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Converting Castle Whiterock
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<blockquote data-quote="Jack99" data-source="post: 4215590" data-attributes="member: 53135"><p>Notes on conversion:</p><p></p><p>First of all, I know I suck at coming up with names for powers, no need to point that out more than once <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p><u>Ikenvar:</u></p><p>Ikenvar is originally half-orc Fig2/rog1 who dual-wields longsword and dagger, and has a stench-pot, which I couldn't find any stats on, during my read-through.</p><p></p><p>The 4e version is a human, but that is only because it fits better with certain other things in my world, mostly that ½-orcs do not exist!</p><p></p><p>He still dual-wields longsword and dagger, and since he will be fighting alongside several other slavers, I "only" made him an elite. I did however also give him some possibilities to defend himself toe-to-toe, such as <strong>feinting attack</strong>, which works much like improved feint from 3.x. The stench-pot seems like a good way to put a caster out of the game, at least for a little while. Is it too powerful? </p><p></p><p><u>Melchin:</u></p><p>Melchin is originally a human monk level 2. As I read it, the party is supposed to encounter him on their own, so I made him a solo monster, the first of Castle Whiterock.</p><p></p><p>Since there is no monk in 4e, at least until October 1st, I came up with a couple of powers that should give my players the feeling they indeed are fighting a monk, all the while giving him options while facing off 5 foes. I could easily imagining him starting off by moving close to the players (maybe hiding and jumping down, as in the original module) using a whirlwind kick to hit as many as possible, then a stunning fist on any obvious casters or healers.</p><p></p><p><u>Minus:</u></p><p>Minus is originally a medium sized minotaur. He is also supposed to be encountered alone, and thus I decided to make him a solo as well.</p><p></p><p>I used some of the powers from the Champion of Baphomet from the DDM cards, and made me a "mini-mino". I added the cleave attack to keep players on their feet, and to give Minus the possibility of damaging more than one creature at the same time.</p><p><u></u></p><p><u>Goresh</u></p><p>Goresh is probably the convert that changed the most. In 3.x, he is a longbow-using orc. I didn't like the flavor of that, and from the orc preview, it seems that orcs in 4e are more into hand-axes than bows. </p><p></p><p>Goresh will encounter the PCs with his dogs at his side, so he was made an elite monster.</p><p></p><p>I gave him some measure of battlefield control via the <strong>hamstring</strong> power, and emphasized his link to the dogs (trollhounds) via his <strong>rally the dogs</strong> power. Normally orcs get the warrior surge, but I tweaked it a bit, to better fit the dual-wielding-axe-flavor I had going.</p><p></p><p><u>Trollhound</u></p><p>In the 3.x version, the trollhound grapples by the bite. I thought it was a great picture, this nasty-looking hound that grabs you with it's jaws, and never lets go. As you become more wounded, it only arouses it, making it bite down harder. The fast healing it had was changed to Troll Frenzy - maybe that should be troll-hound frenzy?</p><p></p><p><u>Kaernga</u></p><p>Probably the most simple to convert. Orc barb3 becomes orc berserker (from excerpt). I just de-leveled him a bit, and made him an elite creature, and gave him the standard berserker abilities. I did think he should have a bit more, so he got<strong> bloodied rage</strong>, which makes him hit harder when bloodied</p><p></p><p><u>Tarik</u></p><p>In the original module, Tarik is a orc fig3, who uses a whip, and has imp. disarm and imp. trip. </p><p>Sounds like a controller to me, and ofc, I made him elite. After all, I don't want my "named" to be push-overs. I thought it was surprisingly easy to convert disarm and trip, but then again, maybe all of you think the powers stink. /shrug</p><p>Between disarm, trip and the blind powers (imagine you get whipped right over the eyes), I think he came out okay. I am going to make sure to pair him with lots of slavers with the sneak attack ability, to maximize the usefulness of his trip and blind powers.</p><p></p><p>In advance, thanks for any feedback.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Jack99, post: 4215590, member: 53135"] Notes on conversion: First of all, I know I suck at coming up with names for powers, no need to point that out more than once ;) [U]Ikenvar:[/U] Ikenvar is originally half-orc Fig2/rog1 who dual-wields longsword and dagger, and has a stench-pot, which I couldn't find any stats on, during my read-through. The 4e version is a human, but that is only because it fits better with certain other things in my world, mostly that ½-orcs do not exist! He still dual-wields longsword and dagger, and since he will be fighting alongside several other slavers, I "only" made him an elite. I did however also give him some possibilities to defend himself toe-to-toe, such as [B]feinting attack[/B], which works much like improved feint from 3.x. The stench-pot seems like a good way to put a caster out of the game, at least for a little while. Is it too powerful? [U]Melchin:[/U] Melchin is originally a human monk level 2. As I read it, the party is supposed to encounter him on their own, so I made him a solo monster, the first of Castle Whiterock. Since there is no monk in 4e, at least until October 1st, I came up with a couple of powers that should give my players the feeling they indeed are fighting a monk, all the while giving him options while facing off 5 foes. I could easily imagining him starting off by moving close to the players (maybe hiding and jumping down, as in the original module) using a whirlwind kick to hit as many as possible, then a stunning fist on any obvious casters or healers. [U]Minus:[/U] Minus is originally a medium sized minotaur. He is also supposed to be encountered alone, and thus I decided to make him a solo as well. I used some of the powers from the Champion of Baphomet from the DDM cards, and made me a "mini-mino". I added the cleave attack to keep players on their feet, and to give Minus the possibility of damaging more than one creature at the same time. [U] Goresh[/U] Goresh is probably the convert that changed the most. In 3.x, he is a longbow-using orc. I didn't like the flavor of that, and from the orc preview, it seems that orcs in 4e are more into hand-axes than bows. Goresh will encounter the PCs with his dogs at his side, so he was made an elite monster. I gave him some measure of battlefield control via the [B]hamstring[/B] power, and emphasized his link to the dogs (trollhounds) via his [B]rally the dogs[/B] power. Normally orcs get the warrior surge, but I tweaked it a bit, to better fit the dual-wielding-axe-flavor I had going. [U]Trollhound[/U] In the 3.x version, the trollhound grapples by the bite. I thought it was a great picture, this nasty-looking hound that grabs you with it's jaws, and never lets go. As you become more wounded, it only arouses it, making it bite down harder. The fast healing it had was changed to Troll Frenzy - maybe that should be troll-hound frenzy? [U]Kaernga[/U] Probably the most simple to convert. Orc barb3 becomes orc berserker (from excerpt). I just de-leveled him a bit, and made him an elite creature, and gave him the standard berserker abilities. I did think he should have a bit more, so he got[B] bloodied rage[/B], which makes him hit harder when bloodied [U]Tarik[/U] In the original module, Tarik is a orc fig3, who uses a whip, and has imp. disarm and imp. trip. Sounds like a controller to me, and ofc, I made him elite. After all, I don't want my "named" to be push-overs. I thought it was surprisingly easy to convert disarm and trip, but then again, maybe all of you think the powers stink. /shrug Between disarm, trip and the blind powers (imagine you get whipped right over the eyes), I think he came out okay. I am going to make sure to pair him with lots of slavers with the sneak attack ability, to maximize the usefulness of his trip and blind powers. In advance, thanks for any feedback. Cheers [/QUOTE]
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