Harbinger House 3E conversion

Post/Author/DateTimePost
#1

zombiegleemax

Dec 01, 2003 18:05:33
Hi, I'm a lazy bum and searching for a 3E conversion of NPCs from "Harbinger House", has anybody done that?
#2

zombiegleemax

Dec 02, 2003 21:58:54
Am I the only one who just does conversions on the fly? Most of those numbers never get used anyway.



Ahh well.
#3

zombiegleemax

Dec 03, 2003 3:02:04
actually, you're not.

But I did do a conversion of Trolan and Sougad for 3e.

I'll dig them up and post them.
#4

Shemeska_the_Marauder

Dec 03, 2003 17:26:34
Yep, when I use folks from the 2e material I convert on the fly if I need the numbers. Or make them up beforehand or on the spot if I absolutely need to. *chuckle* 9/10 of the actual numbers honestly never get used. I rarely for instance make up the skill ranks for NPC's in my games unless they're recurrent.
#5

primemover003

Dec 03, 2003 20:43:26
Not that any skills are used by monsters/enemies besides Spot/Listen, Hide/Move and Concentration checks
#6

zombiegleemax

Dec 04, 2003 13:11:36
Originally posted by primemover003
Not that any skills are used by monsters/enemies besides Spot/Listen, Hide/Move and Concentration checks



thats sarcasm, right? RIGHT?
#7

primemover003

Dec 04, 2003 14:28:51
No, I'd [sarcasm] [/sarcasm] if it were...
#8

Shemeska_the_Marauder

Dec 04, 2003 16:32:54
Movers got a point
#9

zombiegleemax

Dec 06, 2003 8:40:23
I can't do the stats on the fly because i'm not comfortable with the rules (has been a long time since i've read them). Most of the time i take the standard stats from DMG but this tends to get boring and it doesn't seem to be appropriate for major characters.

Anyways, any words of caution for running the adventure? where are some pitfalls? i'm still searching for a plausible explanation, why the godsmen don't realize what's going on in harbinger house: 2 barmies escape and the planitary gets stolen, this should make a cutter think. at the moment i tend to a version where factol ambar doesn't realize that the planitary was stolen, because it was exchanged with a false one.
#10

zombiegleemax

Dec 08, 2003 6:01:51
Here are a few pitfalls:

*) There are a lot of encounters that were written from a scenematic/dramatic point of view. Fro example, the chase across the rooftops up to bloodgem park (end of chapter 1) of the encounter in the church in excelsior (iirc) Make sure the main antagonists don't get killed in this encounter. Use the gate and teleport tactics of sougad to your advantage. Plan for what happens when pc's manage to capture or kill sougad anyway.

*) There are a lot of red herrings and subtle hints in chapter 1. Keep pc's on track. If pc's ger friendly with the harmonium officer investigating the case, you could use her to steer them in the right direction if nescesary.
#11

zombiegleemax

Dec 08, 2003 8:03:40
I have several takes on the godsmen:

*) they know exactly what's going on. At least Ambar does. He may have let one or more of the barmies escape. He's treating this incident as a test-case for his own ascention. He doesn't know about Narri, though. She is the proverbial monkey wrench. His concern, therefore is to have the PC's concentrate on taking her out of the picture.

*) Harbinger house is the closest thing the godsmen have to an R&D facility. Everything that goes on there is very secretive. Godsmen working there have a special status, whoever's in charge of the facility has access to an enormous amount of resources. Of course, it's a thorn in Ambar's side. But what can he do? The focrux is too important to the godsmen for some reason. And whoever controlls the house, controlls the focrux. A nasty incident could change the balance of power. In this scenario, Harbinger House operates independently of the other godsmen, and hires outsiders.
#12

saurstalk

Dec 08, 2003 14:27:06
Originally posted by Shemeska the Marauder
Yep, when I use folks from the 2e material I convert on the fly if I need the numbers. Or make them up beforehand or on the spot if I absolutely need to. *chuckle* 9/10 of the actual numbers honestly never get used. I rarely for instance make up the skill ranks for NPC's in my games unless they're recurrent.

Conversions are fairly easy. First, monsters? Eya! MM, MM2, FF, BoVD, etc. Most are there. And if they aren't you can devise a fairly easy equivalent looking at the level of the characters and the challenge rating of available nasties. Second, NPCs? Eya! Fairly easy, too. You have Jamis Buck's 3.0 NPC generator and www.stanford.edu/~marke/npc.html, an online 3.0 generator. 3.0 and 3.5 are so radically different that you can use these older generators for NPCs. A few tweaks here and there, and you can get fairly accurate conversions with little effort.

Just some thoughts.
#13

primemover003

Dec 08, 2003 15:34:34
Originally posted by puk
Here are a few pitfalls:

*) There are a lot of encounters that were written from a scenematic/dramatic point of view. Fro example, the chase across the rooftops up to bloodgem park (end of chapter 1) of the encounter in the church in excelsior (iirc) Make sure the main antagonists don't get killed in this encounter. Use the gate and teleport tactics of sougad to your advantage. Plan for what happens when pc's manage to capture or kill sougad anyway.

Indeed. This is where my PC's broke the plot's back everytime we played this module (3 times, different parties). I think it was poorly designed from a game POV. In fact I doubt it was ever play tested without using some deus ex machina.
#14

xanxost_the_slaadi_dup

Dec 08, 2003 15:50:56
The way Xanxost remedied things was to have Sougad break into one more shop than in the module. That shop was a potion shop, and Sougad stole some potions of curing himself, so he didn't die so easilly.
#15

zombiegleemax

Dec 09, 2003 1:35:01
shame on you primemover.;) If you step into that pitfall once, it's bad luck. If you do it twice, you're just being an ass. (I mean this in a constructive manner). Most of the stuff I described can be avoided with some preperation.

That particular pitfall is pretty easy to avoid once you know it's there. Just have Sougad jump into the portal just as he's being struck or by the PC.
#16

zombiegleemax

Dec 09, 2003 19:18:33
Thanx everybody for your comments. I've encountered a pitfall, though perhaps it was the short sighted view of a novice DM. This stupid "fly" spell ruined my beautiful chase scene on the roofs.

it's ironic, but i think i'm up to the scope of the planes but have real difficulties with the rules, because there are so many spells, feats and combat rules to know. I have no problem with improvising rules, the problem is i'm sometimes bested by my players, because they can play the rules to their full advantage and my npc are just impotent. Perhaps i should use another system...

Anyways, thanx again for your help
#17

primemover003

Dec 09, 2003 20:24:26
I tried Puk, oh did I try... Three times, one lucky critical (players option: combat & tactics), a trip and group grapple, and the third time was actually the Harmoniums fault... Just for reference this was in 2e.

Well one of the PC's DID magic missle one of the not so helpful witnesses/informants and they were scragged and hanged by the Hardheads... so I guess only twice did it fail on the roof top scenes
#18

zombiegleemax

Dec 10, 2003 2:02:17
Too bad primemover. Bad luck I guess. Though I'm pretty jealous you have not one but three groups you get to play planescape with.

Sthelysh: It really helps if you know the rules. It frees up a lot of time you can spend on the storytelling aspect of the game. I've found putting together NPC's and running mock combat between them really helps.
A player of mine told me playing the Temple of Elemental Evil (computer game) taught him a lot about the game mechanics.
#19

zombiegleemax

Dec 10, 2003 2:11:05
I've been thinking, I really like the concept of this thread. I think it could help if we started one per module. Just a place where GM's can share experiences.

I think I'll start one right away. I'm running in the abyss this weekend.
#20

Shemeska_the_Marauder

Dec 10, 2003 2:20:57
Maybe I'm wierd, but I've never really run a module. The closest I ever came to it was when I was co-DMing and we took the plot core from a cheapo AEG module (I think it was them) and then I expanded it into a nearly month long adventure (Illusions + Wild Magic + none to bright PCs: the fun is endless...). We also took Forge of Fury, but rewrote literally everything after the first level, and repopulated the innards and rewrote the intended plot.

Otherwise everything I've ever run on my own has been my own plots from scratch.

Maybe I'm obsessed, maybe I have too much time on my hands. Dunno. It's not even that I think modules are badly written. Heck I worship the ground that Faction War walks upon. I just don't have any intention to actually run it ever.
#21

primemover003

Dec 10, 2003 15:52:09
Well I was just learning to DM as Planescape started to develop. I absolutely Love the Eternal Boundary! I actually ran a return to the Eternal Boundary for my PC's. Of course this was all back in the day as it were. I've only started running a PS game in the last month since Faction War came out (which I hated not because of the material, but because of what it did to the setting).

I find premade adventures to be invaluable tools in helping me string a campaign together. I've been subscribing to Dungeon magazine for over 9 years and have no plan on letting it ever run out. It's not that I'm not creative, but it's good to see how a good adventure is structured. Also I occasionally find a module that perfectly fits my party and requires minimal work to prep for that specific group.
#22

zombiegleemax

Dec 11, 2003 16:50:28
I ran Harbriger House, worked like a charm.

Spoilers ahead.


1. The Roof scene: Make sure Sougad has a GOOD lead. He's nuts, but since he was nearby when they search hsi place, he can laugh and get out the window, and run for a good distance before the PCs even got to the roof, even a monk, RUNNING full speed just barely caught up to him, and since Sougad just bull rushed him and had him clinging to the roof. Remember Tactics, A single character is easy for a large group to dispatch. So make sure the party is separated. Remember if Sougad is in light armor, then well, he can run faster than a mage can fly.

2. The second trouble spot that there could be is the temple, there we have one little Sougad against a full group of fighters. The party could make short work of him if they all jumped him. So again, make it difficult for him to do so. My party was full of characters who had great tumble scores, and in gerenral were fast on their feet. So, add victims caught in the flame, add barriers for them to get past. The temple is BURNING quickly, chances try not to let your party get near him at once, one or two at a time is key.

3. As for the big S here are the classes I used: Ftr10/Rog2. Fairly simple combo, but it works, gives him Evasion, which is useful against spellcasters, as well as enough feats to make him dangerous. I gave him a greatsword instead of a bastard, and gave him improved crt, weap focus and spec, expertise, combat reflexes and dodge mobility and spring attack. I think I gave him Iron Will and Lightening Reflexes too. It makes this fellow surprisingly resilliant. My party's level averaged about 6 at the time.

those should be the big trouble points, the only other one would be the last fight. A decent half fiend, a succubus and some manes will seriously try most groups, if you throw sougad into the mix it gets crazy. My game had about 7 or 8 6-7th lvl characters and they had some trouble. So just keep that in mind and you should be fine.

-Greyjoy
#23

zombiegleemax

Dec 11, 2003 16:50:48
dbl post sorry.
#24

bonemage

Mar 10, 2004 14:44:08
Yeah Shemmy I know the feeling this upcoming planescape campaign will actually be the first time I have ever run a module. Of course it will also ironically be the first time I have ever run in a published setting but it should be a lot of fun and a tad less prep time then building a whole world/region, and then building a campaign around that often taking into account characters to make a truly entangled plot.