Any hints for running the 4e version?

Selganor

Adventurer
After almost 3 years of hiatus we might "continue" the War of the Burning Sky.

Back in 2008 we played the 3.5 version untill adventure 5, which got horribly shortened due to the fact that the whole group wanted to start with 4e as soon as possible and we haven't touched any 3.x stuff in this group after that.

But due to the advanced state of the 4e conversion I asked the group if they wanted to "continue" the campaign in 4e.

I intend to run the last part of adventure 5 (just after they got rid of the army) and will then continue with adventure 6.

Has anything important changed from the 3.5 version or can I just skim the adventures to job my memory and compile a short "Previously..." summary for my players (who don't even remember much of the details of their own characters in this campaign)?

Any other pointers for a "new" DM of the Burning Sky AP?
 

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Nothing important changed plot-wise. The specific encounters changed from time to time, and there are one or two additional minor side plots, but nothing to worry about. A quick summary would be fine - in fact, you could just grab the summaries from the start of each adventure which tend to be a "Previously on..." type thing.
 

Thanks, that helps a lot.

Other DMs who have already run it in 4e are still welcome to chime in.

Another thing I noticed:

Indomitability's Boon (via Death Boon) is granted "until it is used or until the end of the next extended rest"

Is this intended?

After the next extended rest there's nothing left of the Boon.

Has anyone run into problems allowing the Boon permanently?

BTW: When would someone "use" the Boon?
 

There were changes with the boons in 4e. I had the boon granted by Indomitibility (Tenacity in my game) wear off after the hurricane at the end of adventure 3, Shelter from the Storm.

Go over encounters using the Monster Builder or MM3 rules. Many of the encounters were converted before the new math came out.

Don't be in a hurry to level the characters up to the expected level in the 4e version. I think it's easier to make the encounters the right level for the group as you work through the plot, rather than padding it out with extra encounters. Consider cutting out some of the extra encounters that were added to the 4e version and just leveling them up as it seems appropriate. I think the conversion rushed into the higher levels too fast. I'd rather even the progression out a bit.

Be prepared to deviate from the story as presented in the modules. My group seems to approach things very differently, but maybe yours won't. I've received some great help here from the authors. Have fun!
 

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