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 4. STEEP PASSAGE
Terrinoth on page 152. Two goblins use maneuvers to Western Passage. Any character on the ledge when it
enter Engaged range and the other two stay in Medi- falls makes an Average ( ) Coordination check to
um range. When the minion group has suffered 3/4 of avoid falling from Short range.
its wounds. The remaining goblin attempts to flee.
GOBLIN TRAIL WOLF (MINION)
Snare. Spotting the trap is an Average ( ) Vigilance 3 21211
check or, if the character is actively searching, an Easy
( ) Perception check. If the trap goes unnoticed, 3 8 0/0
then the character makes an Average ( ) Coordina-
tion check to avoid trigger the snare. If they fail they Skills (group only): Athletics, Brawl, Survival.
are suspended upside down at Short range above the
ground. If they are not lowered down slowly the char- Talents: None.
acter will suffer falling damage (Genesys CRB p112).
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,
then the character make an Average ( ) Coordina- Equipment: Fangs (Brawl; Damage 4; Critical 4;
tion check to avoid falling in the pit. If they fail this Range [Engaged]).
check they fall a distance of Short range and will suffer
falling damage. 5. OVERPASS
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
spotted.
If the characters make a lot of noise the goblins in area The PCs may attempt to sneak up on the goblin using
2 will attack from within the thicket (difficult terrain). their Stealth vs the goblin’s Vigilance.
Players roll Initiative using Vigilance and the goblins Bridge. PCs may take an action to cut the rope bridge.
will roll Cool. The goblins receive to this roll and Any character on the bridge when it is cut will fall from
receive +1 ranged defense from being behind cover. Short range.
Flood. Characters can make an Average ( ) Coordi-
2. GOBLIN BLIND nation or Athletics check to avoid being swept away.
If the characters were quiet while approaching the cave
have the hem make an opposed Stealth vs. Vigilance 6. GOBLIN DEN
roll against the goblins. If the goblins go unnoticed Sildar is at his wound threshold. Any additional dam-
they get one free action before initiative is rolled. age will incapacitate him. He will take falling damage
from Short range if Yemmik shoves him. An Average
3. KENNEL ( ) Medicine check or the Heal spell will get him
back up. Sildar has a Soak Value of 4.
To calm the wolves, make a Hard ( ) Charm or
Survival check with . If offer food add to
the check.
2
LOST MINE OF PHANDELVER (GENESYS CONVERSION)
7. TWIN POOLS CAVE KLARG (RIVAL)
The goblins in this area form minion group of 3. 431211
8. KLARG'S CAVE 5 15 0/0
The goblins form a minion group of 2 and the wolf is a
minion group of 1. Skills: Melee (Heavy) 2 , Stealth 2 ,
Fire Pit. Allow the spending of , , , or to Survival 2 .
make use of the Fire Pit. Kicking up coals or
falling into it are examples. Any character affect- Talents: Adversary 1 (Upgrade difficulty of all combat
ed by it should make an Average ( ) Resilience check against this target once), Quick Strike (add to
check or suffer 1 damage for each uncanceled . any combat checks they make against any targets that
have not yet take their turn in this encounter.)
CONCLUSION
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 321212
BARTHEN'S PROVISIONS 5 15 0/0
Delivering the Supplies. If the characters did not
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 Talents: None.
using the Realms of Terrinoth book) Lore check. Abilities: None
Equipment: Sword (Melee (Light); Damage 6; Critical
PHANDALIN MINER'S EXCHANGE 2; Range [Engaged]). Brigandine armor (Defense 1, +1
soak)
Quest: Halia’s Job Offer. To learn that Halia has an these secrets. Additionally, any secret door can be
ulterior motive a character can make an opposed De- found if a character is actively searching and succeeds
ception vs Vigilance check. Halia has for this on a Hard ( ) Perception check. Any locked
check. Additionally, the players can spend a Story Point door can be opened with an Average ( ) Skuldug-
to learn her motivation. gery check or broken down with a Daunting
( ) Brawn check. Listening at any door is an
REDBRAND RUFFIANS Average ( ) Perception check.
CONFRONTATION 1. CELLAR
The Ruffians attack in a minion group of four. If the Cistern. The satchel can be found with a Hard
player’s are feeling confident then consider spending ( ) Perception check.
a Story Point to add an additional Ruffian. Once the If the characters make sufficient noise, then the ruffians
group’s wounds reach 3/4 (or 4/5 if you added) then in area 2 will attempt to sneak in to get off a surprise
the remaining Ruffian flees toward Tresendar Manor. attack. They have no Stealth skill, so their sneaking
will only result in initiative being done with Vigilance
REDBRAND HIDEOUT for the players and Cool for the ruffians.
Tresendar Manor has many secrets. Consider times in
which Advantage and Triumph could be spent to reveal
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
Ruffians here form a minion group of 3. 9. GUARD BARRACKS
3. TRAPPED HALL The bugbears are a minion group of three.
The pit trap can be noticed with a Hard If the characters are wearing the red cloaks area 6 the
( ) Perception check. If this check fails, the bugbears will automatically assume they are Redbrands.
character must make a Hard ( ) Coordination Convincing the bugbears to do anything is a Hard
check to avoid falling in the pit. Every gained in the ( ) Coercion check. Getting information about
Perception check can be used to add to the Coor- Wave Echo Cave from them is a Hard ( ) Coer-
dination check. If the trap is detected the character cion or Charm check.
must make an Average ( ) Athletics check to skirt If the characters force Droop to fight he will down-
around the edge. If results in any of the checks it grade all of his checks once and add . Droop can
be used to disable the trap as the false floor acciden- be useful, however, if told to only perform the Assist
tally collapses in such as a way to create a safe passage. action add to one character’s dice pool per round.
Should a character fall into the pit they will take falling
damage from Short range. NOTHIC (NEMESIS)
323232
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
7. STOREROOM AND WORK AREA plus 1 damage per uncanceled and the target must
No additions necessary. immediately take a Hard ( ) Resilience check
or additionally suffer 1 wound and 1 strain. This extra
8. CREVASSE damage counts as poison.)
Bridges. Character can make a Hard ( ) Mechan-
ics check to determine that the bridges are faulty. 10. COMMON ROOM
Crevasse. Falling into the crevasse causes the character The Redbrands in this room are a minion group of
four.
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. 233322
If they enter casually they have a chance at an Average
( ) 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
determine the purpose of the apparatus. Talents: Adversary 2 (Upgrade difficulty of all combat
check against this target twice).
BUGBEAR (MINION) Abilities: Combat Magic (Iarno may add the Close
Combat spell effect without raising the difficulty of the
321211 skill check)
4 6 0/0 Equipment: Staff of Defense (Melee [Heavy]; Damage
4; Critical 4; Range [Engaged]; Defensive 2, Deflec-
tion 2)
Skills (group only): Melee (Heavy), Stealth, Survival. Spells: Iarno can cast anything from the Arcana list,
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
successful his ranged and melee defense will increase by
Equipment: Morning Star (Melee [Heavy]; Damage 6; 2 and for every uncanceled past the first he will
Critical 3; Range [Engaged]), Hide Armor (+1 soak). 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)
233322
WILDERNESS ENCOUNTERS
The random encounter is a staple of the Dungeons 2 25 20 1/0
and Dragons style of role-play gaming. It’s purpose
is to make travel dangerous and keep the players on Skills: Arcana 2 . Melee (Heavy) 1 , Cool
their toes. Unfortunately, they rarely add anything to 2 , Knowledge (Lore) 2 .
the story. The random happenstance and twists of fate
that make the game interesting happen all the time in Talents: Adversary 2 (Upgrade difficulty of all combat
Genesys with every roll of the dice. It is this author’s check against this target once).
opinion that the game be run without using random
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
wished were utilized more than find a way to add to it Spells: Kost can cast anything from the Arcana list, but
or foreshadow it in some way. Use travel as chance to here are some he is likely to use. He uses his staff as a
be more creative. Genesys gives us a way to think out- magic staff magical implement.
side of the grid and tell more compelling stories than
the usual dungeon crawl. However, if that just isn’t At Any Kost (Magic Action: Barrier; Additional Ef-
your style than go ahead and use the random encoun- fects: Add Defense. Kost chooses himself as the target
ter table anyway. The stats for all monsters on the table and makes a Hard ( ) Arcana check. If successful
are available elsewhere in this document. his ranged and melee defense will increase by 2 and for
every uncanceled past the first he will reduce
CONYBERRY AND any damage received by 1).
AGATHA'S LAIR
The Kost of Treachery (Magic Action: Attack; Ad-
Persuading Agatha is a Hard ( ) Charm check. If ditional Effects: Deadly. Kost chooses a target at Short
you feel the players are role-playing it well add . or Medium range and makes an Average ( ) Arcana
Reward all players with 2 experience points for dealing check. If successful the target will suffer damage equal
with the hag. to 7 plus 1 per uncanceled . This attack gains a Criti-
cal rating of 2 and Vicious 2.)
OLD OWL WELL
RUINS OF THUNDERTREE
Noticing the zombie smell is an Easy ( ) Vigilance
check. Forcing open the swollen and stuck doors of intact
Recognizing Kost’s tattoo an Average ( ) Knowl- buildings is an Average ( ) Athletics check.
edge (Forbidden) check. Recognizing his clothes is an
Average ( ) Knowledge (Geography) check. 1. WESTERNMOST COTTAGE
Use the stats for Reanimate (Minion) (RoT p166) for The twig blights here are a minion group of 2. You can
the zombies. They will form 3 minion group of 4. choose to give the players a chance to detect them by
Reward the players with 5 experience points for rolling Stealth vs Perception. Otherwise, they remain
successfully treating with Kost non-violently. If they completely hidden in the open and you can use them
manage to defeat Kost and all 12 of his zombies reward to reinforce the twig blights in area 2 if combat erupts.
them with 10 experience points.
6
LOST MINE OF PHANDELVER (GENESYS CONVERSION)
TWIG BLIGHT (MINION) second round the group becomes 8 as the remaining
241111 blights come in from the other door.
3 4 0/0 6. RUINED STORE
Webs. The area around the door way is difficult terrain.
Skills (group only): Brawl, Stealth, Cool. To get into the building through the door requires
Talents: None. moving through the webs. A character that attempts
Abilities: False Appearance (indistinguishable from a to perform the Move maneuver through the area
dead shrub while motionless. Upgrade Stealth checks must make an Average ( ) Athletics check or suffer
twice), Flammable (If affected by an attack with Burn Ensnare 1. This will occur every time they attempt
the Twig Blight will suffer the damage twice), Dark- to enter or leave the area. Consider using to cause
sight (does not suffer any as the result of fog, smoke, the web to be torn down to make the passage of other
or darkness if the obscured target is within Short characters easier. A character can be cut out of the web
range). by another character using an Action to do so. The
Equipment: Claws (Brawl; Damage 3; Critical 3; web can be set on fire to clear it away in one round.
Range [Engaged]) Anyone in the web if this occurs will suffer 6 wounds
with Burn 1.
2. BLIGHTED COTTAGES 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
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
and must make a Hard ( ) Resilience check. Ev- 8. OLD SMITHY
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
The twig blights here form a minion group of 8. 10. TOWN SQUARE
They will remain completely unseen and will not at-
tack until the characters enter the farmhouse. The first Recognizing the subject of the statue is a Hard (
round the minion group is 4. At the beginning of the ) Knowledge (Geography) check. If for some insane
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)
11. OLD GARRISON CONCLUSION
The ash zombies in this area form a minion group of 5. Reward the players with 5 experience points for suc-
cessfully navigating Thundertree and defeating all the
12. WEAVER'S COTTAGE foes in their way. If they managed to drive the drag-
The twig blights in this area form a minion group of 6. on off reward them with an additional 5 experience
points. If they defeated the dragon completely reward
13. DRAGON CULTISTS them with 10 experience points instead.
The cultists form a minion group of 6 and use the same
stat block as the Redbrand Ruffians. WYVERN TOR
YOUNG GREEN DRAGON ORC CAMP
(NEMESIS) Finding the orc camp is a Average ( ) Survival
check. Every character participating in the search will
543332 suffer 1 strain for every generated and 1 wound for
every generated. If the check fails they still manage
6 30 20 1/1 to find the camp but will alert the lone orc of their
arrival.
Skills: Brawl 4 , Coercion 4 , Use the stats for Ogre (Nemesis) (CRB p147) as Gog.
Cool 3 , Discipline 4 , Ranged 4 The orcs for a minion group of 6 or 7 if the sentry
, Resilience 4 , Vigilance 3 retreated into the cave. Brughor has his own stat block.
. Reward the players with 10 experience points for clear-
ing out the orc menace of Wyvern Tor.
Talents: Adversary 2 (upgrade the difficulty of combat
checks targeting this character twice), Swift (a drag- ORC (MINION)
on does not perform additional maneuvers to move
through difficult terrain). 4 2 12 1 1
Abilities: Flyer (can fly (CRB p 100)), Silhouette 3, 4 5 0/0
Sweep Attack (a dragon may spend from a Brawl
check to hit one additional engaged opponent that Skills (group only): Melee (Heavy) , Coercion.
would be no more difficult to attack than the original Talents: None.
target, dealing base damage +1 damage per ), Terri- Abilities: Aggressive (Moving from Short into Engaged
fying (at the start of the encounter, all opponents must range is a free maneuver).
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
check against the most terrifying enemy). BRUGHOR AXE-BITER (RIVAL)
Equipment: Poison breath (Ranged; Damage 6; Crit- 4 2 12 2 1
ical 3;
Range [Medium]; Blast 6, Slow-Firing 3), anyone 5 10 0/0
damaged must immediately make a Hard (
) Resilience check or suffer 6 wounds, claws (Brawl; Skills: Melee (Heavy) 2 , Coercion 2 .
Damage 11; Critical 2; Range [Engaged]; Knockdown,
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 331221
area 2 as the reinforcements are waiting in the hallway.
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),
Opportunistic (goblins inflict 1 additional damage
) Coordination check or suffer 1 strain for every with successful melee attacks on prone or immobilized
and 1 wound for every uncanceled . 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
332211 The goblins here form a minion group of 2. Use
the goblin leader stat block for Lhupo.
5 8 0/0 10. POSTERN GATE
Skills (group only): Melee (Light), Ranged, Percep- Unlocking the door is a Hard ( ) Skuldug-
tion. gery check or a Formidable ( ) Athletics
check.
Talents: None. 11. RUINED TOWER
Spotting the canvas “door” from the outside is
Abilities: Martial Advantage (While the minion group Hard ( ) Vigilance check or a Average ( ) Per-
is greater than 1 add to all Melee attacks), Dark ception check if the characters are actively searching.
Vision (when making skill checks, hobgoblins remove
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)
331221
4312 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
have not yet take their turn in this encounter.)
Abilities: Magic vulnerability (Any damage from a
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 [Engaged]), Hide Armor (+1 soak).
Critical 3; Range [Engage]; Pierce, Vicious 2; Beak can
only be used if target is ensnared by Tentacles). SNARL (RIVAL)
12. GUARD BARRACKS 3 21211
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
p94). Replace scroll of revivify with Regeneration Elixir Skills: Athletics 2 , Brawl 2 , Survival 3
(RoT p103). Replace scroll of silence with invisibility .
potion (RoT p102).
Talents: None.
14. KING'S QUARTERS Abilities: Pack Tactics (While within Short range of an
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)
431222 222222
6 20 15 0/0 2 15 0/0
Skills: Brawl 4 , Cool 3 , Perception Skills: Brawl 2 , Cool 2 , Perception 2
3 , Deception 4
Talents: Adversary 1 (upgrade the difficulty of combat Talents: Adversary 1 (upgrade the difficulty of combat
checks targeting this character once) checks targeting this character once), Quick Strike
(adds to any combat checks they make against any
Abilities: Silhouette 2; Keen Sight and Smell (add targets that have not yet taken their turn in the current
to all perception checks based on seeing or smelling) encounter).
Equipment: Claws (Brawl; Damage 8; Critical 2; Abilities: Shapeshifter (once per round as an inci-
Range [Engaged]; Vicious 3, Knockdown). dental, a doppleganger may increase or decrease it’s
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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
range and does a contested Perception vs Discipline Equipment: Fists (Brawl; Damage 2; Critical 5; Range
check. If successful the doppleganger learns the target’s [Engaged]; Knockdown).
PART 4: WAVE ECHO CAVE
GHOUL (MINION)
WANDERING MONSTERS
Instead of rolling on a table be liberal with spending 22121 1
Story Points to reinforce minion groups.
1. CAVE ENTRANCE 3 4 0/0
Falling into the pit causes a character to take falling
damage from Short range. Skills (group only): Brawl, Resilience
Replace boots of striding and springing with Elven Boots
(RoT p 109). Talents: None.
2. MINE TUNNELS Abilities: Undead (does not need to breathe, eat, or
No additions necessary. drink,and can survive underwater; immune to poisons
and toxins), Undying (may spend from any
3. OLD ENTRANCE check made by a PC to return one previously defeated
The stirges form a minion group of 10. ghoul to an existing minion group, removing damage
from the group accordingly. Spend to return two
4. OLD GUARDROOM ghouls to a minion group), Paralyzing Attack (after
The skeletons form a minion group of 9. a successful Brawl check the target must make an
Average ( ) Resilience check and be staggered for 1
STIRGE (MINION) round per uncanceled .
221111
Equipment: Claws (Brawl; Damage 3; Critical 3;
Range [Engaged])
5. ASSAYERS' OFFICE ) Skul-
Opening the safe requires a Daunting (
duggery check.
2 4 0/0 6. SOUTH BARRACKS
The ghouls form a minion group of 3.
Skills (group only): Brawl, Coordination, Vigilance,
Perception. 7. RUINED STOREROOM
Talents: None. No additions necessary.
Abilities: Flyer (can fly); Swoop (can move from Short
range to Engaged as an incidental); Blood Drain (after 8. FUNGI CAVERN
making a successful Brawl check the stirge can become Poison Gas. Any character crossing the cavern must
attached to the target and is not counted toward the make an Average ( ) Resilience check and suffer 1
minion group total. The target will suffer 1 wound per strain for every uncanceled and 1 wound for every
round until the stirge is removed. It can be removed by uncanceled . Any that result means the character
using an action to perform an Average ( ) Athletics adds to every check for the next hour.
check. Once removed the stirge rejoins the minion
group.
Equipment: Claws (Brawl; Damage 3; Critical 3;
Range [Engaged])
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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 No additions necessary.
damage from Short range.
CONCLUSION
10. DARK POOL
No additions necessary. The characters should receive 10 experience points for
11. NORTH BARRACKS successfully navigating Wave Echo Cave and defeating
all the foes in their way. They should receive an addi-
The bugbears here form a minion group of 5. tional 5 if they manage to defeat Nezznar or 8 if they
12. SMELTER CAVERN capture him alive.
The zombies here form a minion group of 8. SPECTATOR (NEMESIS)
13. STARRY CAVERN 334333
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
p167). Talents: Adversary 2 (Upgrade difficulty of all combat
check against this target three twice).
15. FORGE OF SPELLS
Any character with a least one rank in a Magic skill Abilities: Telepathy (the spectator can communi-
can immediately sense that the brazier is a source of cate telepathically with any one within Medium
magic. Replace Lightbringer with Mace of Kellos (RoT range), Hover (hovers; CRB p 100), Eye Ray (The
p109). Replace Dragonguard with chainmail that has an spectator uses two of the following eye rays. It can use
Ironbound Rune (RoT p108) each ray only once per round. Each ray targets a char-
acter the spectator can see up to Medium range:
16. BOOMING CAVERN
No additions necessary. 1. Confusion Ray. The target makes a Hard ( )
Discipline check and is disoriented for 1 round per
17. OLD STREAMBED uncanceled .
No additions necessary.
2. Paralyzing Ray. The target makes a Hard ( )
18. COLLAPSED CAVERN Resilience check and is immobilized and staggered for
The bugbears here form a minion group of 3. 1 round per uncanceled .
Rift. Climbing up or down the rift requires an Average
( ) Athletics check. If results and the character 3. Fear Ray. The target makes a Hard ( ) fear
failed the check they will take falling damage from check.
Medium range. Replace gauntlets of ogre power with
Gauntlets of Power. 4. Wounding Ray. The target makes a Hard ( )
Resilience check and suffers 4 damage plus 1 damage
per uncanceled and 1 strain per uncanceled . )
Equipment: Fangs (Brawl; Damage 4; Critical 5;
Range [Engaged];).
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LOST MINE OF PHANDELVER (GENESYS CONVERSION)
NEZZNAR THE BLACK SPIDER
(NEMESIS)
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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