Module Conversion: Seeds of Sehan (Comments, feedback, and help appreciated)

I appreciate all the work you put into this conversion - these are some great advetures and clearly worth the effort.

By keeping the levels of the scenarios as-is from 3e, you are actually lowering them compared to 4e (on the theory that level 10 3e => level 15 4e and so on). While level is kind of arbitrary, I think these adventures are so shock-full of special and extraordinary things that they would serve better as a transition from heroic to paragon levels (level range 9-12).

I know you can't really change now - it would invalidate almost all your work so far - but I still wanted to say it.
 

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I think these adventures are so shock-full of special and extraordinary things that they would serve better as a transition from heroic to paragon levels (level range 9-12).

Fair point. As I was planning the overarching campaign arc, I wrestled with where to place Seeds of Sehan. Eventually I decided levels 6 - 8 were the best fit for my campaign, but these modules would also play well at the 9 – 12 range as you point out.

Given the flexibility of 4e encounter design, I think I can still keep the special and extraordinary things in the module at this level (I can even run the beholder in the third module by using a beholder death tyrant, reduced to 10th level). And, if someone wants to run Seeds of Sehan at a 9th level start, I think they can use my thoughts in this thread, make some level adjustments to the monsters in the encounters, and easily make their own conversion.

Still wrestling with what the yak folk’s racial theme should be, if you have a suggestion. :)
 

Still wrestling with what the yak folk’s racial theme should be, if you have a suggestion. :)

I would make it something mental; perhaps an aura that repels or creates difficult ground, making it harder to move close to them. Splendid Isolation, the evil yoga way?
 

That sounds really good, I think I can push that mental theme into my converted yak folk. Should have some draft yak folk, today or tomorrow.
 

Well, here is my attempt at yak folk mystics (which replace the yak folk sorcerer's in the third module). Special thanks to Starfox for suggesting the yak folk's theme.

Yak Folk Mystic Level 8 Artillery
Large natural humanoid XP 350
---
Initiative +5 Senses Perception +5; darkvision
Splendid Isolation (psychic) aura 3; each enemy within the aura must spend 1 extra square of movement for each square it moves closer to the yak folk. If the yak folk takes psychic damage, the aura is negated until the end of the yak folk’s next turn.
HP 68; Bloodied 32
AC 21; Fortitude 20, Reflex 20, Will 21
Resist 5 cold
Speed 6
---
M Quarterstaff (standard; at-will) ✦ Weapon
+15 vs. AC; 1d8 + 5 damage.

R Frozen Mountain’s Bitter Wind (standard; at-will) ✦ Cold
Ranged 10; +13 vs. Fortitude; 2d6 + 5 cold damage, and the target is pushed 1 square. If the target is resistant to cold, this power ignores the first 5 points of that resistance.

r Fury of the Grunting Yak (standard; recharge 56) ✦ Thunder
Ranged 10; +13 vs. Reflex; 3d10 + 5 thunder damage and the yak folk gains 8 temporary hit points.

m Push of the Four Mountains (immediate reaction; when an enemy moves into position that flanks the yak folk; recharge 5 6)
The yak folk targets one creature flanking it; +13 vs. Fortitude, the target is pushed 1 square and knocked prone.

Thick Coat (free, when first bloodied; encounter)
The yak folk mystic gains a +2 bonus to AC until the end of the encounter.
---
Alignment Evil Languages Common
Skills Arcana +12, Insight +10
Str 18 (+8) Dex 12 (+5) Wis 15 (+5)
Con 14 (+6) Int 16 (+7) Cha 20 (+9)
Equipment quarterstaff

The push of the four mountains power and the aura will be common across all yak folk. The mystic specific powers are basically reskinned sorcerer powers.

Building off of the yak folk mystic, I converted Arghakot Annapuma, a yak folk who figures prominently in the series.

Arghakot Annapuma (melded into Pan'phar Thrissek’s body) Level 8 Elite Artillery
Medium natural humanoid XP 700
---
Initiative +5 Senses Perception +5; darkvision
Splendid Isolation (psychic) aura 3; each enemy within the aura must spend 1 extra square of movement for each square it moves closer to Arghakot. If Arghakot takes psychic damage, the aura is negated until the end of the Arghakot’s next turn.
HP 136; Bloodied 68
AC 23; Fortitude 20, Reflex 20, Will 23
Resist 5 cold
Saving Throws +2
Speed 6
Action Points 1
---
M Quarterstaff (standard; at-will) ✦ Weapon
+15 vs. AC; 1d8 + 5 damage.

R Frozen Mountain’s Bitter Wind (minor 1/round; at-will) ✦ Cold
Ranged 10; +13 vs. Fortitude; 2d6 + 5 cold damage, and the target is pushed 1 square. If the target is resistant to cold, this power ignores the first 5 points of that resistance.

r Thundering Hoof (standard; at-will) ✦ Thunder
Ranged 10; +13 vs. Fortitude; 2d6 + 5 thunder damage. Effect: Before or after the attack, Arghakot can shift 1 square.

r Fury of the Grunting Yak (standard; recharge 4 5 6) ✦ Thunder
Ranged 10; +13 vs. Reflex; 3d10 + 5 thunder damage and Arghakot gains 8 temporary hit points.

a Crushing Weight of the Four Mountains (standard; recharge 4 5 6) ✦ Force
Area burst 1 within 10; +11 vs. Reflex; 3d10 + 5 force damage and the target takes a -2 penalty to attack rolls until the end of Arghakot’s next turn.

m Push of the Four Mountains (immediate reaction; when an enemy moves into position that flanks Arghakot; recharge 56)
Arghakot targets one creature flanking it; +13 vs. Fortitude, the target is pushed 1 square and knocked prone.

Thick Coat (free, when first bloodied; encounter)
Arghakot gains a +2 bonus to AC until the end of the encounter.
---
Alignment Evil Languages Common, Draconic
Skills Arcana +12, Diplomacy +14, History+12, Insight +10
Str 18 (+8) Dex 12 (+5) Wis 15 (+5)
Con 14 (+6) Int 16 (+7) Cha 20 (+9)
Equipment quarterstaff

Well, what do you think? Any suggestions, or ideas for improvement?
 

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