D&D 4E Wind Warrior (Age of Worms 4E conversion)

Glaive217

First Post
So I'm all set to start a new D&D4E campaign and decided to use the Age of Worms adventure path from Dungeon and convert it to 4E. I have most of the first adventure converted using existing monsters from the MM and various published adventures.

The final boss of the first dungeon is a pair of Wind Warriors, flying armored air elementals. I'm converting this to a single Solo Monster. I took an Angel of Valor from the MM, lowered it 4 levels, applied the paladin class template and doubled its HP to make it a solo monster. Would this be too hard for a group of 4 level 1 characters (1 of each role) who would have all their dailies, some magic items and a few potions of healing at their disposal? How does it look over all? Thanks in advance,

-G

Wind Warrior
Level 4 Solo Soldier

Initiative +10 Senses Perception +6
Wind Barrier Attacks against the Wind Warrior take a –2 penalty until the warrior is bloodied.
HP 194; Bloodied 97
AC 20; Fortitude 19, Reflex 17, Will 16
Immune fear; Resist 10 lightning, 10 thunder
Speed 6, fl y 9 (hover)
Longsword (standard; at-will) [FONT=&quot][/FONT] Weapon
+9 vs. AC; 1d8 + 4 damage plus 1d6 lightning damage
Dagger (standard; at-will) [FONT=&quot][/FONT] Weapon
+9 vs. AC; 1d4 + 4 damage.
Valiant Strike (standard; at will)
+9 vs AC (+1 per enemy adjacent); 1d8+4 damage
Blade Flurry (standard; at-will) [FONT=&quot][/FONT] Weapon
The Wind Warrior makes a longsword attack and a dagger attack.
Lightning/Thunder Strike (standard; recharge 5, 6) [FONT=&quot][/FONT] Lightning/Thunder
Close burst 1; targets enemies; +7 vs. Fortitude; 1d8 + 2
Lightning and thunder damage, and the target is dazed until the end of the
Wind Warrior’s next turn.
Bolt Blades (minor, usable only while bloodied; at-will) [FONT=&quot][/FONT] Lightning
Until the start of the Wind Warrior’s next turn, the Wind Warrior’s weapons deal lightning damage and attack the target’s Reflex
defense instead of AC.
Lay on Hands (minor; 2/day) Healing
The Wind Warrior regains 48 HP
Eye of the Storm (Daily, close burst 3)
Creates a 3x3 zone. When within the zone gain +1 to AC
Clap of Thunder (standard, daily)
Range 5; +5 vs Reflex
3d8+3 Thunder damage. Target is dazed til end of next turn, -2 to AC (save ends)
Miss: half damage and target is dazed
Alignment Any Languages Supernal
Skills Intimidate +12
Str 23 (+8) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, longsword, dagger
Saving throws: +5
Action Points: 2
 

log in or register to remove this ad

The only thing I think that is unreasonable is the Lay on Hands ability. Being able to heal almost 100 HP is going to make this thing very nasty.

Compare it to a dragon lowered to 4th level, or

[sblock]Download this and look for Sir Keegan's stat card. He's a 4th level Solo Brute.[/sblock]
 

Great minds think alike, I'm also currently converting that adventure over to 4e. I'm working through the monsters and traps and converting them to 4e equivalents rather than replacing them. If anyone is interested I can upload the monster stat cards once they are done. Hoping to get them finished in a couple of days.
 

On the other hand, the new adventure 'Rescue in Rivenroar' on the WotC site has a 2nd level Solo Soldier who has about as much HP as the Wind Walker. Take a look at it.
 

I saw the Rivenroar Adventure, that Solo hobgoblin would be perfect for the second adventure where the party has to storm (among other things) a temple to Hextor. Why the goblins HP is so high is anybodies guess though. Maybe I'll go with only 1 lay on hands. if they seem to be burning through its HP then I'll throw in the second.

Jarec, I'd love to compare notes. My first game is in 4 hours, I'll let you know how it goes.
 

Great I'd love to know how you got on. I won't be running mine for about a month as we are currently playing through KotS. But my players have agreed that once that is over they want to start an Eberron campaign using 4e rules. So we are treating KotS as a rules practice game. I'm going to run the first and possibly second Age of Worms adventure as my campaign intro.

Here is my version of the Mad Slasher if it's of use. I'll post more once I've play tested them a little

MadSlasher.jpg
 

so the first game went pretty well. The players were brand new to the system to it took a while to roll up characters and explain the system but they're experienced RPers so they caught on quick.

for the first encounter with the wolves I used 4 gray wolves and a dire wolf deleveled to level 3. Was slow going at first but once the group ranger caught on to how much damage he can do it started to roll from there.

The second encounter was in the Hall of the Architect and was 2 magma hurlers and 2 magma claws. The fight was easier than expected possibly due to the cramped conditions of the room. I also begin to notice at this point that the Fighter character with the 22 AC can not be freakin hit.

Encounter 3 was the beetle swarm in the Hall of Workers. There were 2 beetle swarms, 6 giant beetle and 1 dire beetle. I used the stats for the rats right out of the MM and just changed the aesthetics into beetles.

The highlight of the night was the fight against the water elemental. I used the Blue Slim from KotS to represent the elemental and the fight ended up being as epic as one would hope for a brute monster. It started to slog a bit once they'd used up their daily and encounter abilities but it did press them to their limits as far as staying alive.

Next week they'll start going through the out of dungeon encounters. I might rewrite the interaction with Kullen as a series of skill challenges.
 

I'm planning to convert my ongoing Age of Worms game to 4th edition when I get back from research this August. I'm currently partway through Hall of Harsh Reflections, so I'll be starting by converting that adventure from Sodden Hold on. If I can't find this thread once I've got something written, I'll start a new one.

I'm currently weighing my options for performing the conversion in media res. The party is currently just breaking level 7, but I've been toying with the idea of attempting to rebalance the adventures so that the party ends up at level 30 by the end of the last one. Some basic algebra indicates that the converted characters should be level 10 at this point. I'll have to rewrite most of the encounters to suit a party of that level, but I'll have to do that anyway even if they're still 7th. I'll also have to completely overhaul the treasure in each adventure to suit the new system, but that'll be fun. They'll probably reach 11th by the end of this adventure, and that'll make them Paragon in time for the Champion's Games.

I'm looking forward to seeing how well the system handles a direct conversion of things like Octopins and Spawn of Kyuss.
 

Remove ads

Top