Monday, October 19, 2009

Retroconversion of Root of All Evil to OD&D - pt. 1

[While I never ran a Kalamar-based campaign, nor used this module, I was very much interested in the game setting until 2002 and worked to convert several modules in the hopes I would get to use them someday.]
DUNGEONS & DRAGONS
Kingdoms of Kalamar
THE ROOT OF ALL EVIL

Credits
Author: Andy Miller, et. al. -- 2001
Conversion Editor: Scott Casper -- 2001

INTRODUCTION
You, the DM, will need a copy of the D&D booklets, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures for this adventure. It may also be useful to have the Chainmail wargaming rules. One can find statistics for monsters and key Non-Player Characters (NPCs) in the Appendix at the back of this book. As the adventure takes place in the Kingdoms of Kalamar campaign setting, the DM should also have the Kingdoms of Kalamar core sourcebook.

Conversion Note: This module has been converted from 3rd edition Dungeons & Dragons (c. 2000) back to 1st edition Dungeons & Dragons (c. 1974). This is not a complete reproduction of the original module; it includes only paragraphs in which game mechanics-specific changes have been made.

Note on Resting
Since this adventure does not take place in a single dungeon, there will be more than one opportunity for the PCs to rest, recover lost hp, and rememorize spells. It is recommended that this be allowed to take place whenever the PCs have returned to the village of Haanex or the city-state of Zoa during the adventure.

Note on Character Death
Expect at least several. Players should be encouraged to have wills made for their PCs, and possibly back-up PCs on hand.

Haanex (village): AL NG; population 600 (99% human, 1% dwarven).
Authority Figures: Mayor Foosiwain, male human F 2
Important Characters: Veoden, male human M-U 7; Elskin Torris, male human C 4 (Holy Mother/home); Fortis Aluz, male human F 2 (militia commander); Alexis, female human C 1 (Lord of Silver Linings/healer).
Village Militia: 13 1st level fighters (led by Fortis Aluz, above).

VEODEN'S TOWER
All windows and doors of the place have a wizard lock spell cast on them at 7th level.
Veoden, enchanter: AC 8; MV 12"; M-U 7; hp 18; AL N; S 9, I 18, W 16, D 13, C 14, Ch 16; dagger +2, +3 vs. orcs, goblins, and kobolds; ring of protection +1, potion of flying, potion of healing, scroll of lightning bolt.
Spells: read magic, charm person (x2), sleep; levitate, invisibility, continual light; hold person, fireball; dimension door.

THE GRAVEYARD
1) Main gates
The bronze chains on the gates are old. They are heavy and resist any attempts to damage them (10 hp, affected by blunt weapons only).
2) Mausoleum
The old, sealed door can be bashed with blunt weapons (5 hp).
8 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x3), 2 (x3), 1 (x2); shield, short sword each.
3) Atuur Dairoo's grave
If the PCs have the shovels Veoden offered them, it only takes 30 minutes (with two people digging) to uncover the coffin of Atuur. The casket is wrapped in iron chains and held by a stout lock. The lid is tightly shut but easily opened once the chains are removed (10 hp, from blunt weapons only), to reveal the decaying body of Atuur Dairoo.
Atuur Dairoo (wight): AC 5; MV 9"; HD 3; hp 10. Attack paralyzes unless victim saves. Immune to normal missile fire.

THE THIRSTY HOUND
Girion, veteran: AC 5; MV 9"; F 1; hp 7; AL N; S 16, I 13, W 12, D 17, C 15, Cha 8; chainmail, short bow, quiver of 20 arrows (4 silvered), longsword, silvered dagger.

THE CRATER
2) Goblin lair
4 goblins: AC 6; MV 6"; HD 1-1; hp 5, 4, 3, 2; leather armor, shield, short sword, 1d8 cp each.
a) Entrance guardroom
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, short sword, 1d8 cp each.
b) Goblin barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5 (x2), 4, 3 (x2), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
c) Lieutenant's barracks
4 goblins: AC 7; MV 6"; HD 1-1; hp 5 (x3), 4; leather armor, longsword, 1 sp each.
d) Guard barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5, 4, 3 (x3), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
e) Chief's room
When someone attempts to open the door, a trip wire across the top pulls a burning lantern into a pan of oil in an overheard compartment. The compartment opens, splashing flaming oil onto those below in a 6 foot diameter. If the first person through the door tries to close it immediately upon seeing the charred goblins, then there is only a 1 in 6 chance of the lead PC being killed. Otherwise, there is a 2 in 6 chance of the lead PC being killed, and a 1 in 6 chance of the second PC being killed. The oil burns for 3 rounds before it burns away.

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