A blog about my 2nd edition Advanced Dungeons & Dragons campaign using Paizo's Rise of the Runelords Adventure Path.

Please note that there are spoilers throughout.
Showing posts with label Conversion Notes. Show all posts
Showing posts with label Conversion Notes. Show all posts

Saturday, May 15, 2010

2nd Edition Specialty Priests of Desna

I don't know if this will get me in trouble or not. While I am use to reading legal documents such as underwriting agreements, purchase and sale agreements, and nondisclosure agreements, the OGL baffles me.

The name "Desna" and some of the associated fluff are intellectual property of Paizo Publishing and this is in no way intended to challenge Paizo's IP or any trademarks. This is just a conversion for use with 2nd edition AD&D. Go buy their stuff... it's all awesome.


Desna is the goddess of dreams, stars, travellers and luck

Wanderers at heart, the faithful of Desna travel the world in search of new experiences, while always trying to live life to its fullest. Their temples are light, open affairs, with most possessing a skylight to allow in the night sky and a significant number of astrological charts to mark important celestial events.

Minimum Ability Scores: Wisdom 12 and Charisma 12. Wisdom or Charisma 16 or great is +5% XP, Wisdom and Charisma 16 or great is +10% XP.

Races Allowed: Elves, gnomes, half-elves, halflings and humans.

Required Nonweapon Proficiencies: Astrology.

Recommended Nonweapon Proficiencies: Direction Sense, Gaming, Reading/Writing, Religion.

Weapons Permitted: Starknife (favoured, see below), club, knife, lasso, net, quarterstaff, sling, sling staff.
Note: Besides the starknife, these weapons reflect "weapons of opportunity", the sort of weapons characters can make from things found on the road. The priest doesn't have to find his weapons but these weapons are the sort that he could make from found items.

Required Weapon Proficiencies: Starknife.

Armour Permitted: None, no shields.

Spheres: Major - All, Astral, Chaos, Charm, Divination, Elemental, Healing, Protection, and Travellers. Minor - Animal, Creation, Guardian, Plant, Weather.

Additional Powers:
- Turn Undead: As a cleric of same level.
- Power over sleep: receive a +4 bonus for saves against sleep spells and effects.
- Found Mark - Placing a mark, typically the goddess' symbol, in some remote, distant place (appropriateness to be determined by the DM), earns the priest the favour of Desna and will be under the effect of a Bless spell for the next 24 hours.
- 1st Level: Can cast the wizards spell Suggestion, the priest can use this spell once per day in addition to his other spells. At 4th level twice per day, 8th level three times per day, etc.
- 3rd Level: Can use Traveling Dream (see below) once per day.
- 4th Level: Star Slinger - At 4th level or later, the priest can spend a second weapon proficiency for the Star Knife. The second proficiency enables the Star Knife to act as a boomerang and return to the priest on any missed thrown attack. There are no additional benefits for the second weapon proficiency slot.

Traveling Dream (Divination)
Functions as the wizard spell Wizard Eye. Upon casting the spell the priest falls asleep for its duration. If the priest is woken the spell ends.

New Spells:
Dream Speak (Divination)
4th level Priest Spell
As wizard Dream spell.

New Weapon:
Starknife cost 20 gp, weight 3, size M, type P, speed factor 2, damage 1d4(S-M) 1d6(L), Range S1 M2 L3

Saturday, February 6, 2010

Encounter Design

The party recently encountered a large bugbear. In 3.5E terms it was a bugbear with 1 level of ranger - CR 3 and part of an EL 2 encounter. Now I have no real deep experience with 3.5E and a good feel for that editions CRs and ELs but I believe that an EL 2 encounter is one that is appropriate for a second level party that would use up something like 25% of their resources.

In converting the bugbear I used a leader bugbear from the Monstrous Manual and the method described in the DM Options: High Level Campaigns to add +1 toughness. So he looked like:

Bugbear Leader (AC 3, Mv 9, HD 4+4, hp 27, Thaco 15, #AT 3/2 footman's flail, Dmg 1d6+5, SA -3 surprise penalty for opponents, SD nil, MR nil, Morale 13)
I figured he would be fairly tough.

He was dead in 3 rounds. He did manage to knock Gabriel the swashbuckler unconscious in the process however. I can tell already though that if I want a dangerous and dramatic fight I either have to make single monsters tougher or increase the number of monsters in the converted encounters.

Wednesday, February 3, 2010

Levels and Looking Ahead

MAJOR SERIOUS SPOILERS!
If you are one of my players, are a player in a Rise of the Runelords campaign, or want to play in a Rise of the Runelords campaign STOP reading now!
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Following my previous post about XP and level advancement, the next step was to look at the future adventures and see how those target levels mesh with the combat encounters. All this conversion work becomes mute if the players lose interest after a third TPK.

So, looking at all six of the published adventures, layering in the two levels per published adventure baseline and taking a quick glance at the major/most interesting potential combat encounters (and what a possible conversion might look like) we get:

#1 Burnt Offerings
Level 1: Goblins, Tough Imp
Level 2: Goblins, NPCs, Tentamort, Yeth Hounds, maybe a barghest

#2 Skinsaw Murders
Level 3: Ghouls, Ghast
Level 4: Cultists, Flesh Golem or maybe a Scarecrow Golem, Lamia

#3 Hook Mountain Masacre
Level 5: Half-Ogres, Ogres, Lamia Noble
Level 6: Ogres, Trolls, Annis Hags, Ghost, Stone Giants

#4 Fortress of the Stone Giants
Level 7: Stone Giants, Mummies, Red Dragon
Level 8: Stone Giants, Lamias, a Skeleton Warrior

#5 Sins of the Saviors
Level 9: Glabrezu demon, white dragon, elementals
Level 10: Lich, succubus, iron golems, stone golem

#6 Spires of Xin-Shalast
Level 11: Cloud giants, storm giants
Level 12: rune giants, lamia nobles

Level 13: The big bad guy - an NPC magic-user

Everything looks pretty good up until level 6 or 7 when Stone Giants become the main enemy. From that point on the giants are just too tough for the targeted 2nd edition characters. A couple of possible solutions are:

1. Use 1st edition giants. With the bump in relative power that 2nd edition characters get vs 1st edition characters and the lower power level of 1st edition giants vs 2nd edition giants, the relative power levels might make the encounters survivable.

-or-

2. Replace the type of giants with weaker ones. Replace the stone giants that appear at level 6 or 7 with hill giants and later replace rune giants with stone giants.

Besides the problem with giants, the other encounters look survivable - some are tough though.

Tuesday, February 2, 2010

Converting 3.5E Adventures to 2E - XP

One thing about 2E versus older versions of AD&D was how experience points were rewarded. OD&D, B/X, BECMI, 1E AD&D, all had definitive systems for rewarding XP. I always found the 2E system to be much more ambiguous. Yes there were some rules and some optional rules given but there were no real examples given and lots of DM discretion.

I haven't played a lot (read hardly any) of 3rd edition. My understanding is that level progression is much faster than in earlier editions. The first published adventure in Rise of the Runelords, Burnt Offerings, is written for 3rd edition characters to advance from 1st to approximately 4th level. While I haven't been keeping an accurate tally of what XP would have been earned by the current PCs using any of the older systems, it definitely feels a lot faster.

I have been using an "XP Budget" to reward experience points. I know that I want a PC fighter to advance by 2 levels per published adventure (therefore, six adventures = 12 levels). Using fighters as the baseline means that some other classes will advance faster and others slower. Reading through each adventure, I pick 5 or 6 milestones. Each milestone then becomes worth one-fifth or sixth of the required XP to reach the target level for that adventure. If the PCs go off the rails and find new and creative ways to deal with things other than by following the milestones, I can just adapt the milestones.

For example, one of the milestones in the first adventure was rescuing Ameiko from her half-brother, Tsuto. This was one of six milestones I had in the first adventure. I also knew that I wanted a PC fighter to reach 3rd level by the end of the first adventure which requires 4,000 XP. Each milestone is then worth 4,000/6 = 667 XP.

I have also been awarding bonuses based on interesting circumstances. For example, when Toran the thief was caught in a compromising position by Vin Vender with the shop owner's daughter, Toran received bonus XP for extricating himself from the predicament.

I have been using a rule that if a character dies, the new character begins with an XP total equal to 50% of the previous characters XP. This makes the punishment for death equal to about one level at lower levels and maybe two levels at higher level. At lower levels, this penalty can easily be made up with sidequests. At higher levels, it is much less likely to have players die so I don't mind the slightly harsher penalty - at least not yet... we will see how it works if it actually happens.

Thursday, January 28, 2010

Converting 3.5E Adventures to 2E - Thought 2

Morale

Using the 2E morale rules in the Rise of the Runelords campaign adds an extra dynamic that is fun. While the original published adventure might say the Evil Henchmen #3 fights to the death, using the 2E morale rules gives a number of possible outcomes which allows the adventure path to leave the rails.

What happens if the Evil Henchman instead surrenders? Does he give the PCs valuable information? What happens to him afterward? Does he make a reappearance? Does he seek revenge?

Friday, January 22, 2010

Encounter Conversion: B13 Erylium the Quasit

The "Boss" monster of the Catacombs of Wrath in Burnt Offerings is Erylium. In the published adventure she is a quasit with levels added. One of the key elements of the encounter was her ability to fly. A 2nd edition AD&D quasit does not fly so I changed her to an Imp, increased her toughness based on the mechanics given for doing so in the DM Options: High Level Campaigns (-3 to +3 to AC, hit points per hit dice, Thaco, damage and saving throws), and added a few more special abilities based on Erylium's relationship with the Demon Goddess Lamashtu.

Erylium
Imp, +1 Toughness
AC 1
Move 6, Fl 18 (A)
Hit Dice 2+4 (15 hp)
Thaco 18
# of Attacks 1
Dmg 2-5
Special Attacks See Below
Special Defenses See Below
Magic Resistance 25%
Size T (2' tall)
Morale Average (8-10)

- Can polymorph into a large spider or giant rat

- Stinger tail does 2-5 damage plus poison (save or die)

- Able to detect good, detect magic, or become invisible at will

- Once per day can use suggestion and monster summoning I

- Immune to attacks based on cold, fire, or electricity and resist all other spell attacks as if it was a 7 HD creature

- Bonus of +1 to all saving throws

- Can belch a wad of phlegm with a range of 1/2/3. Anyone hit must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds. Those who make successful saving throws do not suffer any ill effects.

- Can only be hit by silver or magical weapons

- Regenrate one hit point per melee round

Converting 3.5E Adventures to 2E - Thought 1

As I have been reposting the session summaries of our 2E game that I originally posted at Ode to Black Dougal I have been thinking about other posts I can make. One that quickly came to mind was about the process of converting a 3.5E adventure to 2E.

My first thought about these conversions was about how the different design parameters between the two rulesets would alter the difficulty of the encounters. The main thing that I was thinking about was 3.5's basic premise that a baseline encounter involves 4 characters and 1 level appropriate monster. 2nd edition does not have this same baseline.

These different design assumptions will likely require that when I convert an encounter I will have to focus not on making a one-for-one mechanical conversion but instead on keeping the same themes and flavour as well as making the encounter challenging and fun. Sometimes this will require me to make the opponent encountered tougher or increase the number of opponents in the encounter.

2E Rise of the Runelords - Session 4

Note that there are spoilers for Paizo's Rise of the Runelords adventure path.

Session 4 - The Missing Key

This adventure happened on November 22nd and featured:

- Kobb “One Tusk”, the half-orc mercenary,
- Toran Stargazer, the young thief from Magnimar,
- Asreal Nom, the savage human ranger, and
- Vardinil, the elven fighter/magic-user.

Summary: While making preparations to re-enter the caves under the glassworks, the party encounters a different problem and hands out some vigilante justice.

I. Getting Ready: Session 4 began with the party splitting up and heading to various places in Sandpoint to take care of a few things before returning to the caves. Kobb remained at the Rusty Dragon Inn to have breakfast, Goalrath finished his morning devotions and met Kobb at the inn, Asreal went to the apothecary to find a remedy to the bad dreams he has been having and to help him sleep, Vardinil, after memorizing his spells, went to the village's academy and met the headmaster who is a former adventurer and mage to seek help with identifying some of the items the party has found, and Toran first went to the jeweller about buying a present for Shayliss and then went to a small shrine attended by a learned monk to try to find out some information about Sandpoint's history.

II. The Break-In: On his way to meet the others, Toran saw two ragged looking thugs ransacking the locksmith's shop. He quickly retreated to a shadowed spot to keep and eye on the thugs. When the dwarf locksmith arrived, he began shouting for the town guard and the thugs fled the scene. Toran darted after them, keeping far enough away not to be spotted but close enough to tail them. After the thugs fled into a disreputable tavern, Toran went and got the rest of the party and then returned to the tavern to try to find the two thugs.

III. A Chase on the Docks: Being unsuccessful finding the two thugs in the tavern, the party went out the backdoor and out onto the docks directly behind the tavern. After a few moments of investigating, the party spooked a nearby half-orc who quickly tried to flee. Jumping from dock, to barge, to boat, the chase ended with the half-orc turning and fighting the party. After the half-orc pushed a couple of party members off of the barge they were fighting on, the party decided that trying to capture him would be too difficult so the battle ended with the half-orc dead, a few party members soaking wet, and a number of dock workings looking on.

After explaining what had happened to the town guard, the party returned to the locksmith's shop, where Volioker, the locksmith, asked for their help to recover the only thing of any importance to locksmith that was stolen - a plain copper key.

IV. The Hideout of the Green Daggers: Following a clue they recovered from the dead half-orc, the party found an abandoned manor that was now being used as a hideout for small upstart gang of thieves, the Green Daggers. Many of the thieves were dead or dying from a "blinding sickness". After defeating a number of thieves and the thief/magic-user leader, the party found a number of clues indicating that the thieves started to get sick about two weeks ago. They were recently hired by a cleric of Nethys (god of magic) to recover a copper key from the locksmith shop in return for a cure for the blinding sickness. The cleric had picked up the key that morning left a number of doses of the cure but the doses don't seem to be working. The party also discovered a ledger detailing a transaction where the gang bought a charmed giant bird and then sold it to "Aspis".

Body Count: The half-orc on the docks, a couple of Green Dagger thieves that ambushed them in the hideout, a pair of identical twin halflings that used potions of invisibility to get the jump on the party, and Cyrathas, the elven leader of the Green Daggers.

Treasure: Most of what the party recovered was the possessions of Cyrathas, the leader of the Green Daggers.

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DM Notes:
This was the first major diversion from Paizo's Rise of the Runelord's AP. I have been throwing some other hooks at the party but they have been so focused on Nualia's plot that this is the first one they have taken. I used the adventure from Dungeon #114 - Mad God's Key and adapted it for Sandpoint. I think it went well. It also allowed me to throw out a hook for Asreal's player to do some stuff related to his background (the giant hawk).

Conversion of the Mad God's Key
a 3.5E adventure from Dungeon #114

I typically use a very simple conversion process for NPCs to adapt a 3.5E adventure for my 2E campaign.

At low levels I keep the hit points as given in the published adventure. I higher levels I take between 50% and 75% of the given hit points.
I determined Hit Dice by dividing the hit points by 5. I then round up or down depending on how things are going or how evil I feel.
Thaco was calculated as 20-Hit Dice
For the most part AC = 20 - 3.5E AC, however if it is important I actually calculate based on the 2E rules.
And special abilities are approximated.

For example, the final encounter we had in session 4 was against Cyrathas, an elven mulitclassed rogue 1/sorcerer 2. So I wanted him to have some thief abilities and be able to cast magic-user spells.
He had 13 hp as given in the adventure

HD = 13 / 5 rounded up = 3
Thaco = 20-3 = 17
His AC was given as 15 so I used 20-15=5

Special abilities:
I used the base thieve abilities for a 1st level thief as printed on my 2E DM screen and didn't worry about making any racial or dexterity based adjustments.

For spells, in the adventure he has Burning Hands, Shield and a bunch of 0-level spells. So I just kept both of the 1st level spells as they have 2E equivalents and used Cantrip to replace the 0-level spells.

For magic items, I used the 2E equivalents for what he had in the published adventure.

Did all of this add up to a 1st level thief / 2nd level magic-user? Not exactly but he used a magic wand (Grease) to great effect, lost his Burning Hands spell when he was hit while trying to cast it, lit a pool of lantern oil on fire by knocking over a torch using Cantrip, drank a potion of healing and generally made for a fun encounter.

If you have Dungeon #114, my quick and dirty conversions resulted in the following encounters:

Chapter 1:
The Looted Locksmith - didn't convert as the two thugs fled and were not fought.

Barge End & Wharf Chase - lots of DEX and STR checks jumping from docks, barges and boats. Irontusk (AC 6, HD 4, hp 20, club & studded leather). He was killed - lots of explaining to do to the town guard!

Chapter 2:
G2 - Stirges (from the monsterous manual)
G4 - replaced Krenshar with a guard dog that was quickly made friendly by the Ranger
G9 - the Diseased Green Dagger Junior Gang Members were not converted because they were not fought.
G10 - Daylin (Half-elf, AC 5, HD 1, hp 5, shortsword & leather armour, level 1 thief skills) - he successfully hid in shadows and hit with a sneak attack on the Elven Fighter/Magic-user.
G11 - Spiked Iron Sphere trap - save vs magic wand or take 2d6 damage - this hit the thief after he opened the door without checking for traps. Fun!
G13 - Dalta Gwyn (AC I misread it in the adventure and used an AC of 7, HD 3, hp 13, shortsword, light crossbow, leather armour) and Collapsing Stairway trap - save vs breath weapon or fall taking 2d6 damage - the trap was sprung by Kobb the half-orc and he was severely hurt. More fun!
G19 - Tisa and Risa (twin halflings, AC 4, HD 1, hp 6, shortsword & leather armour) I gave each of them a potion of invisibility that they used just before the party came into the room. After the battle, Asrael the Ranger fell down one of the pit traps (save vs breath weapon or fall down to the 1st level and take 1d6 damage).
G21 - Cyrathas (conversion above).

Thursday, January 21, 2010

2E Rise of the Runelords - Session 2

Note that there are spoilers for Paizo's Rise of the Runelord adventure path.


Session 2: The Heroes of Sandpoint
This adventure happened in mid-November and featured:
- Kobb “One Tusk”, the half-orc mercenary,
- Toran Stargazer, the young thief from Magnimar,
- Asreal Nom, the savage human ranger, and
- Vardinil, the elven fighter/magic-user.

Summary: The party explores the village of Sandpoint, meets some residents and tries to figure out what is going on.

I. Noble Favours: The session picks up where the first session ended - battling goblins. The characters rescue a local noble, Aldern Foxglove, from a large goblin who was riding a fierce, hairless, dog-looking creature. Nobleman Foxglove subsequently rewards the party and take a particular interest in Asreal who stood toe-to-toe with the goblin and placed himself directly between the goblin and Aldern. He invites Asreal on a boar hunt and to his residence in Magnimar. Asreal gently but firmly declines.

II. Heroes Around Town: While investigating how the goblins entered to village, the party was received as heroes wherever they went. Word of their prowess at repelling the goblins had spread amongst the villagers.

While discussing the attack with Sheriff Hemlock and Father Zantus it is discovered that the grave of the former head priest, Father Tobyn, who died in the fire five years ago was dug up and the remains stolen during the attack. Next to the excavated gravesite was the grave of Nualia Tobyn and on it was fresh flowers.

III. Compromising Positions: The young rogue, Toran was approached by an attractive Shayliss Vinder, daughter of the owner of the General Store. She asked him to help her get rid of some huge rats in the basement of the store. When he went into the basement, her true motivation became apparent with a cot set up in the back corner. After a few amorous moments, Shayliss' large father came down the steps and discovered young Toran in a compromising position. A good tumbling check later, Toran was past Ven Vinder and fleeing up the stairs without his pants.

IV. The Protectors of Sandpoint: Sheriff Hemlock asked the party for a meeting at the village garrison. There he introduced them to Shalelu, an elven ranger and unofficial scout for the village. He asked the party to stay in the village and keep up a high profile while he travelled to the nearby city of Magnimar to get some troops to protect against any further goblin raids.

A few days later, a servant at the inn where most of the party was staying came and asked them for help. It seemed that the innkeeper, an exotic lady named Ameiko, had gone missing and a suspicious letter from her estranged brother, Tsuto, was found in her room. Following the lead in the note, the party searches the family's glassworks and finds the workers slaughtered and goblins frolicking amongst the gore in the workroom.

The session ended just as the party engaged the goblins in combat.

Body Count: Besides the opening combat this was a roleplaying heavy session. The party killed a Goblin Commando and a Goblin Dog. The party took no casualties.

Treasure: This session was too long ago for me to accurately recall what the party recovered. I do know they were paid a reward by Aldern Foxglove.

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DM Notes: The initial encounters for Rise of the Runelords are with Goblins so the conversion has been pretty straight forward. Of course, the published adventure has a number of classed goblins and I wanted to retain some of the flavour so I have given some of the goblins special abilities. There is also a Goblin Commando riding a Goblin Dog which is a new monster in the adventure.

Goblin Warrior 1 = Normal 2E Goblins
Goblin Warchanter = Normal 2E Goblins + the ability to use the spell Taunt twice per day + armed with a whip
Goblin Commando = Goblin Leader as per 2E Goblin entry.

Goblin Dog
No. Appearing: 2-12
AC: 7
Mv: 15
HD: 1
THACO: 19 (note that for monster I use the simple formula of Thaco = 20 - HD)
No. Attacks: 1 bite
Damage: 1-6 + allergic reaction
Special Attacks: Allergic Reaction - Any non-goblinoid creature that is damaged by a goblin dog’s bite attack must make a save vs poison or break out in an itching rash. Any creature affected by this rash takes a – 2 penalty to Dexterity and Charisma for 1 day.
Special Defenses: Nil
Magic Resistance: Nil
Size: Medium
Morale: Average (10)