H1-H3: Demon Prince of Undeath Conversion

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I just got to reading up on this again, and I was going to suggest making the shadow dragon reappear where you had the demon, but you were one step ahead of me.

As for Kalarel, you might want to put something in there for him trying to get the Rod of Ruin back from the party if they still have it with them. Or possibly it trying to get back to him.
did you guys see that e3 is up on the WotC page...it is called "Prince of Undeath"...for those of us banking on fighting orcus, it seams like some good news...

Before posting, ask yourself WWWS: What Would Wrecan Say?

did you guys see that e3 is up on the WotC page...it is called "Prince of Undeath"...for those of us banking on fighting orcus, it seams like some good news...

Yes I notices it yesterday. Great news! Considering the speed at my game table (not very fast we only play one evening a week) those products are probably released when my group have finished H3.

I hope this thread maybe have inspired WotC to do this Orcus path for E1-E3. I wonder which level range it would be within? As H3 finishes at 10th level it would be cool if it ran between 10-30th level. Anybody heard something on this?
Yes I notices it yesterday. Great news! Considering the speed at my game table (not very fast we only play one evening a week) those products are probably released when my group have finished H3.

I hope this thread maybe have inspired WotC to do this Orcus path for E1-E3. I wonder which level range it would be within? As H3 finishes at 10th level it would be cool if it ran between 10-30th level. Anybody heard something on this?

Well, E is for epic, so they will run from 21 to 30th level. For the paragon adventures, you must check out P1-P3, mostly trolls, drows, dragons and other unrelated monster.

By the way, I really like your material. I will surely use most of it as I was appointed to be DM for our first 4th edition game (converting from 3.5 was my effort). I didn't have much time to be creative and since I don't master the system yet, I prefer learning the tools of the trade with published adventures.
I just found a thread in the community about a poem in H1. The original was created by Zinovia and then modified by SgtPeppar76. It was really good so I added it to the conversion guide and added Zinovia and SgtPeppar76 in the credits for their great work.

I also made a small change on the Rod of Ruin in order to increase its power to a +2 Quarterstaff if it is very pleased.

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PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
I have added an encounter where the PCs will have to face Brugg the Ogre Barbarian and his hell hound. A very tough challenge that is meant to capture rather than kill them in order for them to meet the Mages of Saruun face to face. (See page 12-13)

As I know have made Brugg into a barbarian I will have to make Krand a Warlord instead, but I have not had chance to do that yet.

The big questions is if Brugg is too tough a challenge or not. What do you think?

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PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
new info on the later levesls...

"My goal has been to review, develop, and do the final edit on each of the adventures we're releasing as part of our initial 4th Edition "adventure path." That's H1: Keep on the Shadowfell to E3: Prince of Undeath. Right now, I'm putting the finishing touches on E1: Death's Reach. This is our first epic-tier adventure, taking characters from 20th to 23rd level as they accept an epic quest from the Raven Queen. Designers Bruce R. Cordell and Chris Sims have put together an exciting and thought-provoking adventure that explores the darkest places in the Shadowfell and touches on the mysteries of life, death, and the beginning of time in D&D. This is one to watch for when it hits the shelves in 2009. After that, two more to go!"

Before posting, ask yourself WWWS: What Would Wrecan Say?

players just ended up absconding from the blue slime in H1 (yeah... we're still waaaaaay back there). Do you plan on linking H3 to P1 in the same manner as we are these? There is semilink if you read H3 that links it to P1 anyway but we've really been strengthening the bonds that exist anyway.
players just ended up absconding from the blue slime in H1 (yeah... we're still waaaaaay back there). Do you plan on linking H3 to P1 in the same manner as we are these? There is semilink if you read H3 that links it to P1 anyway but we've really been strengthening the bonds that exist anyway.

I am not sure. P1-P3 seems to be quite different from the shadow theme of H1-H3. My initial thought for my own players was to create new characters for P1-P3 in order to allow them to try some other 4th Edition characters. I guess PHB2 will be out when we start it so that might open up to some more options. But no firm decisions made. I will have a look at P2 when it is released to see the overall tone of the setting, or if they are just as losly connected as H1 to H3.
I have now added a map to the Brugg's Enforcers encounter. You can find them on page 13 and 33. As you may notice is the Halfmoon Inn in the south western corner of the map and the statue teleporter for the Mages of Saruun at the north eastern corner.

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PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
I have added a map to the Shadow Vortex encounter, page 27 and 37. This is a very big map. Personally I have liked some encounters with big maps as it requires some movements for the characters as well as using their range attacks fully. However, if you think they are to big I gladly recieve your feedback as I can reduce the grid size of them.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
On Page 17 I have added some changes to the descriptions of the Ruined Chapel, inspired by Lineovs previous suggestions in order to make it darker and more sinister. I have also added two letters, on at the Grimmerzhul Trading post as well as in Murkelmor's chamber.

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PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
The map looks good, but it seems unmanageable at that size. It seems to me that anything larger than 40x40 just gets too big, both for computer players who have a limited grid size, and those who use a standard 1" square grid for home play.

I have added a map to the Shadow Vortex encounter, page 27 and 37. This is a very big map. Personally I have liked some encounters with big maps as it requires some movements for the characters as well as using their range attacks fully. However, if you think they are to big I gladly recieve your feedback as I can reduce the grid size of them.

The map looks good, but it seems unmanageable at that size. It seems to me that anything larger than 40x40 just gets too big, both for computer players who have a limited grid size, and those who use a standard 1" square grid for home play.

I will try to squeeze it together to maybe half the size.
Thanks for the feedback
I really liked Frostden's chase encounter that he posted on this community. It fits very well into H2, so I incorporated it and used it to replace Interlude 2: The Ambush. I have done some modifications to it, and will try to provide a map later. The encounter is not totally finished yet, so stay patient. The Encounter is on page 29-35.

If you want to see Frostden's original post, you can find it at:
http://forums.gleemax.com/showthread.php?t=1110948

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PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
Just bought the Demon Queen's Enclave - it looks promising. Orcus is back in the story as it started in H1. The Mages of Saruun is mentioned in one of the Hooks. Maybe this whole serie can become great Orcus mega adventure. I will start thinking if it possible to put some fore-shadowing towards P2 already in H2. Some drows appearing maybe? Indications of trouble in the depth of the earth?

Anybody with some ideas they want to share around this? (How to tie the adventures closer together already in H2)
Just bought the Demon Queen's Enclave - it looks promising. Orcus is back in the story as it started in H1. The Mages of Saruun is mentioned in one of the Hooks. Maybe this whole serie can become great Orcus mega adventure. I will start thinking if it possible to put some fore-shadowing towards P2 already in H2. Some drows appearing maybe? Indications of trouble in the depth of the earth?

Anybody with some ideas they want to share around this? (How to tie the adventures closer together already in H2)

In the hooks section, I believe there was mention of Orontor disappearing. At the end of H2 you could have it such that Orontor went into the Underdark on some secret mission/expedition. It might be possible to include some Drow, but I don't see them working in conjunction with any of the enemies (who are working for Orcus). I really like the Hook with Valthrun contacting the party again though.

I also believe there is mention of Illithids with Minotaur Thralls in the Underdark in P2. Maybe leave some clues that some of the minotaurs were kidnapped by the mind flayers before the events that brought the final doom upon this clan 3 centuries ago. The minotaur thralls that now exist with the mind flayers could be the descendants of the forced breeding for fresh thrall stock. Or could be descendants of some thralls who broke free and remained in the Underdark, but were re-captured recently.
I took Glacier123 advice and reduced the size of the Shadow Vortex map to 40x40 squares. I think it made the map more workable. Probably a good thumbrule to not go above 40x40 squares.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
I have reworked the map from Frostden's orginal version. Is a roof version needed to understand that the chase goes through the upper levels? You find the maps on page 30 and 46.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
A roof map would be appreciated.. it sounds like a pretty exciting series of encounters, but it is kinda difficult to visualize the roof sequence.
A roof map would be appreciated.. it sounds like a pretty exciting series of encounters, but it is kinda difficult to visualize the roof sequence.

Ok, I will add that part then. I am going to do some changes to the encounters as well to weight the number of enemies, etc. However, I think it will have to wait until after Christmas.

Merry Christmas to everybody following this thread!!!


Just bought the Demon Queen's Enclave - it looks promising. Orcus is back in the story as it started in H1. The Mages of Saruun is mentioned in one of the Hooks. Maybe this whole serie can become great Orcus mega adventure. I will start thinking if it possible to put some fore-shadowing towards P2 already in H2. Some drows appearing maybe? Indications of trouble in the depth of the earth?

Anybody with some ideas they want to share around this? (How to tie the adventures closer together already in H2)

I combined the hooks for thunderspire and winterhaven into one hook...

(yes I realize it needs tighning up it is a work in progress)

The adventurers receive a letter from Valthrun the Prescient,
a sage and scholar who dwells in the small fortress
of Winterhaven. If you played H1: Keep on the Shadowfell,
the characters may have already met him. Otherwise, he
knows of the adventurers by their reputation in the area.
(You can replace Valthrun with any sagacious NPC in
your campaign.) His letter reads:
“Honored heroes,
Your deeds speak well of your good intentions and your concern
for the civilized lands. I write to you to ask for your help in a
most troubling matter. For the past several days, I have observed
a glittering, red streak in the sky. Last night, the red streak flared
like a star before disappearing from the sky. If my readings of the
Analects of Tzunk are correct, this heralds the appearance of a
great evil in our land. I dare not reveal what I know in this letter
for fear it may fall into the wrong hands, but I beg you to make
due haste to my tower in Winterhaven.”
You can insert the comet’s appearance in the night sky,
making it an event for the adventurers to puzzle over
before they receive Valthrun’s letter.
If the adventurers travel to Winterhaven, Valthrun
treats them as honored guests. He throws a feast in their
honor, after which he tells them what he knows. At the
feast, emphasize the hero worship that Valthrun and the
other people of Winterhaven lavish upon the adventurers,
particularly if they defeated Kalarel in adventure H1: The
Keep on the Shadowfell.
After eating, Valthrun tells the adventurers what he
knows:
✦ Because of Valthrun’s research and after consulting
with an archmage from the Therund Barony via magical
means, the sage is convinced that the events in the
night sky foretell the rise of a new exarch of Orcus.

✦ Undead have been drawn to the ruins of Shadowfell
Keep, an ominous sign of Orcus’s growing power.
✦ Valthrun completed a series of divinations that revealed
the location of the exarch’s arrival, a point somewhere
beneath the Cairngorm Peaks. The Miser’s Pit, a shaft
that extends deep into the Underdark, is perhaps the
best place to begin searching for this new, evil being.

Knowing the way to thunderspire...and that it has an
entrence to the under dark...the PCs head there first

Should the adventurers have a frostier relationship
with the Saruun Mages they find:

The Mages dispatched one of their number,
a wizard named Onotor, to establish a trade alliance with
the drow. Reeling from the events in H2: Thunderspire
Labyrinth, the Mages are eager to find new trading
partners.
the Mages approach the characters as friends in
need. They relate the little that Onotor could tell them. An
undead army, strong enough to threaten the surface world,
attacked a drow outpost. Onotor is in danger, and adventurers
are needed to either defeat the undead or learn more
of their origin to prevent their spread.
the Mages give the adventurers an iron
pendant shaped like a spider. This item is a diplomatic
pass, a symbol that allows the adventurers to pass safely
through drow territory and gives them a chance to attempt
to parley with the drow.

Quest XP: 1,600 XP (minor quest) for returning
Onotor or his remains to the Saruun Mages.

The quest offered by Valthrun is twofold. The adventurers
must determine the nature of this new threat and
defeat it. Any evidence of Zirithian’s death is enough to
placate Valthrun and complete this quest. Of course, he
insists that he and the people of Winterhaven host another
grand celebration to commemorate the adventurers’
victory.
Quest XP: 8,000 XP (major quest), and the Therund
archmage arrives in Winterhaven shortly before the
adventurers return. He grants them a reward (select a
Level 17 Treasure Parcel from the Dungeon Master’s Guide.

I am debating throwingin a minni arch back at the keep itself as a side quest...after all I already have the maps

Before posting, ask yourself WWWS: What Would Wrecan Say?

A roof map would be appreciated.. it sounds like a pretty exciting series of encounters, but it is kinda difficult to visualize the roof sequence.

Back from Christmas celebrations - back to work :-)
I have now added the two upper levels of the hold, please note the cracks in the roof on level 2, south of the "main tower", this is the damaged area the dragon uses to come crashing down into Area 4.
Area 4 has also a damaged flooring with many cracks in the middle. This is the weak area the dragon uses to get down to Area 7 (right above the main table).

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
Wow, this is top notch. I thank you so much for the effort that you have put into this. I'm just getting back into d&d and I was under the impression that the first three adventures were a mini-campaign with a central storyline. Now they are!
I have added the Chasm Keep (Area 17) on the Tunderspire Labyrinth map on page 5 (as well as the large scale map in the end). It gives an alternative route for the characters to reach the Well of Demons, as well as connecting the chasm to the Sea of Shadows to allow the shadow dragon to show up during the Ambush Interlude.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
Since I'm relatively new to this I'm having a little bit of trouble following between my module and your conversion for KotS. Is there any advice that you can give me on what I should be including from the original and which parts should be left out? A sort of walkthrough I guess?
Since I'm relatively new to this I'm having a little bit of trouble following between my module and your conversion for KotS. Is there any advice that you can give me on what I should be including from the original and which parts should be left out? A sort of walkthrough I guess?

The general idea is that you should keep all that is in the original module, except the changes introduced in the Conversion Guide in certain chapters. I have tried to keep the same heading of those chapters as in the original adventure, but then there is also new additions (encounters and descriptions).
Thanks, I have read it a couple of more times and I'm catching on now. You did such a great job on this. I can't wait to try it out.
I have now gone through the Ambush at the Chasm Fort and done some modifications to it. I have added encounter maps where needed as well as updated the main map with the winch as well as the clock tower at the top. The two letters are added to the Player's Handout section.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
On your current version, in the Brugg's Enforcers encounter, there is either missing text or extra text. On page 14, the text ends with the words "In secret" with nothing following it. I was just wondering if there was supposed to be anything actually written there, or if you accidentally put in what looks like the start of another paragraph.
On your current version, in the Brugg's Enforcers encounter, there is either missing text or extra text. On page 14, the text ends with the words "In secret" with nothing following it. I was just wondering if there was supposed to be anything actually written there, or if you accidentally put in what looks like the start of another paragraph.

Sorry, I think that is a typing error. I have now removed it. Thanks for pointing it out.
Glacier, I would suggest at least not running the Slaver's encounter until after they have breached the second level of the keep. It make a good tie in to Thunderspire and if you run it too early, your players may forget.
As Vecna is out of the picture I had to change the Enigma of Vecna into some kind of undead servant of Orcus instead. I changed it into a "Flesh Ripper" instead with some small changes on the monster data, but more changes on the background of the creature. See it on Page 10

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
I have had an intention to combine the Court of Bones and House of Silence encounter in "Echoes of Thunderspire Labyrinth" conversion guide into a common area were the PCs should learn the fate of the minotaur kingdom and the last battle of the loyal minotaurs of Baphomet and the renegade Orcus followers. I also wanted to introduce some minotarus, maybe only one still dreaming Dreams of Power within a large maze (hate to have the Thunderspire labyrinth without at least one minoutaur - even if it is a lesser version - and some kind of maze).

Any ideas, story elements, inspiration maps or modules from the past that could be used for this?
Myrhdraak, I have to say that this is one of the best homemade adaptations/campaigns/etc that I have ever seen. You have done an awesome job connecting the source material into a well-structured and interdependent series of campaigns.

I will be using this the next time I DM a game, and well let you know how it goes.

Thanks for all the hard work!
I agree with Kayn. This is simply wonderful, and I plan on stealing liberally from you.

Well done.
Thanks for the support. I glady take any suggestions on were to move the story or other stuff that you think would improve the storyline.

My players have started exploring the keep and I started to realize that it would be hard to get the out of the keep for the "The Dead Walk" encounter. I therefore added some small changes to Area 8: Sir Keegans Tomb, to warn the players about the impeding doom at Winterhaven. See page 22 of the H1 Conversion Guide.

Dungean Magazine 160 introduces the "Seal Portal" ritual. I reversed it and made some changes to it in order to create the "Break Shadowfell Seal" ritual with the Rod of Ruin has taught Kalarel. You find it in the description of the Rod of Ruin on page 28 of the H1 Conversion Guide.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
Have finally gotten some time to work on the Halls of Silence part. What would a minotaur mountain be without a labyrinth? I have therefore turned the Halls of Silence into a mist filled maze. (Page 19-21+52)
Still a lot to do on it, but I am publishing it now so anybody who has ideas to what kind of obstacles it could be filled can contribute.

Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES
H1 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf

H2 Conversion Guide:
http://web.comhem.se/mwester/Shadowfell/Documents/H2_Orcus_Conversion.pdf

I you want to read our game chronicles you may find them at:
http://web.comhem.se/mwester/Shadowfell/index.htm
Have finally gotten some time to work on the Halls of Silence part. What would a minotaur mountain be without a labyrinth? I have therefore turned the Halls of Silence into a mist filled maze. (Page 19-21+52)
Still a lot to do on it, but I am publishing it now so anybody who has ideas to what kind of obstacles it could be filled can contribute.

Where in the sequence were you wanting to put this part? It doesn't seem like it fits in anywhere, unless somehow an object needed to get to Paldemar is located in this area. If it doesn't fit well into the story too well, it could always be used at the end to find a relic that Valthrun would like for the minor quest he provides.

On a side note, I've begun running this conversion for my group, and we've just gotten past the bar fight. They're about to encounter Brugg and his enforcers, and so far things have been going smoothly. I just hope by the time we get to the end of the module you'll have things figured out for the return of Kalarel as a lich, and the lead-up to Paldemar :D
For H1 when you first pick up the rod you might add this...

As you reach out and grasp the Rod of Ruin a flash appears before your eyes and you feel as though you are pulled away through time and space to an age long forgotten. The brightness clears as you are standing atop a precipice of a mountain, in full battle gear, the rod in your hand. You're commanding legions of demons and the undead as they march upon your enemies. Into the feywild they go, and you feel suddenly a slip of your power as one by one the army falls to the arrows of the fey. Each successful hit you feel as suddenly you begin to bleed from the mouth, choking on your own fluids and finally you fall, the rod falling from your grasp and slipping into the chasm. Your soul departs, ripped from your flesh by an unearthly power as you see your twisted tiefling form lying on the ground. You are placed at the apex of a pyramid and your powers are stripped from you as the force splits your being into two, and then again into four, your mind shattering under the weight of your own intellect and power as it is split and the pyramids power bears down on you. You awake laying in a pool of sweat back on the floor of shadowfell keep, the rod in your hand as you hear a whipser of a promise of power if only you keep it safe. The final words you hear before being able to get up is "seek karavakos".

what do you guys think?