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I've run my group through 3FOE and they are currently at Blackwall Keep, having run through a gauntlet of Lizardmen.

I've noticed that the maps as printed make 4E's larger encounter groups a bit cramped and it degenerates into a brawlfest. I used a poster map I had laying around to simulate the battlefield in front of Blackwall keep and all of a sudden the fights became a lot more tactical.

To that end I've streamlined the Lizardman Lair into four large rooms, but keeping the same basic creatures and combining them into a whole encounter. The Otyugh and its trash pit remains as does the vine horror, the PCs now get to deal with them both at once in addition to the Lizardmen guards. I'll be running this altered dungeon this Saturday.

I plan to give them a side quest to draw them a bit deeper into Diamond Lake. They've investigated the Temple of St. Cuthbert, and I had Hamanezer be outed as an Ebon Triad infiltrator. I plan to use the Dungeon adventure named Heathen as an interlude adventure wherein they pursue the missing Heironean priest who may or may not have also been a Triad infiltrator.

This will also buy me some time to convert HoHR and Champion's Belt.

How has everyone else's campaigns been progressing? Any conversion advice on down the road?


I am 3 sessions and 1.3 magazines deep into an Age of Worms campaign that I am converting to 4E as i go. It was mentioned that most encounters need to have more monsters added and this is absolutely true.

As a corollary to that though, pay attention to your maps. the 3.5 maps were designed with their encounters in mind and when adding 3-5 more monsters, things can get very cramped very quick. If you draw the maps or use dungeon tiles I highly recommend giving some extra space to each room so the PCs have somewhere to maneuver and use some tactics.


It went very well over all. The party got through the hall of architect and laborers and up to alistar land. They will start tracking down the body next game.

The fights played very nicely. For the first wolf pack I used a de-leveled dire wolf and 4 gray wolves. They werent doing so hot at first but once they got a feel for their powers they started turning the tide.

the encounter with the magma claws wasnt as hard as it could have been due to the cramped space. The hurlers weren at their full potential. Also the Fighter was a very hard nut to crack with his sky high AC.

The Dire Rat, Giant rat Minions, and Rat swarm stats were a very serviceable replacement to use for the beetle swarms. I was unsure what to do with the giant statue an the sleep effect so i mostly skipped over it.

The highlight of the night was the battle against the Blue Slime who took the place of the Water Elemental. It was very epic as a solo fight should be and the PCs were on last legs by the time it was over.

I am looking forward to the fghts against Filge and the dungeon boss Wind Warrior. Below I have the stats I will be using for the Wind Warrior. i took an Angel of Valor from the MM, de-leveled it to level 4, and added a paladin template. I changed any radiant damage to Thunder damage and gave its lightning bolt the ability to recharge instead of an extra paladin encounter ability. They will likely be 2nd level before facing it so I think they have a good chance at survival.

Medium elemental humanoid (Air) XP 875
Wind Warrior
Level 4 Solo Soldier

Initiative +8 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) Weapon
+9 vs. AC; 1d8 + 4 damage plus 1d6 lightning damage
Shortsword (standard; at-will) Weapon
+8 vs. AC; 1d6 + 4 damage plus 1d6 thunder damage
Valiant Strike (standard; at will)
+9 vs AC (+1 per enemy adjacent); 1d8+4 damage
Blade Flurry (standard; at-will) Weapon
The Wind Warrior makes a longsword attack and a shortsword attack.
Lightning/Thunder Strike (standard; recharge 5, 6) Lightning/Thunder
Close burst 1; targets enemies; +7 vs. Fortitude; 1d8 + 2 Lightning and thunder damage, and the target is dazed and deafened until the end of the Wind Warrior’s next turn.
Bolt Blades (minor, usable only while bloodied; at-will) 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 the Wind Warrior is within the zone it gains +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


I'm going to be starting an AoW campaign using 4E this weekend myself and this thread has been a great help in preping for The Whispering Cairn. I'll give an after action report if anybody is interested.

Some of the changes I'm making include:

A bigger wolf pack in the first battle

using a pack of Kruthik instead of the mad slasher and beetle swarm in the broken elevator. Perhaps 1 adult, 3 young, and 6 hatchlings.

Using the stats for giant rats, dire rats, and rat swarms for the beetles.

Using Two Magma Claws and two Magma Hurlers in place of the earth elemental and strangler in the architect hall. They'll have acted as furnaces and kilns for Nardoc.

Using the Blue Slime from Keep on the Shadowfell in place of the water elemental and ghoul in the flooded rooms.

I'm not sure how to represent Kullen and his gang, might just use the stats for the various humanoid races directly from the MM. I'm also hoping that the party is able to keep pace with levels where the adventure is concerned. I'll think up of a few side quests if they seem to be lagging behind.

-N