Wednesday, October 21, 2009

Revisions Uploaded

I've posted revised versions of both the Burnt Offerings compiled conversion and The Skinsaw Murders compiled conversion.

You'll notice that I also removed the Player's Guide elements from the Burnt Offerings conversion. These are now located in the Pathfinder Adventures Character Elements document, along with other options from the Curse of the Crimson Throne Player's Guide. This new document will serve as a collection of options that should be made available to players at the beginning of a 4th Edition Pathfinder campaign. I am considering moving all player options to this document, including options presented in the adventure path itself (things like the lyrakien familiar, for instance). Let me know what you think about that idea.

As far as other changes go, I've added new rules elements from the Desna article in The Skinsaw Murders. You can now play a Spherewalker in 4th Edition. I've largely divorced the paragon path from the starknife, though its encounter power does require a weapon with the light thrown or heavy thrown property. It retains its dream-associated abilities, and its connection to Desna, and is intended for multiclass (either martial/arcane or martial/divine) characters. I'm anxious for feedback on the paragon path, as its my deepest foray into player elements design yet. You'll also find new rituals for the two spells presented in the Desna article. I think they translated to the new edition very nicely; both spells fit the ritual mold solidly to begin with.

Sunday, October 18, 2009

Tangent: Long Live Korvosa

I've begun a second conversion campaign, which will receive the same treatment as Rise of the Runelords has.

My Curse of the Crimson Throne 4th Edition conversion can be found at Long Live Korvosa. Conversion notes will be posted there starting next week.

Monday, October 12, 2009

B7a & B7b (Enga and the Redcaps)

Enga's purpose in Mokmurian's forces might be tough for the players to discover normally, but if they encounter her during one of her regular trips to demand tribute from the local redcap tribe they'll have some idea of the part she plays.

In introducing this encounter, describe a short conversation between the kobold and the fey - her demands for gold, their reluctant, begrudging compliance, and so on. Unless the party is taking care to hide (with Stealth checks), Enga notices them nearby and orders the redcaps to attack (as though they needed the encouragement). I suggest the following encounter for a party of five adventurers:

Total: 4,600 xp (Level 14 Encounter)

If the party has fallen behind in terms of treasure over the course of the adventure (by failing to recover stolen Scarnetti goods, for instance), this is a good place to give them a boost. Simply include some of the missing gold as part of the redcaps' tribute to Mokmurian.

Stat block:

Sunday, October 11, 2009

A4 (Deathweb Cave)

If the mere sight of the deathwebs isn't enough to deter the PCs from coming through this way, they've got a whole lot of spider to deal with. The beasts display some rudimentary teamwork, overlaying swarm attacks to ensure that all enemies are dazed and covered in biting spiders. They lunge forward and retreat, depending on the size of their swarm aura; those who have lost their aura move to the rear of the fight to recover. I suggest the following encounter for a party of five adventurers:

Total: 4,800 xp (Level 14 Encounter)

Among the mundane goods caught up in the webbing at the back of the cave are treasure parcels 2 and 4 from level 13.

Iron Peak Patrols

This is a straightforward encounter, though it can prove troublesome for the PCs if the giants are allowed to escape back to Jorgenfist. I suggest the following encounter for a party of five adventurers:

Total: 4,300 xp (Level 13 Encounter)

The Storval Stairs

When constructing the terrain for this encounter, do make use of the illustration pointed out in the original adventure (located in the Rise of the Runelords Player's Guide). Position a boulder pile in each square at the top of the Stairs. Until the giants feel comfortable engaging in melee, they spend their actions shoving boulders towards the party. I suggest the following encounter for a party of five adventurers:

Total: 3,700 xp (Level 12 Encounter)

The stash of treasure here breaks down as follows: the anklet is worth 1,400 gold pieces, the jeweled eye patch is worth 1,250 gold pieces, the mammoth bone statue is worth 1,000 gold pieces, and the pile of coin holds 7,500 silver pieces (altogether treasure parcel 7 from level 12).

The jeweled gold crown can be identified properly with a History check (DC 20), and if returned will net the party 9,500 gold pieces (treasure parcel 5 from level 13). Give the PCs a minor quest to return the the dwarven crown to Janderhoff if they identify it. If they fail to identify the crown, it can still be sold for 4,000 gold pieces.

Note: This encounter makes use of terrain powers, introduced in the Dungeon Master's Guide 2. Terrain powers are features of the terrain that can be interacted with in concrete ways by the PCs, the monsters, or both.

Stat block:

Ogre Cattle Rustlers

This encounter should be something of a flashback to the events of The Hook Mountain Massacre - more ogres, this time raiding the Varisian farmlands. I suggest the following encounter for a party of five adventurers:

Total: 3,800 xp (Level 13 Encounter)

The barrels of brandy and silver-filled chest are worth exactly as much as they were in the original adventure (treasure parcel 10 from level 13).

Tangent: Treasure and Leveling in Fortress of the Stone Giants

This is where all information on experience point totals, level marks and treasure parcels for Fortress of the Stone Giants will go. This post will be updated as the adventure is converted.

Treasure Parcels for Level 12:

  • Parcel 1 is found with Teraktinus.
  • Parcel 2 is found with Teraktinus.
  • Parcel 3 is allocated in The Hook Mountain Massacre.
  • Parcel 4 is allocated in The Hook Mountain Massacre.
  • Parcel 6 is allocated in The Hook Mountain Massacre.
  • Parcel 7 is found on the giants at the top of the Storval Stairs.
  • Parcel 9 is the reward for exposing the Scarnetti connection to the mill arsons.
  • Parcel 10 is the reward for thwarting the theft of the Scarnetti goods.

Treasure Parcels for Level 13:

  • Parcel 2 is found in the deathweb cave.
  • Parcel 4 is found in the deathweb cave.
  • Parcel 5 is the Lost Crown of the Pallgreves clan.
  • Parcel 10 is carried by the ogre cattle rustlers.

Journey to Jorgenfist

Provide the PCs with a major quest to scout out the situation at Jorgenfist. The trek is a lengthy one, but it can be made shorter if the PCs are in possession of the rune pattern of the teleportation circle at Fort Rannick, and swifter if they employ travel magic or fast mounts.

Plan ahead when using the following encounters during the journey. The trip will probably take more than a single day, and PCs who refresh their allotment of daily powers and healing surges after each wilderness encounter will find the fights much less challenging. Consider arranging all three encounters within the space of a single day - the ogres just before the party reaches the Stairs, the giants guarding the Stairs themselves, and then the stone giant patrol soon after the party reaches the top of the Storval Rise.

The Prisoner

There are a number of potential ways for the PCs to discover the location of Jorgenfist. Interrogating a captured stone giant is just one. If the PCs choose to take a different route (using rituals, tracking retreating giants, etc.) absolutely allow them to do so, and if they prove successful award them experience as though they successfully completed the skill challenge.

Skill Challenge: The Prisoner

Setup: As the skill challenge progresses, the giant can reveal minor details or tangential information following each success. Have the PCs ask questions to go along with some of the skill checks, and tailor the answers to the results. Successfully completing the challenge causes the giant to divulge the location of Jorgenfist. He will also answer any other questions the PCs pose to him after that point. Use the list of example questions on page 15 of the original adventure as a guide for what sorts of hints to provide for successful Insight checks.

Sunday, October 4, 2009

Retreat!

At some point, the raid on Sandpoint will end. There are a number of possible ways this can happen.

First, Teraktinus and Longtooth can both be slain or driven out of town forcibly, before the giants can retrieve a stone from the Old Light. In this case the PCs have little reason to pursue these particular giants unless the fleeing raiding party has taken prisoners or valuables. Award the party experience for completing all encounters in the raid, as well as extra experience equivalent to a level 14 minor quest (1,000 xp).

Teraktinus and his raiding party can be forced to retreat after they recover a suitable stone. In this case the PCs might express interest in tracking down the giants in order to discover why they were after such a superficially trivial trophy to begin with. Award them experience for completing all the encounters, and assign them with a level 14 minor quest to track down the fleeing giants.

Finally, Teraktinus can prove victorious. If the PCs are prevented from dealing with all the giant threats before Teraktinus sounds the retreat of his own accord, the giants escape with a hefty score of prisoners and valuables. Only award the PCs experience from encounters they completed. Assign them a level 14 minor quest to track down the giants and rescue their stolen goods and prisoners. If they succeed in doing so (presumably defeating the remaining raiding party giants in the process), award them all the remaining experience from the raid encounters.

Locating the giants (and Jorgenfist) is another matter. The next section will deal with how to handle revealing Jorgenfist and Mokmurian's army to the party.

Looting Scarnetti Manor

This encounter gives the PCs a chance to solve one final local mystery before they head off to Jorgenfist. If the giants have left by the time the party arrives on the scene, they find few lingering valuables (all of which are owned by the Scarnettis) but can uncover the letters from Jubrayl Vhiski with a Perception check (DC 23).

If the giants have not retreated by this point, they can still be found here looting. I suggest the following encounter for a party of five adventurers:

Total: 3,400 xp (Level 12 Encounter)

As this is chronologically the final encounter of the raid, the party should have a chance to rest after it is resolved. As such, no special objectives are provided here.

If the theft of the goods from the Scarnetti Manor can be prevented, the PCs are awarded 1,000 gold pieces by the grateful family (treasure parcel 10 from level 12).

If the PCs choose to expose the Scarnetti connection to the mill arsons that have been plaguing Sandpoint, they are awarded a further 2,000 gold pieces (treasure parcel 9 from level 12).

Mill Pond

I have essentially eliminated the "Beer or Death" encounter from this conversion. It's just more of the same, and doesn't really serve to advance the story beyond providing a bit of comic insight into how stone giants operate. Teraktinus and his squad are still present, and the party ought to encounter them at some point in order to get their curiosity piqued as to the raid leader's true mission. I suggest the following encounter for a party of five adventurers:

Total: 3,900 xp (Level 13 Encounter)

PC Objectives

  • Humiliated: If Teraktinus is bloodied before any of the other giants, each party member gains an additional use of their second wind this encounter.
  • Too Big for this Town: If the encounter is completed before the end of the fifth round of combat, each PC regains the use of all encounter powers with the Healing keyword.
  • Thwarted: If Teraktinus is prevented from acquiring a suitable stone from the Old Light before he retreats from Sandpoint, each PC regains the use of up to two expended encounter powers of their choice, and may spend a healing surge (even if unconscious).
If Teraktinus retreats and calls off the raid, the party may or may not have time to deal with the final stone giant threat located at the noble manors across the creek from the town proper.

If Teraktinus is defeated, the PCs find treasure parcels 1 and 2 from level 12 among his equipment or personal trophies.

Stat block:

Dragonfire Inferno

I'm made a couple changes to a typical red dragon adult for this fight. As one of the monsters originally designed for the Monster Manual, it has some pretty steep defenses, even for a soldier. Its hit points are also at quintuple that of a standard monster, rather than quadruple. I've reduced both of these qualities to make the dragon more manageable, in addition to dropping its level to 14. I then added the phantom image power to add some variety.

Longtooth fights only as long as he thinks is necessary against the PCs. If he is bloodied, he retreats back to Jorgenfist, figuring he's done enough to delay the party's defense of the town. I suggest the following encounter for a party of five adventurers:

Total: 5,000 xp (Level 14 Encounter)

PC Objectives

  • Dragon Slayer: If Longtooth is reduced to 0 or fewer hit points, each member of the party gains an extra action point and an additional use of a daily magic item power.
  • Dragon Dodger: Whenever Longtooth misses a target with his breath weapon, that character can regain the use of an expended encounter utility power. If the target takes no damage from the attack, the character instead regains the use of any expended encounter power.
  • Defenders of Sandpoint: When the encounter is completed, each PC regains the use of up to two expended encounter powers of their choice, and may spend a healing surge (even if unconscious).
Stat block:

Chaos at Tanner's Bridge

If the party took more than five rounds to wrap up the fight at the gate, consider having the giants here already lugging around a sack or two of prisoners. For some added dramatic tension, have one of the dire bears menacing a villager up against the wall of a building as the PCs arrive.

The stone giants do their best to work in tandem with the bears, flanking PCs whenever possible to boost the bears' poor attack bonus. They try their best to mark targets the bears have grabbed so that they can make use of their Hardened Threat power when the hero shifts after escaping the grab. I suggest the following encounter for a party of five adventurers:

  • 2 Stone Giants
  • 2 Dire Bears
Total: 4,400 xp (Level 13 Encounter)

PC Objectives

  • Slain Masters: If the stone giants are reduced to 0 or fewer hit points before either of the bears is defeated, the bears retreat if they are left alone. Each PC regains the use of an expended daily power and may spend a healing surge.
  • Efficiency: If the encounter is completed before the end of the seventh round of combat, each PC regains the use of all encounter powers with the Healing keyword.
  • Thankful Townsfolk: When the encounter is completed, each PC regains the use of up to two expended encounter powers of their choice, and may spend a healing surge (even if unconscious).
At the conclusion of this encounter, the PCs should start noticing signs of Longtooth's appearance: fires, cries of "Dragon!" and even the beast himself diving towards the garrison or cathedral.

Tangent: Fortress of the Stone Giants Bestiary

Fortress of the Stone Giants contains the Deathweb, Redcap, Hound of Tindalos, Taiga Giant, Scanderig, Shining Child of Thassilon and the Runeslave template. I am also including additional giants to round out some of the early encounters. Stat blocks will be posted as they are used in the conversion.

Stone Giant Scout:


Stone Giant Strongarm:


Deathweb:


Spriggan Dunter:


Spriggan Redcap:

The Northgate Siege

The guards positioned here are caught off-guard by the attack, and some have already been injured or killed by the time the party arrives. I suggest the following encounter for a party of five adventurers:

Total: 2,900 xp (Level 11 Encounter)

PC Objectives

PCs who complete one of the following objectives during this encounter gain the listed benefit.

  • Squad Leader: When the Stone Giant (not the Strongarms or Scout) is reduced to 0 hit points or fewer, each PC regains the use of an expended encounter power. In addition, the PC who dealt the final damage regains the use of a second expended encounter power.
  • No Distractions: If the encounter is completed before the end of the fifth round of combat, each PC regains the use of all encounter powers with the Healing keyword.
  • The Guards' Cheers: When the encounter is completed, each PC regains the use of up to two expended encounter powers of their choice, and may spend a healing surge (even if unconscious).
By the time the fight concludes, the party begins hearing sounds of stone giant mayhem coming from Tanner's Bridge. Their next encounter lies there.

The Raid Begins

This series of encounters challenges one of the basic assumptions of 4th Edition adventure design: the short rest. With the entire raid originally designed to take place in the space of three minutes (the conversion won't hold itself to so rigid a timetable), there is no time for the party to spend catching their breath between combat encounters. They still need a way to recover their encounter powers and heal up after a fight, though. The DMG2 actually makes a number of suggestions for dealing with this situation.

Each encounter during the raid will include a number of PC objectives. Accomplishing one of these objectives will impart a benefit to the party as a whole. These boons will help the party deal with the attrition of this rapid-fire series of encounters. They will range from the relatively minor, such as regaining a single encounter power, to rewards comparable to a free short rest.

During these encounters, make extensive use of the map of Sandpoint provided in Burnt Offerings and the Rise of the Runelords Player's Guide when setting up the encounters. Each of them occurs in a different area of town, but there's no set precise location where the PCs must fight each group of raiders. The map will help a great deal with helping you visualize the terrain.

It's possible (perhaps even likely) for the raid to end without the PCs engaging in every encounter. The raid is called off if Teraktinus and Longtooth are defeated, or after Teraktinus completes his mission by retrieving a stone from the Old Light. If the PCs successfully force the giants to retreat, they receive experience for all the encounters in the raid. If the PCs are defeated or are unable to deal with all the threats before the giants pillage the town, do not reward them experience for missed encounters until they are able to track Teraktinus or Longtooth down later.

Saturday, October 3, 2009

Tangent: Dungeon Master's Guide 2 and this Project

The DMG2 is out, and I picked it up this weekend. After reading through it, I'm going to be making a number of revisions to the first few adventures (and adopting these changes going forward as well) based on new rules and advice offered in the book. Here is what I'm planning:

  • Companion Characters: Shalelu, from The Hook Mountain Massacre, will be changed from an NPC into an optional companion character. She will be able to fill the role of an extra party member, if needed. I will include information on how to increase her level as the adventure progresses; she can reasonably be included in the party through the entirety of the module. The surviving Black Arrows (Jakardros, Vale, and Kaven) will remain NPCs. For information on what companion characters are, see the official excerpt on the Wizards website.
  • Terrain: I will be making additional notations on terrain in encounters in the conversion write-ups. Some terrain features (and possibly some hazards or traps) will instead become terrain powers. For information on the role terrain powers fill, see the official excerpt on the Wizards website.
  • Traps & Hazards: As mentioned above, certain traps may become terrain powers, as appropriate. Others may see slight revision to fit better with some of the trap standards included in the DMG2.
  • Skill Challenges: Some skill challenges may be revised, though I have been making revisions to skill challenges as I learn more about good design. Hopefully few such revisions will be needed. Samples of the skill challenge advice offered in the DMG2 can be found in the official excerpt on the Wizards website.
  • Monsters: There will only be a handful of changes to monsters I've designed. Off the top of my head, I'm considering applying the Goblin Allies monster theme to some of the non-goblin creatures found in Burnt Offerings.
Expect to see these changes implemented in the next published version of each adventure conversion.

On a related note, I very strongly recommend purchasing a copy of the DMG2. It is one of the strongest tools a DM - new or experienced - can have to draw upon. I guarantee that you will find something in the book that will improve your game.