Adventure Conversions

Falstyr

First Post
Good Day,

It has been a while since the last time I've logged in on these boards. Since the beginning of 4e I've attempted to convert a few adventures. On these boards I even found a conversion to 4th concerning the adventure Red Hand of Doom.

Now I was wondering if there are more conversions of previous edition adventures. Or if people are interested to work on some.

Greetings,

-edit-
Adding 2 links for easy referencing
http://www.enworld.org/forum/4e-fan-creations-house-rules/229608-red-hand-doom-4-0-a.html

http://www.enworld.org/forum/blogs/jack99/1446-red-hand-doom-conversion-part-i.html
http://www.enworld.org/forum/blogs/jack99/1588-red-hand-doom-conversion-part-ii.html
 
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I could help if you want, i'm pretty good at monster conversions and geographical design.

What do you have in mind?

Kudos

-Sporemine
 

The first one would be selfish. Soon my group will be starting Red Hand of Doom. At the moment it only requires to update and mildly tweak the monsters already available in the links provided.

Still I'm not sure about the maps provided will suffice. Movement in 4e is slightly different. In 4e environment is also more important. This is why maps might need to be made slightly bigger and require more environmental influences.

I also have Sons of Gruumsh which could be shared as soon as all my notes have been gathered. Vault of Larin Karr and City of the Spiderqueen could be other adventures worth converting.
 



I've been doing up Savage Tide from the 9th adventure or so. It's been slow going, but the notes would be less useful to most groups since I've been designing for a smaller sized party.
 


Well it seems there are a few converted adventures out there. If it is ok with everyone I'd like to dub this thread into a "project" to convert adventures. Let's begin with Sons of Gruumsh since that is one I've done mostly already. If others are willing to assist, but lack the module I can send the PDF if needed.


Sons of Gruumsh is a 4th to 5th or maybe 6th level adventure for a 4PC party. In my Base Frame beneath you'd go from 4th to 7ish lvl in a 5PC party. Any Feedback on the math? I'm going to follow the XP math more strictly in this case. During play I simply give automatic lvl ups at certain points and we ended the adventure at lvl6th. This caused the big battles to be a little more difficult and epicly challenging. Lvl6 is also what is preferred to begin the converted Red Hand of Doom module.

Most encounters might seem relatively easy, but don't forget that due to the alert and noises several encounters are often chained together. Especially when entering Xul-Jarak you might face almost the entire lower level and some on the parapets the minute you breach the keep.

The Base Frame

[Sblock=lvl 4 to 5]
Major Quest lvl6 1250XP: Rescue the Scions
Minor Quest lvl6 250XP: Find prove that the houses are not involved with the disappearance of the scions in order to prevent civil war.

Part 1 Arrival in Melvaunt
Street Fight N+2 difficulty

Part 2 Crossing Thar
Day 1-2 Skill Challenge + Random encounters average N+0 each
Day 3 Ambush Side N+0
Day 4 Orc Scout Camp N+2
Day 6 Manticore Attack N+0

Players Turn level 5
[/Sblock]

[Sblock=lvl 5 to 7ish]
Part 3 Xul-Jarak

Lower Level
3. Gate House N-2 each
4. Courtyard N+1
5. Tavern N+1
10. Old Barracks N-4
11. Emissaries Broken Fang N-1
12. Zhentarim Emissaries N+2
13. Emmisaries of the Roving Eye N+0
14. Hall of the Orc King N+4
16. Kitchen N-4

PC's become lvl 6

Upper Level
18. Outer Wall Parapets N+2
19. Barbican N-2
20. Citadel Curtain N-4
24. Hall of Warriors N-2

Dungeon lvl1
28. Hall of Beating Drums N-2
29. Kings Sepulcher N+1 trap

Dungeon lvl3
33. The Hall of Raging Battle N-1
35. Tomb of Kursk one Tusk N-1
36. Forge N+1

Dungeon lvl4
38. The Hall of Triumph N+0
39. Ambush N+0
44. Sunken Cave N+0

Pc's Turn lvl 7

45. Jurrg's Cave N-2 1000
47. Temple of Gruumsh N+3 2500
48. Thrull's Den N-3 875

Part 4 Flight or Fight
Feast of Heroes N+3 2500
[/Sblock]
 
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