| Post/Author/DateTime | Post |
|---|---|
| #1CalionJul 25, 2011 23:07:35 | I've got about 2 sessions--a month--before my players begin Freedom (DS1). Is anyone aware of a 4e conversion someone has done, or do I have to start from scratch? If I do it myself, I'll post links to the results here. |
| #2khorne37Jul 26, 2011 11:21:00 | I did it myself and I ran it on the fly a lot of the combats are worked around anyway. Throw in some skill challenges and a couple of brawls with non solo solo creatures and it is done. |
| #3larslarsenJul 27, 2011 15:33:19 | I'm currently starting a 4E campaign with Freedom as well! As Khorne37 says, most of the encounters in this adventure are roleplaying heavy and combats can be skirted around. I just leveled down and adjusted damange on a lot of generic slave/templar/guard creatures using the creature builder, and printed them all up on one sheet, reflavoring some things for brawling based encounters with slaves, etc. We had our first session last weekend, which ended with the fight with the Tembo (I leveled the one in the creature catalog down to a level 1 solo). It has been a fun game so far, and the players definitely weren't expecting being sold into slavery right off the bat. |
| #4CalionJul 28, 2011 0:36:35 | Here's my first attempt. I'm trying to do a "formal" conversion, that others can use, and be as true to the original as possible. Encounter 1A—Elf BrawlOriginal: If the PCs intervene, the elves happily broaden the fight. They make only Punching and Wrestling attacks unless the characters draw weapons. Then, each elf pulls a dagger from his clothing. Templar, minor: 3rd level Templar Guard, half-giant: 3rd level Fighter Typical Elf: 3rd level Thief My conversion: This is my first attempt at monster design/conversion/customization, so P.E.A.C.H.! Typical Elf: As Elf Sniper. I wouldn't assume that every random elf has 10 chatkcha, but some would.
TacticsThe elves use peddler’s command to set each other up for tag team as often as possible. If the characters draw weapons, the elves use peddler’s command in conjunction with double dealing whenever they can. When the patrol arrives, the guards charge in, while the templars hang back and use eldritch cage whenever possible. They are not very concerned with trying to avoid getting elves, guards, or even each other in its area of effect. |
| #5PromJul 28, 2011 2:34:58 | Nice of you to share. |
| #6CalionJul 28, 2011 10:07:12 | My main concern is that the encounter is underpowered. I've tried to leave the encounter power at what it was originally; that is, geared to 3rd level adventurers. But at the end of this encounter, at least one of the PCs should be captured. I don't know if this encounter does that. One thing I love about Freedom is that in the initial encounters, the PCs are supposed to lose. This gives the players the opportunity to experience something they rarely get to; a battle where they are actually outmatched. I'm worried that this encounter does not accomplish that. |
| #7CalionJul 28, 2011 12:10:16 | B—Serious OffenseOriginal: Hamash, Mul slave (Link to character, with Character Builder file, on iPlay4e) TacticsThe gladiators will not enter combat unless attacked by the PCs, or unless the PCs physically threaten Verrasi. They will not attack the templar patrol in any case. The mul slave will defend himself if the PCs attack, but will not enter combat otherwise, although he may throw ruined fruit at them if they seem to be losing. The templar patrol will not attack the PCs unless they resist arrest. If the patrol seems to be losing, the templar will call for an additional patrol, which will arrive two rounds later. |
| #8KurmudgeonJul 28, 2011 13:59:22 | If the PC's are supposed to lose, then I would say that you need to make sure that the encounter is higher level than it should be. So if they are 3rd level, I would aim to make the encounter at least 7th level or possibly even 8th, depending on what type of healing they have. I'd probably go with the 8th level encounter just to be sure. If the characters aren't supposed to be killed, just captured, then you could of course make the encounter as high as you want. Though, I think anything over 10th level would be overkill. Another possibility is to have extra guards come in every turn. PC's should get the point that they will soon be overwhelmed and probably flee or surrender if possible. |
| #9CalionJul 28, 2011 15:12:33 | If the PC's are supposed to lose, then I would say that you need to make sure that the encounter is higher level than it should be. So if they are 3rd level, I would aim to make the encounter at least 7th level or possibly even 8th, depending on what type of healing they have. I'd probably go with the 8th level encounter just to be sure. If the characters aren't supposed to be killed, just captured, then you could of course make the encounter as high as you want. Though, I think anything over 10th level would be overkill. Okay, but this is only one of several such encounters. I would like it to be high enough so that at least one PC is defeated and the rest have to flee, but of course that's not guaranteed. Right now it's a 6th level encounter (if I've counted right) for 3rd level characters. |
| #10larslarsenJul 28, 2011 16:02:27 | These are tricky because to my perception it's kind of assumed by the module that the PCs may be tackling these opening scenes (which aim to capture the PCs) individually or in groups. I ran them individually for my players, which made it much easier and realistic to capture them, and gave them all individual plot threads once they got to the slave pits. Like Kurmudgeon suggests, the half-giants templars were very high level. In a "no-win" situation it seems like players could get very frustrated by a scene that that drags out but is futile. I wouldn't ruin the surprise by not having an encounter at all, but at the same time it's good to make it obvious very quickly that they aren't going to win. I also think that for a 4E conversion, you want to scale this for level 1 characters. In the original Dark Sun setting, all characters were supposed to start at level 3 -- so this adventure is definitely written assuming the start of a compaign and starting characters. Just my thoughts! Excited to see what comes of this, I'm enjoying running this module. Second session is Sunday. |
| #11KurmudgeonJul 28, 2011 16:06:39 | There is no way guarantee what your players are going to do in an encounter. They might decide to flee or they might all decide to fight to the bitter end. There is really no way to figure out exactly what will happen. All you can really do is provide them with the information that continuing to fight is a bad idea. What they do after that is up to them. My best advice is to overwhelm one unfortunate character with attacks on the first turn or two. When someone gets captured or goes down, then give the others a reason to flee. That reason can be from you pointing out (have them make a perception check if you want) that a prolonged fight could or would end up with them all captured. Plus throw on an imminent and even greater threat (i.e. more guards) that clearly spells out that they will lose. It might be better to run now, and figure out a way to rescue the captured guy later. You could also have them all run away, then handle it as a skill challenge. The first guy to fail gets captured. You only have to be faster than the dwarf, unless he's a sneaky little bugger. |
| #12PromJul 28, 2011 17:07:30 | I would scale the encounter so it's possible for the PC's to win and get experience for the battle. Otherwise you risk players feeling rail-roaded, which is what the module requires but players will not like it. I would also avoid a situation where you feel that at least one PC has to die, it's a horrible way for a player to start a game. If the module has them getting captured that's all you have to achieve. Once the key encounter has played out, just have an overwelming number of enemies rush them as a second wave. And as Kurmudgeon has suggested the PC's will have to flee or fight a futile battle. You can keep the surprise for players and move the story forward. Good luck. |
| #13KurmudgeonJul 28, 2011 17:22:58 | I just got out my copy of Freedom. It's been a long time since I read it. The first part has numerous encounters that are all about getting captured. These encounters are hooks to get the PC's into the slave pens. So having them all escape or all get captured is fine, or whatever the outcome is fine. You just move on to the next encounter and see what happens. No one has to die, just get knocked out. I would still scale the encounter at level + 4 or 5, to make sure it is extremely difficult but not impossible to overcome. I would also give them experience points for the encounter (a standard level encounter) regardless of the outcome, if you run it as an encounter. The most important part of the Freedom module is that they serve as slaves building the ziggarut. So another option you might want to consider, is using one of the encounters from part one (maybe one for each PC) as a narrative device for each character explaining how they came to be slaves. or as larslarsen suggested, have each player play one of these encounters solo. |
| #14CalionJul 29, 2011 16:19:36 | I also think that for a 4E conversion, you want to scale this for level 1 characters. In the original Dark Sun setting, all characters were supposed to start at level 3 -- so this adventure is definitely written assuming the start of a compaign and starting characters. Well, maybe I should. I debated that, but then decided: We already have several 1st level adventures: Bloodsand Arena, Sand Raiders, and The Vault of Darom Madar. The latter takes the characters from Altaruk to Tyr (and to Level 3). So perhaps Freedom is a good 3rd level adventure for characters who have gone through those earlier modules, presuming Kalak is still alive in your campaign (he certainly is in mine; I bought Freedom when it came out in 1991, and have never had the chance to run it). I decided to leave it as Level 3 because I wanted to stay as true as possible to the original material, and only change what I had to. My characters skipped Darom Madar (I learned of its existence after they had already left Altaruk, so I didn't bother) so they'll be 2nd level going into this. This doesn't bother me, because especially at first, the characters are supposed to be outmatched anyway. Just my thoughts! Excited to see what comes of this, I'm enjoying running this module. Second session is Sunday. If you use any of the material I've posted, let me know how it goes! Obviously this stuff needs playtested. |
| #15CalionJul 29, 2011 19:21:45 | C—Preservers!Original:
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| #16CalionJul 30, 2011 10:04:18 | D—Press GangOriginal |
| #17CalionJul 30, 2011 16:04:04 | E—Shanghaied!Original The spiced wine is loaded with a sleeping drug. Five minutes after tasting the wine, each PC must make a saving throw vs. poison (-3). Those who fail fall into a deep slumber. Those who make the save are still groggy, suffering a +4 to initiative and a -4 to THAC0 roll, and becoming incapable of psionics and spell-casting. If all players fall unconscious, go to Outcome. If some remain conscious, the innkeeper and three dwarf slaves (use NPCs from Background Book) wrestle them into a back room and tie them up. Conversion I'm particularly worried about getting the poison right. The Innkeeper is just a Typical Citizen from above; the dwarves are a combination of Dwarf Warriors and Dwarf Conscripts. Comments and criticism appreciated. |
| #18tentagilJul 31, 2011 15:31:27 | Honestly for Dark Sun I've made all my encounters a level or two higher then the party since its supposed to be a harsh world. Every fight should pus hte party to the limit. Also if keep in mind that 4e is really balanced so that the party should almsot never lose. Which leads to players rarely even thinking about running. Make sure you give them some hints as the fight processes that running is an option otherwise they might just get themselves killed. |
| #19larslarsenAug 01, 2011 11:03:34 | Cool, thanks for posting these creatures! I've done similar things to scale down a few creatures for this so far, but I will definitely be using the ones you've posted as well. |