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Using 1e adventures in a new 4e campaign
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<blockquote data-quote="DayTripper" data-source="post: 5132911" data-attributes="member: 23440"><p>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!</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DayTripper, post: 5132911, member: 23440"] 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. [/QUOTE]
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