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Using 1e adventures in a new 4e campaign
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<blockquote data-quote="DayTripper" data-source="post: 5105853" data-attributes="member: 23440"><p><strong>We start tonight</strong></p><p></p><p>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:</p><p></p><p>- dwarven bard, wandering, looking for sagas of his dispersed tribe</p><p>- warforged warden, currently a monument on the Saltmarsh dockside</p><p>- tiefling warlock, an escaped slave</p><p>- human wizard, a ship-wrecked rich kid from the big city</p><p></p><p>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.</p><p></p><p>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:</p><p></p><ul> <li data-xf-list-type="ul">amulet of protection +1</li> <li data-xf-list-type="ul">broach of no regrets +1</li> <li data-xf-list-type="ul">delver's plate mail +1</li> <li data-xf-list-type="ul">potions of healing, delusion (reads as a +1 elixir of aptitude but works in reverse) and speed</li> <li data-xf-list-type="ul">Cursed luckstone (pretty much as written, -1 to hit, damage and saves)</li> <li data-xf-list-type="ul">wand +1 (owned by Punketah)</li> </ul><p></p><p>There are also plenty of rituals to be found:</p><ul> <li data-xf-list-type="ul">arcane mark</li> <li data-xf-list-type="ul">brew potion</li> <li data-xf-list-type="ul">detect secret doors</li> <li data-xf-list-type="ul">fool's gold</li> <li data-xf-list-type="ul">magic mouth</li> <li data-xf-list-type="ul">make whole</li> <li data-xf-list-type="ul">preservation</li> <li data-xf-list-type="ul">pyrotechnics</li> <li data-xf-list-type="ul">rust bomb</li> <li data-xf-list-type="ul">summon winds</li> </ul><p></p><p>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:</p><ul> <li data-xf-list-type="ul">deathjump spider</li> <li data-xf-list-type="ul">centipede swarm</li> <li data-xf-list-type="ul">doomspore</li> <li data-xf-list-type="ul">bloodweb spiderswarm</li> <li data-xf-list-type="ul">human assassin (Ned Shakestaff,7th level lurker)</li> <li data-xf-list-type="ul">stirges</li> <li data-xf-list-type="ul">tome motes (replacing rot grubs)</li> <li data-xf-list-type="ul">Sanbalet (4th level illusionist, controller)</li> <li data-xf-list-type="ul">human smugglers</li> <li data-xf-list-type="ul">green slime</li> <li data-xf-list-type="ul">decrepit skeletons</li> <li data-xf-list-type="ul">gnoll scavengers</li> <li data-xf-list-type="ul"> various traps</li> </ul><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DayTripper, post: 5105853, member: 23440"] [b]We start tonight[/b] 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: [LIST] [*]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) [/LIST] There are also plenty of rituals to be found: [LIST] [*]arcane mark [*]brew potion [*]detect secret doors [*]fool's gold [*]magic mouth [*]make whole [*]preservation [*]pyrotechnics [*]rust bomb [*]summon winds [/LIST] 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: [LIST] [*]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 [/LIST] 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. [/QUOTE]
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