Using 1e adventures in a new 4e campaign

Campaign Background Notes

I've drafted some starting notes for my players giving some notes of the homebrew world that I'm going to base the campaign in. I've not gone to town on this as I'm using modules there will be limited scope for sidetreks etc (I'm not counting them out just not pushing much player led plot). I have left the door wide open for any player ideas though. I do need to include a simple map of the wide area including Saltmarsh and the city of Specularum (the setting for Veiled Society).

I'm planning to run B6-Veiled Society in between U1-3 and I6 so I need to scatter some plot hooks amongst U1-3 to ensure that the PCs head to the city as part of the overall campaign plot. I also want to tweak the monsters for U3 in particular. U3 is a very aquatic adventure based on Sahuagin. I think the underwater aspect is great but might get a bit annoying and require too much magic for the PCs bearing in mind that they may only be 5-6th level at the start of U3. Also, I want a more Shadowfell link to the adventure as this will allow me to tie in I6 much better. So I'm planning to swap Sahuagin for Shadar-kai and the water filled levels in U3 with some kind of shadow terrain.

I'll use B6 as the link between U1-3 and I6 (though I may be tempted to convert some bits of the 3.5e Expedition to Castle Ravenloft and not just I6).
 

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Thanks to Chainsaw too, those links were good. Some good suggestions by Mearls on mapping - changing 10'x10' area into 4e 3x3 squares - which takes me back to bagger245's point at the start of this thread. I'm going to look again at the room sizes and terrain.

It sounds like you're on top of this, but I just wanted to stress again that if you use "one square in 4e= 5' square in old editions" many rooms end up being frustratingly small, making combats less fun. I might even do 2.5' squares, so a 10 by 10 room is still ten feet by ten feet, but is also 4 by 4.
 

We start tonight

The first game of my Saltmarsh old school 4e campaign starts tonight! So far all but one of the players have submitted a character, so we have:

- dwarven bard, wandering, looking for sagas of his dispersed tribe
- warforged warden, currently a monument on the Saltmarsh dockside
- tiefling warlock, an escaped slave
- human wizard, a ship-wrecked rich kid from the big city

So far looking balanced party-wise, more by co-incidence than design. I'm just crafting a few thoughts to bring them all together. Tricky as their backgrounds are very different but all paths will lead to the haunted house on the cliffside.

Adventure-wise, I've drawn on the advice presented here on the boards and increased room sizes by 33% (ish). Monetary treasure and valuables I've left as written (see how that plays given its a rich adventure in 4e terms). I've used the following magic items in place of those given in the original adventure:

  • amulet of protection +1
  • broach of no regrets +1
  • delver's plate mail +1
  • potions of healing, delusion (reads as a +1 elixir of aptitude but works in reverse) and speed
  • Cursed luckstone (pretty much as written, -1 to hit, damage and saves)
  • wand +1 (owned by Punketah)

There are also plenty of rituals to be found:
  • arcane mark
  • brew potion
  • detect secret doors
  • fool's gold
  • magic mouth
  • make whole
  • preservation
  • pyrotechnics
  • rust bomb
  • summon winds

Monsters I have used in the house, thanks to pbartender for some good ideas here and noting that adventure tools proven invaluable here in providing ideal stats for a low-level illusionist and pirates:
  • deathjump spider
  • centipede swarm
  • doomspore
  • bloodweb spiderswarm
  • human assassin (Ned Shakestaff,7th level lurker)
  • stirges
  • tome motes (replacing rot grubs)
  • Sanbalet (4th level illusionist, controller)
  • human smugglers
  • green slime
  • decrepit skeletons
  • gnoll scavengers
  • various traps

I think the players should reach 2nd level by the time they've finished in the house (well, they will be as I'll bump them up if they've missed anything) and then reach 3rd level once they've finished on the Sea Ghost.
 

Monsters I have used in the house, thanks to pbartender for some good ideas here and noting that adventure tools proven invaluable here in providing ideal stats for a low-level illusionist and pirates:
  • deathjump spider
  • centipede swarm
  • doomspore
  • bloodweb spiderswarm
  • human assassin (Ned Shakestaff,7th level lurker)
  • stirges
  • tome motes (replacing rot grubs)
  • Sanbalet (4th level illusionist, controller)
  • human smugglers
  • green slime
  • decrepit skeletons
  • gnoll scavengers
  • various traps

I think the players should reach 2nd level by the time they've finished in the house (well, they will be as I'll bump them up if they've missed anything) and then reach 3rd level once they've finished on the Sea Ghost.

Coolness.

It neat to the evolution of the monster, trap and treasure lists... When I made my conversion, I only had the original three core books and a single afternoon to work with.

Well done.
 

Post Session Thoughts

The first session went OK I think. Lots of roleplaying as I struggled to bring all the PCs together and they sought to establish some character. The first problem resolved was the 5th PC, she eventually went for a human rogue, which works well as I gave her a background of working for the Torenescu family in Specularum dispatched to Saltmarsh to "look after" the wizard (her background is the richkid daughter of some Torenescu merchants that we recently shipwrecked, parents missing presumed dead). Most of the players provided their own background which is why is provided slightly tricky to bring them all together.

To draw the PCs together and channel them towards the house on the clifftop in Saltmarsh, I used a device based around the empty house. The dwarf - Thanor Wargale - recieved a missive from a firm of lawyers (the esteemed Smythe and Fairfax of Saltmarsh) inviting him to a reading of a will. Co-incidently, the tiefling - Diemos - stole some papers off his now dead slave masters which included a similar summons from Smythe and Fairfax, so headed to Saltmarsh to see what "he" had inherited.

At the time the two inheritors arrived at the offices of S&F, the wizard - Brelynn Spellopal - had come under the guardianship of the lawyers whilst they resolved issues of her parent's estate (some bad trades had been made recently...). In fact, once all told the only thing of value left in the estate was a recently purchased statue that stood on the harbour of Saltmarsh. A strangely lifelike statue of an ancient warforged that once saved the town from Shaugin invaders. In the meantime, our wizard's "minder", the rogue Ester, had arrived from Specularum to look after Miss Spellopel and try and find out what happened to her parents.

This just left the tricky situation of the warforged - Eric Graven. This PC's background is complex (I'll post it sometime): he led a cadre of warforged in the Last Great War (some 600 years ago) who did actually save Saltmarsh from an invasion of Shaugin. But this was more due to bloodlust than heroism (a fact lost to local folklore) as these warforged had been made using infernal magics. The cadre was all but destroyed in saving the town, only Eric was intact but deactivated. So the villagers raised him up on a plinth as a hero and saviour. Local tales say he will rise again when Saltmarsh faces great evil. So how to bring him in and link him to the others..?

Fortunately, Diemos the tiefling gave me a link into Eric's infernal background. When (eventually) Diemos went to see the statue and touched it, his infernal ancestry stirred something in the dormant warforged and woke him from his slumber. Needless to say this greatly worried Diemos and the townsfolk but for different reasons.

Diemos and Thanor had, of course, inherited the deserted house on the cliff top from an old alchemist. The estate had been subject to a long dispute and Thanor and Diemos's slaver were the only beneficiaries (bizarrely) that could be traced. So with little else to do a ragged band of people, thrown together by fortune went to investigate a deserted house...

From all the PCs there are 2 strong storylines emerging that could link in well with my original plan for the campaign. Firstly, Brelynn the wizard is linked to the Torenescu familiy of Specularum and thereby the Veiled Society adventure. This also draws in Ester the rogue. I'll park this for now and use it later on when I'm getting closer to running that adventure.

More interestingly is Diemos's background. Our tiefling friend is an ex-slave. His girlfriend however is still a slave. What's more, he's mad about this and is very keen to track down the slavers and his girl again. This came out unpromted by me in Diemos's background notes the player provided. So I sowed some seeds about the Radu family from Specularum (and the Veiled Society) being linked to slaving. I've suggested in the game world that slaving is a grey area in the Empire, it goes on but not overtly. I'll develop a few more clues in the next few adventures that should lead to some character development and another strong link into the Veiled Society adventure.

It did give me a further idea for the long term and that is to ditch my idea of running Ravenloft after the Veiled Society and digging out my old copy of Scourge of the Slavelords instead! What's more I reckon I could tweak SoSL so that Strahd is behind the slaving rather than the drow... More work but much more fun and would probably work better in the game world and in terms of level progression given that Strahd is about 15th level if I recall from his 4e incarnation.

Some more plotting to do I think and some more thoughts once we've played again in a couple of weeks.
 

Session 2

In the 2nd session, the party was a "man" (actually a woman) down as we were missing a player, the trusty rogue Ester. Nevertheless, the party boldly embarked on an exploration of the house. Despite having the key to the front door they decided to go round the back and break by picking the lock of the backdoor (Diemos is trained in thievery).

Immediately, the warforged storm warden, Graven, notices a mud trail of footprints leading from the front hall into the kitchen. They follow the trail into the kitchen and have a little snoop about. Dwarven bard, Thanor, finds a swarm of centipedes (level 2 brute) in a cupboard and an interesting combat ensues. The battle is lengthy only in a way that 1st level combats can be with much missing and cursing on behalf of the players. Diemos's player is hugely unlucky rarely rolling above a 5 for most of the combat. Eventually, after much poisoning and biting the centipedes are slain. A search for loot turns up nothing.

The party has a short rest and then trails the mud into the main hallway (ignoring several other doors) and then choose to follow the train to a door downstairs in the west wing and ignore the trail going upstairs. Through the door, the trail ends in the middle of the floor of an otherwise empty room. Our warforged is on fire skill-wise though and rolls a hefty perception to detect a trapdoor. With nary a thought for what could be going on, he hefts up the trapdoor and peers down...

Below, in what is best described as a large cellar converted into a barracks, sits a lone sailor carving wood in torchlight. Both sailor and warforged are somewhat surprised, but not for long.

Giving a hue and cry the sailor springs to a back wall and attempts to open a secret door, something he only manages after a few rounds and the PCs pour down the stairs into the cellar and try and take him alive. They fail to do so, partly because of the arrive of the evil illusionist Sanbalet (4th level controller) who beins to make life difficult for some of the PCs with dazing attacks. He certainly keeps Thanor, Diemos and Brelynn occupied for a good few rounds allowing sailor #1 to evade Graven long enough to open the secret door.

At first nothing happens but after a couple of rounds, a couple of gnolls appear, then a couple of rounds later, a couple more sailors. By now the PCs are getting worried. They have dropped Sanbalet, a gnoll and a couple of sailors but equally they are almost out of healing and most have used dailies by now. There are more sailors arriving and something is telling them that they should have been more careful bearing in mind they are now in the midst of a 7th level encounter, albeit not all the creatures at once which is the saving grace!

Unfortunately, the combat was so long we couldn't finish it in one session. Though this might work out for them OK as they should have their rogue back for session 3 & she might make all the difference.

In the big fight, the interesting PC was the warforged storm warden. Warden marking is awesome (free, every action) particularly when combined with the daily power, "form of mountain's thunder" (from PP) which damages marked creatures and gives damage resistance!
 

Session 3

The grand melee with the smugglers was resolved quite swiftly. The arrival of the rogue did indeed make a difference - careering down the stairs to join in the melee, backstabbing a smuggler trying to maim the wizard - but in the end the PCs blew their dalies and took down the remaining sailors and gnoll.

In the aftermath, they undertook a generally ineffective search of the area - finding none of the secret doors or treasures. Debated why there was a barred door in the room with the words "danger" written on it, but didn't open the door. I'm not sure why, I have a feeling that players today (not that I'm a grumpy old gamer) might expect to have treasure and clues handed to them on a plate. This could be a salutory lesson on both sides of the DM's screen: what happens if they don't look for clues!?

After a short rest they continued to explore, going through the open secret door into the sea caves. Ignoring the obvious route (for a change) which was lit - the warforged's player has a "system" for exploring: take every right turn - they entered a cave where a green slime lurked which promptly engulfed Graven the warforged and Enigma the rogue. Here again, warden abilities prove enormously useful, saving throws at the start of the round, attacks with reach and attacks that force movement, essentially rendering the green slime (almost) useless. The warden saved against the slime's restraining & on-going damage then shifted, attacked with reach and pulled the slime off the rogue.

Fortunately, he didn't do this all at once and the slime did manage to drop the rogue to dying before it was hauled off her. Concentrated fire then finished off the slime.
 

I'm not sure why, I have a feeling that players today (not that I'm a grumpy old gamer) might expect to have treasure and clues handed to them on a plate. This could be a salutory lesson on both sides of the DM's screen: what happens if they don't look for clues!?

It's not just a problem with today's gamers... I've seen it happen just as often with decades-long veterans.

Read this: The Three Clue Rule, or "The players are not Sherlock Holmes."
 

Thanks for the link it was an interesting read. I'm not too concerned about them missing important plot clues as there enough pointers in the house and I've a "hit them over the head" back-up plan as well to drive the plot forward if necessary. I think I was more disappointed for them as they didn't even search the wizard's room so missed out on some nice loot!

Session 4 was played this week. The PCs continued their search of the caves under the house. They find some goods - brandy and silk - and some strange boxes containing earth. Strange, fine soil without any real organic matter, almost sterile earth. Bemused, they continue until they find a sea cave with evidence of drag marks where a boat has been recently launched (3 smugglers fled from the fight in the cellar). The PCs remain unsure whether the inhabitants found here were sumgglers or pirates (my scurvey seadog accent is leading them to believe they were pirates).

They return to the cellar and the mysterious door, barred from the cellar side and marked "danger" in chalk. Everntually, they pluck up courgage and enter the room to discover 6 decrepit skeletons standing guard. Brelynn, the wizard-girl finishes the undead minions off with her firery burst power. A secret door is quickly found in the otherwise empty room which leads to the ruins of the old alchemist's laboratory. The old alchemist still sits at his table having died at his work. Cautiously, the PCs explore the room. The skeletal figure clutches a magic stone and a book entitled "Ye Secrets of the Ye Philosopher's Stone", several suspiciously gold objects - a skull, a rose, some discs and an apple - sit on his desk. A careful seach of the desk reveals a ritual book.

The golden objects and the magic stone cause some consternation until the dwarf (of course) removes the golden objects and then lifts the stone. In the original U1 adventure this object was a cursed luckstone but there are no cursed items in 4e (not player friendly). There are several tenants of 4e that I don't subscribe to and "no cursed objects" is one of them. I converted the stone directly from 1e to 4e so now Thanor owns a cursed luckstone which he has to figure out how to get rid of - he's realised that whilst he can't throw it away or give it away (it reappears within 1 hour) he can sell it or otherwise get rid of it by having someone willingly take it off his hands. He'll need a cunning plan to do this given his unlucky nature at the moment!

The book is also taken for further study. The PCs see that the knowledge to turn base objects into gold might be too good to be true...

The PCs now decide to work their way back through the house and return to the ground floor to begin their search. They search the ruined library and find a few valuable books. Enigma the rogue is outraged that there isn't a secret door in the library and is determined to search every inch of the house now on for secret doors etc. Finally.

Across the hall is the study where a few of the alchemist's old papers can be found along with a forgotten potion of healing sequestered away in a hidden drawer. The PCs are finally searching and finding loot. The next session should see them complete the search of the house. They should level-up at this point and be tempted (or coerced) into investigating the smuggling ring further.
 

Update & Fun with Skill Challenges

Sessions 5, 6 & 7 saw the players finish searching the old house. The most notable find is a semi-naked man tied up in one of the upstairs room. Suspicious, the warforged Graven sneaks into the room (spotting and avoiding the rotten floorboards). The man, however, seems grateful for his release and claims he is an itinerant who entered the house a few days ago to find somewhere to sleep, whereupon he was set upon and knocked-out by persons unknown.

In game terms this was an interesting encounter. In the original adventure, this would have been solely roleplayed with the players having to ask clever questions to try and see if the man was for real or not. Of course all players are bound to be suspicious and immediately question the man relentlessly and ruthlessly and regardless of their character's intelligence until the DM eventually gives up and attacks them anyway. In 4e, however, we have passive insight and skill challenges that replace some this roleplay fun with balanced mechanics that properly represent the abilities of the characters (that is if you don't use the recommended DCs in DMG, which are frighteningly simple given that I have 2nd level characters now regularly topping 25+ on skill checks).

So I went for the skill challenge approach to see if the PCs had the canny sense to trick the man into revealing his true intentions. To start with, whilst the players were suspicious I used their passive insight checks to see if their characters could sense that the man was perhaps a little tense, shifty and perhaps not trustworthy. A success here would allow more active skills to be used, e.g. diplomacy to get friendly & talkative, bluff to use a lie to catch him out, etc.

Only one character - the girl wizard, Brelynn - had the passive insight good enough to beat the man's take 10 on a bluff. I told the player (away from the other players) that whilst she sensed this, communicating her fears directly to the other PCs in front of the man might result in a hostile reaction. Once Brelynn had successfully made a relevant skill check as part of the active skill challenge I generously allowed the others players to pick-up on Brelynn's suspicions and join in. Unfortunately I didn't tell them of the hostile reaction so when they succeeded, with Thanor the bard taking the lead, they were surprised when the man reacted with violence, viciously stabbing them with a poisoned, cloaked dagger.

The fight took place in a corridor which wasn't great from the PCs view and whilst they thought they had the guy cornered for a while, he was tough (Lvl7 lurker vs 5 1st level PCs) and put down 2 PCs before he had to flee. Fortunately, no-one died but the man's poisoned dagger was doing on-going poison damage & the players weren't making their saves so even the warforged was struggling. Both Thanor and Deimos were down to their last death saving throw before being brought back from the brink by Enigma's healing checks (pretty lucky as she is untrained).

The rest of the house contained just some more vermin which were easily cleared. The incident with the assassin man didn't seem to perturb the PCs too much surprisingly although he was tied up, had been knocked out (genuinely), locked in room with his belonging stashed in another room. Nevertheless, the PCs didn't try and investigate him until later.

The players immediate concern after searching the whole house was to try and sell their loot. At this point they made 2 crucial decisions. Firstly, that they would sell the smugglers' contraband legitimately as this would (probably) raise least suspicion and secondly that they wouldn't tell the town authorities about the smugglers. It was at this point I realised that they planned to sell their loot and depart Saltmarsh ASAP, which is a problem for me as they are technically only halfway through U1 and still wanted to run U2 and U3!

There is some downtime built into parts 1 and 2 of U1 and the players did a few notable actions in this time. Firstly, I levelled them up. Secondly, they figured out the code the smugglers are using to contact their ship when it arrives. They found a clue in the quarters in the cellar of the house and I developed a skill challenge for them to break the code. Again, originally it was left to players to work this out but I used the 4e mechanic so that the characters broke the code rather than smart players. By breaking the code, the players realised that they had about 2 weeks before the smugglers' ship returned.

Fourthly, the players wanted to sell the loot so found a merchant who was very keen to buy their goods. This man was influential town merchant, Egan Lassiter, a man who had become rich from smuggled goods and who had planted the assassin in the house, unbeknown to the players. Egan came to the house to collect the good and suss out the players, trying to find out what they knew and what they had done. The players for their part confessed nothing of smugglers or assassins so Egan let them be (for now). At this point, Thanor decided that he would try and get rid of his cursed luckstone by selling it Egan. I had written a skill challenge for this using the recommended DCs in DMG (not even the modified ones in DMG2), so DC ranged from 12-15. Our bard used his new inspired competence ability and totally caned the skill challenge, not getting below 22 on any of his checks: not much of a challenge IMO.

Next, the PCs - well, Graven anyway - were invited to meet representatives of the town council who were very worried about the warforged coming back to life. All the local folklore tells that he will only reanimate if the town is threatened by great evil. Representative of the town include, Erolin Timertikos (council leader), Lyra Ivessa (representing the local Baron) and Egan Lassiter, merchant. The meeting goes badly for all sides. The PCs conceal the smuggling activity from the councillors who get suspicious. Accusations are made on either side and the meeting dissolves without the key action of getting the PCs to continue investigating the smugglers.

Next the players decided that the assassin man was worthy of investigation, realising that he must have left some tracks and may have been seen fleeing from the house. I had written a skill challenge for this too, again using DMG recommended DCs. Again, the PCs caned the skill challenge with no failures. They tracked the assassin back into Saltmarsh and the trading post owned by one Egan Lassiter. So, the players decide to confront Egan in his own trading post. This goes poorly for the players, particularly after the meeting at the Town Hall and Egan throws them off his property some harsh words.

Finally, having sold some loot, Deimos immediately buys back a pawned box that had been left by a slaver he had escaped from and partially assumed his identity (the slaver was in his background the pawned box was my addition as it will provide a clue/link to later adventures). The fine box is magically locked. After some exceptional streetwise rolls I allowed the players to buy a ritual scroll of "knock" and with another exceptional roll they open the lock (it was DC35!).

Inside the box is...nothing. Well, not quite. Deimos figures out that the box collapses and folds out to show a mysterious sea chart. Also there is an affectionate inscription, written in Elven, to the owner of the box signed by someone called "Edralve". Finally, there is a false bottom that contains some papers and an IOU from someone call "Ragnar" in the The Hook tavern, which happens to be a sea front dive in Saltmarsh.

So, the players are now focused on investigation The Hook tavern, which should be interesting as this encounter I thought might take place when they were about 4th level (when they would be able to get into the box - ha!). So in 1e style, I'm going to keep it as a hard encounter for 4th level characters and see if the players have the good sense to avoid it...

I'm also faced with the problem of getting them back involved in the U1 adventure if possible. I have a couple of options: either appeal to their base greed and get Lyra Ivessa to hire them directly or use Enigma's background as a gangster from the big city to get the nod from her Boss to investigate the smugglers with a view to taking over their operations.
 

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