
Blakey |

A thread for discussing converting Chapter Five to 4E.
I'm just starting to prepare/convert Chapter Five. My first question is how to handle the mob? Has anyone given this any thought yet? Fantomas?
I've looked through the DMG and MM for inspiration but haven't really found anything suitable. My current thoughts are to make the mob a Zone (PHB, page 59) and have it count as difficult terrain (its hard to move through), cover (there are lots of people in the way) and also have an ongoing effect which does a certain amount of bludgeoning damage each round as an ongoing effect for anyone moving into or starting their turn in the area.
I'm thinking that Sergeant Krewis is going to be inside this "Mob Zone" plus surrounded by eight minions at any given time so the PCs can reasonably easily get to him and "kill" (hopefully choose to knock out) minions.
I'm not sure how much damage the Mob Zone's aura should do. Any ideas?

Blakey |

Have done some work on this today. Here is my first draft of Chapter Five
This is definitely a work in progress but I have completed the first brush of all the encounters.
Any comments?
Blakey

Fantomas |
Wish I read this earlier... My group is in Vaprak's Voice, hopefully they'll finish it in the next session.
For the mob scene, I counted the crowd as terrain. I also used the mechanic of rolling randomly to determine which way that the crowd was shifting. If you tried to move against it, you took an attack vs. REF and if it hits, the PC fell prone.
I changed things a bit, using Magma Striders from the MM as the monster. I did that because Magma Striders are cool, and when they charge, everyone adjacent takes flame damage. Seeing how I count all citizens as minions, this creates a horrific scene where all the citizens beneath the strider burst into flame.
I used a bunch of magma striders, using guards to attack the other ones. It also allowed for scenarios where friends of the party were in jeopardy across the map, and they had to get over there to save their friends. I also had in my head the idea of letting the rogue make an acrobatics check to run on the mob. As in, he jumps up and steps on them to travel, kind of like crowd surfing. I had described the crowd as packed like sardines.
My players were also furious when they saw Maavu simply casting spells to protect himself instead of helping. They almost didn't even want to meet up with the chisel.
They also were very confused about the whole Alek Tercival challenge thing... despite the fact that I had well established the Old Law of Peers long ago. I'd also dangled Alek in front of them numerous times, but they never really talked to him aside from one encounter which the warlock doesn't remember!
Traveling through the jungle.. I changed the encounters a bit. The gnoll ambush went really well. The gnolls were challenging!
I changed the other encounters. I'm in the process of streamlining a bit. I've decided to have a few cagewrights attack the PCs. This will give the PCs a good idea of the overall campaign story. And also, as some Cagewrights are killed, other villains will take their place. I want Orbius to be officially a cagewright, and Todd Vanderboren too (my players HATE Todd).
Anyway... I turned the pipe maze into a skill challenge, but it was pretty boring.
The heroes goaded the hill giants (I changed it so that 4 giants guarded the portcullis instead of one). I FORGOT about the noxious lake vapors, which would have changed the whole thing...
But my players taunted the stupid giants into charging down the corridor.
The fire giants were really, really tough. The forgecaller power to create a fireball-like explosion is devastating. The party almost ran. And when the broken, molten anvils started flying, it got crazy. It was a great fight.
They have retreated to the pipe maze to rest, and set up an eye of alarm ritual as protection. I am planning on having the ettins (2 of them!) disturb them. The ettins are dumb, and i will allow the pcs to trick them into letting the heroes get a full rest.
4e Ettins are awesome! Each ettin gets two complete turns per round (with separate initiative roll).
I'm a little worried about having the hags show up disguised as archons after the fight, because my players will see right through it. And I'm not sure how to stat out the amaranth elixir. +8 STR and -4 WIS seems goofy. I'm thinking of going +6 STR and -6 WIS so at least it's balanced.
And I haven't picked out a poison that's appropriate yet. Poisons are extra difficult because the DCs have been errata'd. It can get confusing.
Also am worried about the starry mirror. I don't quite get how they're supposed to figure it out based on the diagram around the throne. It seems like it will get frustrating and I'll end up letting them make a roll to get some clues.
And then there's nabthatoron... I haven't statted him out yet. I guess I'll look at your file, hee hee.

Fantomas |
Actually I just looked over your document and I would recommend not throwing the 18th level fire giant at them. In the first adventure, I made the choker in Jzadirune (the one in the trap door of the stage that had the illusory play)a feygrove choker. It was level 12. The heroes were level 2. They couldn't hit it. It was choking the life out of one of them and holding the victim up so that the PCs were hitting their own friend by accident. It was immediately apparent that this was just a slaughter, and I confessed my error to their relief. I changed it on the spot to a cavern choker (level 4) and chalked it up to a 4e learning experience.
Then later, I threw the Grell at them, which was 5 levels higher. It dropped ALL of the party, except the ranger, who was able to kill the creature as it closed in on him.
Throwing stuff more than four levels higher then the party will lead to doom! Doom I tell you!
What I did for the fire giants, was place four 9th level giants in there (i don't have my MM handy). Two were one type, and the other two were forge callers. I believe they were all 9th level, there was probably some scaling involved. I just decided that one of the forge callers was Dugobras, and the other three were his friends/clan/family/assistants.
Same with Nabthatoron.. Although that should be an epic battle, so he should be tough. But I am planning on making Nabthatoron 2 or 3 levels higher than the PCs, and then adding in the demon flunkies. I'm actually opposed to making his allies straight minions though (at this point, the PCs just annihilate minions so they'll be a non-factor and won't add anything to the battle), So I might make Nabthatoron one level higher and then load up on some lower level demon allies.
Although... Alek is there. So that gives us xtra XP to play with. It's going to be a tricky encounter - as Alek is supposed to be killed. That means Nabhatoron will be focusing his attacks on him, and the PCs are free to unload. It might be a tricky battle to run. Alek HAS to go down for the story to work. Otherwise you'll really be in a tough spot to set up the next adventure.
I am actually thinking of maybe giving Nabthatoron an extra daily. A power he can use to annihilate Alek with. So that way, if Nabthatoron is getting his ass whipped and Alek is healthy, Nabthatoron can blast him with this new daily which drops the paladin immediately. "Demonskar Necro Blast" or something... a power that is ultra-effective against a good paladin. Ha ha, maybe I'll even make it a minor to cover my ass.
I also agree with your opinion on the mirror people. They're kind of cool, but ultimately they're useless and confusing. I might have one there, not to fight, but just so the PCs can drag information out of him.
Another note... my players like to knock people out instead of kill, so they can question them (In 4e, you can just declare your intention to knock someone out.. when they drop to 0, they're unconscious instead of dead).
I am certain my players will want to knock out at least one hag. I am thinking that these hags are ancient and nasty. How could a mere mortal get her to talk? Why, a torture skill challenge might do it! Any fan of the show 24 would probably enjoy a skill challenge like that, and my players love 24.
I run my next game friday, I should be doing some statting before then. I can post the stuff here once it's done.

Blakey |

For the mob scene, I counted the crowd as terrain. I also used the mechanic of rolling randomly to determine which way that the crowd was shifting. If you tried to move against it, you took an attack vs. REF and if it hits, the PC fell prone.
I'm now thinking of using the crowd like a current in water - it moves a certain number of squares in a random direction (although I think I'll plan for it to move towards the town hall) and everyone in it goes with that flow, then anyone wanting to move against it has to spend movement squares to move against it. What do you think?
I changed things a bit, using Magma Striders from the MM as the monster. I did that because Magma Striders are cool, and when they charge, everyone adjacent takes flame damage. Seeing how I count all citizens as minions, this creates a horrific scene where all the citizens beneath the strider burst into flame.
I used a bunch of magma striders, using guards to attack the other ones. It also allowed for scenarios where friends of the party were in jeopardy across the map, and they had to get over there to save their friends.
Oooh! That's lovely. I'm snagging that idea! :)

Blakey |

Actually I just looked over your document and I would recommend not throwing the 18th level fire giant at them.
What I did for the fire giants, was place four 9th level giants in there (i don't have my MM handy). Two were one type, and the other two were forge callers. I believe they were all 9th level, there was probably some scaling involved. I just decided that one of the forge callers was Dugobras, and the other three were his friends/clan/family/assistants.
Can you please check out exactly which fire giants you did throw at them? I could only see an 18th level version and dont have my MM with me here. I'm very keen not to over cook this encounter!

Blakey |

If you come up with some good stats for Nabthatoron and Alek Tercival I'd be very interested.
I agree that the standard Glabzeru is far too tough for a party of 9th level characters. Equally though it has to be an epic fight and he should be an epic monster as he's Lord of the Demonskar.
Would it work, do you think, to make Nabthatoron a 'standard' Glabrezu but make Alek a very high level paladin. Then have Nab teleport in along with a small army of smaller more standard demons. Alek rushes to fight the main demon - who is also concentrating on killing the hero paladin and the party are left to deal with the "minions" (not in 4E sense).
The party kill all the minion demons about the same time as Nabthatoron finishes Alek off. The party then have to face the Glabrezu who is on relatively low HP and has used all his daily and encounter powers already. Perhaps something Alek did also reduced his defenses by "N" for the remainder of the encounter, making this super demon hitable by the lowly plebs who are our heroes.
They have to then brave his At-Wills (again which could be nerfed a little if needed) and finish off this bloodied and close to death Lord of Demons...
Would that be fun as a player do you think?

Blakey |

By the way, if my last post wasn't clear, my thoughts on the Nabthatoron/Tercival fight are that this fight goes on almost "off stage" on the fringes of the fight that the PCs are involved in.
I would play out the fight of the PCs with the demon 'minions' and each round describe Tercival and Nabthatoron exchanging epic blows and damage with each other in the background or off to the side.
Just as the PCs are finishing off the last demon minion, Nabthatoron will land the killing blow on Alek. He will then do some speach about how they are next and then the PCs will have to face off against a very battered Glabzeru demon, who has used all his action points, encounter powers and daily powers. He'll have a few HP left (to be decided), and will deffo be bloodied.
Perhaps Alakast (which I'm assuming the PCs will have found) has some power to reduce Nabthatoron's defenses significantly for one encounter? That could make him hitable by the PCs as well.
Finally, the beauty of this approach is we don't even need stats for Alek as he's just there to die.
Thoughts?

Fletch |

Afraid I can't help much with 4e conversions (not quite that savvy with the rules yet), but I've a couple general ideas that may help.
Firstly, I think you're doing your players a diservice by taking extra steps to make sure Tercival dies. Sure he's supposed to, but the whole quest is based on finding him and if it becomes apparent that you're going to kill him regardless of what their heroes do, they could get a bit resentful. Instead, I'd say let the encounter run normally. If Tercival gets killed, great, but if the players work together and succeed at saving his life, let them. At this point, Tercival's a babbling mess anyways, so it's not like he's going to throw off the rest of the AP by surviving. Even in Smoking eye he's likely to be more dead weight than actually helpful, and his ongoing prophecies could even make the adventure better.
Secondly, I think some of your monster conversions could benefit from just some skin changes. If the fire giant is too powerful, you could look at using the stats for a more appropriately-levelled critter and just call it a fire giant. Change its powers to do fire damage or whatever and it should play pretty seamlessly. Same for Nabthataron. If you found a demon closer to the challenge level you want, just put it in a glabrezu costume and you're good to go.

Blakey |

Firstly, I think you're doing your players a diservice by taking extra steps to make sure Tercival dies. Sure he's supposed to, but the whole quest is based on finding him and if it becomes apparent that you're going to kill him regardless of what their heroes do, they could get a bit resentful. Instead, I'd say let the encounter run normally. If Tercival gets killed, great, but if the players work together and succeed at saving his life, let them. At this point, Tercival's a babbling mess anyways, so it's not like he's going to throw off the rest of the AP by surviving. Even in Smoking eye he's likely to be more dead weight than actually helpful, and his ongoing prophecies could even make the adventure better.
Yes, I guess you have a good point there. But the problem I see is that I want Nabthatoron to be an extremely powerful demon. He's the Lord of the Demonskar and the demon who confronted Surabar Spellmason. He's a legenary figure. So I want him to be very dangerous. If I use a standard Glabrezu (suitably powerful creature I feel) and let Alek and the PCs fight him they will simply be squished at the level they are at. No way can they fight him.
My solution lets them have a chance against him after Alek has worn him down. Plus they are not just side issues in a fight between an Epic Alek and an Epic Nab by letting the fight run as two phases if you will.
They do get their own glory, even if in the end they can't save Alek. I think my players will be happy with this approach but I agree its a bit heavy for some people.
Secondly, I think some of your monster conversions could benefit from just some skin changes. If the fire giant is too powerful, you could look at using the stats for a more appropriately-levelled critter and just call it a fire giant. Change its powers to do fire damage or whatever and it should play pretty seamlessly. Same for Nabthataron. If you found a demon closer to the challenge level you want, just put it in a glabrezu costume and you're good to go.
Totally agree with your ideas here with the reservation that I need the fire giant to be more powerful than the 4 hill giants and 2 ettins the PCs have already faced. If the fire giant is weedy then he's not going to seem like fire giants are that much tougher than hill giants. Perhaps the solution is to take a standard hill giant and level him up to a solo or an elite (with flavour change of adding fire damage in there) - I'll have to look at that. I'm just trying to do the least amount of work possible whilst still making a fire giant a suitably dangerous foe at this level.
As for Nabthatoron, as I show above, I feel he NEEDS to be a seriously nasty demon. If I drop him to a 9th level solo (a standard challenge) or even a 12th level solo (a tough challenge) then he's suddenly not the Lord of the Demonskar anymore but just a normal sort of level demon. I want him to be as evil and nasty and dangerous as possible and yet still able for the PCs to defeat with circumstances in their favour. That's why I was thinking of the approach I outlined.
Thanks for the feedback!
Blakey

Richard Weimer |
The timing of this thread could not have come at a better time. I've been considering how to convince the current group that I'm running to convert from 3.5E to 4E. They have just entered Vaprak's Voice, and are at the portcullis. These ideas will definitely come into use if the players want to swap gaming systems.
I'll see tonight, when we play.

Blakey |

The timing of this thread could not have come at a better time. I've been considering how to convince the current group that I'm running to convert from 3.5E to 4E. They have just entered Vaprak's Voice, and are at the portcullis. These ideas will definitely come into use if the players want to swap gaming systems.
I'll see tonight, when we play.
Hi Richard,
Let us know what the outcome is. Fantomas is on exactly the same part of SCAP as you and has done some great work on this.
I'm actually still running Chapter Three under v3.5 but my group have agreed to move to 4E from Chapter Four so I'm driving this conversion onwards. As you can see I've done 4 and 5. I'm happy to help Fanto (and you?) convert Chapter Six onwards too as I'll obviously use it when the time comes. The more people we have on board the better feedback and the better end result.
Cheers
Blakey

Fantomas |
Here's Alek's stats, based on Jaryn. I'm a little worried he has too many hit points, but the Nabthatoron encounter i made is tough.
Alek Tercival, Human Paladin Level 9 Elite Soldier
Medium natural humanoid XP 800
Initiative +8 Senses Perception +4
HP 200; Bloodied 100
AC 23; Fortitude 25, Reflex 23, Will 25
Saving Throws +1
Speed 6
Action Points 1
Greatsword (standard; at-will) Weapon
+14 vs. AC; 1d12 + 9 damage (plus an additional 2d12 damage on a critical hit)
Holy Strike (standard; at-will) Divine, Radiant Weapon
Requires greatsword; +14 vs. AC; 1d12 + 9 radiant damage. If Alek marked the target, he deals an additional 3 damage.
Thunder Smite (standard; encounter; recharges when first bloodied) • Divine, Thunder, Weapon
Requires greatsword; +14 vs. AC; 2d12 + 9 thunder damage, and the target is knocked prone. Can score a critical hit against a marked enemy on a roll of 19–20.
Valiant Strike (standard; at-will) Divine, Weapon
Requires greatsword; +14 vs. AC; 1d12 + 9 radiant damage; Alek gains a bonus to the attack roll equal to +1 per enemy adjacent to him.
Divine Strength (minor; encounter) Divine
Alek applies his Strength bonus (+5) as extra damage on his next attack this turn.
Divine Challenge (minor; at-will) Divine, Radiant
Close burst 5; targets one creature; the target is marked until Alek uses this power against another target. If the target makes an attack that doesn’t include Alek as a target, the target takes a –2 penalty to attack rolls and 6 radiant damage.
Rebuke (immediate reaction)
When Alek is hit by a melee attack, he makes a basic attack.
Alignment Lawful Good Languages Common,
Str 20 (+9) Dex 11 (+4) Wis 16 (+7)
Con 10 (+4) Int 13 (+5) Cha 12 (+5)
Feats Human Perseverance, Improved Initiative, Ritual Caster
Equipment:
Oathblade +2
Critical: + 2d6, or + 2d10 damage against a target marked by Alek
Power (Daily): Minor Action. Alek's next attack against a target marked by him deals an extra d6 damage per plus.

Ully |

I agree that the standard Glabzeru is far too tough for a party of 9th level characters.
I haven't made the switch to 4e for this campaign, and I doubt that I will. As fun as 4e is, my players are really tied to their characters after 18+ months developing them, and the class options just aren't there yet. It is possible that we will change to the Pathfinder rules.
However, I have been giving some thought to how I would convert the Shackled City to 4e, just in case my players change their minds. One of the first things I realized was that a 4e Shackled City would have to take the PCs from 1st level all the way to 30th over the course of the adventure path. Otherwise, we'd end up with PCs not powerful enough to battle a demon prince at the end.
So, Blakey, you might want to add 50% to the book's recommended average party level for each chapter.
Also, plan ahead for how your players will find the means to teleport, plane shift, etc., so they can do all the things that will be expected of them at various points in the story. After all, 4e ritual magic is (today, at least) quite limited when compared to the spells available in 3.5e.
And just for a "me, too," my players are also in the Demonskar Legacy, where they have just defeated the hags. The battle with the giants was epic, with the party paladin getting killed by the smithy, only to be raised immediately with some help from the party's first castings of lesser planar ally and raise dead. Was the most fun we've had so far in the AP.

Fantomas |
OK took me a few days but here's some more stats for you to tweak... Alek ended up being a little too tough, he outshone the party a bit. 2 of the players had to stumble out into the desert, gushing blood, while alek and the party paladin continue to wage battle with Nabthatoron.
Fire Giant Level 9 Soldier 400 XP
INIT +6 Speed 7
HP 102 Bloodied 51 Resist 15 fire
AC 25 FORT 25 REF 19 WILL 19
Searing GreatSword: Reach 2 +16 vs. AC 2d6+5 damage, target is marked
(encounter)Sweeping Sword: Close Blast 2 Make a Searing Greatsword attack as a close blast
Iron Javelin: Range 15/30 +16 vs. AC d8+5 damage, target slowed until end of giant's next turn
Throw an anvil: Range 10/20 +16 vs. AC 3d6+5 damage
STR 23 CON 22 DEX 11 INT 10 WIS 10 CHA 11
Fire Giant Forgecaller Level 9 Artillery 400 XP
INIT +6 Speed 8
HP 100 Bloodied 50 Resist 15 fire
AC 23 FORT 26 REF 21 WILL 22
Smoldering Mace: Reach 2 +16 vs. AC 2d6+5 damage
Fire Pillar: Ranged 20 +12 vs. REF, d8+5 fire damage
(recharge 6) Flame Burst: Area Burst 2 within 10 +12 vs. REF 4d8+5 fire damage, ongoing 5 (save ends) Make a Searing Greatsword attack as a close blast
Throw an anvil: Range 10/20 +16 vs. AC 3d6+5 damage
STR 23 CON 22 DEX 15 INT 10 WIS 16 CHA 11
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I just used a drow poison from the DMG in the goblet that the angels offer the PCs (my players didn't try it)
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For the spellweaver skeletons, I just used skeletal tomb guardians (MM page 235) and added a set of arms holding discs with arcane runes on them (which you may decide explode when the skeleton dies for some serious damage?). These skeletons are INCREDIBLY deadly! Be careful!
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For the Nabthatoron encounter, I added in 4 barlguras (Subtracting Alek from the XP, this was an encounter three levels higher than my PCs).
Nabthatoron Level 13 Elite Brute XP 1600
Init +10 Perception +10 Truesight
HP 300 Blood 150 +2 to saving throws, +1 Action Point, Speed 8, Fly 8
AC 27 FORT 29 REF 25 WILL 25
Resist 10 variable (3/encoutner)
Pincer Claw: Reach 3 +16 vs. AC 2d8+6 amage
Double Attack: 2 pincer claw attacks. If both hit, target is grabbed.
(Minor) Abyssal Bolt: Ranged 10 +14 vs. REF d10+6
(Encounter, Minor) Blasphemous Word: Close Burst 5 targets enemies +14 vs. Will d10+5 psychic damage, target dazed until end of glabrezu's next turn
(Minor) Chaos Word (Recharge 6): Close Brurst 5 targets enemies +14 vs. FORT d12+7 damage bypasses all resistances
(Encounter, Free) Arcane Fury: When bloodied as an immediate reaction, Nabthatoron can teleport 8 squares, recarges Blasphemous Word.Chaos Word/and can use those powers or an abyssal bolt immediately.
STR 26 CON 20 DEX 17 INT 24 WIS 14 CHA 16