P3: Story Work I have worked on adding to the story elements. I have updated the discussions with Devina and Cauldus, both of them providing minor quests to the adventurers during the Death's Masquerade [Page 56-57]. I have then added material for the characters following up on those quests [Page 37-38] I also created a large version of the map for the Ebon Riders encounter [Page 111]
P3: Story Work I have worked on adding to the story elements. I have updated the discussions with Devina and Cauldus, both of them providing minor quests to the adventurers during the Death's Masquerade [Page 56-57].I have then added material for the
P3: Darkwell I wrote the encounter G12: The Darkwell, where the characters will meet Devina Umberfell. Hopefully, and most likely it turns into a discussion with Devina after some rounds of battle. Here the adventurers gets valuable clues down into the catacombs of Umberfell Manor as well as a portal straight to the Shadowheart under the Deathless Palace [Page 74-75]. I also made some modifications on the map provided in Dungeon 191 [Page 116], making it more shadowy. In the conversion maps pack you will find two version of the map, one with and one without statues.
P3: Darkwell I wrote the encounter G12: The Darkwell, where the characters will meet Devina Umberfell. Hopefully, and most likely it turns into a discussion with Devina after some rounds of battle. Here the adventurers gets valuable clues down into t
Firstly I want to say that I am enjoying the conversions. I have downloaded them all a last year. I am trying to download the latest versions but adobe acrobat reader is crashing. I have tried to use chrome, firefox and ie. None have worked. I was able to download H1 and the maps but the others I've tried H2, P1, Monster index have all crashed. They start downloading but then stall. Any suggestions? Can you put them into a Dropbox shared folder?
Firstly I want to say that I am enjoying the conversions. I have downloaded them all a last year. I am trying to download the latest versions but adobe acrobat reader is crashing. I have tried to use chrome, firefox and ie. None have worked.I was abl
Firstly I want to say that I am enjoying the conversions. I have downloaded them all a last year. I am trying to download the latest versions but adobe acrobat reader is crashing. I have tried to use chrome, firefox and ie. None have worked. I was able to download H1 and the maps but the others I've tried H2, P1, Monster index have all crashed. They start downloading but then stall. Any suggestions? Can you put them into a Dropbox shared folder?
Happy that you like them. The server stands in Sweden so depending on where you are in the world and your internet access, downloading them may take some time. If you try left-clicking them to open them directly in Adobe you are probably going to experience problem. Right-clicking and selecting "save target as..." is usually better as it gives you control over how the dowload is progressing. If you still have problem, let me know.
/Myrhdraak
Happy that you like them. The server stands in Sweden so depending on where you are in the world and your internet access, downloading them may take some time. If you try left-clicking them to open them directly in Adobe you are probably going to exp
I plan to have Nightbringer (the evil intelligent longsword from P2) play a role in the destruction of the Soul Well. As Urishtar becomes more damaged the Soul Well will begin to expand out of her control, and with her death be completely unleashed. Nightbringer consumes the raging soul energy and immediately goes giant-primordial-cat-monster form, becoming a recurring villain for the majority of the Epic tier.
I've been looking over E1-3 for good places to substitute him in, and tweak the fights to allow his escape until the final confrontation. I want to put him somewhere in Death's Reach, with the idea that he's also seeking Timesus, to consume the nascent Primordial and regain even more of his lost power. Having him assaulting Doresain's palace at the same time as the party and appearing during encounter W4 would work (he wouldn't be the Death Knight's sword, he'd just reach the encounter when the undead becomes bloodied). I'm not sure where to use him in E3, but during the assault on the Abyssal Nadir would make sense, either racing the party to the bottom where he attempts to consume Timesus, or appearing partway through the fight, consuming Timesus, and becoming the actual boss of the Nadir (some kind of Timesus/Nightbringer hybrid).
Any of you folk have ideas or input on any of this? I'm specifically looking for good ideas about where to place him in E1, thoughts on my ideas for E3, and clever escape mechanisms for his appearances in E1&2. Any input at all would, of course, be welcomed and appreciated.
I plan to have Nightbringer (the evil intelligent longsword from P2) play a role in the destruction of the Soul Well. As Urishtar becomes more damaged the Soul Well will begin to expand out of her control, and with her death be completely unleashed.
I plan to have Nightbringer (the evil intelligent longsword from P2) play a role in the destruction of the Soul Well. As Urishtar becomes more damaged the Soul Well will begin to expand out of her control, and with her death be completely unleashed. Nightbringer consumes the raging soul energy and immediately goes giant-primordial-cat-monster form, becoming a recurring villain for the majority of the Epic tier.
I've been looking over E1-3 for good places to substitute him in, and tweak the fights to allow his escape until the final confrontation. I want to put him somewhere in Death's Reach, with the idea that he's also seeking Timesus, to consume the nascent Primordial and regain even more of his lost power. Having him assaulting Doresain's palace at the same time as the party and appearing during encounter W4 would work (he wouldn't be the Death Knight's sword, he'd just reach the encounter when the undead becomes bloodied). I'm not sure where to use him in E3, but during the assault on the Abyssal Nadir would make sense, either racing the party to the bottom where he attempts to consume Timesus, or appearing partway through the fight, consuming Timesus, and becoming the actual boss of the Nadir (some kind of Timesus/Nightbringer hybrid).
Any of you folk have ideas or input on any of this? I'm specifically looking for good ideas about where to place him in E1, thoughts on my ideas for E3, and clever escape mechanisms for his appearances in E1&2. Any input at all would, of course, be welcomed and appreciated.
Sounds like a really cool idea. Let me chew on that one a bit.
Sounds like a really cool idea. Let me chew on that one a bit.
Anyone know where I can get the maps for H1-H3 without any creature markings (example: A with a circle around it indicating starting position of monster)? I use a projector aiming down at our table to project our board. Don't feel like photoshopping all the maps
Anyone know where I can get the maps for H1-H3 without any creature markings (example: A with a circle around it indicating starting position of monster)? I use a projector aiming down at our table to project our board. Don't feel like photoshopping
After the PC's leave Thunderspire Peak a mysterious disease had appeared in the Nentir Vale affecting the scattered villages in the fields between Trade Road and Fallcrest. The disease is like scarlet fever and if it killed the host, the host would rise again usually after 24hrs. (Paldamar created the disease.)
Then after the PC's escaped out of the Pyramid 110yrs later there was a new religion, Tymarc. (1 day in the pyramid was 10 yrs out of the pyramid. The book indicated there was a time disparity but doesn't give any indication as to how this worked.) Tymarc is competing with the Raven Queen. The new religion offers a timeless life; wanting for nothing; the more devout (or wealthy / influential followers) are risen to high positions, these devout are turned into visages before death, they then continue in their positions. Worshipers are given a tattoo, that protects them from undead creatures (of a certain type/level and only for now); The worshipers are told their soul go directly to the Astral Sea where Tymarc accepts all without judgment, without purgatory, only bliss and peace forever. This attracts the less savory individuals of society who don't want the fate of going to Hell.
Paladmar, who is now a lich, is behind this new cult. (I doesn't matter if he dies at the end of H2 or not. If he dies Orcus makes him a lich if he doesn't die he turns himself into a lich). Each church's head priest is a Visage. The church offers a timeless life, the more pious the parisoners are (and the more influential they are) the head priest performs a ritual that turns the dying person into a visage who then take over their position in society. If the parisioner is not that influential then the person will be turned in to a ghost and some are turned into zombies (but they do not rot). The ghosts and zombies are passive and do not pose a threat to loved ones or others. All the while the Raven Queen's priests are having trouble with their raise dead rituals and other aspects of their rituals are not working so well. This means that the Raven Queen's followers are decreasing. While Orcus' followers are increasing because ultimately Orcus is behind Paldamar's influence through the religion Tymarc.
How did it arise? Raven Queen following down, Raise Dead not working properly. Why?
The presence of the ghosts and zombies is the result of Orcus's growing influence on the world. This also relates to helping with the release of Timesus.
Baron Macklehay has become King Mackelhay and is a Visage. He is now helping to spread the new Religion through sanctions and decrees.
King Palenthior is the great grandfather of Vyrellis's dad (also King Palenthior) Vyrellis and Karavakos have been in the Pyramid for approx 1000yrs, which is 100 days to them.
In my campaign:After the PC's leave Thunderspire Peak a mysterious disease had appeared in the Nentir Vale affecting the scattered villages in the fields between Trade Road and Fallcrest. The disease is like scarlet fever and if it killed the host, t
Vince, those are really great ideas – I’m going to incorporate them into my campaign. I also added something others might find interesting:
I had Garesh Vren (from H3) be captured by the hobgoblin slavers and held in the Chamber of Eyes (in H2). He had journeyed alone into Thunderspire Labyrinth to seek out the Mages for advice on his dreams of the Pyramid of Shadows. PCs rescued him and he went off to continue his quest to find the Pyramid – when the PCs meet him again in H3 he can help them.
Vince, those are really great ideas – I’m going to incorporate them into my campaign. I also added something others might find interesting:I had Garesh Vren (from H3) be captured by the hobgoblin slavers and held in the Chamber of Eyes (i
Vince, those are really great ideas – I’m going to incorporate them into my campaign. I also added something others might find interesting:
I had Garesh Vren (from H3) be captured by the hobgoblin slavers and held in the Chamber of Eyes (in H2). He had journeyed alone into Thunderspire Labyrinth to seek out the Mages for advice on his dreams of the Pyramid of Shadows. PCs rescued him and he went off to continue his quest to find the Pyramid – when the PCs meet him again in H3 he can help them.
After the PC's leave Thunderspire Peak a mysterious disease had appeared in the Nentir Vale affecting the scattered villages in the fields between Trade Road and Fallcrest. The disease is like scarlet fever and if it killed the host, the host would rise again usually after 24hrs. (Paldamar created the disease.)
Then after the PC's escaped out of the Pyramid 110yrs later there was a new religion, Tymarc. (1 day in the pyramid was 10 yrs out of the pyramid. The book indicated there was a time disparity but doesn't give any indication as to how this worked.) Tymarc is competing with the Raven Queen. The new religion offers a timeless life; wanting for nothing; the more devout (or wealthy / influential followers) are risen to high positions, these devout are turned into visages before death, they then continue in their positions. Worshipers are given a tattoo, that protects them from undead creatures (of a certain type/level and only for now); The worshipers are told their soul go directly to the Astral Sea where Tymarc accepts all without judgment, without purgatory, only bliss and peace forever. This attracts the less savory individuals of society who don't want the fate of going to Hell.
Paladmar, who is now a lich, is behind this new cult. (I doesn't matter if he dies at the end of H2 or not. If he dies Orcus makes him a lich if he doesn't die he turns himself into a lich). Each church's head priest is a Visage. The church offers a timeless life, the more pious the parisoners are (and the more influential they are) the head priest performs a ritual that turns the dying person into a visage who then take over their position in society. If the parisioner is not that influential then the person will be turned in to a ghost and some are turned into zombies (but they do not rot). The ghosts and zombies are passive and do not pose a threat to loved ones or others. All the while the Raven Queen's priests are having trouble with their raise dead rituals and other aspects of their rituals are not working so well. This means that the Raven Queen's followers are decreasing. While Orcus' followers are increasing because ultimately Orcus is behind Paldamar's influence through the religion Tymarc.
How did it arise? Raven Queen following down, Raise Dead not working properly. Why?
The presence of the ghosts and zombies is the result of Orcus's growing influence on the world. This also relates to helping with the release of Timesus.
Baron Macklehay has become King Mackelhay and is a Visage. He is now helping to spread the new Religion through sanctions and decrees.
King Palenthior is the great grandfather of Vyrellis's dad (also King Palenthior) Vyrellis and Karavakos have been in the Pyramid for approx 1000yrs, which is 100 days to them.
Really great concept. Could you write it down in some more details, so that I could add it as an DM Advice in the end of H3?
Really great concept. Could you write it down in some more details, so that I could add it as an DM Advice in the end of H3?
Vince, those are really great ideas – I’m going to incorporate them into my campaign. I also added something others might find interesting:
I had Garesh Vren (from H3) be captured by the hobgoblin slavers and held in the Chamber of Eyes (in H2). He had journeyed alone into Thunderspire Labyrinth to seek out the Mages for advice on his dreams of the Pyramid of Shadows. PCs rescued him and he went off to continue his quest to find the Pyramid – when the PCs meet him again in H3 he can help them.
Sweet mercy, Jacktannery, those are some gorgeous maps.
They're so pretty, I might even take the one for the final fight with Urishtar to a professional print-place and get it printed out to use in my final battle.
Damn those are pretty maps.
Sweet mercy, Jacktannery, those are some gorgeous maps.They're so pretty, I might even take the one for the final fight with Urishtar to a professional print-place and get it printed out to use in my final battle.Damn those are pretty maps.
P3: Shadowheart I have started what I hope is the final encounter in my modification of P3. The adventurers reaches the Shadowheart under the Deathless Palace [PAge 39-40]. If you as a DM want to have a climatic final battle with the Keepers, then I have prepared G16: The Heart of Shadow [Page 86-87]. Now I only need a cavern map with a little bit of different elevation, a number of black pools and some tunnels leading off. Anyone that wants to contribute?
P3: ShadowheartI have started what I hope is the final encounter in my modification of P3. The adventurers reaches the Shadowheart under the Deathless Palace [PAge 39-40]. If you as a DM want to have a climatic final battle with the Keepers, then I h
I can do it for you Myrhdraak if you give me a very rough gridded sketch concept.
Great! I am looking forwards to see your work. The other stuff you had made was really great. I have added a rough sketch in the P3 Conversion [Page 87 & 124]. My thinking so far is a cavern with diffrent "platform levels", each one with a blood shadow pool where the "water" runs down the platforms in a number of waterfalls to meet in the central pool at the bottom. Rough staircases have been cut out from the stone platforms to allow access between the platforms.
As the players arrive, they will be divided and appear randomly from diffrent pools in the area. Isilus with his False Keepers will try to prevent the adventurers from reaching the central pool. The shadow slime moves "invisibly" under water to attack the adventurers. Isilus can also move the Living Walls hazard by sacrificing one attack.
Great! I am looking forwards to see your work. The other stuff you had made was really great.I have added a rough sketch in the P3 Conversion [Page 87 & 124]. My thinking so far is a cavern with diffrent "platform levels", each one with a blood shado
No worries, I am still playing H2 myself. But I liked the idea and concept and would love to have some more meat on it (if you have done some background work on it).
No worries, I am still playing H2 myself. But I liked the idea and concept and would love to have some more meat on it (if you have done some background work on it).
Great - the more info you give me the better map I can make - I read the updated info on the lighting (no light sources) - I was going to ask about that. You have a few typos in your tactics description.
-You mention twice in your description that the water is black, or dark. Is it blood, or dark water? -The 'Living Wall' seems to be a permanent feature on the map now. You'll need to tell me where it is.
Great - the more info you give me the better map I can make - I read the updated info on the lighting (no light sources) - I was going to ask about that. You have a few typos in your tactics description.-You mention twice in your description that the
Great - the more info you give me the better map I can make - I read the updated info on the lighting (no light sources) - I was going to ask about that. You have a few typos in your tactics description.
-You mention twice in your description that the water is black, or dark. Is it blood, or dark water? -The 'Living Wall' seems to be a permanent feature on the map now. You'll need to tell me where it is.
I have updated the feature description. Color should be blood-red, close to black - while still looking like a liquid. The living wall feature will be one the walls around the central pool. You should not be able to see on the map where they are (as they require a DC 37 Perception check to notice).
I have updated the feature description. Color should be blood-red, close to black - while still looking like a liquid. The living wall feature will be one the walls around the central pool. You should not be able to see on the map where they are (as
H1-P3: Bookmark Update The last couple of weeks I have spent making a modified version of Chapter 5: Skills and Chapter 9: Combat in Player's Handbook. I have incorporated all the Rules Compendium material and all Errata material, all under the original Player's Handbook graphical layout (the result was really great). As WotC is abandoning us 4th Edition players (while me and my group are still only in the H2 adventure). I wanted at least to have an updated version of the 4th Edition PHB core rules, and now we have it.
In the process I learnt how to convert Word headings into PDF bookmarks, so now all the Orcus Conversion have been updated with bookmarks.
I have incorporated the almost finished battle map from Jacktannery for the P3 Shadowheart encounter. Its is really stunning. Once I have the final version I will add it to the map pack as well. It is in high resolution - 100 dpi (compared to the 50 dpi I usually make my maps in). Enjoy a masterwork map!!!
H1-P3: Bookmark UpdateThe last couple of weeks I have spent making a modified version of Chapter 5: Skills and Chapter 9: Combat in Player's Handbook. I have incorporated all the Rules Compendium material and all Errata material, all under the origin
rather than reading all 86 pages (wow!) could you let me know if you've done or planning to do soon the E1-E3 conversion guides like you have for H and P series? Those are fantastic.
Thanks Dru
Hi,rather than reading all 86 pages (wow!) could you let me know if you've done or planning to do soon the E1-E3 conversion guides like you have for H and P series? Those are fantastic.ThanksDru
rather than reading all 86 pages (wow!) could you let me know if you've done or planning to do soon the E1-E3 conversion guides like you have for H and P series? Those are fantastic.
Thanks Dru
E1-E3 follows the Orcus plot line very well, so there is very small changes needed. I will try to update the monsters and maybe do some minor changes and additions.
E1-E3 follows the Orcus plot line very well, so there is very small changes needed. I will try to update the monsters and maybe do some minor changes and additions.
P3: Shadowheart Map I have now added the excellent map contributed by Jacktannery to the Heart of Shadow encounter. I have also included it in the Map pack. It looks great!
P3: Shadowheart MapI have now added the excellent map contributed by Jacktannery to the Heart of Shadow encounter. I have also included it in the Map pack. It looks great!Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ
Thanks Myrhdraak - it was a pleasure to contribute something small to your superb project - anytime.
Are you as good at drawing as doing maps? If so, I am later planning to try to recreate a battle in the E-series similar to this one: www.youtube.com/watch?v=3MBJv5D5OUw&feat...
But then I will need a number of maps as the characters battle their way up the immortal body of an awaken primordial, given life by Orcus servants.
Are you as good at drawing as doing maps? If so, I am later planning to try to recreate a battle in the E-series similar to this one:www.youtube.com/watch?v=3MBJv5D5OUw&feat... But then I will need a number of maps as the characters battle their way
I had an idea to add a weird twist to the fight with Urishtar.
So my idea (because I'm kind of obsessed with typing up notes to players ahead of time and passing them out during tense moments) is this: When a PC gains a soul point, you hand the player a note.
That note contains the bundle of memories which are all that is left of the soul that just got dropped into the Well.
I plan on writing up maybe half a dozen of them (to be on the safe side). Just short paragraphs with highlights of the life and death of the poor person whose newly-dead spirit energy was grabbed by Urishtar's minions.
I'm going to try and have a mix of heroic, villainous, and mundane lives in the mix.
I had an idea to add a weird twist to the fight with Urishtar.So my idea (because I'm kind of obsessed with typing up notes to players ahead of time and passing them out during tense moments) is this: When a PC gains a soul point, you hand the player
I had an idea to add a weird twist to the fight with Urishtar.
So my idea (because I'm kind of obsessed with typing up notes to players ahead of time and passing them out during tense moments) is this: When a PC gains a soul point, you hand the player a note.
That note contains the bundle of memories which are all that is left of the soul that just got dropped into the Well.
I plan on writing up maybe half a dozen of them (to be on the safe side). Just short paragraphs with highlights of the life and death of the poor person whose newly-dead spirit energy was grabbed by Urishtar's minions.
I'm going to try and have a mix of heroic, villainous, and mundane lives in the mix.
That was a great idea. Is it something you would like to share with everybody else?
That was a great idea. Is it something you would like to share with everybody else?
That was a great idea. Is it something you would like to share with everybody else?
I'd be glad to. I think it's the first bit of writing I'll do for this campaign which might actually be useful to anyone else (it's all usually very character specific).
The only one I've done so far is... kind of dark. So folks should consider this the TRIGGER WARNING...
It's the most succinct paragraph, because it's the shortest life. A gnomish baby who dies shortly after being born, because of malformed lungs that can't draw breath. Once I have them written I can post them here and I'll put the 'dying baby' bit safely behind a spoiler mark so folk who don't want to hopefully won't read it accidentally.
I'd be glad to. I think it's the first bit of writing I'll do for this campaign which might actually be useful to anyone else (it's all usually very character specific).The only one I've done so far is... kind of dark. So folks should consider this t
Alright, I've got 'Lives of the Soul Points' here to share. These are the little paragraphs I'm going to have ready to hand people along with their 'Soul Points' during the Urishtar fight, to heighten the tension and creepiness, make sure they understand where this sudden rush of power is coming from, and hint at why Urishtar is starting to go a bit crazy.
Villainous dwarf wizard
As the tendril of soul energy brushes against you, a surge of power rushes through your body, and for a moment you’re carried away. Dark stone walls, and the cruel laughter of children, anger and resentment at being weaker than the rest. The acrid smell of alchemical concoctions, and a dark feeling of triumph as the thing in the corner of your workroom lurches to life. Rage as your neighbors storm into your cavern, denouncing you and your work. The sudden sickening feeling of your own blood in your beard, as the warhammer falls for the last time.
Halfling mother
As the tendril of soul energy brushes against you, a surge of power rushes through your body, and for a moment you’re carried away. You’re working beside your mother at planting time, warm sunlight on your bare feet. You blush in happiness as he takes your hand and kisses you for the first time. Your back hurts as you and he dig your burrow into the side of the hill. You smile down at your little one in his bed, they grow so fast. Fire licks up the walls of the room around you, you can’t get out.
Heroic human warlord
As the tendril of soul energy brushes against you, a surge of power rushes through your body, and for a moment you’re carried away. You run through the streets with your friends, shouting encouragement to them as you pound down the cobblestones. Your hand is sweaty on the hilt of your practice blade, as you look to your master for approval. You stand beside your companions, holding the line as you call to them, inspiring them to be the heroes you know you are all destined to be. The ogre’s club catches you just beneath your right arm, slamming you against the wall, its gnarled toes are the last thing you see.
Eladrin ranger and kitty
As the tendril of soul energy brushes against you, a surge of power rushes through your body, and for a moment you’re carried away. You smile with pleasure as you run your hand through the thick fur ruff of the kitten, its tiny teeth prick your small hand with affection. You stalk through the impossible forests near your home, holding your swords low you silently motion to your partner, he drops out of the tree above the intruder, claws bared, in a flicker you cross the clearing in a single step, raising your swords. You stand on the high cliff near the edge of your territory, sharing a fresh kill with your companion, a warm weight behind you as you watch the sunset together. Something breaks inside you as the monsters rip into the mass of fur and muscle that used to be your closest friend. You step into the emptiness between them, blades swinging wide to throw them off, before their cold claws dig into your chest.
Orc tribesman
As the tendril of soul energy brushes against you, a surge of power rushes through your body, and for a moment, you’re carried away. You’re in the spawn pit, the blood of another whelp sweet on your lips, you raise your small fist to the sky. You sit around the fire pit, learning the stories of your ancestors and the songs of Great One-Eye. Your wide feet slam against the turf, you can smell the elk’s fear, it is your first hunt, and your chest swells with pride. You crest the hill to lead the assault on the humans and their caravan of supplies, you scream your war cry, but it is cut short by the arrow that pierces your throat.
As the tendril of soul energy brushes against you, a surge of power rushes through your body, and for a moment you’re carried away. The walls of your room thrum with the power of life. You feel your whole body squeezed tightly, your head feels like it’s going to burst from the pressure. You’re overwhelmed by light and sound, dazzling you. The enormous faces of gnome men and women look down on you, worry and sadness in their eyes. You can’t breathe.
Alright, I've got 'Lives of the Soul Points' here to share. These are the little paragraphs I'm going to have ready to hand people along with their 'Soul Points' during the Urishtar fight, to heighten the tension and creepiness, make sure they unders
I used my own prophecy in P1 when the Ravensworn are identified and figured it might help others to post it. I have a priest of the Raven Queen in the party and this opened a great discussion. Is the godess of fate bound by it or can the ravensworn change it.
Demon's spawn combined and slain, (Karavakos recombined and killed in H3) the War of the Winter begins in vain. Once more escaping his dark path, the Blood Lord rages full of wrath. The Glowing Eye again unearthed, unlocks the way to dark rebirth. The Raven seeks her new defenders, though fate is sealed she can't surrender. Legions Rotting in darkness wait, the Man with Secrets its Throne to take. The Spire of Souls the marked must find, or all souls damned to corpse confined . Nerull's Gate must sealed remain, or shackled Ancients escape their chains. The Raven's Queen fall here foretold, death and fate by Another controlled. The Age of Ravens will have its end, the Dead escape to walk again.
I have now added the alternative prophecy to P1
I could not find this in P1. I have used it now but just to let you know.
I have now added the alternative prophecy to P1[/quote]I could not find this in P1.I have used it now but just to let you know.
P3: Shadowheart Map I have now added Hershall's soul background material [Page 90 and 111] as soulcards that can be handed out to the players. Great addition. Thanks Hershall.
P3: Shadowheart MapI have now added Hershall's soul background material [Page 90 and 111] as soulcards that can be handed out to the players. Great addition. Thanks Hershall.Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT R
I used my own prophecy in P1 when the Ravensworn are identified and figured it might help others to post it. I have a priest of the Raven Queen in the party and this opened a great discussion. Is the godess of fate bound by it or can the ravensworn change it.
Demon's spawn combined and slain, (Karavakos recombined and killed in H3) the War of the Winter begins in vain. Once more escaping his dark path, the Blood Lord rages full of wrath. The Glowing Eye again unearthed, unlocks the way to dark rebirth. The Raven seeks her new defenders, though fate is sealed she can't surrender. Legions Rotting in darkness wait, the Man with Secrets its Throne to take. The Spire of Souls the marked must find, or all souls damned to corpse confined . Nerull's Gate must sealed remain, or shackled Ancients escape their chains. The Raven's Queen fall here foretold, death and fate by Another controlled. The Age of Ravens will have its end, the Dead escape to walk again.
I have now added the alternative prophecy to P1
I could not find this in P1. I have used it now but just to let you know.
I must have screwed up with different versions on different computers. But now it is in there.
I have now added the alternative prophecy to P1[/quote]I could not find this in P1.I have used it now but just to let you know.[/quote]I must have screwed up with different versions on different computers. But now it is in there.
Some more errata for the Raven Sworn Prophecy. The Raven Queen's Champions is in Dragon 380 not 180 and Masters of the Planes is in Dragon 372 which was omitted.
Some more errata for the Raven Sworn Prophecy.The Raven Queen's Champions is in Dragon 380 not 180 and Masters of the Planes is in Dragon 372 which was omitted.
Errata for H2 Updated monster stats in appendix: the Duergar Scouts in encounters H2 & H3 have their key power missing:
TRAITS Shadow Attack: The duergar scout's attacks deal 4d6 extra damage when the scout hits a target that cannot see it.
Errata for H2 Updated monster stats in appendix: the Duergar Scouts in encounters H2 & H3 have their key power missing:TRAITSShadow Attack: The duergar scout's attacks deal 4d6 extra damage when the scout hits a target that cannot see it.
Thanks for sharing. The Duergar problem I noticed last week when we played as well. The problem with the WotC Adventurers Tools, are that they are not always correct. It is easy to miss things when you do copy and paste.
Thanks for sharing. The Duergar problem I noticed last week when we played as well. The problem with the WotC Adventurers Tools, are that they are not always correct. It is easy to miss things when you do copy and paste.
P3: Smaller additions I have added some more material to the general story - one is the Raven's Eyrie [Page 29-30], and some incidental encounters for Death's Masquerade [page 65].
P3: Smaller additionsI have added some more material to the general story - one is the Raven's Eyrie [Page 29-30], and some incidental encounters for Death's Masquerade [page 65].Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO
I started running a new group through H1, but two of my players had played H1 before. One of whom had DMd the previous adventure so was very intimate with the material. I didn't want to change modules, as three of the players were brand new to 4E and I feel H1 does a good/modest job of introducing 4E and DnD in general, but I wanted to twist things for these two players a bit so they felt it was a new adventure instead of a repeat of the previous game. I found these conversions and used them for inspiration as we played. Instead of a simple thank you, I thought I would share my adventure in DMing using the core and conversion as background inspiration.
On to the adventure:
Cast ofCharacters Yuri (human bard, RIP) played by Jo Wrain (human bard) played by Jo Zakitra (shardmind avenger) played by Megan Jhanti (elven ranger) played by Jen Riven (human sorcerer) played by Courtney Xtengrim (dragonborn swordmage) played by Eddie and occasionally Jo Tarkus (dragonborn fighter, RIP) played by Noberto Aoshi (human rogue) played by Noberto
Quickstart, everyone introduced themselves (original lineup Yuri, Zakitra, Jhanti, Riven, and Tarkus) and I introduced the adventure using the map making hook from the original module to bring everyone together in Shadowfell, hired by an unnamed mapmaker in Fallcrest, briefly describing Nentir Vale, Fallcrest, and Winterhaven, letting each player decide how much of that information their characters would know based on their background.
Encounter 1 - Kobold Brigands Kobold ambush was over quickly, mostly letting everyone learn their powers and getting into the groove of their new characters. The party quickly searched the bodies, finding a few coins, and continued on their way to Winterhaven only a little tired from the encounter.
Interlude 1 - The characters meet Bairwin and purchase a few items they need, drooling over the minor magic items he has in stock. They are also welcomed to town by a ballad of Sir Keegan sung by a dwarven bard, in the tavern, completely ignoring the elf (Ninarin) watching them in an obvious way from the corner. They are directed to Lord Padraig who commisions the party to seek out the kobold tribe that has been harrassing travellers on the road and convince them to cease. (See ballad at end of post)
Encounter A1 - Kobold Ambush Similar to Encounter 1, but for some reason the kobolds quickly gained the upperhand, making for a short but brutal battle, knocking half of the parties healing surges out. I changed the necklace to an obsidian skull instead of a dragon to foreshadow the Orcus cult's influence throughout the area. Fortunately they had a plan and the plan had already included observing the front of the camp from the top of the waterfall throughout the day to see what kind of numbers they were dealing with which counted as an extended rest. Encounter A2 - Kobold Lair, Outside Ran pretty much by the book, including the slinger shrieking "Irontooth must be warned!" and running through the waterfall into the cave beyond. I played the kobolds as sneaky and being confronted in their home turf and not with the element of surprise they quickly flee when it is obvious they are going to lose, so when the dragonshield is killed the rest of the kobolds fled in the most direct escape route, including 2 into the cave behind the waterfall which turned out to be very bad for the heroes. Encounter A3 - Kobold Lair, Inside The first major change to the module, and it caught my players off guard. First, the slinger, the skirmisher, and one of the minions had fled inside. Since the PCs took a short rest, it meant the slinger and skirmisher got to use a healing surge also, which put them both back to full health. The Tactics I used were also much different. Irontooth I kept as a goblin, but he had the bloodreaver symbol on his chain shirt (foreshadowing the events in the keep later) and used the stats directly from the original module. When half the PCs had entered, the kobolds got to move. The minions formed 3 walls, 5 just inside the waterfall getting concealment from those still outside, 3 at the opening toward Irontooth's corner and the other 3 at the opposite corner. They grouped their attacks in three parts and due to bad rolls on the attackers part they survived longer than they should have whittling the hp down at an alarming rate. The skirmishers formed 2 teams, providing each other flanking and "Twinstriking!" (including a high-pitched "Twinstrike" screech each time they attacked). The dragonshields were completely ineffective due to bad rolls, and went down without causing much trouble, and the wyrmpriest never got touched, standing in the back and shooting an energy orb at Yuri (the only healer) each round. As for Irontooth... round 1 he yelled out "Youses keeps it down out there, Irontooth is countings his golds!". Round 2 Irontooth yelled again, more emphatically, "If youses do not be quiet, Irontooth will be angry!". Round 3 Yuri decided to play a rousing beat on his drums to encourage his allies on to greater heroics, which pissed off Irontooth who charged from the back, getting a critical on his charge, Yuri is now bloodied. Irontooth then used his action point, "I tolds youses to be quiet!", hitting Yuriagain, not a critical but high enough damage on the roll anyway to knock Yuri unconcious. Irontooth then went on a rampage, knocking another 2 characters out and demanding the remaining 2 "Leaves quietly or Irontooth killses you". Yurifailed his third saving throw and stopped breathing, convincing the remaining characters to take Irontooth up on his offer to allow them to stabilize their dying companions and leave quietly. Once calmed down, Irontooth is quite talkative. Upset that his kobolds are dead, he plans to return to Thunderspire and "Get a better gig. Kobolds are too sneaky sneaky. Irontooth likes quiet, but the lizardses are too too quiet." Irontooth won't allow them to take any gold, Yuri's body, or anything other than the letter from Kalarel (the only item of evidence he will part with since it has no value to him).
Interlude 2 - Shadow of the Keep Jo's new character Riven is introduced as a young human boy with aspirations of being a famous bard one day. He is nervous when he hears what happened to the last bard, but his always jovial spirit keeps him ready for adventure anyway. Lord Padraig and Valthrun both ask the PCs to figure out what is going on up at the Keep, and figure out who this Kalarel is from the letter. Valthrun provides yet another clue about Ninarin (a young elf lass was asking around about you, where you had gone, I believe she is in the tavern if you wish to meet her). The hook is ignored again so the PCs never found the mirror or met Ninarin face-to-face.
Shadowfell Keep Area 1 - Goblin Guard Room Ran as in the module, one of the sharpshooters hid in the barrels and snuck into the excavation site, alerting the goblins there of intruders. The PCs saw him make the final run, but due to high stealth rolls they didn't see him before then. The rest of the encounter was a cakewalk for the PCs and they decide to check out the west hallway (away from the fleeing goblin) first. Area 2 - Torture Chamber Ran as in the module, short encounter except I put the warrior on the other side of the iron maiden to bait the first melee PC to run in, and it worked, allowing Flag (the torturer) to bullrush Jhanti into the iron maiden and the warrior slammed it shut. It won't work every time, but it was a groan moment around the table when the players realized they had fallen for the goblins' trap.
Note on Splug: He started out on the table being tortured instead of in a cell. He isn't a goblin at all but a minor devil who is shapeshifted to appear as a goblin on Kalarel's order. He is on the material plane, sent by Orcus, to assist Paldemar, who in turn sends Splug (Esplugia) with Kalarel to Shadowfell Keep. The deceit runs even deeper, as he was originally sent to Orcus' court by the Raven Queen who is concerned about the prophecy and afraid the time of the Raven is coming to an end if she doesn't do something. All of this information comes out slowly over the remainder of the adventure.
Area 4 - Chieftain's Lair This battle was so short I don't even remember the order of events, but the aftermath is notable as a sidenote. Balgron was last in initiative, still at full health at the end of round 3, and no other goblin was alive. He happened to be hidden in the back room, so used the secret exit to escape to Area 3.
Area 3 - Excavation Room Riven who was closest to the secret tunnel, ran through after Balgron, and Xtengrim, next in line closed the door in the tunnel with Riven on the other side. Riven, fortunately, had succeeded on her stealth check and wasn't blasted by the already alert sharpshooters, but she was still pissed. What resulted next was a PvP the like of which I have never seen, with Riven convincing Xtengrim that the room was full of gold (the players used Bluff versus Insight rolls to determine whether Xtengrim would believe her, which Riven conquered by a difference of 20+), Xtengrim flung open the door, yelled "GOLD!" as he ran into the room, a split second later he was lying on his back with 4 crossbow bolts sticking out of his chest (3 sharpshooters + Balgron, no criticals but all the +1d6 combat advantage damage added up and knocked him out). Riven meanwhile is laughing hysterically which alerts Wrain that something is up and demands Riven tell him where Xtengrim was, which Riven responded to "swimming in gold" and started laughing again. Wrain risks being shot himself to drag Xtengrim back around the corner and into the secret entrance. While the PCs are short resting Riven and Xtengrim continue to argue, and since Xtengrim didn't see the goblins that knocked him out he is convinced there are dozens in the room and wants to rally an army to bring back (which I was hoping the rest of the group would have agreed to do, as it would have been funny to rally an army to defeat 4 goblins). Also as they rested the goblins had snuck back into Area 1, grabbing empty crates to stack up around the raised area of the excavation to provide more cover (the only real reprecussion I as a DM gave the group for the PvP distraction as I was too entertained by it and both players were really getting into their respective roles). As the party enters, hesitantly, the goblins all make outstanding stealth rolls from behind their barriers and the party is unsure where they are. The goblins forego their surprise round and I start the initiative (both are aware the other are present and hostile toward each other, even if neither is entirely sure the exact strenth or location of the other group). Jhanti, Tarkus, Zakitra, and Riven all enter the room, while from the back Wrain and Xtengrim are still arguing over whether there are dozens of goblins in that room or if it is full of murderous piles of gold. None of the PCs have seen the goblins, but Jhanti overhears one of them say, "no, don't shoot yet. Wait for the dragon, he is the leader!" Of course she is in the middle of the room and doesn't want to yell this back to the entrance, so Xtengrim's turn comes up, he enters the room, and 2 crossbows hit, knocking him below half health again. From there it is a full out charge as the PCs realize they outnumber the goblins and can overwhelm them with sheer numbers. It's over in 3 rounds as each goblin falls... Balgron did make a heroic (cowardly) effort to make a run for it at the very end, but Zakitra and Jhanti chased him down with their superior speeds, catching up to him at the top of the stairs leading outside.
I completely removed areas 9: Maze of Caves and 10: Kruthix Lair. Area 10 added nothing to the story and didn't fit the flavor or the rest of the keep. Area 10... I have other plans for the Kruthix in my H2 conversion so I omitted this encounter as well. So the stairs in area 3 led straight into area 11, after a 60 foot descent.
Area 11: The water cave Splug mentioned that one of his friends from Thunderspire was drug down those stairs and never came back. He was present when Ta'ak's bodyguard Garek approached Kalarel in the Cathedral of Shadow and Splug was the one who killed Garek and the other hobgoblin. Splug, as a servant of the Raven Queen, can not go against his lawful nature and tell the PCs what Kalarel is doing, but by providing them with the letter and shield on the remaind of Garek at the bottom of the cistern he hopes it will help them understand what they are up against. None of the group needed the shield (which has the same symbol as Irontooth's chain shirt) so they unwittingly gave it to Splug to carry around, despite that he told them from the moment he was rescued, "Splug can help! Splug will carry stuff, and cook stuff, and throw stuff at the bad goblins! But do not trust Splug with gold or magic. Splug is a thief and will not give back the gold or magic!"
Area 5 – I removed this area as the general creepy feelings (and visions of a pyramid calling to them) being described did more than a mundane zombie encounter would have, instead I described the feeling of being watched, spiders on the neck, flickering at the edge of the sunrod light, etc, and called for dungeoneering and history checks to recognize the pattern of the defensive maze the caves were dug as. I didn’t actually pay attention to the rolls, leading them to the Hidden Armory (empty at this point except for long rusted and rotted equipment) then to Area 7: Skeletal Legion
Area 7 – Skeletal Legion This encounter fell on November 1, so I wanted to keep the spookiness of the last session before Halloween, starting the session by reading the Shadow Dreams as the first PC reached for the doors leading into Area 7 from the maze, rewriting it to be the narrative of Sir Keegan’s last moments in the room just beyond. Area 7 I modified slightly, removing the non-minion skeletons completely, but replacing half the destroyed minion skeletons each round from random sarcophagi, and each time a sarcophagi spills out a skeleton it emits a close burst 1 attack, attack: +7 vs Fortitude, hit: 5 poison damage and ongoing 5 poison damage (save ends). The trap lasts 10 rounds, then takes 5 minutes to reset, and the trap can be disabled for 24 hours by praying to Bahamut in the domed vestibule to the east. It took 8 rounds and 5 religion/arcana checks until the players figured out the puzzle (the last clue was “The image on the walls behind the altar is the focal point of the deactivation of the trap, and the deactivation switch is vocal”. They finally realized that uttering the word Bahamut while kneeling was the requirement. It seemed so simple from the description, but I realize that reading it and hearing it are quite different and plan on writing down descriptions for puzzle traps from now on.
Area 8 – Sir Keegan’s Tomb I played as suggested in the Orcus Conversion, including warning of the impending battle with undead in Winterhaven. “But first, return hence to the hidden armory, and seek out aid from those that came before.”
Area 6 – Hidden Armory Used Sir Davin from the Orcus Conversion guide’s DM’s Roleplaying Advice, giving Sir Davin an English accent, ala John Cleese of Monty Python fame (favorite quote “So! Hopefully I am winning now!&rdquo Thumbs up to Jacktannery for the original concept, very fun scene and well written guide/script! At the end of this “encounter” each character received a magic item up to level 6. Each item is an artifact or legacy item of the original group that led the expedition to close the Shadowfell gate (each artifact awakens and provides additional benefits to the player when they finish a short 2 or 3 paragraph story about the original wielder/wearer of the item; except for one player, Courtney who plays Riven, chose a luck charm which has not awoken as the Rod of Ruin has chosen Riven and so far Riven has chosen to keep the Rod in her possession. If she disposes of the rod in the future then the charm will awaken.)
Interlude 3 – The Dead Walk Changes: Added Bairwin to the battle as the leader of the cult of Orcus in Winterhaven, with Ninarin as an underling. As neither lead had been followed, the PCs weren’t invested in either NPC, so ambushing them with 2 supposedly mundane NPCs introduced the threat of betrayal behind every friendly face. Of course no NPC has betrayed them since this battle, but they still make sure to mention their insight scores when they meet a new NPC. As to the battle itself, the players couldn’t make a decent Arcana roll to, literally, save their lives, so the battle was a grind that I ended when Bairwin was killed, I should note with the help of turncoat Ninarin that betrayed Bairwin when the battle turned against them… I wonder how to bring Ninarin back, perhaps allied with Irontooth in Thunderspire! On Bairwin’s remains they find the letter (originally Ninarin’s), with the incorrect pass phrase. Splug offhandedly remarks, “That isn’t right, I wonder why Kalarel would put the wrong phrase.” This of course results in a “How do you know that’s not the correct phrase” “Because I know the correct phrase” “how do you know the correct phrase” “because it is knowledge I possess” longwinded conversation that results in the players learning only that Splug knows the correct phrase and was taught the correct phrase by a goblin whose name he does not know.
When the PCs returned to town for a rest they are urged to return to the Keep as soon as possible to uncover the extent of the cult’s influence. Valthrun recognizes the symbol on “Splug’s” shield as the symbol of the Bloodreavers, “A rough group of slavers, run by a clan of hobgoblins. They operate throughout the Vale to the detriment of civilization.” Splug refuses to hand the shield over, but is quite willing to allow Valthrun to examine the symbol and shield, even turning it over so he can examine the reverse side. In the meantime, the town “militia” are sent to investigate Bairwin’s shop for any other evidence indicating the cult’s influence.
Second Level – I increased the Bloodreaver presence, never indicating exactly how many, but describing constant noise from the Area 13 and the presence of at least a dozen hobgoblins in area 12 when the PCs first enter to indicate an overwhelming force. If battle had broken out I planned to downgrade most of the hobgoblins to minions except for Ta’ak and his immediate bodyguards, but combat never occurred between the PCs and Bloodreavers.
Area 12, 14, and 16 – Using the correct passphrase the PCs demanded to speak with Kalarel. The hobgoblins kept a careful eye, and modest distance from, Splug. Splug seemed not to notice the care they took around him, spending most of his time lovingly stroking the magic shield. The PCs are led to Area 16, noting a door that had been barred to the west just north of the statue room. Entering the statue room they are told to touch the large statue to summon Kalarel. The players quickly change their mind and ask to speak with the leader of the Bloodreavers and are instead escorted to Area 14 to meet with Lieutenant Ta’ak. A complex social interaction skill challenge ensues that the PCs succeed well at and make a possible new ally of Ta’ak. They don’t ask for help taking down Kalarel, but are informed of a way to bypass the scary statues, but Ta’ak warns them that he lost 3 hobgoblins in the tunnels and stopped sending his soldiers in there.
Area 15 – Corridor of the Cube An interesting battle, ran as the original module except with a crack between the sarcophagi leading to the small room in Area 17. As I recall no character ever got knocked unconscious, but they were engulfed multiple times before a good round of focused fire on the cube finally defeated it.
Area 17 – Ghoul Warren Modifications: the undead are kept fed and under control by the ghoul and will not attack unless attacked themselves or directed to by the ghoul. The ghoul stands at the top of the stairs and has strict orders: immediately attack anything coming in through the north door unless otherwise instructed by Kalarel himself. After the hobgoblins were able to enter the inner sanctum without authorization using the western tunnel, Kalarel added “Unless you want to be a pile of dust, do not allow any living creature to descend these stairs again!” After much hesitation the PCs finally leave the small tunnel and enter the room with the zombies who mill about, ignoring the flesh meat in their midst. Wrain politely asks the ghoul if he may pass and descend the stairs. The ghoul nods then claws at Wrain, screeching loudly which signals the zombies to attack. The clay scout fled at the beginning of battle to warn Kalarel. The battle is short, and the PCs descend the stairs.
Area 18 – Cathedral of Shadow Modifications: I played this area similar to Jacktannery’s Area 16 modification, except having the apparition of Kalarel appear as the PCs entered area 18. I placed 10 figures for the priests of Orcus chanting around 3 bodies hanging from the ceiling, slowly bleeding out. Kalarel waves his wand over the chanting priests, and suddenly they are suspended upside down in midair by some unseen force. Another wave of the wand and the skin is ripped from the bodies to land in a pile beneath them. Cuts and gouges appear, and the blood flows freely from the now mutilated corpses. Kalarel, anger in his eyes, shouts, “You have no chance to stop the ritual now! The sacrifice of the faithful followers of the Blood Lord will accelerate the final steps and your meddling efforts will be wasted! Servants of Orcus, lay waste to these infidels! Feed on their corpses!” The group is attacked by 1 Dark Creeper and 4 vampires (same stats as the vampire spawn fleshripper minions but with 47 hp and 1d6+6 necrotic damage). Splug refused to enter the Cathedral, as he had been commanded by Kalarel not to return until after the ritual is completed. He did however stand at the top of the stairs, and Wrain used a bard power to push the vampires up the stairs into the now devilish Splug’s waiting claws (nom nom nom!). After the battle an apparition of the Raven Queen appeared as in Jacktannery’s advice section. After the poem was recited she provided a boon that gave resist 5 necrotic for the remainder of the encounter. She then called to “Esplugia” (aka Splug), and commanded he kneel before her. Esplugia growled that he would like to remain and assist his friends, but she only smiled at him, told him to set the shield on the ground, then she and Esplugia vanished. (I counted the entire scene with the Raven Queen as 8 rounds of combat, even though it technically would have taken much longer).
Area 19 – The Shadow Rift As Orcus Conversion guide with the following modifications: Kalarel’s Unlife to Life Encounter Power works as the Shallowgrave Wights Reanimate Power for all undead minions in a close burst 5. Kalarel must spend 20 (2 minutes) total standard actions from time combat begins in Area 18 to trigger the final step of the ritual and activate The Thing In The Portal trap. The PCs had 3 rounds remaining when they entered Area 19. Once he completes the final step he can speed up the final 10 rounds before the portal opens with a standard action each round, reducing it to a minimum of 5 rounds. The Thing in the Portal Trap – The thing in the portal is an ancient shadow dragon named Sjach’hjuarach-Bjuivia The DC 14 Arcana or Religion check also reveals how many rounds are remaining. The DC 21 Arcana or Religion check also reveals that with a DC 15 heal check a healing surge can be expended while standing in the pool of blood to pause the process for 1 round. Trigger: The trap rolls initiative upon completion of the ritual. The ritual requires 20 rounds from the beginning of initiative in Area 18. “Kalarel utters the final syllable of the ritual, a glowing green beam of energy extending from his rod to the pool of blood in the center of the Fane. Blood rises from the pool like serpents, in a dance above the rippling fluid of its birth before striking out toward the portal, providing the final component to breach the veil between worlds.” A previous success on a DC 14 Arcana or Religion check reveals there are 10 rounds before the veil is split. See DC 21 above. Countermeasures: Same as normal except add 10 round countdown, a DC 15 Heal check expends a healing surge and prevents the blood from feeding the portal until the beginning of the PCs next turn. An additional Heal check can’t be used in this manner until the beginning of the PCs next turn. Kalarel can still use a standard action to accelerate the process by 1 round if he is adjacent to the altar on the dais.
This battle was of epic proportions, lasting 3 hours and 27 rounds, and the PCs coming down to the last player in the last round, with no healing surges remaining, and the last PC being assisted on their arcana check to complete the unbinding of the ritual. On round 26, with Tarkus lying dead in front of the portal, and all of the other heroes bloodied and without healing surges, Kalarel is finally struck down. On the final round Wrain stepped in front of Jhanti who had just miraculously recovered from unconsciousness by rolling a natural 20 on her death saving throw, putting himself directly in front of the portal, defiantly staring into the darkness. The shadow dragon, instead of attacking, escaped through the weakened veil, hovering over the battlefield, scaring the wits out of the heroes (but otherwise not attacking, concentrating instead on mentally seeking out the life force of her children throughout the material plane). With no healing surges remaining to prevent the portal from completely opening, Zakitra and Riven are working on closing the portal using the ritual book, already having used all options except Arcana with 7 successes and 2 failures, one assists the other and the final roll hits the table, the result of which will determine whether an army of undead washes over Wrain and Jhanti or the portal falls silent, and the die lands on a successful roll. The players breath a sigh of relief, and chapter 1 of our new campaign is complete.
The Ballad of Sir Keegan (Written by Johnny Lynch aka Wrain)
Sit ye on down and grab ye some ale,
Open yer ears and I'll tell ye a tell,
One o' bone-curdling loss and betrayal...
O' how our valiant hero, 'e fell.
...
Weeell...
Bad Sir Keegan,
Mad Sir Keegan,
Why did ye slaughter ‘em all?
They say were the bottle,
When ye’d walk ye would waddle!
What maaade ye take the great fall.
A man o’ renown,
Respected by all!
Till one fateful night,
Yer sword made the call.
Ye stabbed and ye sliced
And ye killed and ye stabbed.
Till surrounded ye were
And yer own throat was jabbed.
Well bad Sir Keegan,
Mad Sir Keegan,
Why did ye slaughter ‘em all?
They say were a caretaker,
In yer wife’s underwayer!
What maaade ye take the great fall.
First was yer wife
Run through like a hog.
Second yer son,
Who slept like a log.
Then went yer very best,
Favorite dog!
The fish in its bowl
Content was fourth...
...
Then ye ran out
And slayed ye the horse!
O Bad Sir Keegan,
Mad Sir Keegan,
Why did ye slaughter ‘em all?
They say were yer littl’un,
Yer patience he be wittlin’!
What maaade ye take the great fall.
Ye went through two score
O’ yer closest advisors and soldiers
Before through yer throat went the blade.
To stop all the mess
Yer body laid to rest
After yer duty ye betrayed.
Some say, ‘owever,
Brave and mighty Sir Cleaver,
Ye’re still keepin’ guard to this day.
Yer duty ye be keepin’
While their spirits be weepin’
But not a word will they say.
...
Ooo!
Bad Sir Keegan,
Mad Sir Keegan,
Why did ye slaughter ‘em all?
They say were a demon,
In yer ear ‘e be breathin’,
What maaade ye take the great fall.
I started running a new group through H1, but two of my players had played H1 before. One of whom had DMd the previous adventure so was very intimate with the material. I didn't want to change modules, as three of the players were brand new to 4E and
P3: Smaller additionsI have added some more material to theRaven's Eyrie [Page 30-32}.Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURESH1 Conversion Guide: web.comhem.se/mweste
I started running a new group through H1, but two of my players had played H1 before. One of whom had DMd the previous adventure so was very intimate with the material. I didn't want to change modules, as three of the players were brand new to 4E and I feel H1 does a good/modest job of introducing 4E and DnD in general, but I wanted to twist things for these two players a bit so they felt it was a new adventure instead of a repeat of the previous game. I found these conversions and used them for inspiration as we played. Instead of a simple thank you, I thought I would share my adventure in DMing using the core and conversion as background inspiration.......
I really liked the song, so I added it to H2, were Bennik the Wanderer can sing it at the Halfmoon Inn [Page 13]
I really liked the song, so I added it to H2, were Bennik the Wanderer can sing it at the Halfmoon Inn [Page 13]
E1: Death's Reach I have started on translating all the E1 monsters to the new Monster Vault format and damage levels. Will later look into if I want to do any small changes to the adventure.
E1: Death's ReachI have started on translating all the E1 monsters to the new Monster Vault format and damage levels. Will later look into if I want to do any small changes to the adventure.Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN
E1: Death's Reach I have started on translating all the E1 monsters to the new Monster Vault format and damage levels. Will later look into if I want to do any small changes to the adventure.
Hi!
Myrhdraak, when you get to updating Orcus in the final module, you might try looking around the internet for more high powered versions of Orcus, becuase even an updated one may too "weak" for a group of 30th level epic characters.
I suggest this "remake" done here which is flavorful and very powerful.
Hi!Myrhdraak, when you get to updating Orcus in the final module, you might try looking around the internet for more high powered versions of Orcus, becuase even an updated one may too "weak" for a group of 30th level epic characters.I suggest this "
Myrhdraak, when you get to updating Orcus in the final module, you might try looking around the internet for more high powered versions of Orcus, becuase even an updated one may too "weak" for a group of 30th level epic characters.
I suggest this "remake" done here which is flavorful and very powerful.
He is the 2nd to last Demon Lord in the thread (thus at the bottom). It is based off Orcus Empowered from the E3 adventure, but updated to MM3 design guides.
However, since making those demon lords (Jan. 2012) I have decided even MM3 style upgrades are not good enough to challenge lvl 30 PCs. I would suggest a few upgrades (including damage to DMG 42 blog levels). It is not quite as flavorfull as UKs, but with some modest tweaks it should work well for E3. Let me know if you want me to tweak it or I could email the .monster file to you.
+1Myrhdraak: I have a version of Orcus as well that you could use or modify. You can see it here: community.wizards.com/go/thread/view/758... He is the 2nd to last Demon Lord in the thread (thus at the bottom). It is based off Orcus Empowered fro
E1: Encounters Z1-Z5I have updated the monsters in encounter Z1 to Z5.Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURESH1 Conversion Guide: web.comhem.se/mwester/Shadowfell/Doc
Thanks for the input. I have seen both before, so I have already stored it away, so that I can use it when I am updating E3. Dave, maybe you could look at the Aspect of Orcus that appear in E1, and see if you can tweak it to become a little more interesting?
/Myrhdraak
Hi Primarch1 and dave 2008,Thanks for the input. I have seen both before, so I have already stored it away, so that I can use it when I am updating E3. Dave, maybe you could look at the Aspect of Orcus that appear in E1, and see if you can tweak it t
Thanks for the input. I have seen both before, so I have already stored it away, so that I can use it when I am updating E3. Dave, maybe you could look at the Aspect of Orcus that appear in E1, and see if you can tweak it to become a little more interesting?
/Myrhdraak
No problem! Here is a quick revision of the Aspect of Orcus. I am not familiar with the encounter so it might need to be adjusted up or down some. "Savage Blood"could be removed and Touch of Death revised to be a triple failed save to make the Aspect a little less daunting if it is already a difficult encounter.
FYI, you probably realized this, but I noticed that there is another Aspect of Orcus in E3 (along with Orcus himself). That seems a bit much to me - 3 versions of Orcus. I might suggest changing the Aspect in E3 to something else.
Anyway, he is my first pass:
No problem! Here is a quick revision of the Aspect of Orcus. I am not familiar with the encounter so it might need to be adjusted up or down some. "Savage Blood"could be removed and Touch of Death revised to be a triple failed save to make the Asp
E1: Encounters C2-D4 I have updated the monsters in encounter C2 to D4. I am not sure the Bonestorm solo monster in D4 really meets up to the new requirements on a solo monster. Might need some reworking.
E1: Encounters C2-D4I have updated the monsters in encounter C2 to D4. I am not sure the Bonestorm solo monster in D4 really meets up to the new requirements on a solo monster. Might need some reworking.Spoiler:
Show
PLEASE NOTE THERE ARE MAJO
Oh dave2008, I love your 34 solo Orcus. I love it very, very much.
Thanks Hershall - I'm glad you like it! I actually started updating it a bit yesterday. I have increased the damage of my Epic level solos since I made Orcus (based on some play testing and the blog DMG 42) and I wanted to get the demon lords updated. I ran out of steam, but maybe I will finish it up this weekend.
Thanks Hershall - I'm glad you like it! I actually started updating it a bit yesterday. I have increased the damage of my Epic level solos since I made Orcus (based on some play testing and the blog DMG 42) and I wanted to get the demon lords updat
E1: Encounters C2-D4 I have updated the monsters in encounter C2 to D4. I am not sure the Bonestorm solo monster in D4 really meets up to the new requirements on a solo monster. Might need some reworking.
I haven't looked at your update (or the encounter), but the bonestorm listed in the compendium is seriously lacking in actions and options. If you just updated the stats I would recommend making some changes to this beast.
I haven't looked at your update (or the encounter), but the bonestorm listed in the compendium is seriously lacking in actions and options. If you just updated the stats I would recommend making some changes to this beast.
E1: Encounters D5-D8 I have updated the monsters in encounter D5 to D8. I did some changes to the Bonestorm in order to give it more attacks. I have also added dave2008's excellent Aspect of Orcus contribution. I turned it down a little bit, but I still think it is a very strong level 24 elite opponent. Much more interesting than the original.
E1: Encounters D5-D8I have updated the monsters in encounter D5 to D8. I did some changes to the Bonestorm in order to give it more attacks. I have also added dave2008's excellent Aspect of Orcus contribution. I turned it down a little bit, but I sti
I finally downloaded all the conversion guides and I must say it looks great. I think I am going to use this as the basis for my next campaign. The will have to replace/revise H3 as I already used a modified version in my current campaign, but other than that I should be good to go! It will be a real time saver, thank you so much for your hard work!
I quick thought about the Aspect of Orcus. I think you may have toned down his Skull Mace damage a little too much. A lvl 24 brute should average (lvl+8) X 1.25 damage or 40 damage per attack. There are no real guidelines for tweaking damage for conditions, but if you wanted to account for the weakend condition I would probably just make it do typical monster damage (lvl+8), 32 damage per attack. Right now you have him doing 24.5 damage per attack which is pretty low. Personally, I would rather go for the full 40 avg. damage and just drop the weakend condition. I considered that, but I also liked the deathly flavor the weakend condition provided (admitedly I didn't drop the damage enough - but I like big damage brutes
Glad I could help! I finally downloaded all the conversion guides and I must say it looks great. I think I am going to use this as the basis for my next campaign. The will have to replace/revise H3 as I already used a modified version in my curre
I finally downloaded all the conversion guides and I must say it looks great. I think I am going to use this as the basis for my next campaign. The will have to replace/revise H3 as I already used a modified version in my current campaign, but other than that I should be good to go! It will be a real time saver, thank you so much for your hard work!
I quick thought about the Aspect of Orcus. I think you may have toned down his Skull Mace damage a little too much. A lvl 24 brute should average (lvl+8) X 1.25 damage or 40 damage per attack. There are no real guidelines for tweaking damage for conditions, but if you wanted to account for the weakend condition I would probably just make it do typical monster damage (lvl+8), 32 damage per attack. Right now you have him doing 24.5 damage per attack which is pretty low. Personally, I would rather go for the full 40 avg. damage and just drop the weakend condition. I considered that, but I also liked the deathly flavor the weakend condition provided (admitedly I didn't drop the damage enough - but I like big damage brutes
You are right, I missed that it was a Brute. Will modify that in the next iteration.
You are right, I missed that it was a Brute. Will modify that in the next iteration.
... will have to replace/revise H3 as I already used a modified version in my current campaign, but other than ...
Dave, have you made signficant changes to H3? My PCs are in H2 at the moment and I know I will need to make massive changes to H3 (basically removing at least 60% of the combat encounters) soon, and I'm not looking forward to it. Just from reading through the original module quickly I can see it is unplayable in its current form for our group. I'd be grateful if you could let me know how you changed it.
Dave, have you made signficant changes to H3? My PCs are in H2 at the moment and I know I will need to make massive changes to H3 (basically removing at least 60% of the combat encounters) soon, and I'm not looking forward to it. Just from reading th
... will have to replace/revise H3 as I already used a modified version in my current campaign, but other than ...
Dave, have you made signficant changes to H3? My PCs are in H2 at the moment and I know I will need to make massive changes to H3 (basically removing at least 60% of the combat encounters) soon, and I'm not looking forward to it. Just from reading through the original module quickly I can see it is unplayable in its current form for our group. I'd be grateful if you could let me know how you changed it.
Unfortunately I didn't really change the adventure much, just the concept. My PCs followed a Gnoll shaman of Yeenoghu into the pyramid trying to prevent him from unleashing a demon horde on the Nentir Vale. I didn't really change the encounters (other than adjusting the monster math), just added in some clues about the Gnoll's location/goals.
Dave, have you made signficant changes to H3? My PCs are in H2 at the moment and I know I will need to make massive changes to H3 (basically removing at least 60% of the combat encounters) soon, and I'm not looking forward to it. Just from reading th
No problem. Also, what kind of changes do you need to make? You mentioned cutting 60% of the encounters, why do you need to do that? Is you party small, combat take to long, something else?
My PCs avoided about 1/3-1/2 of the encounters when they went through it.
No problem. Also, what kind of changes do you need to make? You mentioned cutting 60% of the encounters, why do you need to do that? Is you party small, combat take to long, something else?My PCs avoided about 1/3-1/2 of the encounters when they w
E1: Encounters R1-R4I have updated the monsters in encounter R1 to R4. Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURESH1 Conversion Guide: web.comhem.se/mwester/Shadowfell/Do
E1: Encounters R5-R9I have updated the monsters in encounter R5 to R9. Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURESH1 Conversion Guide: web.comhem.se/mwester/Shadowfell/Do
E1: Encounters R10-R13 Finished updating all the monsters in E1 as well as the traps to the new format. I think the battle with the beholder death emperor in R10, looks promising. Looks like it could be an interesting challenge.
E1: Encounters R10-R13Finished updating all the monsters in E1 as well as the traps to the new format. I think the battle with the beholder death emperor in R10, looks promising. Looks like it could be an interesting challenge. Spoiler:
Show
P
E1: Encounters R10-R13 Finished updating all the monsters in E1 as well as the traps to the new format. I think the battle with the beholder death emperor in R10, looks promising. Looks like it could be an interesting challenge.
Musings E1 monster conversion is finished and I may do some small tweaks, but nothing major. I believe E2 and E3, won't take so long to convert either. Therefore I have started to muse (is that the english word?) about what my next project should be?
One idea I had was to do a 4th edition update of the 3.5 edition Red Hand of Doom, which I really liked but never played. But then there are a lot of really good Pathfinder Adventure Paths that would be interesting to give a 4th Edition go at (The latest Reign of Winter, looks promising). Do you have any favorites that you would love to see a 4th Edition conversion guide for. Or maybe ideas for other projects?
Musings E1 monster conversion is finished and I may do some small tweaks, but nothing major. I believe E2 and E3, won't take so long to convert either. Therefore I have started to muse (is that the english word?) about what my next project should be?
Honestly Myrhdraak, whatever you wanted to do would be gold in my book. It's been a pleasure reading these conversions over the years, and my players ought to be thrilled when I offer them the chance to play through these in my next campaign.
Having said that, my suggestion is to do whatever you are most passionate about. Red Hand of Doom is a great choice, as it ties in with the Scales of War path. Conversions from pathfinder are certainly something the forums are lacking, and if you are so inclined, a "unified" look at Rise of the Runelords, Shattered Star, Second Darkness and Council of the Crimson Throne seems like the sort of thing you would excel at.
Thanks again, and all the best!
Honestly Myrhdraak, whatever you wanted to do would be gold in my book. It's been a pleasure reading these conversions over the years, and my players ought to be thrilled when I offer them the chance to play through these in my next campaign.Having s
Musings E1 monster conversion is finished and I may do some small tweaks, but nothing major. I believe E2 and E3, won't take so long to convert either. Therefore I have started to muse (is that the english word?) about what my next project should be?
One idea I had was to do a 4th edition update of the 3.5 edition Red Hand of Doom, which I really liked but never played. But then there are a lot of really good Pathfinder Adventure Paths that would be interesting to give a 4th Edition go at (The latest Reign of Winter, looks promising). Do you have any favorites that you would love to see a 4th Edition conversion guide for. Or maybe ideas for other projects?
Myrhdraak, Are you just doing monster conversions for E1-E3 or are looking at tweak other aspects of the adventures? Just curious.
Myrhdraak,Are you just doing monster conversions for E1-E3 or are looking at tweak other aspects of the adventures? Just curious.
E1 to E3 follows the Orcus story quite well. There might be some small tweaks I might do and add some encounters, but otherwise I will not do such major changes as I did for H2, P1 and P3. I will try to start do the monster conversions first and then add parts as I find ideas and inspiration.
E1 to E3 follows the Orcus story quite well. There might be some small tweaks I might do and add some encounters, but otherwise I will not do such major changes as I did for H2, P1 and P3. I will try to start do the monster conversions first and then
Honestly Myrhdraak, whatever you wanted to do would be gold in my book. It's been a pleasure reading these conversions over the years, and my players ought to be thrilled when I offer them the chance to play through these in my next campaign.
Having said that, my suggestion is to do whatever you are most passionate about. Red Hand of Doom is a great choice, as it ties in with the Scales of War path. Conversions from pathfinder are certainly something the forums are lacking, and if you are so inclined, a "unified" look at Rise of the Runelords, Shattered Star, Second Darkness and Council of the Crimson Throne seems like the sort of thing you would excel at.
Thanks again, and all the best!
Another old time favorite of mine, that I never got the chance to run fully, was the Desert of Desolation series. But maybe it has not aged like wine....it was more a classic dungeon crawl but set in an egyptian environment.
Another old time favorite of mine, that I never got the chance to run fully, was the Desert of Desolation series. But maybe it has not aged like wine....it was more a classic dungeon crawl but set in an egyptian environment.
I never read the Desert of Desolation material, but if memory serves, wasn't that written by Tracy Hickman, of Dragonlance fame? If so, that alone is reason enough to bring it to the forefront, in my opinion.
While others have portrayed the ancient dragonborn empire of Arkhosia as very Romanesque, I've always envisioned it as more Egyptian, including pyramids, mummies, and pharoahs. Since the Conquest of Nerath board has Serpentus Rift, one of the "Jewels of the South" , in a desert-like setting, perhaps that might be of interest to you?
I never read the Desert of Desolation material, but if memory serves, wasn't that written by Tracy Hickman, of Dragonlance fame? If so, that alone is reason enough to bring it to the forefront, in my opinion.While others have portrayed the ancient dr
As 4th Edition is faced out and I will never see the books I was hoping for, I have started to make my job as a DM easier, especially if the 4th Edition Online Compendium would be closed down (before I have finished playing this adventure path). I have therefore merged all the Online Compendium material according to the setup of PHB, focusing on Chapter 5: Skills, Chapter 9: Combat and Chapter 10: Rituals, so that I have it all updated with all errata. Especially for rituals, it was good to have all material in one pdf. It is also good to have all the combat and skill material available while gaming.
I can not share this with all, but I am considering sharing it with those of you following this thread and who has a D&D Online subscription (as you could have done this work yourself by copy and pasting from the Online Compendium yourself). However to get that material you need to send me a message with your e-mail so that I can send it to you. (I do not want to put up a link to it, as it could be missused). You should neither distribute the material outside your gaming group.
If WotC is totally agains this, please respond to this thread.
4th Edition SupportAs 4th Edition is faced out and I will never see the books I was hoping for, I have started to make my job as a DM easier, especially if the 4th Edition Online Compendium would be closed down (before I have finished playing this ad
I have decided on my next project. I am going to try to run a 4th Edition Conversion of the Pathfinder Adventure Path: Reign of Winter. Think it might be fun. You can follow it here: community.wizards.com/go/thread/view/758...
I will complete the E2 and E3 conversions as well. But right now I am having fun in looking at Pathfinder and how to convert that to 4th Edition.
/Myrhdraak
I have decided on my next project. I am going to try to run a 4th Edition Conversion of the Pathfinder Adventure Path: Reign of Winter. Think it might be fun.You can follow it here:community.wizards.com/go/thread/view/758...I will complete the E2 and
Great idea. I look forward to following both the new campaing and the finishing of the E1-E3. As 4e is coming more and more to an official close I've started to look more closely at Next, Pathfinder, 13th Age, adn other RPGs again. But you know what, I think I still, thus far, prefer 4e. Now, I think it has issues, but I am more confident I can modify 4e to fit my taste than any of the other games I've looked at. So thank you for pushin on with great 4e content.
Great idea. I look forward to following both the new campaing and the finishing of the E1-E3. As 4e is coming more and more to an official close I've started to look more closely at Next, Pathfinder, 13th Age, adn other RPGs again. But you know wh
Great idea. I look forward to following both the new campaing and the finishing of the E1-E3. As 4e is coming more and more to an official close I've started to look more closely at Next, Pathfinder, 13th Age, adn other RPGs again. But you know what, I think I still, thus far, prefer 4e. Now, I think it has issues, but I am more confident I can modify 4e to fit my taste than any of the other games I've looked at. So thank you for pushin on with great 4e content.
I have tried poking around on the forums to find ideas for improvements. I think I will try to provide a 4.5 Edition guideline, to solve some of the major things people are complaining about.
I have tried poking around on the forums to find ideas for improvements. I think I will try to provide a 4.5 Edition guideline, to solve some of the major things people are complaining about.
Great idea. I look forward to following both the new campaing and the finishing of the E1-E3. As 4e is coming more and more to an official close I've started to look more closely at Next, Pathfinder, 13th Age, adn other RPGs again. But you know what, I think I still, thus far, prefer 4e. Now, I think it has issues, but I am more confident I can modify 4e to fit my taste than any of the other games I've looked at. So thank you for pushin on with great 4e content.
I have tried poking around on the forums to find ideas for improvements. I think I will try to provide a 4.5 Edition guideline, to solve some of the major things people are complaining about.
Hi!
I think this is a great idea to provide a 4.5 guideline. While quite a few have attempted this, I think they go to overboard and overhaul too much. If you'd like layout what you think the problems are and we can contribute solutions and thus save you some time.
I would be eager to test such guidelines.
Primarch
I have tried poking around on the forums to find ideas for improvements. I think I will try to provide a 4.5 Edition guideline, to solve some of the major things people are complaining about.[/quote]Hi!I think this is a great idea to provide a 4.5 gu
Great idea. I look forward to following both the new campaing and the finishing of the E1-E3. As 4e is coming more and more to an official close I've started to look more closely at Next, Pathfinder, 13th Age, adn other RPGs again. But you know what, I think I still, thus far, prefer 4e. Now, I think it has issues, but I am more confident I can modify 4e to fit my taste than any of the other games I've looked at. So thank you for pushin on with great 4e content.
I have tried poking around on the forums to find ideas for improvements. I think I will try to provide a 4.5 Edition guideline, to solve some of the major things people are complaining about.
I think this would be a great idea and something I would be interested in using and possibly helping out with. Unfortunately, some of my ideas go beyond what I think a 4.5e would look like, but anything that streamlines and cleans up the rough edges of 4e is good in my book.
I have tried poking around on the forums to find ideas for improvements. I think I will try to provide a 4.5 Edition guideline, to solve some of the major things people are complaining about.[/quote]I think this would be a great idea and something I
Good luck on Reign of Winter Myhrdraak - I love what you've done so far.
My PCs are still on H2, but I have started to think about the disaster that is H3. I have put my changes so far in this document: docs.google.com/document/d/11limcBmEVHzw... It is not finished, but might help someone.
Good luck on Reign of Winter Myhrdraak - I love what you've done so far. My PCs are still on H2, but I have started to think about the disaster that is H3. I have put my changes so far in this document:docs.google.com/document/d/11limcBmEVHzw...It is
Thanks Myrhdraak - it was a pleasure to contribute something small to your superb project - anytime.
Are you as good at drawing as doing maps? If so, I am later planning to try to recreate a battle in the E-series similar to this one: www.youtube.com/watch?v=3MBJv5D5OUw&feat...
But then I will need a number of maps as the characters battle their way up the immortal body of an awaken primordial, given life by Orcus servants.
Hey,
First off, I'd like to say thank you all for the amazing ideas you've given me for our campaign (mostly following the Demon Prince of Undeath storyline, with some sidetrecks inspired by Paizo Adventure Paths), and especially Myrhdraak for putting it all together.
Apologies for bringing this up so late, but I've wanted to do something of a similarly ginormous scale ever since I started thinking about the finale, and I was wondering if you are still trying to come up with a way to translate it to all to 4e, as I'm having some major difficulties, especially with the maps.
Kaloyan
Are you as good at drawing as doing maps? If so, I am later planning to try to recreate a battle in the E-series similar to this one:www.youtube.com/watch?v=3MBJv5D5OUw&feat... But then I will need a number of maps as the characters battle their way
Thanks Myrhdraak - it was a pleasure to contribute something small to your superb project - anytime.
Are you as good at drawing as doing maps? If so, I am later planning to try to recreate a battle in the E-series similar to this one: www.youtube.com/watch?v=3MBJv5D5OUw&feat...
But then I will need a number of maps as the characters battle their way up the immortal body of an awaken primordial, given life by Orcus servants.
Hey,
First off, I'd like to say thank you all for the amazing ideas you've given me for our campaign (mostly following the Demon Prince of Undeath storyline, with some sidetrecks inspired by Paizo Adventure Paths), and especially Myrhdraak for putting it all together.
Apologies for bringing this up so late, but I've wanted to do something of a similarly ginormous scale ever since I started thinking about the finale, and I was wondering if you are still trying to come up with a way to translate it to all to 4e, as I'm having some major difficulties, especially with the maps.
Kaloyan
Yes I have the intent of doing it. I am planning to put it in E2: Kingdom of the Ghouls, as one of the features of the White Kingdom. However, as I have been working on the H1-E3 conversion for quite a while, I wanted to take a break and get some new inspiration, before going back to doing E2. Right now I am focusing on the Pathfinder: Reign of Winter conversion, which probably already have seen at: community.wizards.com/go/thread/view/758... It has been quite fun, as it has forced me to look at other parts of the game. Power creation, paragon paths, monster creation, trap creation, etc. But I promise I will get back to E2 soon.
/Myrhdraak
Are you as good at drawing as doing maps? If so, I am later planning to try to recreate a battle in the E-series similar to this one:www.youtube.com/watch?v=3MBJv5D5OUw&feat... But then I will need a number of maps as the characters battle their way
Wanted to share how the 'Soul Points' thing worked when I ran the Urishtar fight, and talk about how I've followed through on my Nightbringer ideas.
Urishtar barely lasted two rounds, she wasn't able to blind the party with her globes of darkness, and my group has 3 different divine characters, all of whom are pretty free with the radiant energy. All of this led to her going down quickly, which means my party only ever had the chance to gain 2 soul points (since there's a chance a point would go to Urishtar). Luckily, they both went to the party, sadly they both went to the same player. He seemed to enjoy them, but I wish the creepiness could've been spread around the table a bit more. Alas.
I'm maybe a month away from my party's first real encounter with Nightbringer the primordial. They fought briefly after the sword transformed (I had the well of souls explode, and Nightbringer soak up all the ambient energy and 'level up' to giant cat-monster) at the end of P3, but this will be the first time they actually encounter him in the wild.
I seemed some hints to his activities in the month or so since his release. Mentions of some 'third party' skirmishing in the Blood War, taking out demons, devils, and divine alike. I decided to have this next encounter take place in Death's Reach, a reasonable place to have a soul-devouring primordial travel. He's there for the same reason as the Ashen Covenant, he wants to find the corpse of Timesus, and devour it, thus gaining even more power and coming closer to being the god-like being he was back in the Dawn War. I also decided to use him to handle something I don't like in the module, the 'Herald of Secrets.'
I know he's part of the whole 'Vecna's secretly manipulating EVERYONE' sideplot, but I don't need that sideplot with everything going on in my game, so feh. The plan is to have the party see Calah's descent (as described in D2) from a distance, but change what they find when they approach where he landed. I'm going to have my party's absurdly stealthy scouts come across Nightbringer (in the company of some Blackstar host constructs he's gathered, and maybe a death giant or two) chewing up Calah's corpse, and commenting on all the 'mortals who play with the powers of creation' (referencing the fact that Vecna is an ascended mortal, and thus hinting at the dead angel's allegiance). There's a fight, and Nightbringer bugs out after the first couple of rounds, leaving the rest of the monsters to cover his retreat.
I'm still deciding whether or not to have the 'Moonstone Sphere' survive. I kind of like the image of Nightbringer crunching it like I've always imagined Superman would crunch a jawbreaker...
Hi folks,Wanted to share how the 'Soul Points' thing worked when I ran the Urishtar fight, and talk about how I've followed through on my Nightbringer ideas.Urishtar barely lasted two rounds, she wasn't able to blind the party with her globes of dark
This sounds like good stuff. It's obvious you have done some thinking on this. Would you consider contributing some plotline for an Appendix on the Nightbringer to the conversion?
/Myrhdraak
Hi Hershall,This sounds like good stuff. It's obvious you have done some thinking on this. Would you consider contributing some plotline for an Appendix on the Nightbringer to the conversion?/Myrhdraak
This sounds like good stuff. It's obvious you have done some thinking on this. Would you consider contributing some plotline for an Appendix on the Nightbringer to the conversion?
/Myrhdraak
I'd be glad to try, though most of the main plot I've written for Nightbringer ties into the stories of two of the PCs (one who wielded Nightbringer and lost some of his soul when Nightbringer was reborn, the other who's discovering his epic destiny is to awaken to the fact that he's an immortal primal being who's walked the world for ages, and fought Nightbringer in the Dawn War).
I'll fiddle with it, and see if I can wring some useful content out of it.
I'd be glad to try, though most of the main plot I've written for Nightbringer ties into the stories of two of the PCs (one who wielded Nightbringer and lost some of his soul when Nightbringer was reborn, the other who's discovering his epic destiny
Any news when Myrhdraaks finishing off the final few modules of the Prince of Undeath conversion?
Primarch
I am going to finish off The Snows of Summer conversion first and then I will start updating the monsters for E2. My only addition is going to be a mega undead on those undead plains the party will have to pass.
I am going to finish off The Snows of Summer conversion first and then I will start updating the monsters for E2. My only addition is going to be a mega undead on those undead plains the party will have to pass.
Any news when Myrhdraaks finishing off the final few modules of the Prince of Undeath conversion?
Primarch
I am going to finish off The Snows of Summer conversion first and then I will start updating the monsters for E2. My only addition is going to be a mega undead on those undead plains the party will have to pass.
Hi!
Great thanks!
Primarch
I am going to finish off The Snows of Summer conversion first and then I will start updating the monsters for E2. My only addition is going to be a mega undead on those undead plains the party will have to pass. [/quote]Hi!Great thanks!Primarch
E2: New Monsters Have started the work on converting the E2 monsters to the new Monster Vault format. I will continue the Reign of Winter conversion at the same time.
E2: New MonstersHave started the work on converting the E2 monsters to the new Monster Vault format. I will continue the Reign of Winter conversion at the same time. Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF Y
E2: Encounter S1-S3 monster update Have updated Encounter S1-S3 monsters. Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURESH1 Conversion Guide: web.comhem.se/mwester/Shadowfell
Hello, i've been following this post for a few days, after i started to translate the Keep on the Shadowfell for my group, i have a friend whose completely ignorant to D&D but she loves fantasy, furtonately, i'm not just trying to force D&D to her, and another good friend just moved to our city and i have decided to join them has a group to finaly start playing D&D, my first time was 6 years ago, with the Red Box, but then the group was scatered, i realised i could never join the other particular part ever again, cause... lets just say, they love fantasy e so forth as much as i love to spend two days on a fast and furious marathon. Anyways, finaly have a perfect group of 4 for a Campaign, two boy, two girls, and myself as DM =) problem is, lol, i stumbled upon YOUR version, and it hurt me a bit cause now i have to start from the begining, just for the split group part i fell in love, it's way cooler to introduce specially to the girls (both of them are oblivious to the wonder world of D&D) with something as cool as they (choosing one of the two hooks) as best friend or sisters wateva, to Winterhaven then finding the boys in the say village, a couple minutes of role play between then. And BAM a group of strangers join forces to fight wateva evil may come. I have to translate from the begining again cause of them is not well educated in English (we're from Portugal by the way) so i have to translate AT LEAST the parts of the information to be revealed to the group.
First of all, i thought that this was actually an official adventure from WoTC, so... congrats to whole thing. Now my question, in the very begining, you do not specify how do the PCs met exactly, they both start at Winterhaven asking question to everyone in the village, so i guees as DM i have to present the NPCs, like in the original KoSF adventure saying who is who and where they can find them, or just put everyone, (or almost) in the Inn like everyone other day, and say - well this is probably the place to start as usualy everyone like to hang there.
I would have to come up with a very simple/subtle way to make the split group cross paths to talk, something like this: You guys arrive in Winterhaven as soon as you see a couple of young female elves walking in to the Inn and you realise that they are from out of town just like you, do you go in or you go ask questions around about the cult activity?
Then perhaps i say that can do a perception check to try and listen to the girl asking the inn keeper about Douven and they wait or not to talk to them so that perhaps they are interested in join, they can help find him and they will help them, something like that. I'm asking this cause i do not see any questions related to Douven directly to any characters you assume the PCs go to Bairwin as a first suspect (kinda obvious since he is the newest member), but i guess that group of the missing mentor would star to ask questions on their own or should i avoid that part for them? "Forcing them" to form a party before hand, or perhaps using the interaction about Douven from the original adventure, just in case.
Sorry about this stupid questions, new guy here. =)
Just one more, do you have concluded the conversion? Or still adding stuff?
Hello, i've been following this post for a few days, after i started to translate the Keep on the Shadowfell for my group,i have a friend whose completely ignorant to D&D but she loves fantasy, furtonately, i'm not just trying to force D&Dto her, and
Hello, i've been following this post for a few days, after i started to translate the Keep on the Shadowfell for my group, i have a friend whose completely ignorant to D&D but she loves fantasy, furtonately, i'm not just trying to force D&D to her, and another good friend just moved to our city and i have decided to join them has a group to finaly start playing D&D, my first time was 6 years ago, with the Red Box, but then the group was scatered, i realised i could never join the other particular part ever again, cause... lets just say, they love fantasy e so forth as much as i love to spend two days on a fast and furious marathon. Anyways, finaly have a perfect group of 4 for a Campaign, two boy, two girls, and myself as DM =) problem is, lol, i stumbled upon YOUR version, and it hurt me a bit cause now i have to start from the begining, just for the split group part i fell in love, it's way cooler to introduce specially to the girls (both of them are oblivious to the wonder world of D&D) with something as cool as they (choosing one of the two hooks) as best friend or sisters wateva, to Winterhaven then finding the boys in the say village, a couple minutes of role play between then. And BAM a group of strangers join forces to fight wateva evil may come. I have to translate from the begining again cause of them is not well educated in English (we're from Portugal by the way) so i have to translate AT LEAST the parts of the information to be revealed to the group.
First of all, i thought that this was actually an official adventure from WoTC, so... congrats to whole thing. Now my question, in the very begining, you do not specify how do the PCs met exactly, they both start at Winterhaven asking question to everyone in the village, so i guees as DM i have to present the NPCs, like in the original KoSF adventure saying who is who and where they can find them, or just put everyone, (or almost) in the Inn like everyone other day, and say - well this is probably the place to start as usualy everyone like to hang there.
I would have to come up with a very simple/subtle way to make the split group cross paths to talk, something like this: You guys arrive in Winterhaven as soon as you see a couple of young female elves walking in to the Inn and you realise that they are from out of town just like you, do you go in or you go ask questions around about the cult activity?
Then perhaps i say that can do a perception check to try and listen to the girl asking the inn keeper about Douven and they wait or not to talk to them so that perhaps they are interested in join, they can help find him and they will help them, something like that. I'm asking this cause i do not see any questions related to Douven directly to any characters you assume the PCs go to Bairwin as a first suspect (kinda obvious since he is the newest member), but i guess that group of the missing mentor would star to ask questions on their own or should i avoid that part for them? "Forcing them" to form a party before hand, or perhaps using the interaction about Douven from the original adventure, just in case.
Sorry about this stupid questions, new guy here. =)
Just one more, do you have concluded the conversion? Or still adding stuff?
If you have a look at the following link you can find the character backgrounds we created for the group (we also started with 4 characters), and in the chronicles part you can also read some of the background I introduced to my group.
To summarize to charcters were from a temple (a paladin and a cleric) which went to a shrine where they learnt Kararel had defiled it and stolen an ancient artifact (the rod of ruin) that they were set to recover. Their search led them to Winterhaven.
The other group started out in the Academy (a wizard and dwarf fighter). The wizard's teacher had gone missing and the Academy sent him with an experienced guide and protector (the dwarf) to learn the fate of their Master Douven, that had gone missing in the Winterhaven area.
The adventure started with the two parties meeting each other at the inn, with two different quests, but a common goal to go to Winterhaven.
/Myrhdraak
If you have a look at the following link you can find the character backgrounds we created for the group (we also started with 4 characters), and in the chronicles part you can also read some of the background I introduced to my group.web.comhem.se/m
Wow, that is a big help, gonna jump on to that site thank you so much for help, lets kick this off. And once again, outstanding work on the conversion. =)
Wow, that is a big help, gonna jump on to that site thank you so much for help, lets kick this off.And once again, outstanding work on the conversion. =)
E2: Encounter S4-S6 monster update Have updated Encounter S4-S6 monsters [Page 11-14] as well as all the new ghouls in the New Monsters section [Page 6-7].
E2: Encounter S4-S6 monster update Have updated Encounter S4-S6 monsters [Page 11-14] as well as all the new ghouls in the New Monsters section [Page 6-7]. Spoiler:
Show
PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO
I've remade most of the maps for P3 Assault On Nightwyrm Fortress (Orcus Conversion) by Myrhdraak here: www.cartographersguild.com/finished-maps... They were a commission from a fan of Myrdraak's work. Anyone can download them for use in their games and Myrhdraak is free to incorporate them into his module if he likes.
I've remade most of the maps for P3 Assault On Nightwyrm Fortress (Orcus Conversion) by Myrhdraak here: www.cartographersguild.com/finished-maps... They were a commission from a fan of Myrdraak's work. Anyone can download them for use in their games
I've remade most of the maps for P3 Assault On Nightwyrm Fortress (Orcus Conversion) by Myrhdraak here: www.cartographersguild.com/finished-maps... They were a commission from a fan of Myrdraak's work. Anyone can download them for use in their games and Myrhdraak is free to incorporate them into his module if he likes.
I used Jacktannery's map for the final fight of my Nightwyrm Fortress module. Everyone at the table was very impressed when I unrolled the paper and set the scene.
Jack's maps are freaking *gorgeous*
I used Jacktannery's map for the final fight of my Nightwyrm Fortress module. Everyone at the table was very impressed when I unrolled the paper and set the scene.Jack's maps are freaking *gorgeous*
I've remade most of the maps for P3 Assault On Nightwyrm Fortress (Orcus Conversion) by Myrhdraak here: www.cartographersguild.com/finished-maps... They were a commission from a fan of Myrdraak's work. Anyone can download them for use in their games and Myrhdraak is free to incorporate them into his module if he likes.
Thanks Jacktannery, as Hershall said - they look great as ever. I will include them in the map pack.
/Myrhdraak
Thanks Jacktannery, as Hershall said - they look great as ever. I will include them in the map pack./Myrhdraak