Dr. Confoundo
First Post
I'm about to take over the GMing duties for my group, and I've decided to start with Eyes of the Lich Queen, a 5th-level Eberron adventure which was published in 2007. While there are a few kinks in the adventure, for the most part I found it quite enjoyable, and with a little bit of polish, and an upgrade to 4E, it should do pretty well.
I'm going to use this thread as somewhat of a sounding board... I'm going to post what I've done, and what changes I'm making to the adventure in order to get it up to speed with 4E. Hopefully people will chime in if they see any big boo-boos, or if they have a better idea for me. In the end, if you like what I've done, maybe you can pull out a copy of the adventure and run it for your own group.
To start with, this module was designed for 5th level in 3.5 Edition, but going by what the main opponents for the first section of the adventure are (namely lizardfolk), I’m going to aim this adventure at seventh level PCs. Later on in the module there definitely are things that I’ll need to scale down, because the 4E counterparts of some of these 3.5E critters got a bit of a power boost, but that shouldn’t be too difficult to work out the math. I’ve already done a fair bit of monster modification, and it’s not too hard to do.
The background and intro to the module can be used almost without change. An archeologist and historian named Sur'kil hires the party to go deep into the jungles of Q'Barra, to investigate an ancient temple, which is now teeming with lizardfolk. The party must enter the temple, and make their way to the hidden chambers below, where the relics that Sur’kil desires are located.
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Encounter 1) Jungle Attack – 1400 xp
Originally two poison dusk lizardmen ranger2 and a poison dusk ranger4, I've added a couple extra lizardfolk to make it a little more challenging. The ranger4 has become an Elite Huntmaster.
Two Lvl 5 Duskscale Hunters @ 200 xp each
Two Lvl 6 Duskscale Darters @ 250 xp each
Lvl 6 Elite Duskscale Huntmaster @ 500 xp
This is a simple conversion. I've advanced two standard lizardfolk statblocks, and given them resist poison 5. The Huntmaster will start off with it's Barbed Net attack (which I imagine dropping from the jungle canopy above), and then go in for close combat with the Hunters. The map will have lots of swamp terrain, so their swamp walk ability should come in pretty handy. Once he gets bloodied, he'll use his reed whistle to alert the rest of his tribe of the danger, and lizardfolk from Encounter 2 can start showing up in about 2 rounds.
I'm going to use this thread as somewhat of a sounding board... I'm going to post what I've done, and what changes I'm making to the adventure in order to get it up to speed with 4E. Hopefully people will chime in if they see any big boo-boos, or if they have a better idea for me. In the end, if you like what I've done, maybe you can pull out a copy of the adventure and run it for your own group.
To start with, this module was designed for 5th level in 3.5 Edition, but going by what the main opponents for the first section of the adventure are (namely lizardfolk), I’m going to aim this adventure at seventh level PCs. Later on in the module there definitely are things that I’ll need to scale down, because the 4E counterparts of some of these 3.5E critters got a bit of a power boost, but that shouldn’t be too difficult to work out the math. I’ve already done a fair bit of monster modification, and it’s not too hard to do.
The background and intro to the module can be used almost without change. An archeologist and historian named Sur'kil hires the party to go deep into the jungles of Q'Barra, to investigate an ancient temple, which is now teeming with lizardfolk. The party must enter the temple, and make their way to the hidden chambers below, where the relics that Sur’kil desires are located.
-----------------
Encounter 1) Jungle Attack – 1400 xp
Originally two poison dusk lizardmen ranger2 and a poison dusk ranger4, I've added a couple extra lizardfolk to make it a little more challenging. The ranger4 has become an Elite Huntmaster.
Two Lvl 5 Duskscale Hunters @ 200 xp each
Duskscale Hunter Level 5 Skirmisher
Medium Natural Humanoid (Reptile) XP 200
Initiative +6
Senses Perception +8
HP 62; Bloodied 31
AC 18; Fortitude 16, Reflex 15, Will 14
Resist 5 poison
Speed 6 (swamp walk)
Spear (Standard; at-will) ♦ Weapon
+10 vs AC; 1d8+4 damage
Sidestep Attack (Standard; at-will) ♦ Weapon
The lizardfolk shifts and makes a melee basic attack
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +8
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Equipment light shield, spear
Two Lvl 6 Duskscale Darters @ 250 xp each
Duskscale Darter Level 6 Lurker
Medium Natural Humanoid (Reptile) XP 250
Initiative +11
Senses Perception +10
HP 56; Bloodied 28
AC 19; Fortitude 15, Reflex 18, Will 15
Resist 3 Poison
Speed 6 (swamp walk)
Club (Standard; at-will) ♦ Weapon
+11 vs. AC; 1d6+2
Blowgun (Standard; at-will) ♦ Poison, Weapon
Loading the blowgun takes a minor action; Ranged 6/12; +11 vs AC; 1d4 damage, and the duskscale darter makes a secondary attack against the same target. Secondary Attack: +9 vs Fort; the target takes ongoing 5 poison damage and is slowed (save ends both)
Sniper
A hidden lizardfolk darter that misses with a ranged attack remains hidden.
Alignment Unaligned Languages Draconic
Skills Athletics +9, Stealth +12
Str 13 (+4) Dex 18 (+7) Wis 15 (+5)
Con 14 (+5) Int 8 (+2) Cha 8 (+2)
Equipment club, blowgun with 20 poisoned darts
Lvl 6 Elite Duskscale Huntmaster @ 500 xp
Duskscale Huntmaster Level 6 Elite Skirmisher
Medium Natural Humanoid (Reptile) XP 500
Initiative +7
Senses Perception +6
HP 112; Bloodied 56
AC 20; Fortitude 18, Reflex 19, Will 18
Resist 5 poison
Saving Throws +2
Speed 6 (swamp walk)
Action Points 1
Obsidian Axe (Standard; at-will) ♦ Weapon
+11 vs AC; 1d8+4 damage
Javelin (Standard; at-will) ♦ Weapon
Ranged 10/20; +11 vs AC; 1d6+4 damage and target takes -2 to attacks (save ends)
Barbed Net (Standard; encounter) ♦ Weapon
Area burst 2 within 15; +10 vs Reflex; 1d6+4 damage, and the target is immobilized. The targets can escape with an Acrobatics or Athletics check (DC 19) as a move action, or by doing 8 points of damage with an appropriate attack.
Huntmaster Focus
Huntmaster and its allies deal an extra 1d6 damage against enemies that the huntmaster flanks
Alignment Unaligned Languages Draconic
Skills Nature +11, Stealth +12
Str 15 (+5) Dex 18 (+7) Wis 17 (+6)
Con 14 (+5) Int 10 (+3) Cha 10 (+3)
Equipment 5 Javelins, Obsidian Axe, light shield, reed whistle
This is a simple conversion. I've advanced two standard lizardfolk statblocks, and given them resist poison 5. The Huntmaster will start off with it's Barbed Net attack (which I imagine dropping from the jungle canopy above), and then go in for close combat with the Hunters. The map will have lots of swamp terrain, so their swamp walk ability should come in pretty handy. Once he gets bloodied, he'll use his reed whistle to alert the rest of his tribe of the danger, and lizardfolk from Encounter 2 can start showing up in about 2 rounds.
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