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*Dungeons & Dragons
Converting Malakaz encounter from X4: Master of the Desert Nomads
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<blockquote data-quote="Thrombin" data-source="post: 1386560" data-attributes="member: 15591"><p>I replied to this on the Mystara3e message group but I thought I may as well post here too:</p><p></p><p></p><p></p><p>Setting suitable DCs depends on the party level. In your case you already have a party going through the module but it's worth noting what level the module works best at.</p><p></p><p>Remember that Encounter Level is based on a four character party in 3e but most 0e modules are designed for more than four characters. The method I use to find the equivalent four character party is to work out the encounter level of what a sample party would be as the bad guys and then find what CR you would need for four creatures to be the same Encounter Level.</p><p></p><p>X4 recommends 6-8 characters of 6th to 9th level with about 50 levels total. So that could be two 9th level and four 8th level characters or it could be six 6th level characters and two 7th level characters. The average party might be seven 7th levelers. Looking up table 3-1 in the 3.5 DMG (4-1 in the 3.5 DMG) the six character party above would be between EL 13 and 14, the eight character party would be EL 12 and the average party would be EL 13. Since we're aiming for the equivalent of a four character party the six</p><p>character example above is probably the most relevant so I would put the target party level as one with an EL of 13. If you cross reference EL 13 against the column for four creatures you get CR 9. So the target party level in 3e should be 9th (four 9th level characters).</p><p></p><p>Assume a 6th-8th level party in 0e. Factoring in the -2, saving throws would be from 6-20 on d20 for a Halfling to 15-20 for a thief - ranging from a 75% chance to a 30% chance. A 9th level character in 3e with Good Will saves and a reasonable bonus (say +3) would have a 75% chance of success against DC 15. A character with poor Will saves and no bonus would have a 30% chance of success against DC 18. I would probably split the difference and go for 16 or 17, especially if the PCs are actually less than 9th level.</p><p></p><p></p><p></p><p>I agree. The effect appears to be a permanent Int drain.</p><p></p><p></p><p></p><p>According to the MM some ability drains provide a fortitude saving throw and others don't provide any saving throw. Given that this is a mind-affecting effect and that the victim is asleep (and also given that the original module provided no saving throw) I don't think you should allow one here. If you do, it should be a fortitude save equal to the sleep effect's DC.</p><p></p><p></p><p></p><p>Under 3e Remove Curse won't help restore permanent ability damage. You need a Heal, Restoration or Greater Restoration spell.</p><p></p><p></p><p></p><p>Dispel Evil isn't really appropriate in 3e because it is a touch spell and the Malakaz is not something you can touch. I would suggest treating the Malakaz like a 10th level Undead or Outsider and require a successful Turn check against a 10 HD creature to allow escape. You might also want to allow Holy Smite or Holy Word to work. Also Banishment or Disimissal if there are no Clerics in the party.</p><p></p><p></p><p></p><p></p><p>Although the creature has limited offensive capabilities it is also quite difficult to defeat. Since we've aimed the DC at a 9th level party an EL 9 or 10 might be appropriate.</p><p></p><p>Regards</p><p></p><p>Thrombin</p></blockquote><p></p>
[QUOTE="Thrombin, post: 1386560, member: 15591"] I replied to this on the Mystara3e message group but I thought I may as well post here too: Setting suitable DCs depends on the party level. In your case you already have a party going through the module but it's worth noting what level the module works best at. Remember that Encounter Level is based on a four character party in 3e but most 0e modules are designed for more than four characters. The method I use to find the equivalent four character party is to work out the encounter level of what a sample party would be as the bad guys and then find what CR you would need for four creatures to be the same Encounter Level. X4 recommends 6-8 characters of 6th to 9th level with about 50 levels total. So that could be two 9th level and four 8th level characters or it could be six 6th level characters and two 7th level characters. The average party might be seven 7th levelers. Looking up table 3-1 in the 3.5 DMG (4-1 in the 3.5 DMG) the six character party above would be between EL 13 and 14, the eight character party would be EL 12 and the average party would be EL 13. Since we're aiming for the equivalent of a four character party the six character example above is probably the most relevant so I would put the target party level as one with an EL of 13. If you cross reference EL 13 against the column for four creatures you get CR 9. So the target party level in 3e should be 9th (four 9th level characters). Assume a 6th-8th level party in 0e. Factoring in the -2, saving throws would be from 6-20 on d20 for a Halfling to 15-20 for a thief - ranging from a 75% chance to a 30% chance. A 9th level character in 3e with Good Will saves and a reasonable bonus (say +3) would have a 75% chance of success against DC 15. A character with poor Will saves and no bonus would have a 30% chance of success against DC 18. I would probably split the difference and go for 16 or 17, especially if the PCs are actually less than 9th level. I agree. The effect appears to be a permanent Int drain. According to the MM some ability drains provide a fortitude saving throw and others don't provide any saving throw. Given that this is a mind-affecting effect and that the victim is asleep (and also given that the original module provided no saving throw) I don't think you should allow one here. If you do, it should be a fortitude save equal to the sleep effect's DC. Under 3e Remove Curse won't help restore permanent ability damage. You need a Heal, Restoration or Greater Restoration spell. Dispel Evil isn't really appropriate in 3e because it is a touch spell and the Malakaz is not something you can touch. I would suggest treating the Malakaz like a 10th level Undead or Outsider and require a successful Turn check against a 10 HD creature to allow escape. You might also want to allow Holy Smite or Holy Word to work. Also Banishment or Disimissal if there are no Clerics in the party. Although the creature has limited offensive capabilities it is also quite difficult to defeat. Since we've aimed the DC at a 9th level party an EL 9 or 10 might be appropriate. Regards Thrombin [/QUOTE]
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Converting Malakaz encounter from X4: Master of the Desert Nomads
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