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Story Hour
Keep on the Shadowfell as a 1e adventure
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<blockquote data-quote="Lanefan" data-source="post: 4552548" data-attributes="member: 29398"><p>Further update...</p><p></p><p>They went back in and had a grand old time with the Kruthiks...so far this has been probably the best battle in terms of playing out in the game as well as it looked like it would on paper. (and one character found *all* the pit traps the hard way, though each time someone else had gone ahead and missed them!). The Kruthiks were trivially easy to convert.</p><p></p><p>They then found the Blue Slime. This was tougher to convert, as I wanted to keep its abilities e.g. stench while at the same time not making it a TPK waiting to happen. End result worked out OK, and were the players ever surprised when this "slime" charged up the stairs after them as they retreated!</p><p></p><p>Then downstairs, straight into lots of Zombies (easy to convert - the minions become normal 1e Zombies and the better ones gain a second fist attack per round and some extra h.p.) and skeletons (again, trivial to convert; the warriors just get a few more HD).</p><p></p><p>The glyphs on the floor (which really don't need conversion at all except to put a hard duration (I used d4+1 rounds) on the fear effect) caused no end of headache. I didn't realize until actually playing it that of course fleeing in panic from one glyph was likely to cause you to run over another...ouch!</p><p></p><p>Oh, and they met Keegan's corpse - they didn't fight it, so I ran it about 95% as written.</p><p></p><p>They're now just heading downstairs* to the Hobgoblins - again, easy to convert; doubly so as Hobgies in my world are quite different from the stereotype anyway. If the party bother to talk to these guys (unlikely) I'll use these Hob's to set up a small Hob-related story arc I've got in mind for quite some time in the future. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* - the one problem I've found thus far with the module as written is that *nowhere* does it say or show just how long that stairway is; so I guessed at 30'. Fortunately, nothing else really has to line up from one deck to the next, I'd have bigger problems if it did.</p><p></p><p>I've started work on converting the rest of the lower-deck monsters; so far the only headache I've hit are the Corruption Corpses - the fleshy bits they throw regrow themselves, according to the module, yet they don't have regeneration - which seems extremely odd. But if I give them regen. they'll be too tough; they're bad enough now, and I expect this to be a very dangerous encounter particularly if they get stuck in there by the arrival of the other occupant of said halls. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I might change things such that what they throw is some sort of slime they exude (which behaves just like the flesh) to get around that inconsistency.</p><p></p><p>Will update again once there's more to report.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4552548, member: 29398"] Further update... They went back in and had a grand old time with the Kruthiks...so far this has been probably the best battle in terms of playing out in the game as well as it looked like it would on paper. (and one character found *all* the pit traps the hard way, though each time someone else had gone ahead and missed them!). The Kruthiks were trivially easy to convert. They then found the Blue Slime. This was tougher to convert, as I wanted to keep its abilities e.g. stench while at the same time not making it a TPK waiting to happen. End result worked out OK, and were the players ever surprised when this "slime" charged up the stairs after them as they retreated! Then downstairs, straight into lots of Zombies (easy to convert - the minions become normal 1e Zombies and the better ones gain a second fist attack per round and some extra h.p.) and skeletons (again, trivial to convert; the warriors just get a few more HD). The glyphs on the floor (which really don't need conversion at all except to put a hard duration (I used d4+1 rounds) on the fear effect) caused no end of headache. I didn't realize until actually playing it that of course fleeing in panic from one glyph was likely to cause you to run over another...ouch! Oh, and they met Keegan's corpse - they didn't fight it, so I ran it about 95% as written. They're now just heading downstairs* to the Hobgoblins - again, easy to convert; doubly so as Hobgies in my world are quite different from the stereotype anyway. If the party bother to talk to these guys (unlikely) I'll use these Hob's to set up a small Hob-related story arc I've got in mind for quite some time in the future. :) * - the one problem I've found thus far with the module as written is that *nowhere* does it say or show just how long that stairway is; so I guessed at 30'. Fortunately, nothing else really has to line up from one deck to the next, I'd have bigger problems if it did. I've started work on converting the rest of the lower-deck monsters; so far the only headache I've hit are the Corruption Corpses - the fleshy bits they throw regrow themselves, according to the module, yet they don't have regeneration - which seems extremely odd. But if I give them regen. they'll be too tough; they're bad enough now, and I expect this to be a very dangerous encounter particularly if they get stuck in there by the arrival of the other occupant of said halls. :) I might change things such that what they throw is some sort of slime they exude (which behaves just like the flesh) to get around that inconsistency. Will update again once there's more to report. Lanefan [/QUOTE]
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