Lost Mines of Phandelver Stats

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LOST MINE OF PHANDELVER (GENESYS CONVERSION)

PART 1: GOBLIN ARROWS


A copy of The Lost Mine of Phandelver from the Fissure. Average( ) Athletics check to climb.
Dungeons & Dragons Fifth Edition Starter Set is
If taunted outside of reach, the wolves will make a
required to make use of this document.
Hard ( ) Athletics check to break their chains. If
the first check fails, they will try again the next round
GOBLIN AMBUSH with an Average ( ) difficulty.
Use the Goblin (Minion) stats available in Realms of
Terrinoth on page 152. Two goblins use maneuvers to 4. STEEP PASSAGE
enter Engaged range and the other two stay in Medi- Western Passage. Any character on the ledge when it
um range. When the minion group has suffered 3/4 of falls makes an Average ( ) Coordination check to
its wounds. The remaining goblin attempts to flee. avoid falling from Short range.

GOBLIN TRAIL WOLF (MINION)


Snare. Spotting the trap is an Average ( ) Vigilance
check or, if the character is actively searching, an Easy 3 2 1 2 1 1
( ) Perception check. If the trap goes unnoticed,
then the character makes an Average ( ) Coordina-
tion check to avoid trigger the snare. If they fail they 3 8 0/0
are suspended upside down at Short range above the
ground. If they are not lowered down slowly the char- Skills (group only): Athletics, Brawl, Survival.
acter will suffer falling damage (Genesys CRB p112). Talents: None.
Pit. Spotting the trap is a Hard ( ) Vigilance Abilities: Pack Tactics (While within Short range of an
check or an Average ( ) Perception check if the ally add to any combat check).
character is actively looking. If the trap goes unnoticed,
Equipment: Fangs (Brawl; Damage 4; Critical 4;
then the character make an Average ( ) Coordina-
Range [Engaged]).
tion check to avoid falling in the pit. If they fail this
check they fall a distance of Short range and will suffer 5. OVERPASS
falling damage.
If the goblin here notices the PCs then it will attempt
CRAGMAW HIDEOUT to sneak away to warn the goblins in area 7. Make an
opposed Stealth vs Vigilance check against the PC
1. CAVE MOUTH with the best dice pool to determine if the goblin is
If the characters make a lot of noise the goblins in area spotted.
2 will attack from within the thicket (difficult terrain). The PCs may attempt to sneak up on the goblin using
Players roll Initiative using Vigilance and the goblins their Stealth vs the goblin’s Vigilance.
will roll Cool. The goblins receive to this roll and
receive +1 ranged defense from being behind cover. Bridge. PCs may take an action to cut the rope bridge.
Any character on the bridge when it is cut will fall from
2. GOBLIN BLIND Short range.
If the characters were quiet while approaching the cave
Flood. Characters can make an Average ( ) Coordi-
have the hem make an opposed Stealth vs. Vigilance
nation or Athletics check to avoid being swept away.
roll against the goblins. If the goblins go unnoticed
they get one free action before initiative is rolled.
6. GOBLIN DEN
3. KENNEL Sildar is at his wound threshold. Any additional dam-
age will incapacitate him. He will take falling damage
To calm the wolves, make a Hard ( ) Charm or
from Short range if Yemmik shoves him. An Average
Survival check with . If offer food add to
( ) Medicine check or the Heal spell will get him
the check.
back up. Sildar has a Soak Value of 4.

2
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

7. TWIN POOLS CAVE KLARG (RIVAL)


The goblins in this area form minion group of 3. 3 2 1 1
4 1
8. KLARG'S CAVE
The goblins form a minion group of 2 and the wolf is a
5 15 0/0
minion group of 1.
Fire Pit. Allow the spending of , , , or to Skills: Melee (Heavy) 2 , Stealth 2 ,
make use of the Fire Pit. Kicking up coals or Survival 2 .
falling into it are examples. Any character affect-
ed by it should make an Average ( ) Resilience Talents: Adversary 1 (Upgrade difficulty of all combat
check or suffer 1 damage for each uncanceled . check against this target once), Quick Strike (add to
any combat checks they make against any targets that
CONCLUSION have not yet take their turn in this encounter.)
Reward all players with 5 experience points for success- Abilities: Brute (May spend or to apply
fully rescuing Sildar and an additional 3 if they defeat damage a second time).
Klarg. Equipment: Morning Star (Melee [Heavy]; Damage 6;
Critical 3; Range [Engaged]), Hide Armor (+1 soak).

PART 2: PHANDALIN
ENCOUNTER IN REDBRAND RUFFIAN (MINION)
PHANDALIN 3 2 1 2 1 2
BARTHEN'S PROVISIONS
Delivering the Supplies. If the characters did not 5 15 0/0
rescue Sildar then they can learn the local history by
Skills (group only): Brawl, Coercion, Melee (Light).
making a Hard ( ) Knowledge or (if you are
using the Realms of Terrinoth book) Lore check. Talents: None.
Abilities: None
PHANDALIN MINER'S EXCHANGE
Equipment: Sword (Melee (Light); Damage 6; Critical
Quest: Halia’s Job Offer. To learn that Halia has an 2; Range [Engaged]). Brigandine armor (Defense 1, +1
ulterior motive a character can make an opposed De- soak)
ception vs Vigilance check. Halia has for this
these secrets. Additionally, any secret door can be
check. Additionally, the players can spend a Story Point
found if a character is actively searching and succeeds
to learn her motivation.
on a Hard ( ) Perception check. Any locked
door can be opened with an Average ( ) Skuldug-
REDBRAND RUFFIANS gery check or broken down with a Daunting
CONFRONTATION ( ) Brawn check. Listening at any door is an
Average ( ) Perception check.
The Ruffians attack in a minion group of four. If the
player’s are feeling confident then consider spending 1. CELLAR
a Story Point to add an additional Ruffian. Once the
group’s wounds reach 3/4 (or 4/5 if you added) then Cistern. The satchel can be found with a Hard
the remaining Ruffian flees toward Tresendar Manor. ( ) Perception check.
If the characters make sufficient noise, then the ruffians
REDBRAND HIDEOUT in area 2 will attempt to sneak in to get off a surprise
attack. They have no Stealth skill, so their sneaking
Tresendar Manor has many secrets. Consider times in will only result in initiative being done with Vigilance
which Advantage and Triumph could be spent to reveal for the players and Cool for the ruffians.

3
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

Treasure. The satchel contains an Invisibility Potion to suffer falling damage from Short range. The bottom
(RoT page 102) and a Health Elixer (use painkiller of the crevasse is difficult terrain. Any character with
CRB page 116). a Magic skill can feel that something has affected this
area with magic.
2. BARRACKS
9. GUARD BARRACKS
Ruffians here form a minion group of 3.
The bugbears are a minion group of three.
3. TRAPPED HALL If the characters are wearing the red cloaks area 6 the
bugbears will automatically assume they are Redbrands.
The pit trap can be noticed with a Hard
Convincing the bugbears to do anything is a Hard
( ) Perception check. If this check fails, the
( ) Coercion check. Getting information about
character must make a Hard ( ) Coordination
Wave Echo Cave from them is a Hard ( ) Coer-
check to avoid falling in the pit. Every gained in the
cion or Charm check.
Perception check can be used to add to the Coor-
dination check. If the trap is detected the character If the characters force Droop to fight he will down-
must make an Average ( ) Athletics check to skirt grade all of his checks once and add . Droop can
around the edge. If results in any of the checks it be useful, however, if told to only perform the Assist
be used to disable the trap as the false floor acciden- action add to one character’s dice pool per round.
tally collapses in such as a way to create a safe passage. NOTHIC (NEMESIS)
Should a character fall into the pit they will take falling
damage from Short range. 3 2 3 2 3 2
4. TRESENDAR CRYPTS
The skeletons are a minion group of three. Use the 4 15 15 0/0
Skeleton (Minion) stats in the Genesys Core Rulebook
page 146. Skills: Brawl 2 , Perception 2 , Knowledge
5. SLAVE PENS (Lore) 1 , Arcana 1 .

The ruffians here form a minion group of two. Talents: Adversary 1 (Upgrade difficulty of all combat
check against this target once).
Cell Doors. The doors can be opened with as per the
beginning of this section or broken open with a For- Abilities: Weird Insight (Can target a single character
midable ( ) Brawn check. Use of a crowbar up to Short range and does a contested Perception vs
or other means of applying leverage will reduce the Discipline check. If successful the nothic learns the
check to Daunting ( ). The GM can spend target’s Strength, Flaw, Fear, or Desire. The target may
with either check to cause the lock to break and jam spend or to choose which otherwise it is up to the
the door. A blacksmith will then be required to remove GM.)
the door. Equipment: Claws (Brawl; Damage 6; Critical 2;
Range [Engaged]).
6. ARMORY
Spells: Even though the nothic has the Arcana skill it
The cloaks in this room can be worn to give the can only cast one spell
character for any Deception check involving
convincing any Redbrand Ruffian that the character is Rotting Gaze (Magic Action: Attack; Additional
also a Redbrand. Effects: Poisonous. Choose a target a Short range and
make a Hard ( ) Arcana check. If successful do 3
plus 1 damage per uncanceled and the target must
7. STOREROOM AND WORK AREA immediately take a Hard ( ) Resilience check
No additions necessary. or additionally suffer 1 wound and 1 strain. This extra
damage counts as poison.)
8. CREVASSE
10. COMMON ROOM
Bridges. Character can make a Hard ( ) Mechan-
ics check to determine that the bridges are faulty. The Redbrands in this room are a minion group of
four.
Crevasse. Falling into the crevasse causes the character
If the characters burst into the room they will surprise

4
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

the occupants giving them on their Cool roll for IARNO GLASSTAFF (NEMESIS)
initiative and causing the Redbrands to use Vigilance.
If they enter casually they have a chance at an Average 2 3 3 3 2 2
( ) Deception check to pass as Redbrands. Addi-
tionally, the Redbrands here have been drinking heavily
add to all checks they make.
2 25 20 2/2
11. WIZARD'S WORKSHOP
Skills: Arcana 2 , Melee (Heavy) 1 , Vigi-
The rat has a wound threshold of 1. lance 2 , Knowledge (Lore) 2 .
Any character with at least one rank in Alchemy can Talents: Adversary 2 (Upgrade difficulty of all combat
determine the purpose of the apparatus. check against this target twice).
BUGBEAR (MINION) Abilities: Combat Magic (Iarno may add the Close
Combat spell effect without raising the difficulty of the
3 2 1 2 1 1 skill check)
Equipment: Staff of Defense (Melee [Heavy]; Damage
4; Critical 4; Range [Engaged]; Defensive 2, Deflec-
4 6 0/0 tion 2)
Spells: Iarno can cast anything from the Arcana list,
Skills (group only): Melee (Heavy), Stealth, Survival.
but here are some he is likely to use. He uses the Staff
Talents: Quick Strike (add to any combat checks of Defense as a magic staff magical implement. He will
they make against any targets that have not yet take cast Defense Barrier as soon as he is threatened.
their turn in this encounter.)
Defense Barrier (Magic Action: Barrier; Additional
Abilities: Brute (May spend or to apply Effects: Add Defense. Iarno chooses himself as the
damage a second time). target and makes a Hard ( ) Arcana check. If
Equipment: Morning Star (Melee [Heavy]; Damage 6; successful his ranged and melee defense will increase by
Critical 3; Range [Engaged]), Hide Armor (+1 soak). 2 and for every uncanceled past the first he will
reduce any damage received by 1.).
12. GLASSTAFF'S QUARTERS Magic Missile (Magic Action: Attack; Additional
If the rat was able to warn Iarno, characters get Effects: Destructive. Iarno chooses a target at Short
on checks to discover the secret door. or Engaged range and makes a Hard ( ) Arcana
If they arrive through the secret door Iarno must check. If successful the target will suffer damage equal
roll Vigilance for initiative. If reduced to 5 or fewer to 7 plus1 per uncanceled . This attack has Sunder
wounds, Iarno will beg for his life. (spend to damage on item on the target, can be acti-
vated multiple times (CRB p88)) and Pierce 2 (ignore
CONCLUSION up to 2 points of soak)).

Reward each player 2 experience points that you


feel role-played well while interacting the citizens of
Phandalin. Reward all players with 5 experience points
for successfully navigating the Tresendar basement and
defeating all the foes in their way. If they managed to
defeat Iarno reward them with 5 experience points.
If he was captured alive the players should receive an
additional 3 experience points.

5
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

PART 3: THE SPIDER'S WEB


TRIBOAR TRAIL HAMUN KOST (NEMESIS)
WILDERNESS ENCOUNTERS 2 3 3 3 2 2
The random encounter is a staple of the Dungeons
and Dragons style of role-play gaming. It’s purpose
is to make travel dangerous and keep the players on 2 25 20 1/0
their toes. Unfortunately, they rarely add anything to
the story. The random happenstance and twists of fate Skills: Arcana 2 . Melee (Heavy) 1 , Cool
that make the game interesting happen all the time in 2 , Knowledge (Lore) 2 .
Genesys with every roll of the dice. It is this author’s Talents: Adversary 2 (Upgrade difficulty of all combat
opinion that the game be run without using random check against this target once).
encounters, but instead use travel as an opportunity
Abilities: None.
to add other interesting bits in to the story. Perhaps
there can be a scene where the adventurers sit around Equipment: Staff (Melee [Heavy]; Damage 4; Critical
a campfire and trade stories of how they got to where 4; Range [Engaged]; Defensive 1)
they are now. If there is a part of the story that you Spells: Kost can cast anything from the Arcana list, but
wished were utilized more than find a way to add to it here are some he is likely to use. He uses his staff as a
or foreshadow it in some way. Use travel as chance to magic staff magical implement.
be more creative. Genesys gives us a way to think out-
side of the grid and tell more compelling stories than At Any Kost (Magic Action: Barrier; Additional Ef-
the usual dungeon crawl. However, if that just isn’t fects: Add Defense. Kost chooses himself as the target
your style than go ahead and use the random encoun- and makes a Hard ( ) Arcana check. If successful
ter table anyway. The stats for all monsters on the table his ranged and melee defense will increase by 2 and for
are available elsewhere in this document. every uncanceled past the first he will reduce
any damage received by 1).
CONYBERRY AND The Kost of Treachery (Magic Action: Attack; Ad-
AGATHA'S LAIR ditional Effects: Deadly. Kost chooses a target at Short
or Medium range and makes an Average ( ) Arcana
Persuading Agatha is a Hard ( ) Charm check. If check. If successful the target will suffer damage equal
you feel the players are role-playing it well add . to 7 plus 1 per uncanceled . This attack gains a Criti-
Reward all players with 2 experience points for dealing cal rating of 2 and Vicious 2.)
with the hag.

RUINS OF THUNDERTREE
OLD OWL WELL
Forcing open the swollen and stuck doors of intact
Noticing the zombie smell is an Easy ( ) Vigilance buildings is an Average ( ) Athletics check.
check.
Recognizing Kost’s tattoo an Average ( ) Knowl- 1. WESTERNMOST COTTAGE
edge (Forbidden) check. Recognizing his clothes is an
Average ( ) Knowledge (Geography) check. The twig blights here are a minion group of 2. You can
choose to give the players a chance to detect them by
Use the stats for Reanimate (Minion) (RoT p166) for
rolling Stealth vs Perception. Otherwise, they remain
the zombies. They will form 3 minion group of 4.
completely hidden in the open and you can use them
Reward the players with 5 experience points for to reinforce the twig blights in area 2 if combat erupts.
successfully treating with Kost non-violently. If they
manage to defeat Kost and all 12 of his zombies reward
them with 10 experience points.

6
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

TWIG BLIGHT (MINION) second round the group becomes 8 as the remaining
blights come in from the other door.
2 4 1 1 1 1
6. RUINED STORE
Webs. The area around the door way is difficult terrain.
3 4 0/0 To get into the building through the door requires
moving through the webs. A character that attempts
Skills (group only): Brawl, Stealth, Cool. to perform the Move maneuver through the area
Talents: None. must make an Average ( ) Athletics check or suffer
Abilities: False Appearance (indistinguishable from a Ensnare 1. This will occur every time they attempt
dead shrub while motionless. Upgrade Stealth checks to enter or leave the area. Consider using to cause
twice), Flammable (If affected by an attack with Burn the web to be torn down to make the passage of other
the Twig Blight will suffer the damage twice), Dark- characters easier. A character can be cut out of the web
sight (does not suffer any as the result of fog, smoke, by another character using an Action to do so. The
or darkness if the obscured target is within Short web can be set on fire to clear it away in one round.
range). Anyone in the web if this occurs will suffer 6 wounds
with Burn 1.
Equipment: Claws (Brawl; Damage 3; Critical 3;
Range [Engaged]) Use the stats for Bane Spider (Rival) (CRB p147) for
the giant spiders. Remember that these are rivals and
not minions. They each have their own activation and
2. BLIGHTED COTTAGES pool of wounds.

The twig blights here are a minion group of 6. Again, 7. DRAGON'S TOWER
you can choose to give the players a chance to detect Venomfang will avoid a fight if he can. If cornered in
the twig blights. Otherwise, the twig blights can wait his lair will fight until reaching 15 wounds or 10 strain
until the characters are close and perform a surprise before flying away. This should be a very difficult fight
attack, letting them get a free action before the charac- for the players. Venomfang will fight very intelligently.
ters can do anything. The characters will roll Vigilance Reward cleverness of the players as much as you feel
for initiative and the twig blights will use Cool and is warranted. They will know that the dragon is in the
gain to the check. tower and could use the element of surprise to tip the
scales in their favor. Find any way in which or can
3. THE BROWN HORSE
be used to give them advantages in the fight. Similarly,
The ash zombies form a minion group of 4. Use the during the fight any or generated by Venomfang
stats for Reanimate (Minion) (RoT p166) with the should help the players as much as possible. Also, make
added ability: note that the dragon has a silhouette of 3 and that this
Ash Puff (When a minion is removed from the will affect combat as per CRB p. 109.
group all characters in Engaged range suffer 2 damage
8. OLD SMITHY
and must make a Hard ( ) Resilience check. Ev-
ery uncanceled reduces the damage from this effect The ash zombies in this area form a minion group of 2.
by 1. This counts as poison).
9. HERBALIST'S SHOP
3. DRUID'S WATCH If anyone is searching this room they will successfully
No additions necessary. find the wooden case on a Hard ( ) Perception
check. If Mirna sent them they succeed automatically.
5. BLIGHTED FARMHOUSE
10. TOWN SQUARE
The twig blights here form a minion group of 8.
They will remain completely unseen and will not at- Recognizing the subject of the statue is a Hard (
tack until the characters enter the farmhouse. The first ) Knowledge (Geography) check. If for some insane
round the minion group is 4. At the beginning of the reason a character really needs to knock the statue over
they may do so with a Daunting ( ) Brawn
check. They will be rewarded with nothing but the
shame of reducing an ancient piece of art to scattered
chunks of stone.

7
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

CONCLUSION
11. OLD GARRISON
Reward the players with 5 experience points for suc-
The ash zombies in this area form a minion group of 5. cessfully navigating Thundertree and defeating all the
foes in their way. If they managed to drive the drag-
12. WEAVER'S COTTAGE on off reward them with an additional 5 experience
The twig blights in this area form a minion group of 6. points. If they defeated the dragon completely reward
them with 10 experience points instead.
13. DRAGON CULTISTS
The cultists form a minion group of 6 and use the same WYVERN TOR
stat block as the Redbrand Ruffians.
ORC CAMP
Finding the orc camp is a Average ( ) Survival
YOUNG GREEN DRAGON check. Every character participating in the search will
suffer 1 strain for every generated and 1 wound for
(NEMESIS) every generated. If the check fails they still manage
5 4 3 3 3 2 to find the camp but will alert the lone orc of their
arrival.
Use the stats for Ogre (Nemesis) (CRB p147) as Gog.
The orcs for a minion group of 6 or 7 if the sentry
6 30 20 1/1
retreated into the cave. Brughor has his own stat block.
Skills: Brawl 4 , Coercion 4 , Reward the players with 10 experience points for clear-
Cool 3 , Discipline 4 , Ranged 4 ing out the orc menace of Wyvern Tor.
, Resilience 4 , Vigilance 3 ORC (MINION)
.
Talents: Adversary 2 (upgrade the difficulty of combat 4 2 1 2 1 1
checks targeting this character twice), Swift (a drag-
on does not perform additional maneuvers to move
through difficult terrain). 4 5 0/0
Abilities: Flyer (can fly (CRB p 100)), Silhouette 3,
Skills (group only): Melee (Heavy) , Coercion.
Sweep Attack (a dragon may spend from a Brawl
check to hit one additional engaged opponent that Talents: None.
would be no more difficult to attack than the original Abilities: Aggressive (Moving from Short into Engaged
target, dealing base damage +1 damage per ), Terri- range is a free maneuver).
fying (at the start of the encounter, all opponents must
make a Hard ( ) fear check as an out-of-turn Equipment: Great Axe (Melee [Heavy]; Damage 8;
incidental (CRB p243). If there are multiple sources Critical 3; Range [Engaged]), Hide Armor (+1 soak).
of fear in the encounter, the opponents make one fear BRUGHOR AXE-BITER (RIVAL)
check against the most terrifying enemy).
Equipment: Poison breath (Ranged; Damage 6; Crit- 4 2 1 2 2 1
ical 3;
Range [Medium]; Blast 6, Slow-Firing 3), anyone
damaged must immediately make a Hard ( 5 10 0/0
) Resilience check or suffer 6 wounds, claws (Brawl;
Damage 11; Critical 2; Range [Engaged]; Knockdown, Skills: Melee (Heavy) 2 , Coercion 2 .
Vicious 3). Talents: None.
Abilities: Aggressive (Moving from Short into Engaged
range is a free maneuver).1
Equipment: Great Axe (Melee [Heavy]; Damage 8;
Critical 3; Range [Engaged]), Hide Armor (+1 soak).

8
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

CRAGMAW CASTLE 6. HOBGOBLIN BARRACKS


The hobgoblins in this room form a minion group
1. CASTLE ENTRANCE of 4.
If the characters are trying to sneak up to the en-
trance they should roll Stealth versus the Vigilance 7. BANQUET HALL
( ) of the goblin sentries. The roll should be done by The goblins in this room form a minion group of
the character with the weakest Stealth pool. If the gob- 6. Use the goblin leader stat block for Yegg.
lins spot the characters they will start out as a minion
group of 4 as the characters approach the castle but will GOBLIN LEADER (RIVAL)
be reinforced to a group of 11 after the characters enter
area 2 as the reinforcements are waiting in the hallway. 3 3 1 2 2 1
If the characters attempt to pass themselves off as
Redbrand Ruffians they will roll Deception vs Vigi-
lance but will gain if they are wearing the red 6 20 0/0
cloaks. Skills: Melee 3 , Stealth 3 , Perception
2. TRAPPED HALL 2 .
Trap. Spotting the tripwire is a Daunting Talents: None.
( ) Vigilance check or an Average ( )
Perception check if they are actively looking. Any Abilities: Dark Vision (when making skill checks,
character that triggers the trip must make a Average ( goblins remove up to imposed due to darkness),
) Coordination check or suffer 1 strain for every Opportunistic (goblins inflict 1 additional damage
and 1 wound for every uncanceled . with successful melee attacks on prone or immobilized
targets).
3. ARCHER POSTS
Equipment: Tentacles (Melee; Damage 4; Critical 5;
If the character successfully sneaked into the castle Range [Engaged]; Ensnare 1), Beak (Melee; Damage 7;
then they may encounter the goblins in each post room Critical 3; Range [Engage]; Pierce, Vicious 2; Beak can
as a minion group of 2. only be used if target is ensnared by Tentacles).
4. RUINED BARRACKS 8. DARK HALL
If the character successfully sneaked into the castle To identify the statues a character must examine
then they may encounter the goblins in each post room them and succeed on an Average ( ) Knowledge
as a minion group of 3. (Geography) check .
5. STOREROOM The grick is attempting to stay hidden to get a
Drinking the brandy once will restore 5 strain. surprise attack on intruders. Check the grick’s Stealth
Each additional glass will add to all checks. This vs the Vigilance of the character with the best pool. If it
is cumulative. goes unnoticed the grick will get one free action before
initiative is rolled.
HOBGOBLIN (MINION)
9. GOBLIN SHRINE
3 3 2 2 1 1 The goblins here form a minion group of 2. Use
the goblin leader stat block for Lhupo.

10. POSTERN GATE


5 8 0/0
Unlocking the door is a Hard ( ) Skuldug-
Skills (group only): Melee (Light), Ranged, Percep- gery check or a Formidable ( ) Athletics
tion. check.
Talents: None.
11. RUINED TOWER
Abilities: Martial Advantage (While the minion group
Spotting the canvas “door” from the outside is
is greater than 1 add to all Melee attacks), Dark
Hard ( ) Vigilance check or a Average ( ) Per-
Vision (when making skill checks, hobgoblins remove ception check if the characters are actively searching.
up to imposed due to darkness)
Equipment: Sword (Melee (Light); Damage 6; Critical
2; Range [Engaged]), Longbow (Ranged; Damage 8;
Critical;3; Range [Long]), Chainmail (+2 soak).

9
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

GRICK (RIVAL) KING GROL (RIVAL)


3 3 1 2 2 1 4 3 1 2 1

6 15 0/0 5 25 0/0
Skills: Melee 3 , Stealth 3 , Perception
Skills: Melee (Heavy) 3 , Stealth 2 ,
2 .
Coercion 2
Talents: Quick Strike (adds to any combat checks
Talents: Adversary 1 (Upgrade difficulty of all combat
they make against any targets that have not yet taken
check against this target once), Quick Strike (add to
their turn in the current encounter).
any combat checks they make against any targets that
Abilities: Magic vulnerability (Any damage from a have not yet take their turn in this encounter.)
magical source such as a spell or magic item ignores
Abilities: Brute (May spend or to apply
soak).
damage a second time).
Equipment: Tentacles (Melee; Damage 4; Critical 5;
Equipment: Morning Star (Melee [Heavy]; Damage 6;
Range [Engaged]; Ensnare 1), Beak (Melee; Damage 7;
Critical 3; Range [Engage]; Pierce, Vicious 2; Beak can Critical 3; Range [Engaged]), Hide Armor (+1 soak).
only be used if target is ensnared by Tentacles).
SNARL (RIVAL)
12. GUARD BARRACKS
3 2 1 2 1 1
The hobgoblin starts as a minion group of 1 but is
reinforced to a group of 2 after 1 round.

13. OWLBEAR TOWER 3 0/0


Treasure. For potion of healing use painkiller (CRB Skills: Athletics 2 , Brawl 2 , Survival 3
p94). Replace scroll of revivify with Regeneration Elixir .
(RoT p103). Replace scroll of silence with invisibility
potion (RoT p102). Talents: None.
Abilities: Pack Tactics (While within Short range of an
14. KING'S QUARTERS
ally add to any combat check).
Treasure. For potion of healing use painkiller (CRB Equipment: Fangs (Brawl; Damage 4; Critical 4;
p94). Range [Engaged]).
OWLBEAR (NEMESIS)
DOPPLEGANGER (RIVAL)
4 3 1 2 2 2
2 2 2 2 2 2

6 20 15 0/0
2 15 0/0
Skills: Brawl 4 , Cool 3 , Perception
3 Skills: Brawl 2 , Cool 2 , Perception 2
, Deception 4
Talents: Adversary 1 (upgrade the difficulty of combat
checks targeting this character once) Talents: Adversary 1 (upgrade the difficulty of combat
checks targeting this character once), Quick Strike
Abilities: Silhouette 2; Keen Sight and Smell (add
(adds to any combat checks they make against any
to all perception checks based on seeing or smelling)
targets that have not yet taken their turn in the current
Equipment: Claws (Brawl; Damage 8; Critical 2; encounter).
Range [Engaged]; Vicious 3, Knockdown).
Abilities: Shapeshifter (once per round as an inci-
dental, a doppleganger may increase or decrease it’s

10
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

silhouette by 1 and change its appearance to that of current surface thoughts. The GM may spend or
any character or creature of its current silhouette. If to have the doppleganger learn the target’s Strength,
incapacitated it will return to its natural form.), Read Flaw, Fear, or Desire (GM’s choice)).
Thoughts (Can target a single character up to Short
Equipment: Fists (Brawl; Damage 2; Critical 5; Range
range and does a contested Perception vs Discipline
[Engaged]; Knockdown).
check. If successful the doppleganger learns the target’s

PART 4: WAVE ECHO CAVE


WANDERING MONSTERS GHOUL (MINION)
Instead of rolling on a table be liberal with spending
2 2 1 2 1 1
Story Points to reinforce minion groups.

1. CAVE ENTRANCE
Falling into the pit causes a character to take falling 3 4 0/0
damage from Short range. Skills (group only): Brawl, Resilience
Replace boots of striding and springing with Elven Boots Talents: None.
(RoT p 109).
Abilities: Undead (does not need to breathe, eat, or
2. MINE TUNNELS drink,and can survive underwater; immune to poisons
No additions necessary. and toxins), Undying (may spend from any
check made by a PC to return one previously defeated
3. OLD ENTRANCE ghoul to an existing minion group, removing damage
The stirges form a minion group of 10. from the group accordingly. Spend to return two
ghouls to a minion group), Paralyzing Attack (after
4. OLD GUARDROOM a successful Brawl check the target must make an
Average ( ) Resilience check and be staggered for 1
The skeletons form a minion group of 9. round per uncanceled .
Equipment: Claws (Brawl; Damage 3; Critical 3;
Range [Engaged])
STIRGE (MINION)
5. ASSAYERS' OFFICE
2 2 1 1 1 1
Opening the safe requires a Daunting ( ) Skul-
duggery check.

2 4 0/0 6. SOUTH BARRACKS


Skills (group only): Brawl, Coordination, Vigilance, The ghouls form a minion group of 3.
Perception.
Talents: None. 7. RUINED STOREROOM

Abilities: Flyer (can fly); Swoop (can move from Short No additions necessary.
range to Engaged as an incidental); Blood Drain (after
making a successful Brawl check the stirge can become 8. FUNGI CAVERN
attached to the target and is not counted toward the
Poison Gas. Any character crossing the cavern must
minion group total. The target will suffer 1 wound per
make an Average ( ) Resilience check and suffer 1
round until the stirge is removed. It can be removed by
strain for every uncanceled and 1 wound for every
using an action to perform an Average ( ) Athletics uncanceled . Any that result means the character
check. Once removed the stirge rejoins the minion adds to every check for the next hour.
group.
Equipment: Claws (Brawl; Damage 3; Critical 3;
Range [Engaged])

11
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

9. GREAT CAVERN 19. TEMPLE OF DUMATHOIN

The ghouls form a minion group of 7. No additions necessary.

Climbing the escarpments is an Average ( ) Athlet- 20. PRIESTS' QUARTERS


ics check. Falling from the top results in taking falling
damage from Short range. No additions necessary.

10. DARK POOL CONCLUSION

No additions necessary. The characters should receive 10 experience points for


successfully navigating Wave Echo Cave and defeating
11. NORTH BARRACKS all the foes in their way. They should receive an addi-
tional 5 if they manage to defeat Nezznar or 8 if they
The bugbears here form a minion group of 5. capture him alive.
12. SMELTER CAVERN
SPECTATOR (NEMESIS)
The zombies here form a minion group of 8.
3 3 4 3 3 3
13. STARRY CAVERN

No additions necessary.
4 25 20 0/0
14. WIZARD'S QUARTERS
Skills: Brawl 3 , Cool 2 , Discipline 3
Convincing Mormesk of the value of an offering , Knowledge (Lore) 4 .
requires. Use the stat block for Wraith (Rival) (RoT Talents: Adversary 2 (Upgrade difficulty of all combat
p167). check against this target three twice).
15. FORGE OF SPELLS Abilities: Telepathy (the spectator can communi-
cate telepathically with any one within Medium
Any character with a least one rank in a Magic skill range), Hover (hovers; CRB p 100), Eye Ray (The
can immediately sense that the brazier is a source of spectator uses two of the following eye rays. It can use
magic. Replace Lightbringer with Mace of Kellos (RoT each ray only once per round. Each ray targets a char-
p109). Replace Dragonguard with chainmail that has an acter the spectator can see up to Medium range:
Ironbound Rune (RoT p108) 1. Confusion Ray. The target makes a Hard ( )
Discipline check and is disoriented for 1 round per
16. BOOMING CAVERN
uncanceled .
No additions necessary. 2. Paralyzing Ray. The target makes a Hard ( )
Resilience check and is immobilized and staggered for
17. OLD STREAMBED
1 round per uncanceled .
No additions necessary. 3. Fear Ray. The target makes a Hard ( ) fear
check.
18. COLLAPSED CAVERN
4. Wounding Ray. The target makes a Hard ( )
The bugbears here form a minion group of 3. Resilience check and suffers 4 damage plus 1 damage
per uncanceled and 1 strain per uncanceled . )
Rift. Climbing up or down the rift requires an Average
Equipment: Fangs (Brawl; Damage 4; Critical 5;
( ) Athletics check. If results and the character
Range [Engaged];).
failed the check they will take falling damage from
Medium range. Replace gauntlets of ogre power with
Gauntlets of Power.

12
LOST MINE OF PHANDELVER (GENESYS CONVERSION)

NEZZNAR THE BLACK SPIDER


(NEMESIS)
2 3 4 3 4 4

4 35 30 1/0
Skills: Arcana 3 , Melee (Heavy) 2 ,
Cool 2 , Discipline 3 , Knowledge
(Lore) 4 .
Talents: Adversary 3 (Upgrade difficulty of all combat
check against this target three times).
Abilities: Darkness (can choose an area no larger than
Short range to become blanketed in absolute darkness.
All characters inside the target are treated as Blinded).
Equipment: Spider Staff (Melee [Heavy]; Damage 4;
Critical 4; Range [Engaged]; Defensive 1, Poisonous
(as per magic attack additional effect with a Knowledge
of 2), Potion of Invisibility
Spells: Nezznar can cast anything from the Arcana list,
but here are some he is likely to use. He uses his staff as
a magic staff magical implement.
Blessing of Lolth (Magic Action: Barrier; Addition-
al Effects: Add Defense. Nezznar chooses himself as
the target and makes a Hard ( ) Arcana check. If
successful his ranged and melee defense will increase by
2 and for every uncanceled past the first he will
reduce any damage received by 1).
Wrath of Lolth (Magic Action: Attack; Additional
Effects: Poisonous. Nezznar chooses a target in Short
or Medium Range and makes a Hard ( ) Arcana
check. If successful the target will suffer damage equal
to 8 plus 1 per uncanceled . If the attack deals
damage, the target must immediately make a Hard (
) Resilience check or suffer 4 wounds and 4 strain
equal. This counts as a poison.)
Ray of Frost (Magic Action: Attack; Additional Ef-
fects: Ice. Nezznar chooses a target in Short or Medium
Range and makes a Hard ( ) Arcana check. The
attack has Ensnare 4.)
Ally of Lolth (Magic Action: Conjure; Additional
Effects: Summon Ally. Nezznar makes a Hard ( )
Arcana check. If successful a giant spider is summoned
and appears in Engaged range with Nezznar.)

13

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