Tactics may need a bit of revision, and skill checks like "Listen" need to be changed to "Perception", but otherwise, once you have the monster stats, the adventure should run smoothly. I also included 5 pregens.
Act One - A Safe Haven (475xp)
Mother Luecrotta
Level 7 Large Aberrant Lurker XP 300
Init +6; Percep +5; Darkvision Spd 6
HP 82/41; AC 20; Fort 19; Ref 18; Will 17
Atk(melee-bite) +12 vs AC dmg 1d10+5
Armor-piercing Bite (Standard/At-Will) +10 vs Reflex dmg 1d10+5
plus target is -2 to AC until end of Luecrotta's next turn.
Retreat Double Kick (immediate interrupt) When first bloodied,
the Luecrotta makes an immediate +14 atk vs AC. The attack
does 2d10+5 dmg and knocks the target prone. The Luecrotta can
also shift up to 3 squares when using this ability.
Mimic Voice (At-Will) A Luecrotta can mimic the voice or sound of
a male or female person, child, or domestic creature, with a Bluff skill
of +15
Alignment Evil; Languages Common, Goblin
Str20(+8 ) Con 17(+6) Dex 16(+6) Int 16(+6)
Wis 14(+5) Cha 17(+6)
Young Luecrotta
Level 4 Medium Aberrant Lurker XP 175
Init +5; Percep +4; Darkvision Spd 6
HP58/29; AC20; Fort19; Ref18; Will17
Atk(melee-bite) +9 vs AC dmg 1d8+3
Armor-piercing Bite (Standard/At-Will) +7 vs Reflex dmg 1d8+3
plus target is -2 to AC until end of Luecrotta's next turn.
Retreat Double Kick (immediate interrupt) When first bloodied,
the Luecrotta makes an immediate +11 atk vs AC. The attack
does 2d8+3 dmg and knocks the target prone. The Luecrotta can
also shift up to 3 squares when using this ability.
Mimic Voice (At-Will) A Luecrotta can mimic the voice or sound of
a male or female person, child, or domestic creature, with a Bluff skill
of +5 (Young have not fully developed this ability).
Alignment Evil; Languages Common, Goblin
Str20(+7) Con 17(+5) Dex 16(+5) Int 16(+5)
Wis 14(+4) Cha 17(+5)
Act Two - A Bird in the Hand (500xp)
5 Stirges
Level 1 Small Natural Lurker XP 100ea
Init +7; Percep +0; Darkvision Spd 6
HP 22/11; AC 15; Fort 12; Ref 13; Will 10
Atk(melee-bite) +6 vs AC dmg 1d4
Blood-sucking Bite (Standard/At-Will) +6 vs AC dmg 1d4, target
is grabbed until escape and takes ongoing 5 until it escapes.
An attached stirge cannot make atk rolls while grabbing a
target and gains +5 to AC and Reflex.
Alignment unaligned; Languages none
Str 8(-1) Con 10(0) Dex 16(+3) Int 1(-5) Wis 10(0) Cha 4(-3)
Act Three - Vortigern's Trap (800xp)
Vortigern
Level 5 Medium Human Artillery XP 200
Init +4; Percep +7; Spd 6 Action Points 1
HP 50/25; AC 18; Fort 14; Ref 15; Will 16
Atk(melee-staff) +5 vs AC dmg 1d8
Magic Missle (Standard/At-Will) Rng20; +8 vs Reflex dmg 2d4+4
Dancing Lightning (Standard/Enc) Rng10; +8 vs Reflex; up to 3 targets.
1d6+4 dmg.
Thunderburst (Standard/Enc) Burst1 within10; +8 vs Fort; 1d8+4 thunder
dmg and targets are dazed (save ends).
Alignment Evil; Languages Common; Skills Arcana +11, Insight +7
Str 10(+2) Con 12(+3) Dex 14(+4) Int 18(+6)
Wis 17(+5) Cha 12(+3)
Equipment: robes, wand, quarterstaff, 2 daggers, potion of healing, 102gp, 58sp,
3-20gp gems, +1 Cloak of Protection, map to Rappan Athuk.
Vortigern's Imp Familiar "Talon"
Level 3 Small Immortal humanoid Lurker XP 150
Init +8; Percep +8; darkvision; Spd 6
HP 40/20; AC 17; Fort 15; Ref 15; Will 15
Atk(melee-bite) +7 vs AC dmg 1d6+1
Tail Sting (Standard/Enc) Poison Reach0; +8 vs AC, 1d+3dmg
plus imp makes secondary atk against same target: +5 vs Fort;
target takes ongoing 5 poison dmg and -2 Wis penalty (save ends both).
***This ability recharges when imp uses Vanish.
Vanish (Standard/at-will) Illusion; Imp becomes invisible until its
next turn or until it attacks.
Alignment Evil; Languages Common, Supernal;
Skills Arcana +9, Bluff +9, Stealth +9
Str 12(+2) Con 16(+4) Dex 17(+4) Int 16(+4)
Wis 14(+3) Cha 16(+4)
Grenag and Slaaroc
Level 5 Medium Half-orc Artillery XP 100ea
Init +3; Percep -2; low-light vision; Spd 6 (8 while charging)
HP 24/12; AC 13; Fort 13; Ref 15; Will 11
Atk(melee-longsword) +5 vs AC dmg 1d8+2
Atk(ranged-longbow) Ranged15/30 +5 vs AC dmg 1d10+2
Warrior's Surge (Standard/Enc/only when bloodied) make basic attack
and regain 6 hit points.
Powerful Shot (Standard/recharge4,5,6) Ranged10; +4 vs Reflex; 1d10+2 dmg
and target is knocked prone.
Alignment Chaotic Evil; Languages Common, Giant; Skills Stealth+3, Thievery+5
Str 13(+1) Con 12(+1) Dex 17(+3) Int 8(-1)
Wis 7(-2) Cha 9(-1)
Equipment: Leather armor, longsword, longbow, quiver w/12 arrows.
5 Decrepit Skeletons
Level 1 Medium Undead Minion XP 25ea
Init +3; Percep +2; darkvision; Spd 6
HP 2; AC 16; Fort 13; Ref 14; Will 13
Atk(melee-longsword) +6 vs AC dmg 1d8
Atk(ranged-shortbow) Ranged 15/30 +6 vs AC dmg 1d6
Alignment Unaligned; Languages -----
Str 15(+2) Con 13(+1) Dex 17(+3) Int 3(-4)
Wis 14(+2) Cha 3(-4)
Equipment: heavy shield, longsword, shortbow, quiver w/15 arrows.
5 Zombie Rotters (3 are child-zombies)
Level 1 Medium Undead Minion XP 25ea
Init -2; Percep -1; darkvision; Spd 4
HP 2; AC 13; Fort 13; Ref 9; Will 10
Atk(melee-slam) +6 vs AC dmg 1d10
Alignment Unaligned; Languages -----
Str 14(+2) Con 10(0) Dex 6(-2) Int 1(-5) Wis 8(-1) Cha 3(-4)
Pregenerated PCs:
Corean
Level 1 Human Wizard
Initiative: +0
Senses: Perception +5;
HP 22; Bloodied 11
AC 13; Fortitude 13; Reflex 14; Will 15
Healing Surges: 7 per day, recovers 5 hp.
Speed 6
Basic Attacks: melee +2; ranged +0
Attacks: Quarterstaff +4 melee (1d8)
At-Will Powers: Magic Missile, Scorching Burst, Ray of Frost, Mage Hand [class], Prestidigitation [class], Ghost Sound [class], Light [class]
Encounter Powers: Burning Hands
Daily Powers: Freezing Cloud
Alignment: Good
Languages: Common, Draconic
Skills: Acrobatics +0, Arcana* +8, Athletics +2, Bluff +2, Diplomacy* +7, Dungeoneering +0, Endurance +1, Heal +0, History* +8, Insight* +5, Intimidate +2,
Nature +0, Perception* +5, Religion +3, Stealth +0, Streetwise +2, Thievery +0.
*indicates trained skills
Abilities: Str 14 (+2); Dex 11 (+0); Con 12 (+1); Int 17 (+3); Wis 11 (+0); Cha 15 (+2)
Feats: Human Perseverance, Action Surge
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook
Gear: Quarterstaff, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 80 gp
Galdar
Level 1 Human Cleric of Bahamut
Initiative: +1
Senses: Perception +3;
HP 27; Bloodied 13
AC 18; Fortitude 14; Reflex 14; Will 16
Healing Surges: 9 per day, recovers 6 hp.
Speed 5
Basic Attacks: melee +3; ranged +1
Attacks: Morningstar +5 melee (1d10), Sling +3 ranged (1d6)
At-Will Powers: Lance of Faith, Righteous Brand, Priest's Shield
Encounter Powers: Healing Strike, Healing Word [class], Channel Divinity: Turn Undead [class], Channel Divinity: Divine Fortune [class], Channel Divinity:
Armor of Bahamut [class]
Daily Powers: Cascade of Light
Alignment: Lawful Good
Languages: Common, Supernal
Skills: Acrobatics +0, Arcana +0, Athletics* +7, Bluff +1, Diplomacy* +6, Dungeoneering +3, Endurance +1, Heal* +8, History +0, Insight* +8, Intimidate +1,
Nature +3, Perception +3, Religion* +5, Stealth +0, Streetwise +1, Thievery +0.
*indicates trained skills
Abilities: Str 16 (+3); Dex 12 (+1); Con 15 (+2); Int 10 (+0); Wis 16 (+3); Cha 13 (+1)
Feats: Armor of Bahamut, Shield Proficiency (Heavy)
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Channel Divinity, Healing Lore, Healing Word, Ritual Casting
Gear: Chainmail, Heavy shield, Morningstar, Sling, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2),
waterskin, 24 gp
Bannor
Level 1 Human Paladin of Bahamut
Initiative: +0
Senses: Perception +2;
HP 27; Bloodied 13
AC 18; Fortitude 15; Reflex 13; Will 14
Healing Surges: 11 per day, recovers 6 hp.
Speed 5
Basic Attacks: melee +3; ranged +0
Attacks: Greatsword +6 melee (1d10)
At-Will Powers: Bolstering Strike, Holy Strike, Valiant Strike, Divine Challenge [class], Lay on Hands [class]
Encounter Powers: Radiant Smite, Channel Divinity: Divine Mettle [class], Channel Divinity: Divine Strength [class]
Daily Powers: Paladin's Judgment
Alignment: Lawful Good
Languages: Common, Draconic
Skills: Acrobatics -2, Arcana +1, Athletics* +6, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance -1, Heal* +7, History +1, Insight* +7, Intimidate* +6,
Nature +2, Perception +2, Religion* +6, Stealth -2, Streetwise +1, Thievery -2.
*indicates trained skills
Abilities: Str 16 (+3); Dex 10 (+0); Con 12 (+1); Int 12 (+1); Wis 15 (+2); Cha 13 (+1)
Feats: Human Perseverance, Powerful Charge
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Channel Divinity, Divine Challenge, Lay on hands
Gear: Plate armor, Greatsword, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, gp
Belflin
Level 1 Elf Ranger
Initiative: +4
Senses: Perception +10; Low-Light
HP 25; Bloodied 12
AC 13; Fortitude 13; Reflex 15; Will 13
Healing Surges: 7 per day, recovers 6 hp.
Speed 7
Basic Attacks: melee +2; ranged +4
Attacks: Falchion +5 melee (2d4), Longbow +6 ranged (1d10)
At-Will Powers: Twin Strike, Hit and Run
Encounter Powers: Two-Fanged Strike, Elven Accuracy [racial]
Daily Powers: Split the Tree
Alignment: Good
Languages: Common, Elven
Skills: Acrobatics* +8, Arcana +1, Athletics* +6, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +0, Heal +3, History +1, Insight +3, Intimidate +1,
Nature* +10, Perception* +10, Religion +1, Stealth* +8, Streetwise +1, Thievery +3.
*indicates trained skills
Abilities: Str 15 (+2); Dex 18 (+4); Con 13 (+1); Int 12 (+1); Wis 16 (+3); Cha 13 (+1)
Feats: Defensive Mobility, Agile Hunter
Racial Abilities: Elven Weapon Proficiency, Fey Origin, Group Awareness, Wild Step
Class Abilities: Hunter's Quarry, Prime Shot, Fighting Style [Archer Fighting Style]
Gear: Hide armor, Falchion, Longbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 0
gp
Helman
Level 1 Halfling Rogue
Initiative: +5
Senses: Perception +6;
HP 26; Bloodied 13
AC 17; Fortitude 12; Reflex 17; Will 14
Healing Surges: 8 per day, recovers 6 hp.
Speed 6
Basic Attacks: melee +1; ranged +5
Attacks: Dagger +5 melee (1d4), Hand Crossbow +7 ranged (1d6)
At-Will Powers: Sly Flourish, Piercing Strike
Encounter Powers: King's Castle, Second Chance [racial]
Daily Powers: Trick Strike
Alignment: Unaligned
Languages: Common, Goblin
Skills: Acrobatics +7, Arcana +0, Athletics +1, Bluff* +9, Diplomacy +4, Dungeoneering* +6, Endurance +2, Heal +1, History +0, Insight +1, Intimidate +4,
Nature +1, Perception* +6, Religion +0, Stealth* +10, Streetwise* +9, Thievery* +12.
*indicates trained skills
Abilities: Str 12 (+1); Dex 20 (+5); Con 14 (+2); Int 11 (+0); Wis 12 (+1); Cha 19 (+4)
Feats: Backstabber
Racial Abilities: Bold, Nimble Reaction
Class Abilities: First Strike, Sneak Attack, Rogue Tactics [Artful Dodger]
Gear: Leather armor, Dagger, Hand Crossbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2),
waterskin, 34 gp
tinwatchman 4e starting character generator v0.24
programmed by jon stout for the tinwatchman company. available at www.tinwatchman.com


