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Conversion Diary (Eyes of the Lich Queen)
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<blockquote data-quote="Dr. Confoundo" data-source="post: 4711605" data-attributes="member: 129"><p>I'm about to take over the GMing duties for my group, and I've decided to start with <em>Eyes of the Lich Queen</em>, 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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>-----------------</p><p></p><p>Encounter 1) Jungle Attack – 1400 xp</p><p></p><p>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.</p><p></p><p> Two Lvl 5 Duskscale Hunters @ 200 xp each</p><p> </p><p></p><p>Two Lvl 6 Duskscale Darters @ 250 xp each</p><p></p><p></p><p>Lvl 6 Elite Duskscale Huntmaster @ 500 xp</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dr. Confoundo, post: 4711605, member: 129"] I'm about to take over the GMing duties for my group, and I've decided to start with [I]Eyes of the Lich Queen[/I], 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. ----------------- 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. [/QUOTE]
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