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<blockquote data-quote="Benimoto" data-source="post: 4282637" data-attributes="member: 40093"><p>So, I haven't begun the laser-focus on each encounter that others have so far. Instead, I did a sort of conversion roadmap, where I mapped out the roles/levels in each encounter, so I could get a handle on how much XP in in the whole adventure, and what levels the PCs will be when. As it turns out, a lot of it converts pretty smoothly. My roadmap takes 5 PCs from the beginning of level 6 all the way to halfway through level 12.</p><p></p><p>It looks like I have to sneak in a little more XP in each part to hit my goals. I hope to do this with a few random encounter, and adding a few additional skill challenges, or maybe some quest XP. I've converted most of the obvious skill challenges in the adventure, but as it turns out, they're exclusively negotiation. I'll have to see where I can sneak some in that emphasize different skills.</p><p></p><p>Anyhoo, here's my conversion roadmap. It's a first draft and still very rough, but comments are welcomed.</p><p></p><p>PART ONE:</p><p>[sblock]</p><p>Marauder Attack: level 9, 2058 xp</p><p>1 hobgoblin priest (level 5 controller)</p><p>1 hobgoblin bladebearer (level 5 soldier)</p><p>12 hobgoblin warrior (level 8 minion)</p><p>2 hell hounds (level 7 brute)</p><p>Notes: Do I make custom monsters for the priest and bladebearer, or do I use the commander and the warcaster?</p><p></p><p>Riding Into Town: 200 xp</p><p>Minor skill challenge</p><p>Notes: Convince the guards to trust you.</p><p></p><p>Jorr's Cabin: 200 xp</p><p>Minor skill challenge</p><p>Notes: Minor XP award here?</p><p></p><p>*Causeway: level 6, 1250 xp</p><p>1 bad fen hydra (level 6 solo brute) 1250</p><p>Notes: What to do here? Probably make a custom low-level hydra.</p><p></p><p>Gardner's Shack: level 6, 200 xp</p><p>Decrepit Shack trap!</p><p>Notes: Hazard!</p><p></p><p>Wolf Stables: level 6, 1200 xp</p><p>3 dire wolves (level 5 skirmisher) or 3 rage drakes (level 5 brute) 600</p><p>3 goblin riders (level 5 skirmisher) 600</p><p>Notes: Dire wolves are large and lack the association with goblins, but they fit well otherwise. Alternately, the goblins could ride rage drakes. That would be more dragonny, and foreshadow the stormlizards in part 4. On the minus side it might ramp up the fantasy quotient too fast. The smooth transition from low-fantasy humanoids to high fantasy dragons and demons is a great feature of this adventure otherwise. Added one more pair of mount+rider. Need custom rider stats.</p><p></p><p>Spike-littered nest: level 5, 1000 xp</p><p>1 manticore (level 10 elite skirmisher)?</p><p>Notes: Is a single elite a good encounter? Probably, since he'll join other encounters anyways.</p><p></p><p>Barracks: level 6, 1350 xp</p><p>Karlilan, minotaur fighter (level 7 elite brute) 600</p><p>5 hobgoblin soldiers (level 3 soldier) 750</p><p>Notes: Need custom stats for Karkilan. Probably keep him large.</p><p></p><p>Wyrmlord Koth's Quarters: level 6, 1200 xp</p><p>Wyrmlord Koth, bugbear wizard (level 7 elite controller) 600</p><p>4 imps (level 3 lurker) 600</p><p>Notes: Added imps, which may be unnecessary if Koth just hears fighting downstairs and joins that combat.</p><p></p><p>*Old Wracklegnaw: level 7, 1500 xp</p><p>Major skill challenge or fight!</p><p>Notes: Use severly de-leveled fomorian? Cyclops?</p><p></p><p>Skull Gorge Bridge: level 10, 2504 xp</p><p>Ozyrrandion, young green dragon (level 5 solo skirmisher) 1000</p><p>2 hell hounds (level 7 brute) 600 </p><p>1 hobgoblin commander (level 5 soldier) 200</p><p>8 hobgoblin warriors w/longbows (level 8 minion) 704</p><p>Notes: Hobgoblin veterans downgraded to warriors in this encounter? Should I use “real” archers, even though that pushes it up to a 3000 xp level 11 encounter?</p><p></p><p>Goblin Raid: level 7, 1500 xp</p><p>3 dire wolves (level 5 skirmisher) 600</p><p>3 goblin riders (level 5 skirmisher) 600</p><p>1 hell hound (level 7 brute) 300</p><p>Second Wave: level 8, 1704 xp</p><p>2 hobgoblin war adept (level 10 artillery) 1000</p><p>8 hobgoblin warriors (level 8 minion) 704</p><p>Notes: Again, the goblins could ride rage drakes instead. Need war adept stats. War adepts need to last until part 4, so level 10? Or should they be lower-level elites? How will I keep them different from mindbenders? Probably have them as artillery, and mindbenders as controllers.</p><p></p><p>*Chimera Attack: level 7, 1500 xp</p><p>good question!</p><p>Notes: I need an encounter here since the Chimera is a level 15 elite. Maybe a pair of blackscale dragonspawn on griffons? What to do about blackscale dragonspawn? Probably make them more brutal dragonborn.</p><p></p><p>Desperate Council: level 5, 1000 xp</p><p>major skill challenge</p><p>Notes: </p><p></p><p>Total XP for Part 1: 18336</p><p>Notes: This part should take the party from level 6 to midway through level 7.</p><p>[/sblock]</p><p></p><p>PART TWO:</p><p>[sblock]</p><p>Easy Skirmish: level 6, 1204 xp</p><p>1 hobgoblin commander (level 5 soldier) 200</p><p>1 hell hound (level 7 brute) 300 </p><p>8 hobgoblin warriors (level 8 minion) 704</p><p>Notes: Easy conversion.</p><p></p><p>Dirty Rotten Looters: level 7, 1500 xp</p><p></p><p>Notes: What to put here? Probably a small mob of minions, with some tougher leaders, inciting them to looting.</p><p></p><p>Mercenary Gold: level 8, 1750 xp</p><p>1 ettin marauder (level 10 elite soldier) 1000</p><p>5 goblin skullcleaver (level 3 brute) 750</p><p>Notes: One less ettin, one more goblin. Hopefully the level disparity won't be a huge problem here.</p><p></p><p>The Not-So-Sick Spy: level 8, 1750 xp</p><p>1 bog hag (level 10 skirmisher) 500</p><p>2 human berserkers (level 4 brute) 350</p><p>12 human lackeys (level 7 minion) 900</p><p>Notes: Poor Miha turns into a hag, making the awesome art useless. She also managed to claim some lackeys who defend her when she is exposed.</p><p></p><p>Barghest Reavers: level 8, 1728 xp</p><p>3 worgs (level 9 brute) 1200</p><p>6 hobgoblin warriors (level 8 minion) 528</p><p>Notes: Are worgs good instead of barghests? Are we sick of hobgoblin warriors yet? Boy howdy!</p><p></p><p>Marked For Death: level 10, 2590 xp</p><p>1 ogre savage (level 8 brute) 350</p><p>5 hobgoblin warriors (level 8 minion) 440</p><p>3 blackscale raiders (dragonborn gladiators) (level 10 soldier) 1500</p><p>1 howling hag (level 7 controller) 300</p><p>Notes: Like in the Living Greyhawk conversion, saving this for a dull point in part 3 might be a good idea.</p><p></p><p>Total XP: 9022 for these optional encounters.</p><p></p><p></p><p>A Roadblock: level 7, 1628 xp</p><p>2 ogre savages (level 8 brute) 700</p><p>2 hobgoblin commanders (level 5 soldier) 400</p><p>6 hobgoblin warriors (level 8 minion) 528</p><p>Notes: This converts suspiciously well.</p><p></p><p>Spawn of Tiamat: level 5, 1000 xp</p><p>1 greenspawn razorfiend (level 10 elite skirmisher?) 1000</p><p>Notes: What to do about the single-monster encounter here. Add some guard drakes, perhaps, maybe call them hatchling greenspawn? Maybe some lizardfolk could be out hunting elves with the ol' harrowblade.</p><p></p><p>Starsong Hill: level 7, 1500 xp</p><p>skill challenge!</p><p>Notes: Yet another diplomatic skill challenge. I need some other types of skill challenges.</p><p></p><p>Lizardfolk Huts: level 6, 1300 xp</p><p>1 greenscale marsh mystic (level 6 controller)</p><p>2 blackscale bruisers (level 6 brute)</p><p>1 greenscale darter (level 5 lurker)</p><p>2 greenscale hunters (level 4 skirmisher)</p><p>Notes: Just using Monster Manual lizardfolk encounter. Maybe switch between the two suggested for variety if the party goes on a lizardfolk extermination rampage?</p><p></p><p>Bell Tower: level 5, 1100 xp</p><p>6 hogboblin soldier (level 3 soldier) 900</p><p>1 hobgoblin commander (level 5 solider) 200</p><p>Notes:</p><p></p><p>Roof: level 7, 1400 xp</p><p>4 ogre skirmishers (level 8 skirmisher) 1400</p><p>Notes: This should work okay.</p><p></p><p>Boardwalk: level 5, 1050 xp</p><p>3 ogre savages (level 8 brute) 1050</p><p>Notes: Added an ogre. Even so, 3 monsters is kind of on the low side of challenging, tactically.</p><p></p><p>Razorfiend Hatchery: level 5, 1000 xp</p><p>1 greenspawn razorfiend (level 10 elite skirmisher?) 1000</p><p>Notes: This mod has a lot of elite monsters encountered alone.</p><p></p><p>Ettin Guardpost: level 5, 1000 xp</p><p>1 ettin marauder (level 10 elite soldier) 1000</p><p>Notes: Again with the elite monster encountered alone. Then again, this should join in with other encounters unless the party is exceptionally stealthy.</p><p></p><p>Interrogation Room: level 5, 1000 xp</p><p>Nurklenak, hobgoblin mindbender (level 10 elite controller) 1000</p><p>Notes: Elite. Alone. Again.</p><p></p><p>Sarvith's HQ: level 3, 800 xp</p><p>Wyrmlord Sarvith, goblin ranger (level 9 elite artillery) 800</p><p>Notes: Sarvith is a chump encountered alone. I really want him to be mounted on the dragon. I'm eliminating his eagle. I need a way for Sarvith, an archer, to work with Regiatrix. The cloud of darkness is a problem.</p><p></p><p>Regiatrix's Lair: level 10, 2500 xp</p><p>Regiatrix, young adult black dragon (level 10 solo lurker) 2500</p><p>Notes: Young and adult Black dragons have the same abilities, so I just need to interpolate the stats to make Regi level 10. His tactics have to change heavily, since black dragons are close-in fighters now. Regi is going to be fighting close up and then fading away into the darkness, and Sarvith should compliment this.</p><p></p><p>Total XP for Part 2: 15278 plus 9022 additional</p><p>Notes: The party should be level 8 by the time they hit the ruins of Rhest. They should be level 9 by the time they finish here.</p><p>[/sblock]</p><p></p><p>PART THREE:</p><p>[sblock]</p><p>Varinthian's Lair: level 10, 2500 xp</p><p>Varinthian (level 10 solo monster) 2500</p><p>Notes: Will have to make a custom monster here. How was this EL 8 in the original mod?</p><p></p><p>The Lion's Path: level 8, 1750 xp</p><p>1 ghost dire lion (level 8 elite controller) 700</p><p>3 ghost brute lions (level 8 lurker) 1050</p><p>Notes: Man, those ghost brutes were the worst (as in ineffective, bad) monsters in the original mod. We'll have to see what we can do for a conversion.</p><p></p><p>Guardroom: level 5, 1050 xp</p><p>3 doom fist monks (level 8 skirmisher) 1050</p><p>Notes: Do we need more monks here?</p><p></p><p>Ooze Pit: level 7, 1500 xp</p><p>1 grey ooze (level 7 solo brute) 1500</p><p>Notes: Let's just throw away the Monster Manual for this part. All custom monsters, all the time! </p><p></p><p>Guest Quarters: level 11, 2950 xp</p><p>3 doom fist monks (level 8 skirmisher) 1050</p><p>2 hobgoblin clerics (level 8 controller) 700</p><p>Ulwai Stormcaller (level 11 elite artillery) 1200</p><p>Notes: Since I'll again be designing this from the ground up, this is all pretty theoretical.</p><p></p><p>The Pool of Rebirth: level 9, 2100 xp</p><p>6 lesser bonedrinkers (level 8 soldier) </p><p>Notes: Level up some ghouls?</p><p></p><p>Chamber of the Betrayed: level 13, 4000 xp</p><p>The Ghostlord (level 13 solo controller) </p><p>Notes: Yay for liches. It will be hard to make him intentionally over-CRed, like the Ghostlord was, but I'll try. Hopefully that won't just make him boring.</p><p></p><p>Shrine of Blight: level 7, 1400 xp</p><p>2 ghost dire lions (level 8 elite controller) 1400</p><p>Notes: Two lions here? Need something to make this interesting.</p><p></p><p>Total XP for Part 3: 17250</p><p>Notes: Not a single monster in this part from the Monster Manual, argh. The party should be level 10 by the time they finish this part.</p><p>[/sblock]</p><p></p><p>PART FOUR:</p><p>[sblock]</p><p>Audience With the Lords: level 10, 2000 xp</p><p>major skill challenge</p><p>Notes: Divide this up into 3 parts?</p><p></p><p>Save the Walls: level 11, 3200 xp</p><p>4 hill giants (level 13 brute) 3200</p><p>Notes: Is 4 giants too many? Is 3 better?</p><p></p><p>Abithrax's Rampage: level 13, 4000 xp</p><p>Abithrax, young adult red dragon (level 13 solo soldier)</p><p>Notes: Need to de-level Abithrax a little to fit.</p><p></p><p>Streets of Blood</p><p>Notes: Up to 5 waves. Maybe not-quite short rests between waves? Perhaps recover encounter powers, but only 1-2 healing surges allowed? Come up with effect for elf strafing run if the party is friends with the elves and needs help. The party has some help here.</p><p></p><p>Streets of Blood, First Wave: level 9, 1928 xp</p><p>1 manticore (level 10 elite skirmisher) 1000</p><p>2 hobgoblin commanders (level 5 soldier) 400</p><p>6 hobgoblin warriors (level 8 minion) 528</p><p>Notes: Is this okay with only 1 manticore? </p><p></p><p>Streets of Blood, Second Wave: level 10, 2400 xp</p><p>8 blood ghost berserkers (level 7 brute) 2400</p><p>Notes: Should be easy to make these.</p><p></p><p>Streets of Blood, Third Wave: level 11, 3000 xp</p><p>5 bluespawn stormlizards (level 9 brute?) 2000</p><p>5 goblin riders (level 5 skirmisher) 1000</p><p>Notes: Woo, stormlizards.</p><p></p><p>Streets of Blood, Fourth Wave: level 12, 3500 xp</p><p>3 greenspawn razorfiend (level 10 elite skirmisher?) 3000</p><p>1 kulkor zuul mindbenders (level 10 controller) 500</p><p>Notes: Only one controller, who is like Nurklenak, but not elite. Probably run this regardless of whether the PCs clear the hatchery.</p><p></p><p>Streets of Blood, Fifth Wave: level 13, 3850 xp</p><p>2 ghost dire lions (level 8 elite controller) 1400</p><p>3 ghost brute lions (level 8 lurker) 1050</p><p>4 lesser bonedrinkers (level 8 soldier) 1400</p><p>Notes: Slightly reduced numbers, since nobody needs to fight 11 things at once. Hopefully, it won't come to this.</p><p></p><p>Sniper Attack: level 11, 3000 xp</p><p>2 hobgoblin war adepts (level 10 artillery) 1000</p><p>Skather, blackspawn ninja (level 14 elite or level 9 solo) 2000</p><p>Notes: What to do with Skather? I find it unlikely that the PCs will fight this whole fight at once, so maybe break it into two parts, with the war adepts as elites and Skather as a solo. This would make it easier to keep Skather's level reasonably close to the PCs.</p><p></p><p>Final Battle: level 12+, 3600+ xp</p><p>4 ogre thugs (level 11 minion) 600</p><p>2 hill giants (level 13 brute) 1600</p><p>Wyrmlord Kharn (level 12 elite soldier) 1200</p><p>Notes: Hopefully, the sudden reappearance of minions won't be too jarring here. Otherwise, we could use “real” ogres and make Kharn level 10 or so.</p><p></p><p>Total XP for Part 4: 30478, or 26628 without Streets of Blood fifth wave.</p><p>Notes: This part all takes place in one day, so the party might be extremely stretched for healing surges. Perhaps allow the party the effects of an extended rest after the Streets of Blood without actually taking 6 hours? The party should be very close to 11th level by the time they finish here.</p><p>[/sblock]</p><p></p><p>PART FIVE:</p><p>[sblock]</p><p>The Mark of Tiamat: level 13, 4000 xp</p><p>Tyragun, adult blue dragon (level 13 solo artillery)</p><p>Notes: Tyragun is almost perfectly suited for this scenario. He has his lightning burst ability to make up for the wand of fireballs he's missing.</p><p></p><p>The Mark of Tiamat: level 9, 2000 xp</p><p>Tiamat Trap!</p><p>Notes: It's a trap!</p><p></p><p>Foyer: level 9, 1900 xp</p><p>2 blue abshai (level 11 skirmisher) 1200</p><p>2 zombie hulks (level 8 brute) 700</p><p>Notes: What to do with the abshai? They should probably lose their summoning abilities and get something to let them take better advantage of their flight.</p><p></p><p></p><p>Guard Barracks: level 10, 2500 xp</p><p>5 blackscale raiders (dragonborn gladiators) (level 10 soldier) 2500</p><p>Notes: One less blackspawn. Do I need to make the blackspawn more skirmishers than soldiers?</p><p></p><p>Torture Chamber: level 10, 2600 xp</p><p>3 chain devils (level 11 skirmisher) 1800 xp</p><p>4 legion devil hellguards (level 11 minon)</p><p>Notes: Chain devils are better torturers anyways. Should I just do 4 chain devils, or stick some legion devils in there for variety?</p><p></p><p>Priest Cells: level 11, 2800 xp</p><p>2 red hand warpriests (hobgoblin hand of bane) (level 8 elite soldier) 1400 xp</p><p>4 hobgoblin clerics (level 8 controller) 1400</p><p>Notes: Maybe those clerics need to be minions, and the warpriests need to be level 11.</p><p></p><p>Laryssa's Kitchen: level 10, 2600 xp</p><p>Laryssa, night hag (level 14 lurker) 1000</p><p>2 bearded devils (level 13 soldier) 1600</p><p>Notes: Bearded Devils are a little tougher now. Hopefully these high-level enemies won't be an overpowering challenge.</p><p></p><p>Great Temple of Tiamat: level 10, 2500 xp</p><p>5 wyverns (level 10 skirmisher) 2500</p><p>Notes: Easy conversion.</p><p></p><p>Cavern of the Guardian Spawn: level 11, 3000 xp</p><p>3 greenspawn razorfiend (level 10 elite skirmisher?) 3000</p><p>Notes: Seems like lurkers might be more appropriate here. Still, the razorfiends were great, dangerous fun in my 3rd edition playthrough.</p><p></p><p>Outer Sanctum: level 13, 3800 xp</p><p>2 red hand warpriests (hobgoblin hand of bane) (level 8 elite soldier) 1400 xp</p><p>4 hobgoblin clerics (level 8 controller) 1400</p><p>4 mad wraiths (level 6 controller) 1000</p><p>Notes: This is a lot of monsters. Are the mad wraiths going to be effective at all? Maybe I should level the regular lurker wraiths up to level 10 and have 2 of them.</p><p></p><p>High Wyrmlord's Chambers: level 10, 2000 xp</p><p>2 succubus (level 9 controller) 800</p><p>Notes: Aaaannnd what else? This is a very small room.</p><p></p><p>Treasury: level 13, 4000 xp</p><p></p><p>Wall of Tiamat's Wrath</p><p>Dragonchest Traps!</p><p>Notes: This is another difficult conversion. The dragonchest traps shouldn't count towards the main encounter XP, and the wall of wrath should be more interesting and involved. The actual monster(s) should be more like controllers, with some capability to lure or move the PCs into the wall of wrath trap.</p><p></p><p>Inner Sanctum: level 14, 5000 xp</p><p>5 blue abshai (level 11 skirmisher) 3000</p><p>High Wyrmlord Azarr Kul (level 14 elite soldier) 2000</p><p>Notes: I found that Azarr Kul was somewhat of a misstep in the original mod. The suggested tactics included a 10-round buffing spree, but he still went down in the first few rounds. Hopefully the magic of 4dventure will change that. Let's make him awesome. On a side note, two things to ponder: how does the party get up here without the easy availability of flight in 4e, and should any other effect replace the silence effect?</p><p></p><p>Tiamat's Wrath: level 15, 6000 xp</p><p>Aspect of Tiamat (level 15 solo brute)</p><p>Notes: Breathe + 4 bites + sting? That may be way too many attacks for the 4e philosophy. Maybe breathe + 1 bite as a standard action, and the sting as a triggered immediate.</p><p></p><p>Total XP for Part 5: 44700</p><p>Notes: The party should be around level 12 by the time they hit the Inner Fane. Any of the level 10 encounters in the Outer Fane could benefit from a gang of guards busting in halfway through the fight. I don't think there's enough XP to make them level 13 by the time they face the Aspect, but they should be well into 12th level.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4282637, member: 40093"] So, I haven't begun the laser-focus on each encounter that others have so far. Instead, I did a sort of conversion roadmap, where I mapped out the roles/levels in each encounter, so I could get a handle on how much XP in in the whole adventure, and what levels the PCs will be when. As it turns out, a lot of it converts pretty smoothly. My roadmap takes 5 PCs from the beginning of level 6 all the way to halfway through level 12. It looks like I have to sneak in a little more XP in each part to hit my goals. I hope to do this with a few random encounter, and adding a few additional skill challenges, or maybe some quest XP. I've converted most of the obvious skill challenges in the adventure, but as it turns out, they're exclusively negotiation. I'll have to see where I can sneak some in that emphasize different skills. Anyhoo, here's my conversion roadmap. It's a first draft and still very rough, but comments are welcomed. PART ONE: [sblock] Marauder Attack: level 9, 2058 xp 1 hobgoblin priest (level 5 controller) 1 hobgoblin bladebearer (level 5 soldier) 12 hobgoblin warrior (level 8 minion) 2 hell hounds (level 7 brute) Notes: Do I make custom monsters for the priest and bladebearer, or do I use the commander and the warcaster? Riding Into Town: 200 xp Minor skill challenge Notes: Convince the guards to trust you. Jorr's Cabin: 200 xp Minor skill challenge Notes: Minor XP award here? *Causeway: level 6, 1250 xp 1 bad fen hydra (level 6 solo brute) 1250 Notes: What to do here? Probably make a custom low-level hydra. Gardner's Shack: level 6, 200 xp Decrepit Shack trap! Notes: Hazard! Wolf Stables: level 6, 1200 xp 3 dire wolves (level 5 skirmisher) or 3 rage drakes (level 5 brute) 600 3 goblin riders (level 5 skirmisher) 600 Notes: Dire wolves are large and lack the association with goblins, but they fit well otherwise. Alternately, the goblins could ride rage drakes. That would be more dragonny, and foreshadow the stormlizards in part 4. On the minus side it might ramp up the fantasy quotient too fast. The smooth transition from low-fantasy humanoids to high fantasy dragons and demons is a great feature of this adventure otherwise. Added one more pair of mount+rider. Need custom rider stats. Spike-littered nest: level 5, 1000 xp 1 manticore (level 10 elite skirmisher)? Notes: Is a single elite a good encounter? Probably, since he'll join other encounters anyways. Barracks: level 6, 1350 xp Karlilan, minotaur fighter (level 7 elite brute) 600 5 hobgoblin soldiers (level 3 soldier) 750 Notes: Need custom stats for Karkilan. Probably keep him large. Wyrmlord Koth's Quarters: level 6, 1200 xp Wyrmlord Koth, bugbear wizard (level 7 elite controller) 600 4 imps (level 3 lurker) 600 Notes: Added imps, which may be unnecessary if Koth just hears fighting downstairs and joins that combat. *Old Wracklegnaw: level 7, 1500 xp Major skill challenge or fight! Notes: Use severly de-leveled fomorian? Cyclops? Skull Gorge Bridge: level 10, 2504 xp Ozyrrandion, young green dragon (level 5 solo skirmisher) 1000 2 hell hounds (level 7 brute) 600 1 hobgoblin commander (level 5 soldier) 200 8 hobgoblin warriors w/longbows (level 8 minion) 704 Notes: Hobgoblin veterans downgraded to warriors in this encounter? Should I use “real” archers, even though that pushes it up to a 3000 xp level 11 encounter? Goblin Raid: level 7, 1500 xp 3 dire wolves (level 5 skirmisher) 600 3 goblin riders (level 5 skirmisher) 600 1 hell hound (level 7 brute) 300 Second Wave: level 8, 1704 xp 2 hobgoblin war adept (level 10 artillery) 1000 8 hobgoblin warriors (level 8 minion) 704 Notes: Again, the goblins could ride rage drakes instead. Need war adept stats. War adepts need to last until part 4, so level 10? Or should they be lower-level elites? How will I keep them different from mindbenders? Probably have them as artillery, and mindbenders as controllers. *Chimera Attack: level 7, 1500 xp good question! Notes: I need an encounter here since the Chimera is a level 15 elite. Maybe a pair of blackscale dragonspawn on griffons? What to do about blackscale dragonspawn? Probably make them more brutal dragonborn. Desperate Council: level 5, 1000 xp major skill challenge Notes: Total XP for Part 1: 18336 Notes: This part should take the party from level 6 to midway through level 7. [/sblock] PART TWO: [sblock] Easy Skirmish: level 6, 1204 xp 1 hobgoblin commander (level 5 soldier) 200 1 hell hound (level 7 brute) 300 8 hobgoblin warriors (level 8 minion) 704 Notes: Easy conversion. Dirty Rotten Looters: level 7, 1500 xp Notes: What to put here? Probably a small mob of minions, with some tougher leaders, inciting them to looting. Mercenary Gold: level 8, 1750 xp 1 ettin marauder (level 10 elite soldier) 1000 5 goblin skullcleaver (level 3 brute) 750 Notes: One less ettin, one more goblin. Hopefully the level disparity won't be a huge problem here. The Not-So-Sick Spy: level 8, 1750 xp 1 bog hag (level 10 skirmisher) 500 2 human berserkers (level 4 brute) 350 12 human lackeys (level 7 minion) 900 Notes: Poor Miha turns into a hag, making the awesome art useless. She also managed to claim some lackeys who defend her when she is exposed. Barghest Reavers: level 8, 1728 xp 3 worgs (level 9 brute) 1200 6 hobgoblin warriors (level 8 minion) 528 Notes: Are worgs good instead of barghests? Are we sick of hobgoblin warriors yet? Boy howdy! Marked For Death: level 10, 2590 xp 1 ogre savage (level 8 brute) 350 5 hobgoblin warriors (level 8 minion) 440 3 blackscale raiders (dragonborn gladiators) (level 10 soldier) 1500 1 howling hag (level 7 controller) 300 Notes: Like in the Living Greyhawk conversion, saving this for a dull point in part 3 might be a good idea. Total XP: 9022 for these optional encounters. A Roadblock: level 7, 1628 xp 2 ogre savages (level 8 brute) 700 2 hobgoblin commanders (level 5 soldier) 400 6 hobgoblin warriors (level 8 minion) 528 Notes: This converts suspiciously well. Spawn of Tiamat: level 5, 1000 xp 1 greenspawn razorfiend (level 10 elite skirmisher?) 1000 Notes: What to do about the single-monster encounter here. Add some guard drakes, perhaps, maybe call them hatchling greenspawn? Maybe some lizardfolk could be out hunting elves with the ol' harrowblade. Starsong Hill: level 7, 1500 xp skill challenge! Notes: Yet another diplomatic skill challenge. I need some other types of skill challenges. Lizardfolk Huts: level 6, 1300 xp 1 greenscale marsh mystic (level 6 controller) 2 blackscale bruisers (level 6 brute) 1 greenscale darter (level 5 lurker) 2 greenscale hunters (level 4 skirmisher) Notes: Just using Monster Manual lizardfolk encounter. Maybe switch between the two suggested for variety if the party goes on a lizardfolk extermination rampage? Bell Tower: level 5, 1100 xp 6 hogboblin soldier (level 3 soldier) 900 1 hobgoblin commander (level 5 solider) 200 Notes: Roof: level 7, 1400 xp 4 ogre skirmishers (level 8 skirmisher) 1400 Notes: This should work okay. Boardwalk: level 5, 1050 xp 3 ogre savages (level 8 brute) 1050 Notes: Added an ogre. Even so, 3 monsters is kind of on the low side of challenging, tactically. Razorfiend Hatchery: level 5, 1000 xp 1 greenspawn razorfiend (level 10 elite skirmisher?) 1000 Notes: This mod has a lot of elite monsters encountered alone. Ettin Guardpost: level 5, 1000 xp 1 ettin marauder (level 10 elite soldier) 1000 Notes: Again with the elite monster encountered alone. Then again, this should join in with other encounters unless the party is exceptionally stealthy. Interrogation Room: level 5, 1000 xp Nurklenak, hobgoblin mindbender (level 10 elite controller) 1000 Notes: Elite. Alone. Again. Sarvith's HQ: level 3, 800 xp Wyrmlord Sarvith, goblin ranger (level 9 elite artillery) 800 Notes: Sarvith is a chump encountered alone. I really want him to be mounted on the dragon. I'm eliminating his eagle. I need a way for Sarvith, an archer, to work with Regiatrix. The cloud of darkness is a problem. Regiatrix's Lair: level 10, 2500 xp Regiatrix, young adult black dragon (level 10 solo lurker) 2500 Notes: Young and adult Black dragons have the same abilities, so I just need to interpolate the stats to make Regi level 10. His tactics have to change heavily, since black dragons are close-in fighters now. Regi is going to be fighting close up and then fading away into the darkness, and Sarvith should compliment this. Total XP for Part 2: 15278 plus 9022 additional Notes: The party should be level 8 by the time they hit the ruins of Rhest. They should be level 9 by the time they finish here. [/sblock] PART THREE: [sblock] Varinthian's Lair: level 10, 2500 xp Varinthian (level 10 solo monster) 2500 Notes: Will have to make a custom monster here. How was this EL 8 in the original mod? The Lion's Path: level 8, 1750 xp 1 ghost dire lion (level 8 elite controller) 700 3 ghost brute lions (level 8 lurker) 1050 Notes: Man, those ghost brutes were the worst (as in ineffective, bad) monsters in the original mod. We'll have to see what we can do for a conversion. Guardroom: level 5, 1050 xp 3 doom fist monks (level 8 skirmisher) 1050 Notes: Do we need more monks here? Ooze Pit: level 7, 1500 xp 1 grey ooze (level 7 solo brute) 1500 Notes: Let's just throw away the Monster Manual for this part. All custom monsters, all the time! Guest Quarters: level 11, 2950 xp 3 doom fist monks (level 8 skirmisher) 1050 2 hobgoblin clerics (level 8 controller) 700 Ulwai Stormcaller (level 11 elite artillery) 1200 Notes: Since I'll again be designing this from the ground up, this is all pretty theoretical. The Pool of Rebirth: level 9, 2100 xp 6 lesser bonedrinkers (level 8 soldier) Notes: Level up some ghouls? Chamber of the Betrayed: level 13, 4000 xp The Ghostlord (level 13 solo controller) Notes: Yay for liches. It will be hard to make him intentionally over-CRed, like the Ghostlord was, but I'll try. Hopefully that won't just make him boring. Shrine of Blight: level 7, 1400 xp 2 ghost dire lions (level 8 elite controller) 1400 Notes: Two lions here? Need something to make this interesting. Total XP for Part 3: 17250 Notes: Not a single monster in this part from the Monster Manual, argh. The party should be level 10 by the time they finish this part. [/sblock] PART FOUR: [sblock] Audience With the Lords: level 10, 2000 xp major skill challenge Notes: Divide this up into 3 parts? Save the Walls: level 11, 3200 xp 4 hill giants (level 13 brute) 3200 Notes: Is 4 giants too many? Is 3 better? Abithrax's Rampage: level 13, 4000 xp Abithrax, young adult red dragon (level 13 solo soldier) Notes: Need to de-level Abithrax a little to fit. Streets of Blood Notes: Up to 5 waves. Maybe not-quite short rests between waves? Perhaps recover encounter powers, but only 1-2 healing surges allowed? Come up with effect for elf strafing run if the party is friends with the elves and needs help. The party has some help here. Streets of Blood, First Wave: level 9, 1928 xp 1 manticore (level 10 elite skirmisher) 1000 2 hobgoblin commanders (level 5 soldier) 400 6 hobgoblin warriors (level 8 minion) 528 Notes: Is this okay with only 1 manticore? Streets of Blood, Second Wave: level 10, 2400 xp 8 blood ghost berserkers (level 7 brute) 2400 Notes: Should be easy to make these. Streets of Blood, Third Wave: level 11, 3000 xp 5 bluespawn stormlizards (level 9 brute?) 2000 5 goblin riders (level 5 skirmisher) 1000 Notes: Woo, stormlizards. Streets of Blood, Fourth Wave: level 12, 3500 xp 3 greenspawn razorfiend (level 10 elite skirmisher?) 3000 1 kulkor zuul mindbenders (level 10 controller) 500 Notes: Only one controller, who is like Nurklenak, but not elite. Probably run this regardless of whether the PCs clear the hatchery. Streets of Blood, Fifth Wave: level 13, 3850 xp 2 ghost dire lions (level 8 elite controller) 1400 3 ghost brute lions (level 8 lurker) 1050 4 lesser bonedrinkers (level 8 soldier) 1400 Notes: Slightly reduced numbers, since nobody needs to fight 11 things at once. Hopefully, it won't come to this. Sniper Attack: level 11, 3000 xp 2 hobgoblin war adepts (level 10 artillery) 1000 Skather, blackspawn ninja (level 14 elite or level 9 solo) 2000 Notes: What to do with Skather? I find it unlikely that the PCs will fight this whole fight at once, so maybe break it into two parts, with the war adepts as elites and Skather as a solo. This would make it easier to keep Skather's level reasonably close to the PCs. Final Battle: level 12+, 3600+ xp 4 ogre thugs (level 11 minion) 600 2 hill giants (level 13 brute) 1600 Wyrmlord Kharn (level 12 elite soldier) 1200 Notes: Hopefully, the sudden reappearance of minions won't be too jarring here. Otherwise, we could use “real” ogres and make Kharn level 10 or so. Total XP for Part 4: 30478, or 26628 without Streets of Blood fifth wave. Notes: This part all takes place in one day, so the party might be extremely stretched for healing surges. Perhaps allow the party the effects of an extended rest after the Streets of Blood without actually taking 6 hours? The party should be very close to 11th level by the time they finish here. [/sblock] PART FIVE: [sblock] The Mark of Tiamat: level 13, 4000 xp Tyragun, adult blue dragon (level 13 solo artillery) Notes: Tyragun is almost perfectly suited for this scenario. He has his lightning burst ability to make up for the wand of fireballs he's missing. The Mark of Tiamat: level 9, 2000 xp Tiamat Trap! Notes: It's a trap! Foyer: level 9, 1900 xp 2 blue abshai (level 11 skirmisher) 1200 2 zombie hulks (level 8 brute) 700 Notes: What to do with the abshai? They should probably lose their summoning abilities and get something to let them take better advantage of their flight. Guard Barracks: level 10, 2500 xp 5 blackscale raiders (dragonborn gladiators) (level 10 soldier) 2500 Notes: One less blackspawn. Do I need to make the blackspawn more skirmishers than soldiers? Torture Chamber: level 10, 2600 xp 3 chain devils (level 11 skirmisher) 1800 xp 4 legion devil hellguards (level 11 minon) Notes: Chain devils are better torturers anyways. Should I just do 4 chain devils, or stick some legion devils in there for variety? Priest Cells: level 11, 2800 xp 2 red hand warpriests (hobgoblin hand of bane) (level 8 elite soldier) 1400 xp 4 hobgoblin clerics (level 8 controller) 1400 Notes: Maybe those clerics need to be minions, and the warpriests need to be level 11. Laryssa's Kitchen: level 10, 2600 xp Laryssa, night hag (level 14 lurker) 1000 2 bearded devils (level 13 soldier) 1600 Notes: Bearded Devils are a little tougher now. Hopefully these high-level enemies won't be an overpowering challenge. Great Temple of Tiamat: level 10, 2500 xp 5 wyverns (level 10 skirmisher) 2500 Notes: Easy conversion. Cavern of the Guardian Spawn: level 11, 3000 xp 3 greenspawn razorfiend (level 10 elite skirmisher?) 3000 Notes: Seems like lurkers might be more appropriate here. Still, the razorfiends were great, dangerous fun in my 3rd edition playthrough. Outer Sanctum: level 13, 3800 xp 2 red hand warpriests (hobgoblin hand of bane) (level 8 elite soldier) 1400 xp 4 hobgoblin clerics (level 8 controller) 1400 4 mad wraiths (level 6 controller) 1000 Notes: This is a lot of monsters. Are the mad wraiths going to be effective at all? Maybe I should level the regular lurker wraiths up to level 10 and have 2 of them. High Wyrmlord's Chambers: level 10, 2000 xp 2 succubus (level 9 controller) 800 Notes: Aaaannnd what else? This is a very small room. Treasury: level 13, 4000 xp Wall of Tiamat's Wrath Dragonchest Traps! Notes: This is another difficult conversion. The dragonchest traps shouldn't count towards the main encounter XP, and the wall of wrath should be more interesting and involved. The actual monster(s) should be more like controllers, with some capability to lure or move the PCs into the wall of wrath trap. Inner Sanctum: level 14, 5000 xp 5 blue abshai (level 11 skirmisher) 3000 High Wyrmlord Azarr Kul (level 14 elite soldier) 2000 Notes: I found that Azarr Kul was somewhat of a misstep in the original mod. The suggested tactics included a 10-round buffing spree, but he still went down in the first few rounds. Hopefully the magic of 4dventure will change that. Let's make him awesome. On a side note, two things to ponder: how does the party get up here without the easy availability of flight in 4e, and should any other effect replace the silence effect? Tiamat's Wrath: level 15, 6000 xp Aspect of Tiamat (level 15 solo brute) Notes: Breathe + 4 bites + sting? That may be way too many attacks for the 4e philosophy. Maybe breathe + 1 bite as a standard action, and the sting as a triggered immediate. Total XP for Part 5: 44700 Notes: The party should be around level 12 by the time they hit the Inner Fane. Any of the level 10 encounters in the Outer Fane could benefit from a gang of guards busting in halfway through the fight. I don't think there's enough XP to make them level 13 by the time they face the Aspect, but they should be well into 12th level. [/sblock] [/QUOTE]
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