Converting Malakaz encounter from X4: Master of the Desert Nomads

johnsemlak

First Post
I need to convert the 'Malakaz' encounter in X4 for my next session.

There are several issues that need to be looked at.

First, the saving throw DC (versus Will) to avoid falling asleep. The text says Save versus spells at -2. I figure a DC of 18 would be a reasonable approximation.

If all characters fall asleep at the hut, one of the characters is made totally mindless, according to the module, but not game effects are actually listed. I would say that the effect should be int reduced to zero.

Though the original edition didn't allow a saving throw, I probably think one is appropriate. Perhaps the same DC as earlier?

Also, the modules states that remove curse will heal a drained character. I assume heal should work as well?

Next, there's which spells should be able to be used to defeat Malakaz. Dispel Evil is the only spell listed in the module. Could any others be used?

Finally, what is the EL for the encouter?
 

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johnsemlak said:
I need to convert the 'Malakaz' encounter in X4 for my next session.

There are several issues that need to be looked at.

First, the saving throw DC (versus Will) to avoid falling asleep. The text says Save versus spells at -2. I figure a DC of 18 would be a reasonable approximation.

Sounds reasonable.

If all characters fall asleep at the hut, one of the characters is made totally mindless, according to the module, but not game effects are actually listed. I would say that the effect should be int reduced to zero.

I agree. Zero intelligence, and the character loses access to all skills and feats - treated like normal ability damage. The character regains lost Intelligence at a rate of 1 point per night of rest.

Though the original edition didn't allow a saving throw, I probably think one is appropriate. Perhaps the same DC as earlier?

Wouldn't the initial Will save take care of this? The adventure states that if characters make their saves they stay awake, and their intelligence isn't drained. You don't wan't to make it too easy.

Also, the modules states that remove curse will heal a drained character. I assume heal should work as well?

I'd rule any spell that restores ability damage - heal as well as restoration. In 3e a remove curse wouldn't do it because the character wasn't cursed (technically).

Next, there's which spells should be able to be used to defeat Malakaz. Dispel Evil is the only spell listed in the module. Could any others be used?

The module states thar dispel evil does not kill or dispel Malakaz, but causes "her" to release that characters. It also says that other spells have no effect on her.

Finally, what is the EL for the encouter?

Since Malakaz can't be killed outright, I'd treat it as a magical trap. So you need to factor in the distortion field, and the ability drain, then find spells that have similiar effects in the PHB and then plug everything in using the chart in the DMG, p 74. (I don't have my PHB handy or I'd do it...)
 
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Though the original edition didn't allow a saving throw, I probably think one is appropriate. Perhaps the same DC as earlier?


Wouldn't the initial Will save take care of this? The adventure states that if characters make their saves they stay awake, and their intelligence isn't drained. You don't wan't to make it too easy.

Well, I thought about it. Of course, it depends on how easy that saving throw really is.

Still, I imagine that there will only be one character trying to stay awake at least the first night. So, only then one character's character's INT goes to zero. I do think that's pretty harsh (especially if I don't allow a remove curse spell to heal it).

I think in Basic D&D this situation might have been slightly different with a larger party (around 7, as opposed to about 4). In that case, you might expect 2-3 people to be on guard duty at one time.

Plus, the character who gets drained may not be the one who failed the saving throw and fell asleep. I'm not sure it's fair to not allow the victem any chance of resistance.

Perhaps making the saving throw would result in a temporary INT loss of 1d6?
 

johnsemlak said:
Still, I imagine that there will only be one character trying to stay awake at least the first night. So, only then one character's character's INT goes to zero. I do think that's pretty harsh (especially if I don't allow a remove curse spell to heal it).

Not necessarily. If you're planning to follow the encounter as written you don't have to worry:

During the night, the Malakaz will "attack." At midnight, any character who is awake must save vs. Spells at -2. Those who fail to save will fall asleep and will not awaken until morning. If at least one character is awake at all times during the night, nothing will happen. If all the characters fall asleep during the night, the Malakaz will drain the mind of one of them.

If even one character makes the save then nothing will happen to any member of the party. If this still seems too harsh, perhaps lowering the Will save DC will even things out...
 

I replied to this on the Mystara3e message group but I thought I may as well post here too:

johnsemlak said:
I need to convert the 'Malakaz' encounter in X4 for my next session.

There are several issues that need to be looked at.

First, the saving throw DC (versus Will) to avoid falling asleep. The text says Save versus spells at -2. I figure a DC of 18 would be a reasonable approximation.

Setting suitable DCs depends on the party level. In your case you already have a party going through the module but it's worth noting what level the module works best at.

Remember that Encounter Level is based on a four character party in 3e but most 0e modules are designed for more than four characters. The method I use to find the equivalent four character party is to work out the encounter level of what a sample party would be as the bad guys and then find what CR you would need for four creatures to be the same Encounter Level.

X4 recommends 6-8 characters of 6th to 9th level with about 50 levels total. So that could be two 9th level and four 8th level characters or it could be six 6th level characters and two 7th level characters. The average party might be seven 7th levelers. Looking up table 3-1 in the 3.5 DMG (4-1 in the 3.5 DMG) the six character party above would be between EL 13 and 14, the eight character party would be EL 12 and the average party would be EL 13. Since we're aiming for the equivalent of a four character party the six
character example above is probably the most relevant so I would put the target party level as one with an EL of 13. If you cross reference EL 13 against the column for four creatures you get CR 9. So the target party level in 3e should be 9th (four 9th level characters).

Assume a 6th-8th level party in 0e. Factoring in the -2, saving throws would be from 6-20 on d20 for a Halfling to 15-20 for a thief - ranging from a 75% chance to a 30% chance. A 9th level character in 3e with Good Will saves and a reasonable bonus (say +3) would have a 75% chance of success against DC 15. A character with poor Will saves and no bonus would have a 30% chance of success against DC 18. I would probably split the difference and go for 16 or 17, especially if the PCs are actually less than 9th level.

If all characters fall asleep at the hut, one of the characters is made totally mindless, according to the module, but not game effects are actually listed. I would say that the effect should be int reduced to zero.

I agree. The effect appears to be a permanent Int drain.

Though the original edition didn't allow a saving throw, I probably think one is appropriate. Perhaps the same DC as earlier?

According to the MM some ability drains provide a fortitude saving throw and others don't provide any saving throw. Given that this is a mind-affecting effect and that the victim is asleep (and also given that the original module provided no saving throw) I don't think you should allow one here. If you do, it should be a fortitude save equal to the sleep effect's DC.

Also, the modules states that remove curse will heal a drained character. I assume heal should work as well?

Under 3e Remove Curse won't help restore permanent ability damage. You need a Heal, Restoration or Greater Restoration spell.

Next, there's which spells should be able to be used to defeat Malakaz. Dispel Evil is the only spell listed in the module. Could any others be used?

Dispel Evil isn't really appropriate in 3e because it is a touch spell and the Malakaz is not something you can touch. I would suggest treating the Malakaz like a 10th level Undead or Outsider and require a successful Turn check against a 10 HD creature to allow escape. You might also want to allow Holy Smite or Holy Word to work. Also Banishment or Disimissal if there are no Clerics in the party.


Finally, what is the EL for the encouter?

Although the creature has limited offensive capabilities it is also quite difficult to defeat. Since we've aimed the DC at a 9th level party an EL 9 or 10 might be appropriate.

Regards

Thrombin
 
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