4th Edition Curse of the Crimson Throne Conversion Blog


4th Edition

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Things have recently come together that have allowed me to begin running and converting Curse of the Crimson Throne. Accordingly, I'm going to give it the same treatment I've given Rise of the Runelords (which is, of course, still ongoing). It will have its own blog with a format very similar to Tales from the Rusty Dragon.

My group finished character creation this past weekend, so the adventure will begin in earnest in a week, which is when I'll begin posting conversion notes.

The barebones of the blog are up at Long Live Korvosa. I like this layout a touch better than I do the one I'm using at Tales from the Rusty Dragon, so I may switch that over, too.

Feel free to chime in here with suggestions and comments, as usual.


Excellent news, Scott. I'll looking forward to reading your conversion notes.

Dark Archive Contributor

Scott Betts wrote:

Things have recently come together that have allowed me to begin running and converting Curse of the Crimson Throne.

Fantastic news. You've done a great job on RotR.


The first posts have started going up. More will follow later tonight (hopefully the entirety of Part 1 of the adventure).

Long Live Korvosa


Good work so far! I'm liking what I see. Keep it up Scott!


Great news. I've been pondering converting this for some time but its always nice to see what someone with a bit more fourth edition experience than I can do with it.


I've been DMing my group through CotCT 4E for many months now and we're having an absolute blast. They're currently assaulting Scarwall, but I remember Edge of Anarchy quite fondly. One of my favorite things about 4E is the competence and resilience of 1st level characters. An example:

A human rogue and an elven ranger were the first on the adventure path. They stealthily investigated the buildings around the Old Fishery, and managed to quietly flee from a jigsaw shark and hurl themselves silently away from a hold full of spiders. They eventually decide to raid the Fishery, but managed to snipe enemies from the shadows until Gaedren showed himself, when the ranger dropped him with one arrow (critical hit, quarry, encounter exploit).

Though I was tempted to make Gaedren an elite or solo monster, the truth is that he's just an old man who terrorized children. He had terrible combat stats in 3E, and it didn't make sense to make him incredibly competent in 4E. This change (or lack therefore) made the players feel special and important, and I'd like to think this feeling still remains.

I hope this helps you as you prepare your conversions. I've found 4E to be absolutely wonderful in telling a Paizo storyline while making my prepwork a breeze.


Alex Y wrote:
Though I was tempted to make Gaedren an elite or solo monster, the truth is that he's just an old man who terrorized children. He had terrible combat stats in 3E, and it didn't make sense to make him incredibly competent in 4E. This change (or lack therefore) made the players feel special and important, and I'd like to think this feeling still remains.

I agree with this completely. I ran the fishery last week, and Gaedren was just a standard monster. He didn't seem worth the elite status.


Alex Y wrote:

I've been DMing my group through CotCT 4E for many months now and we're having an absolute blast. They're currently assaulting Scarwall, but I remember Edge of Anarchy quite fondly. One of my favorite things about 4E is the competence and resilience of 1st level characters. An example:

A human rogue and an elven ranger were the first on the adventure path. They stealthily investigated the buildings around the Old Fishery, and managed to quietly flee from a jigsaw shark and hurl themselves silently away from a hold full of spiders. They eventually decide to raid the Fishery, but managed to snipe enemies from the shadows until Gaedren showed himself, when the ranger dropped him with one arrow (critical hit, quarry, encounter exploit).

Though I was tempted to make Gaedren an elite or solo monster, the truth is that he's just an old man who terrorized children. He had terrible combat stats in 3E, and it didn't make sense to make him incredibly competent in 4E. This change (or lack therefore) made the players feel special and important, and I'd like to think this feeling still remains.

I hope this helps you as you prepare your conversions. I've found 4E to be absolutely wonderful in telling a Paizo storyline while making my prepwork a breeze.

Alex, I'm in the midst of History of Ashes, and if you have any electronic notes on what you've done to convert History and Scarwall to 4E, I'd love to see them. My email address is stevenankeny@yahoo.com. Thanks in advance if you happen to have something you can pass along.


I responded yesterday, but don't see it now. I'll try again.

Shadowcount Sial, Asyra the chain devil, and Laori Vaus: I used the companion character rules from DMG2 and let the PCs play the NPCs. I gave the Shadowcount controller powers like an Invoker, classified Asyra and Laori as strikers, but also gave Laori Avenger powers.

Krojun: The PCs didn't come into conflict with Krojun, so I didn't bother to stat him up.

Acropolis: The PCs were careful and quiet, and thus did not disturb the havero. Instead of throwing endless waves of vine horrors at them, I was planning to use stock ropers. I reskinned doppleganger assassins and dark stalkers as Red Mantis Assassins, but you can easily make up a strike team of one artillery, two skirmishers, and one controller by choosing level-appropriate monsters from the MM.

House of the Moon: Instead of pitting the PCs against one solo brute, I had a medusa archer and her two basilisk pets sniping at the moon maidens and turning them to stone. It was a fun fight up and around stairs and railings, and gave the Shadowcount a chance to help the PCs with his knowledge of the remove affliction ritual.

Cindermaw: I reskinned a purple worm and waited to see how the party would respond. The paladin donned the ranger's breaching armor and successfully ran away after his rebirth.

Trial of the Totem: There's probably a more exciting way to run a skill challenge that involves holding stone totems upright for two days straight, but I fast-forwarded to the bulettes.

Flameford Assault: I was happy to throw waves and waves of enemies, and the party was happy to burn through their healing surges. I used gargoyles as written, more reskinned Red Mantis Assassins, higher-level skirmishes to represent the Cinderlander and Cinnabar, and just sat back to watch the carnage. The cleric's beacon of hope/consecrated ground kept the tiefling paladin bloody but upright all night.


Okay, here we go. Tremendous update, both today and over the past week or two. Pretty much all of Edge of Anarchy is done. I'll be running my group through the final couple of encounters tomorrow. In the meantime, everything up through the last bits of the Dead Warrens is converted and up on the blog. Check it out and let me know what you think!

Enjoy!

Long Live Korvosa


And, a mere three months after I actually completed the adventure, the compiled PDF of the conversion finally makes its way online! Hopefully the Seven Days to the Grave conversion will be up in short order, too, since I'm done with that one as well.

Edge of Anarchy Conversion v0.1


Scott Betts wrote:

And, a mere three months after I actually completed the adventure, the compiled PDF of the conversion finally makes its way online! Hopefully the Seven Days to the Grave conversion will be up in short order, too, since I'm done with that one as well.

Edge of Anarchy Conversion v0.1

I am a Pathfinder guy all the way, but I do like to play other systems to learn different approachs and techniques.. and I've been playing some 4E for the last month.

I was thinking of trying EnWorld's War of the Burning Sky, but this is really impressive work Scott. I might try this instead. I know you have your critics, but at a glance this is pretty darn cool.


Watcher wrote:
Scott Betts wrote:

And, a mere three months after I actually completed the adventure, the compiled PDF of the conversion finally makes its way online! Hopefully the Seven Days to the Grave conversion will be up in short order, too, since I'm done with that one as well.

Edge of Anarchy Conversion v0.1

I am a Pathfinder guy all the way, but I do like to play other systems to learn different approachs and techniques.. and I've been playing some 4E for the last month.

I was thinking of trying EnWorld's War of the Burning Sky, but this is really impressive work Scott. I might try this instead. I know you have your critics, but at a glance this is pretty darn cool.

Thanks! Please let me know what you think of it.


Scott Betts wrote:


Thanks! Please let me know what you think of it.

Do you have any long term plans on doing any paragon paths, like the Harrower?


Watcher wrote:
Scott Betts wrote:


Thanks! Please let me know what you think of it.
Do you have any long term plans on doing any paragon paths, like the Harrower?

I've already converted the Spherewalker prestige class from The Skinsaw Murders into a paragon path - you can find it in my conversion of that adventure. When I come across novel rules elements in the Pathfinder products I'm converting, I usually try to convert those.

Where is the Harrower from?


The Harrower is in the Pathfinder Campaign Setting, Scott...basically it uses Harrow cards in combinations to enhance spellcasting.


DM Wellard wrote:
The Harrower is in the Pathfinder Campaign Setting, Scott...basically it uses Harrow cards in combinations to enhance spellcasting.

That sounds pretty awesome, actually. I'll have to take a look at it. To be honest, however, I wasn't planning on converting material from the campaign setting book. If there's demand for it, though, I can always give it a shot.

EDIT: So after having taken a look at it, I think it would translate very neatly into a worthwhile paragon path. I'm going to be converting the Red Mantis Assassin prestige class when I finish up Escape from Old Korvosa, so I'll consider working on the rest of the "classic Pathfinder" prestige classes at that point.


Scott Betts wrote:
DM Wellard wrote:
The Harrower is in the Pathfinder Campaign Setting, Scott...basically it uses Harrow cards in combinations to enhance spellcasting.

That sounds pretty awesome, actually. I'll have to take a look at it. To be honest, however, I wasn't planning on converting material from the campaign setting book. If there's demand for it, though, I can always give it a shot.

EDIT: So after having taken a look at it, I think it would translate very neatly into a worthwhile paragon path. I'm going to be converting the Red Mantis Assassin prestige class when I finish up Escape from Old Korvosa, so I'll consider working on the rest of the "classic Pathfinder" prestige classes at that point.

Hi Scott,

This might be a little off subject but I remember reading that you had done other AP conversions, I was just wondering if you had a link that I could check em out. Am a big fan of the APs and a 4e conversion would be awesome.


Amael wrote:

Hi Scott,

This might be a little off subject but I remember reading that you had done other AP conversions, I was just wondering if you had a link that I could check em out. Am a big fan of the APs and a 4e conversion would be awesome.

Just to help Scott out..

Here is a link to Scott's work with Rise of the Runeords


Scott,

My guys are flirting with trying this over WotBS, because we're all Golarion-philes.

What do you think of Eladrin versus Elves?

Does one exist and the other does not? Or would you consider both to be elves, but with a different personal emphasis?

Any thoughts?


Watcher wrote:
Amael wrote:

Hi Scott,

This might be a little off subject but I remember reading that you had done other AP conversions, I was just wondering if you had a link that I could check em out. Am a big fan of the APs and a 4e conversion would be awesome.

Just to help Scott out..

Here is a link to Scott's work with Rise of the Runeords

Much appreciated, thanks for the link Watcher.


One of my own players actually posed a possible distinction.

Eladrin being the older and more insular elves.. While "Elves" are those who live among the mortal races and are Forlorn.

In this case, being Forlorn has a mystical as well as scial side-effect.

@ Amael, you're most welcome.


Watcher wrote:

One of my own players actually posed a possible distinction.

Eladrin being the older and more insular elves.. While "Elves" are those who live among the mortal races and are Forlorn.

In this case, being Forlorn has a mystical as well as scial side-effect.

@ Amael, you're most welcome.

If you don't mind me saying, I like that idea Watcher, that's probably how I'd play it.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I've always thought of Eladrin = High Elves and Elves = Wood Elves, in a throwback to my early days playing warhammer, which is really heavily influenced by Tolkein. So most Elves in Golarion/Inner Sea would be Elves. Eladrin would be the ones from the Elven planets. I'm forgetting if there is supposed to be a lot of contact with those.

Either way, I'd keep all NPCs as Elves but allow PCs to play the rarer (on this world) Eladrin if they liked.


Watcher wrote:

Scott,

My guys are flirting with trying this over WotBS, because we're all Golarion-philes.

What do you think of Eladrin versus Elves?

Does one exist and the other does not? Or would you consider both to be elves, but with a different personal emphasis?

Any thoughts?

Watcher wrote:

One of my own players actually posed a possible distinction.

Eladrin being the older and more insular elves.. While "Elves" are those who live among the mortal races and are Forlorn.

In this case, being Forlorn has a mystical as well as scial side-effect.

@ Amael, you're most welcome.

deinol wrote:

I've always thought of Eladrin = High Elves and Elves = Wood Elves, in a throwback to my early days playing warhammer, which is really heavily influenced by Tolkein. So most Elves in Golarion/Inner Sea would be Elves. Eladrin would be the ones from the Elven planets. I'm forgetting if there is supposed to be a lot of contact with those.

Either way, I'd keep all NPCs as Elves but allow PCs to play the rarer (on this world) Eladrin if they liked.

Both of these are perfect solutions to the problem. In the end, it's not really important to have a universal explanation for these sorts of things. There are more than just one option, so it's really a matter of what explanation for the divide satisfies your players and your sense of the world. I'm a big fan of looking to the player first when trying to come up with a new in-world explanation for a player race or other PC option; to plagiarize deinol a bit, start out with a "How do you think it works?" and see if your player can come up with a suitable explanation, which you can then turn into canon.

As far as my own games go, the elf situation is largely glossed over. None of my players are currently playing eladrin, so making that distinction has never been personally important to my campaigns.

If any of you are interested in fleshing out your elven split explanations, I could certainly do another "Playing X" post in the vein of my earlier Playing Revenants in Pathfinder and Playing Dragonborn in Pathfinder posts.


Watcher wrote:
Amael wrote:

Hi Scott,

This might be a little off subject but I remember reading that you had done other AP conversions, I was just wondering if you had a link that I could check em out. Am a big fan of the APs and a 4e conversion would be awesome.

Just to help Scott out..

Here is a link to Scott's work with Rise of the Runeords

Thanks!


With the contest winding down, my guys are wanting me to keep my promise to run this for them.. as a break from our regular Pathfinder game.

I do hope you continue your fine conversions, Scott. Especially Part 2!

I'll let you know how the game goes when I finally get it going. I'm using MapTools with 4E automation. I'm starting on PC tokens right now.


Watcher wrote:

With the contest winding down, my guys are wanting me to keep my promise to run this for them.. as a break from our regular Pathfinder game.

I do hope you continue your fine conversions, Scott. Especially Part 2!

I'll let you know how the game goes when I finally get it going. I'm using MapTools with 4E automation. I'm starting on PC tokens right now.

I'm actually done with part 2. In fact, my players are almost done with part 3. I'm just behind in posting the actual conversion. I've finally caught up with everything I needed to do for my RotR conversion, so the next item on my to-do list is post the finished conversion of Seven Days to the Grave.

And because I'm on spring break now, I ought to have plenty of time for it.


Excellent. I didn't want to nag, and I'm a long ways off towards needing that stuff.. but if they end loving the game I wanted to let you know that there were people out there interested in your work.

Thanks!

Side note: If any one out there wonders, I am dedicated to Pathfinder RPG. But I also believe in mixing it up and trying new games once in awhile. I'd also love to try my hands on the new Warhammer 3rd Edition.


Watcher wrote:

Excellent. I didn't want to nag, and I'm a long ways off towards needing that stuff.. but if they end loving the game I wanted to let you know that there were people out there interested in your work.

Thanks!

Not a problem. And best of luck on the Superstar contest!


So a quick update for those following along: I took a look ahead at A History of Ashes and discovered that the adventure is pretty thin on encounters. This fact, coupled with the happy coincidence that the adventure's introduction happens to send the party through Kaer Maga, has encouraged me to complete my Seven Swords of Sin conversion and include it as a bonus "seventh" adventure in the converted Curse of the Crimson Throne path. I'll be publishing this conversion once I get the most recent couple of adventures finished and online. Cheers!


I just finished running my group through the conversion of Edge of Anarchy for a group of mainly new players. The feedback was very positive, with the players enjoying the variety of opponents (Vreeg just taught them the importance of taking out the enemy leader/controller early) And our Paladin has had filth fever so many times she wants to take shots for it …

They also liked the visual element and clear choices that the Shingles chase skill challenge had. It really helped them being new players to simplify things like that.

Now when are you going to post Seven Days to the Grave? Got to keep this good thing going..

Thanks for all your hard work Scott.

Jason


quill73 wrote:

I just finished running my group through the conversion of Edge of Anarchy for a group of mainly new players. The feedback was very positive, with the players enjoying the variety of opponents (Vreeg just taught them the importance of taking out the enemy leader/controller early) And our Paladin has had filth fever so many times she wants to take shots for it …

They also liked the visual element and clear choices that the Shingles chase skill challenge had. It really helped them being new players to simplify things like that.

Now when are you going to post Seven Days to the Grave? Got to keep this good thing going..

Thanks for all your hard work Scott.

Jason

I'm glad to hear that you and your players are enjoying the conversion! I'm actually all the way up through the end of Escape from Old Korvosa, and am now on to converting Seven Swords of Sin, which I've decided to drop into the conversion midway through, since the adventure path has the PCs passing through Kaer Maga (the location of Seven Swords of Sin) on their way to the events of A History of Ashes. I'm doing this because A History of Ashes is quite thin on encounters, and Seven Swords of Sin is chock full of really interesting encounter opportunities and sits at about the right level. I promised a while back that I'd eventually get around to converting Seven Swords of Sin, and now I've found my chance.

On the one hand, this is great news for anyone interested in running Seven Swords of Sin, or anyone looking to run a slightly extended Curse of the Crimson Throne campaign. On the other hand, it may make it difficult to run the converted adventure path without Seven Swords of Sin, simply because without all those extra encounters the PCs will find themselves a few levels behind the assumed curve for the latter half of the converted AP. I plan on offering some solutions for this potential problem, including advice on how to scale the rest of the campaign back a couple levels, or which published 4e adventures might be able to fill the gap if you can't get ahold of Seven Swords of Sin. And I know that SSoS is often labeled a meatgrinder with a thin sheen of plot laid over the top (and I can't really argue with that), but speaking from personal experience there have been some really fantastic moments at the table, and it has been consistently enjoyable. As long as your players are willing to accept the necessary amount of suspension of disbelief, it's good times.

Anyway, the important thing is that work on converting stuff hasn't stopped or even slowed down, really. I'm just very behind in actually posting the finished conversions - between my upcoming graduation and subsequent temporary relocation to the DC area, I've found myself very pressed for time. I'll get around to it, and hopefully you'll see me fully caught up by the end of the summer. I apologize if this makes it difficult for you to continue your campaign past the end of the first adventure for the time being.


Same here Scott.. We're probably going to get through Eel's End today (gosh that sounds horrible when you say it that way!)

I'm in less dire need than Jason, but there is a desire to see the next finished conversion.


Alright Scott,

I do have some feedback.

I wish the treasure tables had been more robust and explicit. That might seem like some unnecessary typing to you, but I find myself flipping back and forth between pages trying to figure out how treasure parcels are assigned that I'd care to.

In retrospect, I was a new 4E GM and I didn't spend a lot of time studying the Treasure Parcel section of the GM's Guide (on page 126), and in hindsight it makes more sense when I use that as a basis of comparison.

However what has happened is that they've taken the diplomatic solution to Devargo Barvasi, and basically skipped all of the Eel's End encounters by doing a little bribing and going through the skill challenge. Now I'm trying to get a sense of how behind are they on treasure for their level, and it's just maddening. Not difficult, just I'm scratching this out on paper and pencil and looking over these parcel charts where treasure is assigned at 3rd level for encounters they had during 1st level, and I feel like mixing up a margarita and saying "the hell with it. The hell with it all."

I'm just saying I wish this was a little more intuitive.

Other than that, it's gone pretty well. I can really see the difference between some good rolls and some bad rolls. When they went into 'All the World's Meat' they had some terrible rolls with the first set of guards, and they were muttering that the encounters might not be balanced (and I was worried), but by the subsequent rooms came around they were rolling better and walked right through it.

As a MapTools GM I was disappointed that they went all diplomatic on Devargo, since I spent a lot of time on those maps and making tokens for the NPCs.. The original adventure is patently open-ended just like your version is.. I'm not sure how well that works in practice.

Please do keep up the good work, I'm just trying to give you some practical feedback from what I have experienced.


Watcher wrote:

Alright Scott,

I do have some feedback.

I wish the treasure tables had been more robust and explicit. That might seem like some unnecessary typing to you, but I find myself flipping back and forth between pages trying to figure out how treasure parcels are assigned that I'd care to.

In retrospect, I was a new 4E GM and I didn't spend a lot of time studying the Treasure Parcel section of the GM's Guide (on page 126), and in hindsight it makes more sense when I use that as a basis of comparison.

However what has happened is that they've taken the diplomatic solution to Devargo Barvasi, and basically skipped all of the Eel's End encounters by doing a little bribing and going through the skill challenge. Now I'm trying to get a sense of how behind are they on treasure for their level, and it's just maddening. Not difficult, just I'm scratching this out on paper and pencil and looking over these parcel charts where treasure is assigned at 3rd level for encounters they had during 1st level, and I feel like mixing up a margarita and saying "the hell with it. The hell with it all."

I'm just saying I wish this was a little more intuitive.

This is fantastic! I absolutely need to find a better way to present some of this information, so I'll work on figuring that out. I think a more structured encounter format would help out a lot with this, so that's something I'll try to figure out.

Thanks for the feedback, Watcher!


4E characters have plenty of options and tricks without all their magic goodies. Falling a bit behind in the treasure won't hurt them all that much (if at all), so I wouldn't worry about it too much if I were you.

Watcher wrote:

Alright Scott,

I do have some feedback.

I wish the treasure tables had been more robust and explicit. That might seem like some unnecessary typing to you, but I find myself flipping back and forth between pages trying to figure out how treasure parcels are assigned that I'd care to.

In retrospect, I was a new 4E GM and I didn't spend a lot of time studying the Treasure Parcel section of the GM's Guide (on page 126), and in hindsight it makes more sense when I use that as a basis of comparison.

However what has happened is that they've taken the diplomatic solution to Devargo Barvasi, and basically skipped all of the Eel's End encounters by doing a little bribing and going through the skill challenge. Now I'm trying to get a sense of how behind are they on treasure for their level, and it's just maddening. Not difficult, just I'm scratching this out on paper and pencil and looking over these parcel charts where treasure is assigned at 3rd level for encounters they had during 1st level, and I feel like mixing up a margarita and saying "the hell with it. The hell with it all."

I'm just saying I wish this was a little more intuitive.

Other than that, it's gone pretty well. I can really see the difference between some good rolls and some bad rolls. When they went into 'All the World's Meat' they had some terrible rolls with the first set of guards, and they were muttering that the encounters might not be balanced (and I was worried), but by the subsequent rooms came around they were rolling better and walked right through it.

As a MapTools GM I was disappointed that they went all diplomatic on Devargo, since I spent a lot of time on those maps and making tokens for the NPCs.. The original adventure is patently open-ended just like your version is.. I'm not sure how well that works in practice.

Please do keep up the good work, I'm just trying to give you some practical feedback from what I have experienced.


Thanks PH Dungeon! I'll bear that in mind.

After I highlighted all the treasure and wrote the treasure out in lists, it doesn't look so bad. Technically they re three magic items behind and a little bit of wealth.

Scott:

Here is a breakdown on how the encounters went.

Hookshanks, Yargin, and Boo were a breeze. Even with all the kids. They had no troubles at all.

1 Jigsaw Shark however did some damage and scared them badly.

Lamm, Gobbleguts, and Giggles collectively was a tough balanced encounter. Lamm himself didn't pose much of a challenge, but Giggles and Gobbleguts made up for it. Lamm might have been having bad rolls.

One player fell through the floor and was attacked by centipede swarms. They tore him up badly, and the party was suitably afraid.

They used the skill check on the mob scene against the noble and it worked well.

As I mentioned, the first few rooms of 'All the World's Meat" was strangely tough for them and they were really nervous. They got good rolls on the rest of the meat processing area and got their confidence back. However, the sliding meat on a track trick worked like a charm.. heheh... that was neat. The final encounter with Verrick was about right.. and I couldn't interest them into going down to encounter the Reefclaws.

I covered the Eel's End scene (mostly diplomatic).

Against the Otyugh's and the dire rats.. the dire rats did more damage! Probably because the players were more focused on the Otyughs. Every player was bitten by the rats. The Otyughs did however put up a fair fight, and took up their attention.

Hope this helps!


Minor bugaboo Scott (and nothing I couldn't and won't just extrapolate myself)- You mention that Trina will attempt to make skill checks in the Shingles Chase.. But you don't provide her skill levels.

Doesn't take a rocket scientist to figure some numbers out, but I thought I'd mention it for completeness sake.


Watcher wrote:

Minor bugaboo Scott (and nothing I couldn't and won't just extrapolate myself)- You mention that Trina will attempt to make skill checks in the Shingles Chase.. But you don't provide her skill levels.

Doesn't take a rocket scientist to figure some numbers out, but I thought I'd mention it for completeness sake.

Oh, wow, that's my bad. She should absolutely have skill bonuses listed as part of the encounter. I may simply provide her stat block, and I could include her wand attack as part of that rather than bloating the skill challenge itself. Thanks again!


Scott Betts wrote:


Oh, wow, that's my bad. She should absolutely have skill bonuses listed as part of the encounter. I may simply provide her stat block, and I could include her wand attack as part of that rather than bloating the skill challenge itself. Thanks again!

Oh.. if you have a stat block for her.. I wouldn't mind seeing it, if you wanted to post it here or on Long Live Korvosa.

I'm starting out with the Shingles Chase on Monday night.

The Exchange

I know this is quite the old thread, but wondering if you've made any headway on the other conversion notes for the Crimson Throne beyond the 1st adventure?


Ryan Renaud wrote:
I know this is quite the old thread, but wondering if you've made any headway on the other conversion notes for the Crimson Throne beyond the 1st adventure?

My projects are on hold for the summer while I intern in Washington, DC. I don't have access to my gaming groups or my desktop computer (where I'm able to do all my conversion work), so there's really nothing going on at the moment.

I will be back in California in less than two weeks, however. At that point I'm going to do my best to get caught up before my games resume (mid- to late-September). Just as a heads up, my group is about to start the fourth chapter of the adventure path, which means the first three chapters (Edge of Anarchy, Seven Days to the Grave, Escape from Old Korvosa) are all converted (and just need to be formalized, edited, and published), and the same goes for Seven Swords of Sin, which I'm inserting between the third and fourth chapters to flesh out the path a little, and because I can. Not to fret; I'll provide guidelines for ways to continue the converted AP without running Seven Swords of Sin, if you'd rather not make use of that adventure.

So don't worry; this doesn't belong in the "abandoned projects" annals of internet infamy. When I began working on these APs, I told myself that as long as my gaming group was willing to play through it, I'd continue the work.

The Exchange

Scott Betts wrote:
Ryan Renaud wrote:
I know this is quite the old thread, but wondering if you've made any headway on the other conversion notes for the Crimson Throne beyond the 1st adventure?

My projects are on hold for the summer while I intern in Washington, DC. I don't have access to my gaming groups or my desktop computer (where I'm able to do all my conversion work), so there's really nothing going on at the moment.

I will be back in California in less than two weeks, however. At that point I'm going to do my best to get caught up before my games resume (mid- to late-September). Just as a heads up, my group is about to start the fourth chapter of the adventure path, which means the first three chapters (Edge of Anarchy, Seven Days to the Grave, Escape from Old Korvosa) are all converted (and just need to be formalized, edited, and published), and the same goes for Seven Swords of Sin, which I'm inserting between the third and fourth chapters to flesh out the path a little, and because I can. Not to fret; I'll provide guidelines for ways to continue the converted AP without running Seven Swords of Sin, if you'd rather not make use of that adventure.

So don't worry; this doesn't belong in the "abandoned projects" annals of internet infamy. When I began working on these APs, I told myself that as long as my gaming group was willing to play through it, I'd continue the work.

Thanks a lot! We're about to start it shortly, but we're a pretty slow paced group, meeting quasi-weekly (about 1/tenday or so) for about 3-4 hours so we tend to go through at a leisurely pace.


Ryan Renaud wrote:
Thanks a lot! We're about to start it shortly, but we're a pretty slow paced group, meeting quasi-weekly (about 1/tenday or so) for about 3-4 hours so we tend to go through at a leisurely pace.

While I don't want to make any guarantees, I think you'll be fine if you're moving at a relatively easy pace.


Scott I was looking at your blog to see how you posted stat blocks and when I view the html source code it appears your using some feature of blogger for the little, low memory, stat blocks.

Is that true and if so how'd you manage that? I'd like to do the same for any really unique creature I make for Age of Worms.


Jeremy Mac Donald wrote:

Scott I was looking at your blog to see how you posted stat blocks and when I view the html source code it appears your using some feature of blogger for the little, low memory, stat blocks.

Is that true and if so how'd you manage that? I'd like to do the same for any really unique creature I make for Age of Worms.

If you insert an image into a Blogger blog post, you can choose the size that the thumbnail appears - I generally select Small. This thumbnail will then appear in the actual post, and clicking on it will take you to a direct link to the uploaded image.

Another suggestion I'd like to make is to make sure you're saving your stat block images in PNG format, rather than JPEG. JPEG files work well for compressing photos and other complex images, but they will make your stat blocks look sloppy and blurred unless you don't compress much (in which case you're going to have a huge file anyway). PNG files are loss-less, which means that complex (e.g. photos) images will be enormous files, but stat blocks are very simple. In order to get the same image quality from your stat block, a JPEG would need to be roughly 5 times the size of the PNG file.


Scott Betts wrote:
Jeremy Mac Donald wrote:

Scott I was looking at your blog to see how you posted stat blocks and when I view the html source code it appears your using some feature of blogger for the little, low memory, stat blocks.

Is that true and if so how'd you manage that? I'd like to do the same for any really unique creature I make for Age of Worms.

If you insert an image into a Blogger blog post, you can choose the size that the thumbnail appears - I generally select Small. This thumbnail will then appear in the actual post, and clicking on it will take you to a direct link to the uploaded image.

Another suggestion I'd like to make is to make sure you're saving your stat block images in PNG format, rather than JPEG. JPEG files work well for compressing photos and other complex images, but they will make your stat blocks look sloppy and blurred unless you don't compress much (in which case you're going to have a huge file anyway). PNG files are loss-less, which means that complex (e.g. photos) images will be enormous files, but stat blocks are very simple. In order to get the same image quality from your stat block, a JPEG would need to be roughly 5 times the size of the PNG file.

Thanks for the tip. Easy enough to switch things to PNG.


The Long Live Korvosa stuff is great! :) This seems a decent place to put some 4e CoTCT stat blocks I've been working on.

CURSE OF THE CRIMSON THRONE 4E CONVERSION

Queen Ileosa - this is a general high powered version of Ileosa based off the MM2 Insane Noble, but as an 18th level Solo. I'll likely do a different 'end boss' version.

Queen Ileosa Arabesti Level 18 Solo Skirmisher
Medium natural humanoid (human) XP 10,000
HP 344; Bloodied 172
AC 32; Fortitude 30; Reflex 30; Will 31
Speed 6
Saving Throws +5; Action Points 2 Initiative +16
Perception +8
Traits
"This is my Right!"
Ileosa does not provoke opportunity attacks.
"My mind is clear!"
Ileosa cannot be Dazed, Stunned or Dominated.
Standard Actions
m Scepter of Rulership (weapon) • At-Will
Attack: +23 vs. AC
Hit: 3d8 + 13 damage (crit 19-20 for 5d8+27).
M "Thus Perish All Who Oppose My Cause!" • At-Will
Effect: Ileosa shifts 6 squares and makes one scepter attack against each enemy she moves adjacent to.
Minor Actions
r Eye of Scorn • At-Will
Attack: 15; +21 vs. Will; Psychic Damage
Hit: 2d10 + 9 "Ileosa glares angrily at you!".
Aftereffect: The target is Dazed (save ends).
Special: May be used only once per target per Turn. Targets reduced to 0 hp are Unconscious but not Dying.
Triggered Actions
C "How dare you!" (weapon)
Requirements: Ileosa takes damage.
Attack (Immediate Reaction): Close burst 1 (targets enemies); +21 vs. AC
Hit: 3d8 + 13 damage (crit 19-20 for 5d8+27), and the target is knocked prone.
Skills Bluff +21, Diplomacy +21, Insight +13, Intimidate +21
Str 14 (+11) Dex 20 (+14) Wis 9 (+8)
Con 20 (+14) Int 13 (+10) Cha 24 (+16)
Alignment evil Languages Common
Equipment scepter (mace)

Gray Maiden - this is a typical Gray Maiden such as the ones encountered in Book 2. Unlike the Fighter-2 stats given, four of them out to somewhat threaten 4-5 ca 5th level PCs.

Gray Maiden Level 6 Soldier
Medium natural humanoid (human) XP 250
HP 69; Bloodied 35
AC 23; Fortitude 16; Reflex 18; Will 18
Speed 5 Initiative +7
Perception +5
Standard Actions
m Broadsword (weapon) • At-Will
Attack: +11 vs. AC
Hit: 1d10 + 8 damage, and the target is marked until the end of the Maiden's next turn.
M Imposing Smite (weapon) • Recharge 5 6
Attack: +11 vs. AC
Hit: 2d10 + 8 damage, and an S or M target is pushed 1 square and knocked prone. .
Triggered Actions
Fanatic (weapon)
Trigger: The Gray Maiden drops to 0 hp.
Effect: The Gray Maiden makes a melee basic attack.
Combat Supremacy • At-Will the maiden
Trigger: An adjacent marked target Shifts or makes an attack not including the Grey Maiden. .
Effect (Immediate Interrupt): She makes a Broadsword attack vs the marked target.
Skills Intimidate +11, Athletics +12, Endurance +9
Str 18 (+7) Dex 15 (+5) Wis 14 (+5)
Con 13 (+4) Int 12 (+4) Cha 16 (+6)
Alignment evil Languages Common
Equipment plate armor, heavy shield, broadsword

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