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<blockquote data-quote="Tormyr" data-source="post: 7459249" data-attributes="member: 6776887"><p>Hey, sorry I didn't get to this earlier. I saw it but was working hard on the PDF and Roll20 versions of <em>The Fire Forest of Innenotdar</em> (coming soon!) and didn't have time to deal with some of the answers that would have required a bit of digging.</p><p></p><p>1. I felt that the version that searched for phosphorescent mold was short-circuiting the process a bit too much. Finding the smith and checking the sewers underneath him is a better short version in my opinion. The difficulty with these conversions (vs. a fully new document like WotBS) is that an omission leaves a question about whether to keep something as is or drop it.</p><p></p><p>2. Whether they have all of their combat goodies is up to you. My rule of thumb is to throw in some of the items when they would actually be usable to the party. If all the stuff was kept in the conversion, the party would be loaded down with consumables. In this case, they would be potions of greater healing, and the bad guys should use some of them once in a while.</p><p></p><p>3. You could do 1.5 regular zombies per PC. I bumped the zombies' stats to keep it 1 per PC because the map is so small and is a bit tight for larger parties (especially in M5, and at this point my group had 6-8 PCs in a session.</p><p></p><p>4. The aboleth fits thematically with the mind flayer and fits the CR. Enslave has a chance of taking a PC out at the expense of 36 damage, but the advanced Octopin is on its own and will likely be overwhelmed. It crawls out of its tank, so the mucus does not come into play. It is a young creature and does not have lair abilities which would alter the CR anyway. It is more deadly than the mind flayer arcanist, but that is more a factor of encounter building in 3.5 vs 5e. In both, a CR 10 creature makes a "10" encounter, whether EL 10 in 3.5 or a Medium encounter for 4 level 10 PCs in 5e. However 3.5 doesn't provide as much of a boost from additional creatures in an encounter. The 3.5 final encounter has a CR 11 and two CR 6 creatures. The 5e version has a CR 8 and two CR 4 creatures, and that still runs on the "high" end of the encounter difficulty (barely Hard for 4 PCs; solidly Medium for 8 PCs). </p><p></p><p>5. I tried to get the cursed magic items to be more 5e in their implementation. The biggest thing that surprised my players was that <em>identify</em> didn't pick up on the curses. The tiny object didn't seem like something to convert as it was just a tiny object, but I could put an entry in for that.</p><p></p><p>6. 5e doesn't have <em>unhallow</em>, and it changed "good" and "evil" in spells to refer to celestials, fiends, and the like. With all the concepts dropped from 5e, I dropped the effect here. As for Zyrxog, I generally only keep magic items that were important, held by an important NPC, and (usually) have a 5e version. I also glazed over the magic items when a creature came from the MM (rather than be custom) as they could change the CR. The boots are not very useful for him. Only the arcanist's <em>lightning bolt</em> would benefit from empower. He could use the necklace of fireballs, but that means he is spending turns not being a mind flayer. In the end, the mind flayer arcanist, without magic items, provided what I thought would best fit the encounter, but it is easy to add in some of the other items, such as the potion of superior healing.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7459249, member: 6776887"] Hey, sorry I didn't get to this earlier. I saw it but was working hard on the PDF and Roll20 versions of [I]The Fire Forest of Innenotdar[/I] (coming soon!) and didn't have time to deal with some of the answers that would have required a bit of digging. 1. I felt that the version that searched for phosphorescent mold was short-circuiting the process a bit too much. Finding the smith and checking the sewers underneath him is a better short version in my opinion. The difficulty with these conversions (vs. a fully new document like WotBS) is that an omission leaves a question about whether to keep something as is or drop it. 2. Whether they have all of their combat goodies is up to you. My rule of thumb is to throw in some of the items when they would actually be usable to the party. If all the stuff was kept in the conversion, the party would be loaded down with consumables. In this case, they would be potions of greater healing, and the bad guys should use some of them once in a while. 3. You could do 1.5 regular zombies per PC. I bumped the zombies' stats to keep it 1 per PC because the map is so small and is a bit tight for larger parties (especially in M5, and at this point my group had 6-8 PCs in a session. 4. The aboleth fits thematically with the mind flayer and fits the CR. Enslave has a chance of taking a PC out at the expense of 36 damage, but the advanced Octopin is on its own and will likely be overwhelmed. It crawls out of its tank, so the mucus does not come into play. It is a young creature and does not have lair abilities which would alter the CR anyway. It is more deadly than the mind flayer arcanist, but that is more a factor of encounter building in 3.5 vs 5e. In both, a CR 10 creature makes a "10" encounter, whether EL 10 in 3.5 or a Medium encounter for 4 level 10 PCs in 5e. However 3.5 doesn't provide as much of a boost from additional creatures in an encounter. The 3.5 final encounter has a CR 11 and two CR 6 creatures. The 5e version has a CR 8 and two CR 4 creatures, and that still runs on the "high" end of the encounter difficulty (barely Hard for 4 PCs; solidly Medium for 8 PCs). 5. I tried to get the cursed magic items to be more 5e in their implementation. The biggest thing that surprised my players was that [I]identify[/I] didn't pick up on the curses. The tiny object didn't seem like something to convert as it was just a tiny object, but I could put an entry in for that. 6. 5e doesn't have [I]unhallow[/I], and it changed "good" and "evil" in spells to refer to celestials, fiends, and the like. With all the concepts dropped from 5e, I dropped the effect here. As for Zyrxog, I generally only keep magic items that were important, held by an important NPC, and (usually) have a 5e version. I also glazed over the magic items when a creature came from the MM (rather than be custom) as they could change the CR. The boots are not very useful for him. Only the arcanist's [I]lightning bolt[/I] would benefit from empower. He could use the necklace of fireballs, but that means he is spending turns not being a mind flayer. In the end, the mind flayer arcanist, without magic items, provided what I thought would best fit the encounter, but it is easy to add in some of the other items, such as the potion of superior healing. [/QUOTE]
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