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Posted By: Neutronium DragonTraps in general: Taking a bunch of damage out of the blue isn't interesting. Deciding what to do about a problem is (at least potentially). Ditch the "DCs to notice" and either rework dealing with the trap to be the interesting part or drop them entirely if they don't otherwise serve a dramatic purpose.
Posted By: Neutronium DragonWolf: Standard to the book, but keep in mind that wolves can probably be dealt with in various noncombat ways, particularly if some of the PCs have relevant backgrounds or powers.
Posted By: Neutronium DragonMad Slasher: As written it isn't clear whether Whirlwind Attack is supposed to be a conditional standard action or a triggered ability. It's probably the former.
Posted By: Neutronium DragonStrangler and Earth Elemental: These don't seem likely to work very well as single creatures. I realize that the adventure path is using 3E-era design where one creature is usually an encounter in itself, but in this case it's probably better to compress the strangler, elemental, and mold areas into a single one, but that's more likely to produce an interesting dynamic (especially since the mold becomes a hazard for the bad guys as much as for the PCs, and both sides can potentially make use of that).
Posted By: Neutronium DragonGuardian of the Veil: Resist physical 16+ is punitive to a lot of characters for no good reason. Either drop this to something like Resist physical 12+ (so it only affects the occasional attack) or remove it entirely.
Posted By: Neutronium DragonSmall Water Elemental and Ulavant: Same problem as with the Strangler and Earth Elemental.
Posted By: Neutronium DragonAlastor and Wind Walkers: As above. Moreover, putting 5th level enemies in a 1st level adventure is akin to dropping level 10 creatures into a level 1 adventure in 3E. Put these guys together as lower level versions.
Posted By: Neutronium DragonOwlbear: Pushing high level with a large, though at least as a large it can sort of work as a single creature. However, tearing off limbs is not in keeping with the spirit of the game. It's okay if the thing tears someone up badly enough to stun them for a round, but this should not result in actual limb loss.
Posted By: Neutronium DragonOn the whole I get the feeling that the adventure's overall structure needs some reworking since there are different underlying assumptions about the nature of encounters (not only the number of creatures but the dramatic appropriateness of the same), the philosophy of traps, and so on, even leaving aside the mechanics issues. That's not to say that you can't keep the general idea, but a smaller number of more meaningful encounter areas (whether or not they involve combat) is probably a better design than a chain of single creature rooms and random trap damage.
Posted By: Scrivener of DoomI read a lot of comments about how it killed 3.5E because of, inter alia, the utter uselessness of the rogue during most of the adventure path and the raw power of the spellcasters meant that Kyuss seemed to last barely a round.
Posted By: DanJI'd be interested to see how this conversion goes. I've started reading this campaign and it seems interesting. I wouldn't mind running it. But I wouldn't quite know where to start with converting pathfinder/D&D 3.5 adventures to 13th age.
Posted By: ExtrakunI would rephrase Quickness as "Take an additional standard action when the Escalation Dice is odd".
Also, recommend that you change the once per battle to trigger on a dice roll, say 16+.