D&D 4E "A Light In The Belfry" conversion to 4E

sabrinathecat

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Last year, I converted and ran the Ravenloft adventure "A Light in the Belfrey" to 4e.
The original mod was a 2nd Ed module from when TSR was experimenting with providing music and ambient sound CDs with modules. In theory, this would provide DMs with a more atmospheric mood with someone else reading the flavor text. The disk also contained various generic sound effects. OK, but not as helpful as it could have been.

The first thing I did was to transcribe the text from the original mod as written, and make the modifications I deemed necessary. (The original version said "The powers of Ravenloft took notice and--". Now, my understanding was that Ravenloft is, was, and forever should be the name of Strahd von Zerovich's castle, and in-game, no one should ever say otherwise. Anything else is simply "The Land". Other details were changed as needed.

When the campaign first began, the first mod I put together involved the simplistic and feeble efforts of a "Disciple of Mor'Grath", at which point the PCs performing knowledge checks learned about a legendary necromancer king from about 500 years ago. Any paladin or avenger type of character would also know that the knight Lim Baur was dispatched from their order to hunt him down and kill him after he escaped the mob that tore down his palace fortress. Neither was heard from again, so the assumption has been that Lim Baur must have slain Mor'Grath, and for whatever reason, chose not to return. They ran into other Disciples, and the higher level "Devotees of Mor'Grath", all of whom displayed higher power levels and some fun effects.

When the party reached 6th&7th level, I started them into the mod.

Putting it together involved creating custom monsters (including an insubstantial swarm, with the characters all hated (1/2 damage for insubstantial AND 1/2 damage for swarm? 1/4 damage with most of their attacks!), but I enjoy playing with the old monster builder.
Now the question: Does anyone want to see All the gorey details of my conversion?
 

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Yes, that would be interesting.

A 2e adventure usually relied on strategic pacing rather than the more tactical pacing of 4e. It would be interesting to see how you deal with that.
 

One of the first things I did was to redo the maps from Isometric view that Ravenloft modules were presented in, and put it to a straight planar view on normal D&D maps. That alone made the mod so much easier. Isometric may be pretty, but it's also a tremendous space hog.
I'll start posting details next week.
 

So I'm a little late. Dragon is keeping me busy.
Actually, I'm about to start running this in a play-by-post adventure on Myth-Weavers, so I will post info as the characters come to deal with them.
 

OK, I'm running this mod on MythWeavers. Just started.

Set-up.
As mentioned, from lvl1, the first encounter was against a low-level follower of the Cult of Mor'Grath. Every other adventure has had another member of the cult being annoying, doing the basic evil things necromancers do. Raising armies from cemeteries, robbing towns for supplies, etc.

So at 6th level, the party is approached by a patron who asks them to escort his caravan of settlers to refound the lost town of Avonleigh. Avonleigh has been mentioned a time or two in the past. Seems that the occasional crazy person will wander into town claiming to have been there, but no proof, and frequently a feeble grip on reality. The Patron is trusting the party to guard the caravan, with promises of rewards when the caravan reaches the old site. He is sending one of his trusted advisers, hidden among the settlers, to help.

The assistant greats them right away, not wanting to fuss too much about the secrecy once the caravan gets started. 3 or 4 minor battles along the road to keep the players awake while the party is traveling for 2-6 weeks. Keep track of how much time the raids delay the party, just to keep them alert. The assistant will be throwing around lots of Lightning and weather magic (storm sorceror). He gets more and more excited the closer the party gets to Avonleigh. Unseasonal storms on the horizon get more and more intense. When the caravan arrives at the hill overlooking the valley where Avonleigh stood, the assistant hands them their reward, and a bolt of lightning lands in the middle of the party.

When the flash/glare dies down, they are on the hill, looking down into the ruins of the old settlement of Avonleigh. It was smashed and destroyed a long time ago, and there are no signs of anyone living there. Lots of destroyed buildings, broken rooftops etc. The only sign of life is a faint light on the other side of the woods.
This leads to the Phantasmal Forest. Throw a light-weight encounter here to keep the party moving. basically a lvl4-5 encounter with insubstantial creatures. During the fight, they cry out with the crimes they committed, or the crimes committed against them. Be creative. Have fun. Some will be innocent--really crank up the wailing for that one. If the party stops for anything longer than a single short rest, throw another encounter at them. Maybe slightly harder. The Phantasmal Forest is supposed to be a dangerous place.

The light is from the top of the manor house where the rest of the mod takes place. There is a 10 foot slate wall around the house, with rusting iron gates. Pretty much what follows directly in the module itself. More details when I get there.

For fun, I started building the manor house and grounds in Maya. Not in mind-blowing detail--just roughly. A couple of dimly lit images have helped set the mood nicely for the PbP version of the game.
 

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