving hundreds of goblins. There is no way
Sandpoint will be able to defend itself, so the raid must be stopped
before it starts. Head to Thistletop, where the goblins and their
leaders are plotting , and put an end to their schemes.
Reward: 875 XP