Saturday, April 18, 2009

B2 (East Gate)

While only a single ogre skirmisher is stationed here permanently to keep an eye on the gate (and who has a passive Perception score of 12 because he is distracted), a few more ogres walk the courtyard, and are either in or heading to area B2 when the party arrives. I suggest the following encounter for a party of five adventurers:

  • 3 Ogre Savages
  • 3 Ogre Skirmishers
Total: 2,100 xp (Level 9 Encounter)

The ogres in area B4 are too distracted to be alerted to an attack in area B2. The rubble blocking the gate would take some time to clear and require a lot of heavy lifting. You should make it clear to the PCs that getting the gate open would leave them very exposed. If they persist, the ogres in area B4 eventually shrug off Karly-Lop and may notice the party.

The Black Arrows in Fort Rannick

Regardless of which way the party chooses to approach the infiltration of the keep, the remaining Black Arrows and Shalelu take a different route. Their goal is to end up at the front entrance to the keep itself, keeping a watch on the ogre activity on the outside while the PCs head inside to take on the ogre leadership. No matter which approach they use, the Black Arrows are skilled in the art of stealth and know the layout of the keep like no one else does. They do not attract attention to themselves, and arrive at the main entrance to the keep without incident. They wait for the party there, expecting them to make their presence known either once they reach the keep, or after they've dealt with the ogre threat within.

They will assist the party if a confrontation breaks out in the keep's courtyard after they've made it inside the fort's walls. If they participate in combat, add their numbers to the effective party size when calculating the amount of experience each party member receives.

Fort Rannick

When the party approaches the keep, inquire about how they plan on approaching it. As outlined in the original adventure, a number of options are apparent (or are described to them by the remaining Black Arrows).

A quick note on differences between editions: ogres in D&D 3.5 were given darkvision, and the ogres' ability to see in the dark is assumed in the original adventure (and is one of the obstacles the party has to incorporate into their plan). In order to stay faithful to the campaign setting and its flavor, all ogres in this conversion are given darkvision. This is, of course, not listed in stat blocks found in the Monster Manual and other monster sources. In practice, this will not significantly change the balance of power in the fight. The PCs have no good reason to attack at night when they would need light to see and the ogres wouldn't. Unless they have a trick up their sleeve, it's probably a smarter call to attack during the daytime when they can see as well as the ogres can.

As the PCs approach the fort, they may be spotted by the ogres standing watch. If they make no effort at hiding during their approach, the ogres see them coming easily. If the party makes Stealth checks, compare the results against the ogres' passive Perception scores of 14. Remember to add 2 to the DC of the Perception check if the party never approaches within 10 squares of the fort. If the ogres spot the PCs, the ogres at the appropriate gate run out to meet them.

If the party chooses to utilize the sluice gate, run their approach to the keep as normal, followed by their attempt to squeeze through the gate. This will be outlined in the write-up for B7. The Black Arrows will insist that they pursue the secret tunnels into the fort if the sluice gate is used by the PCs.

If the party chooses to take the secret tunnels, run their approach as normal. Start the PCs in area B12. The Black Arrows will offer to approach through the sluice gate if this is the route the party takes.

If the party attempts to scale the wall (with a DC 20 Athletics check), they will be spotted unless they hide successfully. Attempts to use Stealth while climbing the fortress wall suffer a -2 penalty. Begin their encounters in whichever area they wind up on the other side of the wall.

It is very unlikely that the entire party will be able to approach from above. If one of the PCs does have the ability to fly at this level (a Druid, for instance), they can scout the area with little to no difficulty. Describe what they see in each exterior location. This is a smart move, and will give the party an idea of what they're up against.

When it comes to the keep itself, increase the size of the keep's interior significantly. Ogres are large creatures, and the fact that most of the keep's rooms and hallways are only 10 feet wide means that fights will become bogged down in corridors if they aren't widened. Consider making the typical width of rooms and hallways in the keep 20 feet.

Tuesday, April 14, 2009

Last of the Black Arrows

Once Jakardros and the other remaining Black Arrows are back on their feet, it will be useful to have stat blocks handy for them. All three are presented below.

In creating these characters, I made use of the effects of a feat presented in the Art of the Kill article from Dragon #373: the Black Arrow Style technique feat. Whether by coincidence or homage to the Black Arrows themselves, this feat modifies ranger and rogue at-will attacks to improve their utility with Stealth. It was such an obvious fit that it would have been a shame not to use it.

It is unlikely that the party will initially find themselves fighting side-by-side the Black Arrows. When the party attempts to retake the fort, it is probably easiest to have one of the rangers suggest that they each take separate routes into Fort Rannick - and have Jakardros insist that Shalelu stay with him. The Black Arrows are best off providing support and distraction, and they know it. They can't handle sustained combat, so the PCs are sent in to take on those in charge of the ogre force at Rannick.

Stat blocks:


A17 (Prison)

Biggin, here, is replaced by two large monstrous spiders and a number of spider swarms to harass the party. While it's possible to dash in, open the cage, gather up the prisoners and drag them out without killing all the spiders, the party certainly won't have an easy time of it. I suggest the following encounter for a party of five adventurers (plus Shalelu):

  • 2 Blade Spiders
  • 4 Bloodweb Spider Swarms
Total: 2,200 xp (Level 9 Encounter)

All of the prisoners here are left at 0 hit points, are unconscious, and are out of healing surges.

A16 (Kennel)

The remaining Graul brothers are found here, lounging around their cobbled-together still. They attack belligerently when confronted, emboldened by their revolting moonshine. The still in the center of the room still contains some of the stuff, and any attack that deals more than ten points of fire damage to the still causes it to rupture and explode. I suggest the following encounter for a party of five adventurers (plus Shalelu):

Total: 2,488 xp (Level 10 Encounter)

If a fire does break out, the party has to think quickly. They don't have time to rest before the barn is engulfed in flames, and the next room contains a pack of monstrous spiders. If the barn burns to the ground, the Black Arrows will certainly perish.

If the party decides to put out the fire, you should improvise a short skill challenge to represent the attempt. If they fail, the flames continue to spread over the structure of the barn. A well stands just outside, so if they act swiftly they can use its water to combat the flames.

Stat blocks:



Saturday, April 11, 2009

Burnt Offerings Conversion PDF v0.2

I've updated the compiled conversion PDF to version 0.2. All the errors I was aware of have been corrected. Additionally, the background feats in the Player's Guide conversion are now character backgrounds, similar to those found in the Forgotten Realms Player's Guide and the Player's Handbook 2. Finally, index card-sized quest cards for all quests presented in the conversion have been added to the end of the document. Each quest card is its own page, and you should be able to print those pages directly onto index cards if your printer can handle index cards. As before, please let me know if you find any errors in the updated document.

Burnt Offerings & Player's Guide Conversion PDF

EDIT: This post is now out of date with the release of v0.3 of the Burnt Offerings Conversion.

Friday, April 10, 2009

A14 & A15 (Tendriculous Pit)

The Tendriculous doesn't have a 4th Edition incarnation just yet, and that's fine by me. What's essential to this encounter is Muck's sorry, fey-cursed state as a nearly mindless plant creature. The blightborn from P1 King of the Trollhaunt Warrens is an excellent substitute. I have modified the base creature and made it into a solo threat.

Solo monsters can run a pretty wide range of combat role. It's best to think of them as "solo" only in the sense that they should be able to occupy the attention of most or all of the party. They do not necessarily need to be the only monster in the encounter, and often shouldn't be. At the same time, however, some solo monsters can effectively account for an entire encounter relying on only their own abilities. A few of the dragons (not to mention Tiamat herself) are good examples of such beasties. This version of Muck Graul is an attempt at one such solo monster - as a controller, Muck is capable of locking down a large part of the party with powers that restrict movement while draining the PCs of their hit points. Muck's ability to create temporary minions grants it the extra damage boost it needs to pose a serious threat, and it has the same lockdown avoidance that two-headed trolls and other similar creatures do. I suggest the following encounter for a party of five adventurers (plus Shalelu):

Total: 3,000 xp (Level 10 Encounter)

Muck's tactics should consist of restraining as many PCs as possible at a time and pumping out minions with any remaining actions. With enough successful terrain control, Muck doesn't even need to approach the party in melee; as long as it keeps its minions and the party within its tangling roots, its actions are best spent restraining the party, extending its roots, and turning those roots into Tangling Root Crawlers. You may find that Muck's action points are best spent providing additional minor actions.

Area A15 contains a heap of treasure: the ring is worth 600 gold pieces, the necklace is worth 900 gold pieces, the sack of coins contains roughly 1,300 gold pieces, and the cloak clasp is worth 1,900 gold pieces (treasure parcels 5, 7, 8 and 9 from level 8). The party should also find treasure parcel 2 from level 8 and treasure parcel 4 from level 9 here, in addition to Jarkardros' distinctive elven longbow (here nonmagical).

Stat block:

A12 (Hucker's Lair)

Hucker now keeps a total of four donkey rats. When the encounter begins, place two of the rats in the room with Hucker. The remaining two should emerge from a nearby basement wall when there are signs that Hucker is in danger, moving to flank the PCs if possible. Note that the donkey rats are functionally identical to Rukus's hounds - this was done to make everyone's life easier, and chances are good that the players won't know the difference. I suggest the following encounter for a party of five adventurers (plus Shalelu):

Total: 2,200 xp (Level 8 Encounter)

You can cement the idea of Hucker as a caretaker for the rats by having him wail pathetically at their deaths, calling them by name.

Stat block:

A9 (Bedroom)

The chest here allows the party to play its own (perhaps unwitting) game of "beat the blade". This is an easily beaten trap, especially if the party comes up with an unconventional solution (one such solution is mentioned in the trap's stat block, but other possibilities exist - using mage hand to lift the sack out, for instance).

The sack of coins contains roughly 100 gold pieces worth of assorted currency (feel free to make the exact amount slightly more or slightly less). Area A10 contains four 6th-level flasks of Alchemist's Acid (see Adventurer's Vault). Both of these treasures combined count as treasure parcel 10 from level 9.

Stat block:

Tuesday, March 31, 2009

A8 (Mammy's Room)

It's impossible to avoid being disgusted by this encounter. A morbidly obese, man-eating, blood-painting, in-breeding necromancer is the star of the show. Mammy's necromantic powers are strongly represented in her incarnation here, and she has her own complement of three uniquely capable undead warriors to harass intruders. I suggest the following encounter for a party of five adventurers (plus Shalelu):

Total: 2,650 xp (Level 9 Encounter)

Mammy keeps her undead close, luring the party in to dominate them. If she gets the chance, she favors controlling strikers, or leaders with at-will healing powers (Paladins are especially tempting) so that she can regain lost hit points during the fight. While Mammy's speed puts her at a significant disadvantage when she needs to be somewhere more than one square away, her high attack bonuses and excellent defenses let her take the run action (to horrifying effect) without worrying too much about impacting her performance.

Stat block:

A5 & A6 (Playpen)

Maulgro and Lucky Graul would be comedy relief if they weren't so disturbing - twisted, petty, childish versions of full-grown ogrekin. During this fight, they ought to act verbally hostile to one another. If one of the two is critically hit, the other laughs pitifully at his misfortune and gains a bonus to damage for his renewed enthusiasm. This encounter, however, isn't intended to be particularly challenging. These two Graul brothers are pushovers compared to the rest of their deranged family. I suggest the following encounter for a party of five adventurers (plus Shalelu):

Total: 1,000 xp (Level 4 Encounter)

Though not part of this encounter, the ring found in area A6 is worth 400 gold pieces (and is treasure parcel 10 from level 8).

Stat blocks:

Tuesday, March 24, 2009

Conversion Now Available in PDF

I've been planning on turning the completed conversion information on here into a more user-friendly format for some time now. With spring break providing ample free time to invest in the project, I've turned the entire Burnt Offerings and Rise of the Runelords Player's Guide conversions into a PDF document designed to mirror the flow of the original adventure. It's a work-in-progress, but I want to get it out there and see what people think of it. Feedback is much appreciated. I'll probably be giving all converted adventures this treatment eventually. Have a look, and let me know what you think!

Burnt Offerings & Player's Guide Conversion PDF

Update: Version 0.2 is available at the above link.

Tuesday, March 17, 2009

A1 - A3 (The Trapped Entryway)

The porch, family room and dining room all contain nasty surprises for the PCs. While they aren't set up in a way that encourages a tactical encounter, they are grouped closely enough together that they naturally flow into one another as the party explores the first floor of the farmhouse. Grouped together, the traps contain enough experience to satisfy another encounter's worth of experience gain for the party (plus Shalelu):

Total: 2,050 xp (Level 8 Encounter)

Bear in mind that the door spikes and floor saws are linked to the same trigger. The scythe traps can be a bit tricky to adjudicate - just keep in mind which side of the door the character is coming through, and whether or not the switch for that trap has been flipped.

Stat block(s):




The Graul Farm

It shouldn't be difficult for the party to spy Crowfood up ahead tending to the field - nor should it be difficult for him to spot the party, trudging up the path with a wounded bear in tow. At the same time, it is reasonable to assume that some of the party (including Shalelu) will choose to approach the farmstead stealthily, through the woods on either side of the path.

Before the party reaches the farmstead, however, a pair of nightbelly boas descend upon them from the nearby trees, anxious to squeeze the remaining life out of the crippled bear (and possibly a couple crunchy adventurers). Crowfood and the snakes both come at the party simultaneously, and as long as Kibb remains in the fight the boas are content to pursue him, and crush anyone who might put themselves between them and the bear. I suggest the following encounter for a party of five adventurers (plus Shalelu):

  • Crowfood
  • 2 Nightbelly Boas (Crushgrip Constrictors)
Total: 1,800 xp (Level 7 Encounter)

Kibb remains reserved, preferring to let the obviously capable PCs handle threats as they crop up. Do not include the bear when calculating experience awards.

Stat block(s):

Saturday, March 7, 2009

The Strange Bear

Allow the party a short time to tend to Kibb (a cave bear). The bear begins the encounter at its bloodied value, and has a single healing surge as a heroic-tier creature. It is also hobbled (slowed) until it receives an extended rest, on account of the trauma to its leg caused by the bear trap. The party shouldn't have more time than is required to free Kibb from the trap, assess its wounds, heal it if they so choose, and perhaps begin to wonder about its odd behavior before Rukus' hounds burst into the clearing.

The attack dogs arrive one round before Rukus does and are likely wary of the sudden increase in potential threats in the clearing. They remain at bay near the edge of the clearing (unless attacked) until Rukus bellows out an order in Giant to bring the bear down. I suggest the following encounter for a party of five adventurers (plus Shalelu):

Total: 2,100 xp (Level 8 Encounter)

Rukus has no problem retreating if the fight turns out poorly for him. He orders any dogs left standing back to the farmstead and takes flight himself. If Rukus is slain, unengaged dogs will break for the forest.

It is a DC 20 Streetwise or History check to identify the Black Arrow patches that Rukus possesses. A DC 15 Nature check is enough to observe that Kibb is trained and wants to show the party something.

Stat block(s):

Thursday, March 5, 2009

Turtleback Ferry

Little about Turtleback Ferry itself needs anything in the way of conversion information. A passive perception that hits a DC of 25 is enough to notice a poorly concealed Sihedron rune on one of the customers of Paradise during the first time the party passes through the village. For each additional day spent there, the party can make Perception checks at DC 25 to spot a Sihedron rune.

For the moment, the party has little reason to tarry in Turtleback Ferry and a number of good reasons to make their way towards Fort Rannick. Assuming they take the path across the river and towards the fort, begin The Strange Bear as indicated in the original adventure.

Sunday, March 1, 2009

Hundreds of Them!

As the party searches through the satyrs' campsite and recovers from the ambush, the rest of the satyr brigands return from their own day of attempting to trick travelers out of their belongings. They keep a displacer beast in tow in case things turn ugly, and are incensed to discover that their camp is being looted. They fly into a rage as soon as they realize something is wrong. I suggest the following encounter for a party of five adventurers (plus Shalelu):

  • Displacer Beast
  • 3 Satyr Rakes
  • 2 Satyr Pipers
Total: 2,000 xp (Level 8 Encounter)

The displacer beast is quite powerful for a standard monster. The satyrs value its usefulness and try to avoid exposing it to too much danger. Use the pipers tactically, with one of them locking PCs down with dazing melody and the other using feral overture to give the displacer beast a boost in prowess.

Suddenly, Satyrs

As the party travels from the Magnimar coast to Turtleback Ferry, they come across a band of satyrs. If they are traveling overland, they are led by merry music to a campsite, or spy them from the road. If the party is coming up the river, they encounter the satyrs' music while stopped for the night. They certainly could choose to avoid the camp altogether, but unless they leave the area immediately and give it a wide berth, this merely frustrates the satyrs and delays the inevitable - they are attacked in the middle of the night instead.

This is your chance to embellish as much as you wish. The satyrs should seem friendly at the outset (though a DC 15 Arcana check reveals the information provided in the Monster Manual, which ought to make anyone a bit more wary). They don't hesitate to offer the party more drinks than they can handle, and enough merryment to make them drop. They're simply biding their time until they feel confident enough that their marks are distracted, inebriated and exhausted. They attack earlier if confronted by the PCs about their deceptive ways. I suggest the following encounter for a party of five adventurers (plus Shalelu):

  • 2 Owlbears
  • 2 Satyr Rakes
  • 1 Satyr Piper
Total: 2,350 xp (Level 9 Encounter)

The satyrs' owlbears are out of sight nearby, but come running when the piper begins using his supernatural tunes against the party.

Within the satyrs' campsite, the party finds a sizable sack filled with 200 gold pieces, a spool of finely-spun violet cloth crossed with countless threads of pure gold (worth 1,500 gold pieces - treasure parcel 6 from level 8 altogether), and treasure parcel 3 from level 8. All have no doubt been taken from those previously acquainted with the band of satyrs.

Tangent: The Hook Mountain Massacre Bestiary

The Hook Mountain Massacre contains the Smoke Haunt, Totenmaske, Skull Ripper, Argorth, Mother of Oblivion and Ogrekin template.

Smoke Haunt:



Totenmaske Devourer:



Totenmaske Burial Mask:



Skull Ripper:



Argorth:



Mother of Oblivion:



Ogrekin:

Ogrekin is a template that you can apply to any humanoid. When applied, select one advantageous deformity and one disadvantageous deformity, or roll on the tables provided. This template works best when applied to soldiers and brutes - creatures with high strength scores and powerful melee basic attacks.

Prerequisites: Humanoid