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| Erekose13 |
Posted: Sun May 24, 2009 7:36 pm Post subject: |
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Joined: 02 Jan 2008 Posts: 52
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Oh and I figured out a solution to my issue with the Clockwork Boys hideout map. Instead of having the hideout be to one side of the main tunnel, I've got it positioned above the tunnel. The secret door leads to stairs that go up and there is another set of stairs on the other side (just outside the jail) that go back down. This way they'll be able to take on Penjir, Chaw and one of the boys while the other two escape to the carts!
I'll put up the full 4e conversion stats that I've got now that the whole adventure is covered. The last piece of conversion I'd still like to do is the carts. I'm trying to fit them in as a skill challenge because I think it would work well. |
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| Eyebite |
Posted: Sun May 24, 2009 7:37 pm Post subject: |
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Patron
Joined: 14 Jan 2008 Posts: 128
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Excellent! _________________ Joshua Stevens
Freelancer
Kobold Enthusiast |
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| richgreen01 |
Posted: Sun May 31, 2009 12:23 am Post subject: |
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Joined: 06 Apr 2008 Posts: 784 Location: London, UK
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Hi,
Just found this thread - excellent stuff!
I agree with you about the revised DCs - they seem almost too easy, but I think the original ones, with +5 to the DC if it was a skill check, were too hard!
Cheers
Richard |
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