4e Conversion


Age of Worms Adventure Path

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Anyone is making a conversion of thip AP?

I'm running part 7, and converted part 6 also... at least with a draft.

For Part 7 I've used some of Antioch monster Conversion, which I find very accurate.

Anyone has any notes to share?


Probably in the archive by know but this sub forum did at one point have a number of threads devoted to converting AoWs.


I'm currently converting Whispering Cairn for a group of 6 PC's to run soon.

I'd be happy to share the notes I have.


Pop'N'Fresh wrote:

I'm currently converting Whispering Cairn for a group of 6 PC's to run soon.

I'd be happy to share the notes I have.

Great!. I'm running the 7th installment. But I'm sure the community will appreciate your notes.

I think Antioch made the conversion of the last part of the AP, 6+ modules, I'm starting in the 7th (the other part was played in 3.5 edition).
I will share my notes with you, they may come handy to you in the future :).


Sounds good. It seems like some of the tougher work is already done for us as well.

The Open Grave book for 4E undead has a Spawn of Kyuss template in it, as well as Kyuss himself and a Kyuss Praetorian (or something like that).

Oh, and I have 6 PC's in my party, or will, so my encounters will be a bit on the large side.


Pop'N'Fresh wrote:

I'm currently converting Whispering Cairn for a group of 6 PC's to run soon.

I'd be happy to share the notes I have.

When you get this up to snuff I'd love to see what you have as I roped some babies (OK teenagers actually but its pretty much the same thing just with more angst) into trying D&D out for the first time and would love to start them off with this adventure. You can toss me an email at jm@fgbooks.com.


I'll start with Whispering Cairn's treasure parcels. I split it up into 3 levels as that is what I am shooting for in this adventure. The PC's should get really close to level 4 hopefully.

Party Level 1 Treasure Parcels – Total Monetary Treasure 720 gp
1 Power Jewel (a pearl) found in area 16 (AV page 176) of the cairn
2 Climbing Claws found in area 16 (AV page 133) of the cairn
3 Delver’s Chainmail (+1) found in area 11 (PHB pg 229) of the cairn
4 Reading Spectacles found in area 11 (AV pg 144) of the cairn
5 Red metal pedestal worth 200 gp found in area 13 of the cairn
6 One potion of healing found in area 16 AND a pouch holding 80 gp and a ruby worth 50 gp found in area 7 (indigo) of the cairn
7 Intact grand palace statuette worth 120 gp found in area 11 of the cairn
8 Intact slim spire statuette worth 120 gp found in area 11 of the cairn
9 Elven armband worth 60 gp found in area 5 of the cairn
10 Intact grand stadium statuette worth 40 gp found in area 11 of the cairn

Party Level 2 Treasure Parcels – Total Monetary Treasure 1,040 gp
11 Magic Short Sword (+2) found in area 20 of the cairn (PHB pg 235)
12 Barkskin Hide Armor (+1) found on Rastophan (PHB pg 227)
13 Cloak of Distortion (+1) found on Todrik (AV pg 151)
14 Brooch of Shielding (+1) found on Merovinn Bask (AV pg 149)
15 2 pp + 90 gp in a pouch found in area 4 of the observatory
16 Ulavant’s Seeker Ring worth 200 gp + 40 gp + 200 sp found in area 21 of the cairn
17 Silver dining utensils woth 170 gp found in area 5 of the observatory
18 70 gp + 1 pp found in area 23 of the cairn
19 One potion of healing + 40 gp found on Kullen
20 Silver ring worth 60 gp found in area 17 of the cairn

Party Level 3 Treasure Parcels – Total Monetary Treasure 1,355 gp
21 Phrenic Crown found in area 25 (AV pg 144)
22 Magic Greataxe (+2) found on Kullen (PHB pg 235)
23 Cape of the Mountebank (+1) found on Filge (AV pg 149)
24 Orb of Fickle Fate (+1) found in area 10 of the observatory (AV pg 93)
25 Two potions of healing + two 100 gp gems + 80 gp found on Filge
26 Fine silver operating instruments worth 300 gp + 40 gp emerald found in area 11 of the observatory
27 One 100 gp gem + one potion of healing + 75 gp found on Rastophan
28 One 100 gp gem + one potion of healing + 75 gp found on Merovinn Bask
29 2 long slightly curved black horns with red tips worth 55 gp each found in area 25 of the cairn
30 One potion of healing + 25 gp found on Todrik


Encounters for 6 PC's

Hall of Honor (EL 3; 900 XP)
2 Dire Wolves and 4 Gray Wolves

False Tomb (EL 5; 1,288 XP)

Sarcophagus Trap (use glyph of warding trap with fire damage reduced to level 4; 175 XP)
1 Fire Beetle (change fire to acid damage; 100 XP)
1 Tangler Beetle (200 XP)
3 Rot Scarab Swarms (reduced to level 6, change necrotic to acid damage; 750 XP)

False Elevator Trap Level 6 Blaster
Trap XP 63
Trap: The elevator has a pressure plate that makes the elevator ceiling crush everything inside it.
Perception
o DC 7: Numerous crushed bones and moldy clothes lie upon the floor.
o DC 12: A portion of the floor sinks when pressed on. It might be a trapdoor or pressure plate.
Initiative +2 Speed 1
Trigger
Two rounds after a character stands within the elevator the door closes and the elevator descends into the floor.
Attack
Standard Area the whole elevator’s interior
Targets: Each turn, the ceiling descends 1 square. It attacks all creatures in the elevator until all are crushed to death and the ceiling reaches the floor.
Attack: +9 vs. Fortitude
Hit: 3d8 + 4 damage, and the target is immobilized (save ends).
Miss: Half damage.
Countermeasures
o An adjacent character can delay or disable the trigger with a DC 15 Thievery check.
o An adjacent character can disable the door with a DC 17 Thievery check.
o The target character can prevent the ceiling’s downward movement with a DC 26 Strength check. Only characters inside the elevator can aid.
o Characters not in the elevator can turn the sarcophagus over 7 rounds to raise the elevator again and reset the trap (using Strength checks DC 20).

Passage of the Face (EL 4; 1,050 XP including XP for puzzle)

The Face in Darkness Level 8 Blaster
Trap XP 350
Trap: When a creature steps within 2 squares of the face it begins blowing wind from it’s mouth, and it’s eyes begin to swirl in a hypnotic pattern.
Perception
o DC 19: There are several long scratch marks in the floor, as if something had been dragged toward the lip.
o DC 23: A portion of the floor sinks when pressed on. It might be a trapdoor or pressure plate.
Initiative +3
Trigger
When a creature comes within 2 squares of the face, the trap activates and rolls initiative. It stays active for 10 minutes before resetting.
Attack
Standard Action Close blast 6
Target: All creatures in blast
Attack: +9 vs. Will
Hit: 3 psychic damage and the target is stunned (save ends). Make a secondary attack.
Miss: Make a secondary attack.
Secondary Target: All creatures in hallway
Secondary Attack: +9 vs. Fortitude
Hit: Round 1 (1d8 + 1 damage and push 1 square). Round 2 (2d8 + 3 damage and push 2 squares and knock prone). Round 3+ (3d8 + 5 damage and push 3 squares and knock prone).
Countermeasures
o An adjacent character can disable the pressure plate with a DC 23 Thievery check.
o Lighting all of the lanterns in area 7 will disable the trap and open a passage to area 23.

Architect's Foyer (250 XP)

Poisoned Gas Trap Level 6 Blaster
Trap XP 250
Trap: Each round on its initiative, the trap emits a poison gas into the room.
Perception
o DC 22: The character notices the small valves in the walls.
o DC 27: The character notices the pressure plate trigger under the stone slab
Initiative +7
Trigger
When a the stone slab is move off of the pressure plate, the trap rolls initiative.
Attack
Standard Action Close burst 2
Targets: All targets in burst (area 9)
Attack: +9 vs. Fortitude
Hit: 1d8+2 poison damage and ongoing 5 poison damage (save ends).
Countermeasures
o An adjacent character can disable the pressure plate with a DC 30 Thievery check.
o A character who holds his breath gains a +5 bonus to Fortitude against the poison gas attacks. Endurance checks are required after 5 rounds.

Passage of Honor (EL 2; 750 XP)
1 Fell Taint Pulsar (100 XP)
1 Fell Taint Thought Eater (125 XP)
3 Phantom Warriors (525 XP)


Pop'N'Fresh wrote:

Encounters for 6 PC's

Hall of Honor (EL 3; 900 XP)
2 Dire Wolves and 4 Gray Wolves

Tough start on your guys. I'm going to be a lot easier on my players as their just fledglings with no experience playing D&D.

You don't seem to be doing anything with the environments. For myself I figure I'll let the wolves leap onto the mounds near their lair meaning they have an easy way to flank past the players.


Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:

Encounters for 6 PC's

Hall of Honor (EL 3; 900 XP)
2 Dire Wolves and 4 Gray Wolves

Tough start on your guys. I'm going to be a lot easier on my players as their just fledglings with no experience playing D&D.

You don't seem to be doing anything with the environments. For myself I figure I'll let the wolves leap onto the mounds near their lair meaning they have an easy way to flank past the players.

Well, according to the 4E DMG, an EL 2 higher than the party's level is a hard encounter, but it can be handled without worrying too much about character death. Plus I wanted to avoid encounters with only 1 type of monster, as this is a feature of 4E I wanted to use a lot.

I am making some of the cairn halls and rooms a bit bigger, like an extra 10 feet in most cases. It will give my group more room to maneuver as well as flank.


Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:

Encounters for 6 PC's

Hall of Honor (EL 3; 900 XP)
2 Dire Wolves and 4 Gray Wolves

Tough start on your guys. I'm going to be a lot easier on my players as their just fledglings with no experience playing D&D.

You don't seem to be doing anything with the environments. For myself I figure I'll let the wolves leap onto the mounds near their lair meaning they have an easy way to flank past the players.

Ran this encounter last night. It went quite well, and yes it was tough on the players but they had a good time.

I had 6 players total, a cleric, a fighter, a warlord, an avenger, a barbarian, and a druid. They took on 4 gray wolves and 2 dire wolves, as they are statted in the MM4e.

The wolves had no problems flanking the PC's in such a large space and with the dire wolves there, it was pretty easy to knock them prone. I had 1-2 prone PC's each round, even with 2 dwarves in the party.

The druid and warlord were each knocked out once but the cleric healed the warlord and the druid was healed by the warlord later on. The barbarian didn't have armor and got savaged hard but never went down as he managed to kill at least 2 wolves himself with a greataxe. The fighter was tanking at least 2 wolves the entire fight.

I figured I can run tougher encounters as the players can just leave the cairn and rest outside if they get beaten up too badly.


A couple of questions.

A) Is there a section in the DMG that covers what DC I should make checks to see the wolf tracks or the indentations in the alcoves in encounter are #1? Or do I just choose easy/medium/hard checks depending on their level?

B) Is there some kind of equivalent to the Ever Burning Torch?


Jeremy Mac Donald wrote:

A couple of questions.

A) Is there a section in the DMG that covers what DC I should make checks to see the wolf tracks or the indentations in the alcoves in encounter are #1? Or do I just choose easy/medium/hard checks depending on their level?

B) Is there some kind of equivalent to the Ever Burning Torch?

A) The PHB has some DC's for following tracks under the Perception skill description. For any of the runes and markings in the dungeon I just used the character's passive Perception check with a moderate or easy DC for most of the small items. I wanted the PC's to notice these little details to make the dungeon come alive, but I also wanted to make sure the PC's skill choices were validated.

B) The PHB has an everburning torch on pages 221-222. It's 50 gp.

One thing to keep in mind for the skill DC's is that the 4e DMG was errata'd to decrease the DC's for the table you are talking about, as well as remove the footnotes so make sure you download that from WotC before making the DC's.

Finally, the lore about the Ebon Triad and the Windduke Glyphs make for good skill challenges using Perception, History, Arcana, Religion, etc.


Pop'N'Fresh wrote:
Jeremy Mac Donald wrote:

A couple of questions.

A) Is there a section in the DMG that covers what DC I should make checks to see the wolf tracks or the indentations in the alcoves in encounter are #1? Or do I just choose easy/medium/hard checks depending on their level?

B) Is there some kind of equivalent to the Ever Burning Torch?

A) The PHB has some DC's for following tracks under the Perception skill description. For any of the runes and markings in the dungeon I just used the character's passive Perception check with a moderate or easy DC for most of the small items. I wanted the PC's to notice these little details to make the dungeon come alive, but I also wanted to make sure the PC's skill choices were validated.

B) The PHB has an everburning torch on pages 221-222. It's 50 gp.

One thing to keep in mind for the skill DC's is that the 4e DMG was errata'd to decrease the DC's for the table you are talking about, as well as remove the footnotes so make sure you download that from WotC before making the DC's.

Finally, the lore about the Ebon Triad and the Windduke Glyphs make for good skill challenges using Perception, History, Arcana, Religion, etc.

Thanks for the info and I really like your idea of using a Skill Challenge for the lore.


You guys can find all my conversions so far here

I'll update this document as the campaign progresses. All the encounters are scaled for 6 PC's remember.


Pop'N'Fresh wrote:

You guys can find all my conversions so far here

I'll update this document as the campaign progresses. All the encounters are scaled for 6 PC's remember.

Much obliged. This contains a lot of good ideas that I'll likely use myself (after toning them down slightly for my smaller group of newbs).


Pop'N'Fresh wrote:

You guys can find all my conversions so far here

I'll update this document as the campaign progresses. All the encounters are scaled for 6 PC's remember.

Your Wind Duke Glyph Skill Challenge is a tad confusing. Does succsess mean they get all the knowledge?


Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:

You guys can find all my conversions so far here

I'll update this document as the campaign progresses. All the encounters are scaled for 6 PC's remember.

Your Wind Duke Glyph Skill Challenge is a tad confusing. Does succsess mean they get all the knowledge?

Download the doc again. I have updated that skill challenge to be clearer and more specific. I made it so that every 2 successes grants one piece of knowledge.


Pop'N'Fresh wrote:
Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:

You guys can find all my conversions so far here

I'll update this document as the campaign progresses. All the encounters are scaled for 6 PC's remember.

Your Wind Duke Glyph Skill Challenge is a tad confusing. Does succsess mean they get all the knowledge?

Download the doc again. I have updated that skill challenge to be clearer and more specific. I made it so that every 2 successes grants one piece of knowledge.

Interesting. That was my fix as well.


So we actually had a party wipe last night with the beetle swarms. Couple of things I noticed.

One, the group can't handle 2 hard encounters in a row :P

Two, when modifying monsters to different levels, it's best to start with a creature within 2-3 levels of the target level. 4-5 levels seems to either be too powerful or too easy.

Although it also didn't help that our group had very few area attacks. I think the barbarian had great cleave (encounter) and the druid fire seeds and one other daily power, which was used on the wolves already. That half-damage vs ranged and melee attacks really screwed them.


Pop'N'Fresh wrote:

So we actually had a party wipe last night with the beetle swarms. Couple of things I noticed.

One, the group can't handle 2 hard encounters in a row :P

Two, when modifying monsters to different levels, it's best to start with a creature within 2-3 levels of the target level. 4-5 levels seems to either be too powerful or too easy.

Although it also didn't help that our group had very few area attacks. I think the barbarian had great cleave (encounter) and the druid fire seeds and one other daily power, which was used on the wolves already. That half-damage vs ranged and melee attacks really screwed them.

Are they coming back or moving on to new things? Or put another way are you planning to continue your conversion?


Oh we are still going, for sure!

We are playing Thursday again, and re-doing the encounter. I have statted up the mad-slasher and reduced the swarms to 2, and modeled them after rat swarms rather than rot scarab swarms.

I believe the dwarf fighter of the group is making a new character, as is the dragonborn warlord. The elf avenger is making a fighter I think, or perhaps a swordmage. The human barbarian, human cleric, and dwarven druid are keeping their guys I think.


MUCH better session last night. The group got through the mad slashers and beetle swarms and headed down the big hole into area 15.

They finished off rooms 16 and 17 as well with only short rests in between and are going to brave the submerged shower chamber next week. I have 3 ghouls in there, and an insane water elemental just waiting for them.

No deaths, and the cleric was knocked out only once.


Hey I appreciate the notes. I have a group of 6 I am running through Whispering Cairn, but am setting Age of Worms in Eberron.

I modeled the acid beetle swarms after Zairital Swarms. Three were pretty tough on the group and most of the party was down at one time.

I am trying to post my conversion notes on my website, but since I seem to be a bit behind the others here, it may not help y'all.

My conversion notes are at: http://www.geo-verse.com/A4E-Notes/A4E-Conv-4.html

They might get to the face in the hall next session, but they should find the last latern before that.

Whether they will light them is another matter.


Last week the group took out the water elemental and 3 ghouls. This fight was quite challenging for them and introduced the underwater combat rules.

Holding you breath during combat is HARD!!!!! With endurance checks starting at DC 20 and the ghouls being able to immobilize characters, the combination can be lethal. No deaths still but at least 2 PC's were knocked into the negatives.

The group took an extended rest after this fight, then checked out the face passage. They found the pressure plate and tested out the trap so they know what it does now, but not how to get around it. They didn't fall for the fake elevator trap and then descended into the next arm of the cairn. They triggered the poison gas trap and ran into the hallway beyond, where they were ambushed by a group of fell taints.

I'll post more once they finish tomorrow's session.


How is this going? : )


It is progressing. I think I have a solid understanding of how to convert stuff to 4E now. Once the group finishes the adventure I will post the document for others to use. The group was just wiped out by Filge and his zombies so they are making a new party to play on after that encounter.


The group finished The Whispering Cairn last night with their latest group of adventurers.

After the TPK 2 weeks ago they came up with a solid group finally!

We are now looking at a half-orc barbarian, half-orc rogue, half-elf paladin of wee-jas, human wizard, human fighter, and a human cleric of wee-jas. All level 3. They interrogated Filge and then returned the Land bones to their farm.

The group entered the chamber of sighs and fought 3 elite wind warriors. The paladin took a pounding and had some bad rolls and the wizard didn't hit a single thing once due to bad rolls.

The 2 strikers went nuts on damage and filled their roles nicely. The paladin and fighter tanked and marked their targets well and kept the elementals focussed on them most of the time.

The group begins 3 Face of Evil next week.


Group is done Whispering Cairn. We had 2 TPK's, the first one was my fault, which I corrected. The 2nd was the party's fault which they corrected as well :)

Here is my conversion doc.

They successfully infiltrated Dourstone mine yesterday, and managed to kill the tiefling guards in the dark cathedral at the bottom of the elevator shaft.

They jammed both doors to the Vecna and Erythnul temples, and are doing the Hextor temple next week. This should be another bloodbath.


Pop'N'Fresh wrote:
...They... are doing the Hextor temple next week. This should be another bloodbath.

Yes, yes it should. When I ran 3FoE we came as close as we ever have to a TPK in the Hextorite Battle Temple (which my players still refer to as "the kill room"), which they blundered into unawares just as the cultists had planned. Those who survived were captured for later sacrifice (presumably in the planned ritual to awaken the Ebon Aspect), and were lucky to find themselves imprisoned with an assassin/spy from Hextor's true church's secret police who'd infiltrated the cult with orders to destroy and suppress before being discovered among the acolytes. He and the PC's helped each other overwhelm a guard and quietly escape their cell (which I had to add to the map), but he ran off with all of Theldrick's XP once he'd successfully delivered his death attack against the leader while the party battled their way through his minions. Of course, I ran it using the 3.5 rules, so your experience may be a little different... Good luck!

Kang


I've been running Age of Worms in 4E. I like Pop'N'Fresh's conversion notes, very thorough. I like how you tied the set parcel values to the existing treasures.

Here's what I did, and what I learned:

For The Whispering Cairn I converted the dungeon map faithfully. This turned out to be a problem, because the players didn't have enough room to move around. A lot of fights took place blocked into corners and corridors. I made later dungeons roomier.

I adapted combat encounters using the original Encounter Level as a benchmark. This sometimes meant adding extra monsters. In some cases I had to invent new monsters.

Age of Worms monster conversion list:

EL3 wolves: L2 wolf x6
EL3 Mad Slasher & Acid Beetle Swarm: Elite L2 Mad Slasher (new elite L2 skirmisher), L2 Acid Beetle Swarm x4 (modified rat swarm)
EL2 Lurking Strangler: L2 Lurking Strangler (new lurker), L2 Mad Slasher x2
EL1 Small Earth Elemental: Solo L1 Earth Elemental (new solo brute, didn't work too well)
EL3 Giant Bombardier Beetle & Acid Beetle Swarm: Elite L1 Demagogue (template) Fire Beetle (change to acid), L2 Acid Beetle Swarm x3 (modified rat swarm again)
EL2 Fatigued Giant Bombardier Beetle: ignored this
EL2 Medium Animated Object: changed to a trap
EL2 Medium Animated Object: changed to a trap
EL2 Insane Small Water Elemental / EL2 Ghoul: L2 Insane Small Water Elemental x2 (new controller), L3 Ghoul x2 (-2 level, starved)
EL4 Grick, Alastor, Hail of Iron Spheres Trap: L3 Trap Haunt (-5 level), and several Mad Slashers
EL6 Wind Warrior: Elite L4 Angel of Valor Ranger (-4 level)
EL3 Owlbear: Owlbear was found dead (owlbears too high level, you could use a wounded owlbear of lower level)
EL6 Kullen's Gang: Kullen Elite L3 Savage Berserker Fighter, Merovinn Bask L2 Wizard, Rastophan L2 Ranger, Todrik L2 Fighter
EL2 Tomb Mote: Minion L2 Tomb Mote (comedy encounter)
EL1 Skeletons: L3 Skeleton x3, Minion L1 Decrepit Skeleton x1
EL5 Filge et al: Filge Elite L3 Demagogue Wiz5, Elite L3 Bodyguard Skeleton, Minion L1 Decrepit Skeleton x10

Some encounters changed radically. The ghouls had no power to make you drop below the water, which made things less tense. Filge ended up having no need of a bodyguard, thanks to hit points from his template; perhaps he should be more fragile.

I replaced Three Faces of Evil with another adventure. I'm about to run Encounter at Blackwall Keep. I plan to make use of a lot of lizardfolk minions for a big battle scene. D&D Insider recently added stats for the Spawn of Kyuss, L7 Elite Soldier.

Long-term thoughts:
Kyuss and Dragotha are statted up in D&D Insider! Dragotha is a Solo L31 Controller, as is Kyuss.

Age of Worms covered twenty levels. Since a deity-level threat in 4E is Level 30 at least, it should run to level 30. If you don't bring it to 30, you have to ask what the players will do once they save the world. (Was Iuz waiting for you to take out Kyuss so he could start his own conquest? Did Kyuss's appearance evoke a terrible side-effect somewhere the world? Did the Tarrasque wake up?)


Thought some more about converting a twenty-level 3E campaign to a thirty-level 4E campaign.

3E expects thirteen encounters per level, 4E expects ten. AoW 3E probably has about 260 encounters, then, while the 4E conversion will need 300. This suggests that a direct 4E conversion will end at level 26.

By another measure: The Whispering Cairn in 3E ends at L3. In 4E, a series of encounters at the same level would give each player 3,100XP. That's L3, halfway to L4. If every adventure leaves you half a level ahead of the 3E equivalent, you'll end at level 26.

I think the solution is to add in quest XP, as suggested in the 4E Dungeon Master's Guide.


Jonathan Drain wrote:

Thought some more about converting a twenty-level 3E campaign to a thirty-level 4E campaign.

3E expects thirteen encounters per level, 4E expects ten. AoW 3E probably has about 260 encounters, then, while the 4E conversion will need 300. This suggests that a direct 4E conversion will end at level 26.

This is a flawed presumption. 3.5 only expects 13.333 if, on average, the EL of an encounter is equal to the parties. This is never actually true of an AP style adventure which are famously hard because, on average, your facing an encounter thats about two EL above your level. An encounter two EL above your level gives out pretty close to twice the XP as one that is equal to your level does. Hence an AP gives out a level, in 3.5, roughly every six or seven encounters.

Conversions of 3.5 material to 4E need to add encounters just to remain on track and need to add a fairly significant number to get players to 30th. We see this, in particular with the Scales of War AP for 4E which is set to run 18 modules instead of the more normal 12 because getting 4E characters to 30th just takes more adventuring then getting 3.5 characters to 20th.


Jonathan Drain wrote:

Thought some more about converting a twenty-level 3E campaign to a thirty-level 4E campaign.

3E expects thirteen encounters per level, 4E expects ten. AoW 3E probably has about 260 encounters, then, while the 4E conversion will need 300. This suggests that a direct 4E conversion will end at level 26.

By another measure: The Whispering Cairn in 3E ends at L3. In 4E, a series of encounters at the same level would give each player 3,100XP. That's L3, halfway to L4. If every adventure leaves you half a level ahead of the 3E equivalent, you'll end at level 26.

I think the solution is to add in quest XP, as suggested in the 4E Dungeon Master's Guide.

Add in quests and skill challenges where appropriate. If you squeeze in an extra two or three encounter's worth of skill challenge or quest experience per level, you're a long way towards hitting that level 30 target.

Really, though, don't worry so much about a strict conversion. You should feel free to adjust the adventure to adapt to some of the core conceits of the new edition. Straitjacketing yourself with the original adventure in an attempt at faithfulness will end up producing a subpar gaming experience more often than not; the idea of perfect faithfulness here is overrated anyway, since the people playing through your conversion probably have no idea how the original adventure was designed to begin with.

Set an experience target for each adventure and plan in advance to reach it. You don't need to hammer out all the details so early, but create a list of where all the experience you'll need will come from.


The campaign continues!

Last night we had a bloodbath in the temple of Hextor. The group snuck into the Dourstone Mine using some great tricks and stealth, so I awarded them XP as if they killed all the guards.

They went into the mine at night thankfully, so most of the miners were asleep or too tired to care about a ragtag group of adventurers.

The group went down the elevator and surprised the tiefling guards (6 of them) and slaughtered them with only the barbarian taking any real damage. The group took a quick rest and the rogue jammed the doors to erythnul and vecna's temples using his Thievery skill.

They entered Hextor's temple and annihilated the skeletons and cultists, as well as 2 more tiefling guards. A cultist and guard were almost able to release Beast, but the group killed them just in time and they re-locked the pig's door chains.

This is where the group made it's first bad call. They did not take a short rest. They tried the southern door but found it barred from the other side and heard some cursing from the hextor guards. They then went through the bronze doors into the trap.

Locked in the arena, they took on Theldrick (level 5 elite), Garras and Kendra (level 3's), 2 gravehounds, 2 zombies, and 3 more tiefling guards.

They used the statue appropriately and pushed it over to make a ramp up to the top floor. The rogue used his cape of the mountebank to teleport up to the balcony after being hit with an arrow from a guard. The barbarian charged up the statue and took on kendra and garras. The cleric made short work of the gravehounds and helped with the zombies.

In the end, it was Theldrick vs the wizard, cleric, and paladin. The party's rogue, barbarian, and fighter bled out on the balcony at the feet of Theldrick.

They ran through the other rooms of the temple to get a better position on Theldrick, and the wizard smoked him with 2 magic missiles thanks to an action point while the cleric blasted him with a daily power to finally take him down.

Next week we'll see what the party comes up with to replenish it's fallen adventurers.


Three characters bled out? Seriously?

While that is certainly not impossible its pretty improbable. You make a save on a 10+ Thats 55% but, for the sake of example lets assume its 50% because the stats are easier to work with.

Presuming you have a 50% of making each of the save we get (frig I've forgotten the notation) but it works out too.

50% chance of making the first roll

75% chance of making either the first or the second roll

87.5% chance of making either the first, second or third roll.

Considering that we were actually talking about 55% I figure that we are in the ball park of around a 90% chance of making one of the three rolls. In other words bleeding out should be very rare.


Jeremy Mac Donald wrote:

Three characters bled out? Seriously?

While that is certainly not impossible its pretty improbable. You make a save on a 10+ Thats 55% but, for the sake of example lets assume its 50% because the stats are easier to work with.

Presuming you have a 50% of making each of the save we get (frig I've forgotten the notation) but it works out too.

50% chance of making the first roll

75% chance of making either the first or the second roll

87.5% chance of making either the first, second or third roll.

Considering that we were actually talking about 55% I figure that we are in the ball park of around a 90% chance of making one of the three rolls. In other words bleeding out should be very rare.

Death saves don't prevent you from bleeding out. They prevent you from bleeding out that round. Unless you roll 20+ or are stabilized by an ally, you will eventually roll below 10 three times and die.


Scott Betts wrote:


Death saves don't prevent you from bleeding out. They prevent you from bleeding out that round. Unless you roll 20+ or are stabilized by an ally, you will eventually roll below 10 three times and die.

This is exactly what happened. The characters were unconscious for a few rounds and the rogue failed 3 saves in a row I believe.

The barbarian and fighter lasted a couple rounds longer but they failed 3 saves each as well.


Scott Betts wrote:
Jeremy Mac Donald wrote:

Three characters bled out? Seriously?

While that is certainly not impossible its pretty improbable. You make a save on a 10+ Thats 55% but, for the sake of example lets assume its 50% because the stats are easier to work with.

Presuming you have a 50% of making each of the save we get (frig I've forgotten the notation) but it works out too.

50% chance of making the first roll

75% chance of making either the first or the second roll

87.5% chance of making either the first, second or third roll.

Considering that we were actually talking about 55% I figure that we are in the ball park of around a 90% chance of making one of the three rolls. In other words bleeding out should be very rare.

Death saves don't prevent you from bleeding out. They prevent you from bleeding out that round. Unless you roll 20+ or are stabilized by an ally, you will eventually roll below 10 three times and die.

Ahh - I misunderstood the rules on bleeding out. I thought you stabalized when you made a save.


Jeremy Mac Donald wrote:
Scott Betts wrote:
Jeremy Mac Donald wrote:

Three characters bled out? Seriously?

While that is certainly not impossible its pretty improbable. You make a save on a 10+ Thats 55% but, for the sake of example lets assume its 50% because the stats are easier to work with.

Presuming you have a 50% of making each of the save we get (frig I've forgotten the notation) but it works out too.

50% chance of making the first roll

75% chance of making either the first or the second roll

87.5% chance of making either the first, second or third roll.

Considering that we were actually talking about 55% I figure that we are in the ball park of around a 90% chance of making one of the three rolls. In other words bleeding out should be very rare.

Death saves don't prevent you from bleeding out. They prevent you from bleeding out that round. Unless you roll 20+ or are stabilized by an ally, you will eventually roll below 10 three times and die.
Ahh - I misunderstood the rules on bleeding out. I thought you stabalized when you made a save.

My players wish.


Pop'N'Fresh wrote:


Here is my conversion doc.

I've been looking this over and it seems pretty good - I'll dissect it more as I continue with my conversion. However the Cloak of Distortion (-5 penalty to all attacks with a range greater then 5 - so most spell casters abilities for example) and the Brooch of Shielding (Resist 10 Force) seem kind of powerful for their levels. The cloak is only a 4th level magic item and the brooch is 3rd.


Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:


Here is my conversion doc.
I've been looking this over and it seems pretty good - I'll dissect it more as I continue with my conversion. However the Cloak of Distortion (-5 penalty to all attacks with a range greater then 5 - so most spell casters abilities for example) and the Brooch of Shielding (Resist 10 Force) seem kind of powerful for their levels. The cloak is only a 4th level magic item and the brooch is 3rd.

All the magic items in my document are from official WotC books, so you can look around over there if they seem powerful :)


Pop'N'Fresh wrote:
Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:


Here is my conversion doc.
I've been looking this over and it seems pretty good - I'll dissect it more as I continue with my conversion. However the Cloak of Distortion (-5 penalty to all attacks with a range greater then 5 - so most spell casters abilities for example) and the Brooch of Shielding (Resist 10 Force) seem kind of powerful for their levels. The cloak is only a 4th level magic item and the brooch is 3rd.
All the magic items in my document are from official WotC books, so you can look around over there if they seem powerful :)

Yeah - just noticed this (I'm updating my wish list tonight). They still seem a tad extreme ... and yet they don't make the cut on my wish list. I suppose resist force 10 for a 3rd level item sends huge warning bells in a DMs head but is not actually all that exciting to a player.

Hence I look at your conversion as a DM and think 'OH MY G-D, Resist 10!?!' As I realize that this will nearly shut down monsters that use force attacks at about this level. As a Player I look at this and ask myself 'just how often is are we going to be attacked by a force using monster anyway? I can do better for this item slot.'

So are your players using wish lists? Or are you handing out treasure based on the adventure or some other method?


Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:
Jeremy Mac Donald wrote:
Pop'N'Fresh wrote:


Here is my conversion doc.
I've been looking this over and it seems pretty good - I'll dissect it more as I continue with my conversion. However the Cloak of Distortion (-5 penalty to all attacks with a range greater then 5 - so most spell casters abilities for example) and the Brooch of Shielding (Resist 10 Force) seem kind of powerful for their levels. The cloak is only a 4th level magic item and the brooch is 3rd.
All the magic items in my document are from official WotC books, so you can look around over there if they seem powerful :)

Yeah - just noticed this (I'm updating my wish list tonight). They still seem a tad extreme ... and yet they don't make the cut on my wish list. I suppose resist force 10 for a 3rd level item sends huge warning bells in a DMs head but is not actually all that exciting to a player.

Hence I look at your conversion as a DM and think 'OH MY G-D, Resist 10!?!' As I realize that this will nearly shut down monsters that use force attacks at about this level. As a Player I look at this and ask myself 'just how often is are we going to be attacked by a force using monster anyway? I can do better for this item slot.'

So are your players using wish lists? Or are you handing out treasure based on the adventure or some other method?

Keep in mind that even if a player is packing this brooch, it's only one character and only one damage type. If the party is up against force-based monsters, they'll quickly note the resistance and switch targets. The player will enjoy relative immunity that combat (and he should be rewarded for having an appropriate magic item!) but the party as a whole will still have to deal with most of that damage; the monster might lose an attack or two initially discovering the resistance, and it might have to deal with sub-optimal targets given that one PC is untouchable, but for the most part it will be a threat to the party, if not the player (and being a threat to the party is what monsters in 4e are all about).


Jeremy Mac Donald wrote:


So are your players using wish lists? Or are you handing out treasure based on the adventure or some other method?

I'm doing a mixture of the two actually. I go through each adventure and note the number and location and type of magic items. Then I try to fill those slots with items in the treasure parcels. Usually healing potions get put in for any scrolls or wands of healing naturally.

If I have extra item slots leftover in the parcels, I will usually look around at the table to see who doesn't have a lot of magic items and plug something in for them that I know they can use.

My characters are accustomed to either buying or making their own magic items, and the transfer enchantment ritual is the perfect way to move enhanctments from items they don't want to us to items they do.


I also wanted to post a neat little idea I had for the maze of Vecna in 3 Faces of Evil.

I turned the maze into a skill challenge and used the DMG2 as a template to help me out. I made the maze a bit bigger in scope but the characters will never know the difference if they haven't seen the map for it. I figure the Vecna cultists can navigate the maze in 20 mins using the secret doors and shortcuts along the way, but the characters need to figure it out for the first time, which is why it takes them 2 hours or more.

I removed the encounter with the dire weasels as I never really thought it fit well in the adventure, and this skill challenge gives the group some XP to take their place anyways.

Hope you guys enjoy it!

Each 20 minutes of the journey through the maze, every character must make a skill check using a specific skill. If at least half the characters succeed on the check, the group earns 1 success toward their goal. Otherwise, they earn 1 failure. If they succeed on 6 checks in a row, they reach the far end of the maze in just 2 hours, but each failure adds another 20 minutes to the journey. At the end of the trip, they face a combat encounter.
Because much of the challenge involves avoiding the monsters that patrol these tunnels, each failed group check along the way results in a combat encounter with one of the monster groups below.
Level: 5 (XP 400).
Complexity: 2 (requires 6 successes before 3 failures).
Primary Skills: Dungeoneering, Endurance, Insight, Perception, Religion, Stealth.
20 Minutes, Dungeoneering (DC 12, group check): The characters find a general bearing to get through the maze, realizing that the right direction lies in the halls that lead north.
40 Minutes, Stealth (DC 12, group check): The characters quietly work their way past a pack of kenku (group 1), remaining undetected.
60 Minutes, Insight (DC 7, group check): The characters hear the kenku mimicking Beast, their own voices, or calls of distress and recognize the false sounds for what they really are.
80 Minutes, Endurance (DC 7, group check): The characters stave off the effects of fatigue, claustrophobia, and the stale air. If the party fails this check, each character loses a healing surge.
100 Minutes, Perception (DC 12, group check): The characters spot a slightly ajar secret door that takes them north and away from the strange noises that echo through the halls.
120 Minutes, Religion (DC 17, group check): The characters use their observations while traveling within the maze and their knowledge of Vecna to avoid a particularly dangerous area of insidious traps and necrotic cysts.
140 Minutes, Endurance (DC 12, group check): The characters stave off the effects of fatigue, claustrophobia, and the stale air. If the party fails this check, each character loses a healing surge.
160 Minutes, Insight (DC 12, group check): The characters hear the kenku mimicking Beast, their own voices, or calls of distress and recognize the false sounds for what they really are.
Success: If the characters earn 6 successes, they find their way through the maze to one of the secret door exits in good time and without further incident.
Failure: Each time the characters earn a failure, adjust the outcome of the 20 minutes of activity from that described above and run a combat encounter with group 1 or 2. After their third failure, run an encounter with group 3.
If the characters get 3 failures, the trip through the maze takes the characters longer than anticipated. They still reach the final exit, but each character loses a healing surge along the way.

Group 1 & 2 (EL 4; 1,050 XP)
6 Kenku Sneaks Level 4

Group 3 (EL 6; 1,500 XP)
1 Kenku Inciter Level 4
1 Kenku Assassin Level 5 Elite
2 Kenku Wing Mages Level 5
3 Kenku Sneaks Level 4


I'm unclear why the False Elevator Trap is worth 63 XP. If its a level 6 trap as is listed would it not be worth 250 XP?


Jeremy Mac Donald wrote:
I'm unclear why the False Elevator Trap is worth 63 XP. If its a level 6 trap as is listed would it not be worth 250 XP?

I haven't looked at it, but it sounds like it might be built as a minion trap. One of the Dragon trap articles advised that a one-shot trap (like a trap door or one-shot needle) award experience as though it were a minion.


Scott Betts wrote:
Jeremy Mac Donald wrote:
I'm unclear why the False Elevator Trap is worth 63 XP. If its a level 6 trap as is listed would it not be worth 250 XP?
I haven't looked at it, but it sounds like it might be built as a minion trap. One of the Dragon trap articles advised that a one-shot trap (like a trap door or one-shot needle) award experience as though it were a minion.

Possible I suppose - I had assumed that the trap kept trying to squish its victim every round, but maybe it only squishes them once.


Jeremy Mac Donald wrote:


Possible I suppose - I had assumed that the trap kept trying to squish its victim every round, but maybe it only squishes them once.

Scott is correct, I put it down as a minion trap because A) it only affects one PC, and B) because once it goes off and does damage, it is easily avoided by all other PC's. They added minion traps into the DMG2 by the way ;)

My group avoided it anyways, they used a weapon to snag all the loot out of the elevator and didn't even take a step inside. The crushed bones and junk on the floor kinda gives it away.

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