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<blockquote data-quote="Falstyr" data-source="post: 4908144" data-attributes="member: 82794"><p>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 "<strong>project</strong>" to convert adventures. Let's begin with <strong>Sons of Gruumsh</strong> 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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The Base Frame</p><p></p><p>[Sblock=lvl 4 to 5]</p><p>Major Quest lvl6 1250XP: Rescue the Scions</p><p>Minor Quest lvl6 250XP: Find prove that the houses are not involved with the disappearance of the scions in order to prevent civil war.</p><p></p><p>Part 1 Arrival in Melvaunt</p><p>Street Fight N+2 difficulty</p><p></p><p>Part 2 Crossing Thar</p><p>Day 1-2 Skill Challenge + Random encounters average N+0 each</p><p>Day 3 Ambush Side N+0</p><p>Day 4 Orc Scout Camp N+2</p><p>Day 6 Manticore Attack N+0</p><p></p><p>Players Turn level 5</p><p>[/Sblock]</p><p></p><p>[Sblock=lvl 5 to 7ish]</p><p>Part 3 Xul-Jarak</p><p></p><p>Lower Level</p><p>3. Gate House N-2 each</p><p>4. Courtyard N+1</p><p>5. Tavern N+1</p><p>10. Old Barracks N-4</p><p>11. Emissaries Broken Fang N-1</p><p>12. Zhentarim Emissaries N+2</p><p>13. Emmisaries of the Roving Eye N+0</p><p>14. Hall of the Orc King N+4</p><p>16. Kitchen N-4</p><p></p><p>PC's become lvl 6</p><p></p><p>Upper Level</p><p>18. Outer Wall Parapets N+2</p><p>19. Barbican N-2</p><p>20. Citadel Curtain N-4</p><p>24. Hall of Warriors N-2</p><p></p><p>Dungeon lvl1</p><p>28. Hall of Beating Drums N-2</p><p>29. Kings Sepulcher N+1 trap</p><p></p><p>Dungeon lvl3</p><p>33. The Hall of Raging Battle N-1</p><p>35. Tomb of Kursk one Tusk N-1</p><p>36. Forge N+1</p><p></p><p>Dungeon lvl4</p><p>38. The Hall of Triumph N+0 </p><p>39. Ambush N+0</p><p>44. Sunken Cave N+0</p><p></p><p>Pc's Turn lvl 7</p><p></p><p>45. Jurrg's Cave N-2 1000</p><p>47. Temple of Gruumsh N+3 2500</p><p>48. Thrull's Den N-3 875</p><p></p><p>Part 4 Flight or Fight</p><p>Feast of Heroes N+3 2500</p><p>[/Sblock]</p></blockquote><p></p>
[QUOTE="Falstyr, post: 4908144, member: 82794"] 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 "[B]project[/B]" to convert adventures. Let's begin with [B]Sons of Gruumsh[/B] 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] [/QUOTE]
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