Dungeon # 75, The Forgotten Man


Conversions


as my product discussion about that adventure did not find any interest, I will try again here. It will contain heaps of spoilers, but I will make liberal use of spoiler tags.

Stefan

The Exchange

Stebehil wrote:

as my product discussion about that adventure did not find any interest, I will try again here. It will contain heaps of spoilers, but I will make liberal use of spoiler tags.

Stefan

I know I used to have that one. I can't remember much about that adventure though. Hopefully someone with a better memory than mine will be able to help you out.


The adventure is originally written for characters level 6 to 8, 35 overall levels, i.e. five characters of level 7. I will convert it to level 7 and four PCs, and give some hints for using it for higher levels, as I will use it for my 9th level group.

plot spoiler:
Basically, the adventure deals with the machinations of a lich, who has the task to reawaken an old anti-paladin after several hundred years, and is disturbed by a good priest in the course of this task. The anti-paladin awakens, flees the scene, loses him memory and is found by villagers. The villagers basically turn him halfway into a good person. At this moment, the PCs enter the scene, it is deep winter. The lichs minions (wargs and werewolves) search for the anti-paladin and frighten the villagers. An old villager looking for help (the PCs) is about to return to the village when his horse goes lame. The PCs are assumed to help the old man.

monster spoiler:
The PCs are attacked by 10 worgs while helping the old man. Worgs are CR 2 monsters individually. 10 of them are about CR 8-9. Quite hard, judging CR-wise. OTOH, ten AC 14, hp 26 creatures are probably not too hard for a level 7 group. Depending on your group, you might want to replace them with 3 or so Winter Wolves (CR 5 each). The old man, being a 1st level commoner, will be dead anyway if the creatures reach him.

Stefan


Moorluck, perhaps my posts will help your memory :-)

Background conversion to my
Greyhawk/ Shield Lands
campaign:

background spoiler:
The adventure plays in a remote corner of a rather nondescript kingdom. A dark god, a paladin god and a sun god are important, but pretty generic as well.

I´m changing this to my CY 577 Greyhawk Shield Lands campaign, as the backstory of a conflict between a paladin and an anti-paladin fits to the Shield Lands like glove, with its chivalric overtones and good vs. evil conflict. The dark god will be Hextor, which changes a few things, as the dark god was CE in the original adventure, the paladin god (Ilmater in FR) will be Heironous, and the sun god Pelor. Heironeous and Hextor are of course gods venerated most by oeridian humans, which happen to be most predominant in the Shield Lands, with Heironeous being a typical Paladin´s god and the main god of the Shield Lands.

The backstory took place 500 years ago in the adventure, I´ll make that 666 years ago, as this is a holy number for Hextor (IMC, at least). In the original adventure, a plague called the Yellow Death came over the land back then. In GH, the Red Death came over the Flanaess in 576 CY - strange coincidence... I could not have made this any more fitting if I had it planned that way. The return of the Red Death after 666 years heralds great evil returning to the world.

The remote area is the northeastern border of the Shield Lands, where the wilderness area north of the White Plume Mountain begins. There is an old keep in the mountains, dating back to the original conflict, and largely forgotten now. This is the home of the lich, and outside the Shield Lands´ border. The village in the adventure is managed by a reeve, there are no knights there presently. It is a very small, backwater village, the only person of real note besides the reeve are a priest of Pelor (lvl 4) and the amnesiac anti-paladin.

Funny thing CY 577 is the year in which Zeech Redhand secedes from the Shield Lands after becoming a Hextorian... History repeats itself somewhat, it seems.

Stefan


Most of the plot in the village is independent from stats, but

more spoilers:
the village is monitored by 10 dire wolves, 8 worgs and 4 werewolves. Dire wolves are CR 3 each, so that gives CR 9 alone. 8 Worgs are CR 8. Four werewolfes are a bit difficult. Probably the best translation would be level four or five warriors for that, with perhaps a level 5 fighter for the leader. The PCs are not meant to attack the whole group at once, it is meant to be a threat scenario rather than an all-out combat.
For my campaign, I will have these wolves as winter wolves, about 10 or 12 of them, and the werewolves will be human/winter wolf lycanthropes, built according to the lycanthrope template from Green Ronins Advanced Bestiary. The humans will be evil rangers with humans as special enemies, with the leader being about level 6.


Plot spoiler:
The wagon of Erik Ulmade is highly magical, which is fine - it gives the PCs another hint that something is indeed amiss. The horses are undead skeletal horses disguised with permanent illusion as real horses. I would go a little further and have a custom illusion spell for that that also fools the tactile sense. However, the nature of the horses will give them away soon anyway - unmoving if not pulling the wagon, not eating or drinking anything, etc. I don´t think that the wagon will leave the village again at all.


Read at your own risk!

major plot spoiler:
The magic mirror in the wagon brings the characters to the highest room in Castle Ulmade. This is fine, as they need to get to the deepest cellar. In the castle, there are several threats without a fixed spot, like

  • Jermlaine. These little pests are not much of a threat for group this level, but 100 are not to be trifled with. They throw poison gas for 4d6 damage originally. I´m going to replace that with burnt Othur fumes (D 1/1d3 Con, Save DC 18). Con damage seems a fitting replacement, and the lich could not care less if he got poisoned. This is quite a threat, so handle carefully.
  • Shadows. Indiviual CR 3, but there are 20 of them, that´s about CR 12. The touch attack ignores armor and drains strength, quite nasty. To have them and the
  • Wights attack at once, as suggested under tactics, wil probably be a TPK. 12 Wights are another CR 10. So, if 20 shadows and 12 wights attack at once, I´d give that a CR 13, which is way too much for 7th level.


Stebehil wrote:

Read at your own risk!

Interesting read.

Spoiler:

You mention the wights but don't mention the FOURTEEN MUMMIES that burst out to crowd around the PCs in a 5ft hall(!). Of course, intrepid PCs wont get themselves in that situation. ...And then there is the lich (wizard 18). Assuming the PCs last a few rounds, they may be able to get some help (I won't steal the thunder), but even so, the help is not exactly on par with the enemy.

What I love is that the adventure is written (presumably with a straight face): "an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)". Yeah. Uh huh. Just like Tomb of the Lizard King (which was most awesome; Even the encounter with the 16 wights), Levels 5-7.

...Or maybe similar to the unfortunates that found themselves teleported into the crypt with the 15 (now 14) wights (naked!) in i6, Ravenloft. Shudder. Sorry. You did say wights, didn't you?

(Thank the Goodness you did not say, "wraiths"; Otherwise, we could talk about "From the Shadows", which was *much* higher level (9-12) - thus, easy to understand the FORTY WRAITHS and five spectres in a single staircase encounter.)

~D


daemonslye wrote:


Interesting read.

I´m writing a

spoiler:
room-by-room account of the castle
right now, which I will post when its done. It will contain the points you mentioned. There are some very odd things in the adventure design indeed.

encounter area spoiler:

First level

Room 1 to 4 remain unchanged (descriptive only)
Room 5 Torture Chamber: This contains a poltergeist. This should be treated as the ghost of a 1st level Wizard. It causes panic, just like a frightful moan, by hitting people with objects (attack bonus +3, touch attack). The objects are thrown via a more specialized version of the telekinesis, being usable every round and being for attacks only. OTOH, this ghost has no other spellcasting ability. CR 3.
Room 6 Kitchen: The spiders there are standard 3 HD giant spiders. 6 of them make a CR 6 encounter.
Room 7 Storage: The arcane lock has a dispelling DC of 16.
Room 8 Servants´ Quarters: 6 Spiders – see Room 6.
Room 9 Privy is unchanged (descriptive only)
Room 10 Garden: The dryad Maeve is bound to the tree, as described (even though Eric might not be able to cast those spells by himself). If the PCs manage to free her, they should get XP for overcoming a CR 4 encounter. It is quite difficult to free her, thus the higher reward. A dryad is changed from AD&D to 3e/PF, but this does not matter for the encounter in question.
Room 11 Chapel: If the glass golem animates after the PCs enter the chapel, it should have been placed first in the room description. Such a powerful guardian is of course a dead giveaway that there is something important to find in this room. I would script it thus that the golem animates if the trap securing the sword is sprung (or bypassed), for maximum effect.
The Glass Golem is not Open Content. It is found in the MM 2 (3.0) and probably needs an update beyond the 3.5 update given by WotC back in 2003. I question the official CR of 5 for a 12 HD Monster as well – the golem immunities, DR and fast healing seem to warrant a higher CR. A (9 HD) Flesh Golem is rated at CR 7 in PF. I´d give a glass golem a CR of 7 also, and most probably more than D 1-8+1 per attack – say, 2d6 per attack.
The trap: (average 26 points damage, no save originally. Difficult to dispel or circumvent)
The closest approximation is _wall of fire_, with some customization: It springs into being for just one round in the spot immediately before the box (or around the opener of the box, in case players get clever), and goes out again immediately afterwards. It is permanent. Damage is 2d6 +1 per level, with no save (at CL 18, this is 25 average damage).
Wall of Fire trap CR 6: type: magic, Perception DC 30, disable DC 30. Trigger: Touch (box), reset: automatic, effect: localized wall of fire, D 2d6 + 18 (no save)
The sword: Vindicator, intelligent longsword +3, detect evil 3/day, heal or restoration 1/week, AL: LG.
+3: (18000, +3 ego), intelligent (+500 gp) empathy, IN 13, WI 10, CH 10 (+700 gp, +1 ego) detect evil (+1200 gp, +1 ego) heal or restoration 1/week (+15000 gp, +2 ego (arbitrarily set))
Total cost 35.400 gp, Ego 7.

other levels to follow.


more encounter area spoilers:

Second level:

12 Hall: unchanged, descriptive only.
13 Porch: Giant Skeleton: I decided to use a true fire giant skeleton here. This should provide another appropriate encounter, as a 15 HD skeleton has a CR of 7.

Fire Giant Skeleton CR 7
XP 3200
NE Large undead
Init +4, darkvision 60 ft., Perception +0
AC 18 (+7 armor, +2 natural, -1 Size),
hp 68 (15d8)
DR 5/Bludgeoning, immune to cold, undead traits
Saves Fortitude +5, Reflex +5, Will +9.
Speed 30 ft.
Melee Greatsword +21/+16/+11 (3D6+15), or two claws +21 (1D6+10)
Str 31, Dex 11, Con -, Int -, Wis 10, Cha 10
Base attack +11, CMB +22, CMD 32
Feat: Improved Initiative
Gear: Half Plate, Greatsword

14 Bed Chamber: The teleport works as described. Rest of the chamber unchanged.
15 Bathing Chamber: The secret door has a perception DC of 20. (I don´t think the description indicates anything else)
16 Secret Room: unchanged. There might be 4 shadows in this room.
17 The Second Magic Wardrobe. There is a magic two-way teleport wardrobe in here, its counterpiece in area 29. (I really don´t know if it is a good idea to have a teleporter to his inner sanctum at a random place in the castle. I would think about having it operable only with a password.
Creatures: 5 shadows (potentially), Bone Naga.
The bone naga appeared in the MM 2 for 3.0, the 3.5 Bone Naga template appears in the Serpent Kingdom FR sourcebook. The MM2 bone naga is too powerful (CR 11). I will just use a dark naga bone creature here (bone creature is a template from the Book of Vile Darkness, basically an intelligent skeleton template. It retains skills, feats and other abilities from the living creature, and should get a CR +1. So, this should be a CR 9 encounter. As neither the creature nor the two templates are open content, I won´t be using them here.
18 Minor Library: unchanged.
19 Eric´s Workshop: I don´t know if I would place the decanter there, probably not. The fire trap and the spell scroll remain in place. Fire trap spell: 18th level caster.
20 Prison cells: unchanged.
21 Walkway: the secret compartment has a perception DC of 20 to find it.


Spoiler:

For the glass golem replacement, you might consider:

- crystalline horror (tome of horrors, revised 74, aberration, CR5)
- flagstone golem (tome of horrors III 95, construct, CR7)
- huge animated object (iron stained glass window) (pathfinder bestiary 161, construct, CR7)
- crystal creature [troll perhaps?] (advanced bestiary 48, elemental, CR8) (harder to make this one look like a girl with flowers, heh.)

~D


daemonslye, thanks for your ideas.

here is the next part of the

encounter area spoilers:

Second level:

12 Hall: unchanged, descriptive only.

13 Porch: Giant Skeleton: I decided to use a true fire giant skeleton here. This should provide another appropriate encounter, as a 15 HD skeleton has a CR of 7.
Fire Giant Skeleton CR 7
XP 3200
NE Large undead
Init +4, darkvision 60 ft., Perception +0
AC 18 (+7 armor, +2 natural, -1 Size),
hp 68 (15d8)
DR 5/Bludgeoning, immune to cold, undead traits
Saves Fortitude +5, Reflex +5, Will +9.
Speed 30 ft.
Melee Greatsword +21/+16/+11 (3D6+15), or two claws +21 (1D6+10)
Str 31, Dex 11, Con -, Int -, Wis 10, Cha 10
Base attack +11, CMB +22, CMD 32
Feat: Improved Initiative
Gear Half Plate, Greatsword

14 Bed Chamber: The teleport works as described. Rest of the chamber unchanged.

15 Bathing Chamber: The secret door has a perception DC of 20. (I don´t think the description indicates anything else)

16 Secret Room: unchanged. There might be 4 shadows in this room.

17 The Second Magic Wardrobe. There is a magic two-way teleport wardrobe in here, its counterpiece in area 29. (I really don´t know if it is a good idea to have a teleporter to his inner sanctum at a random place in the castle. I would think about having it operable only with a password.
Creatures: 5 shadows (potentially), Bone Naga.
The bone naga appeared in the MM 2 for 3.0, the 3.5 Bone Naga template appears in the Serpent Kingdom FR sourcebook. The MM2 bone naga is too powerful (CR 11). I will just use a dark naga bone creature here (bone creature is a template from the Book of Vile Darkness, basically an intelligent skeleton template. It retains skills, feats and other abilities from the living creature, and should get a CR +1. So, this should be a CR 9 encounter. As neither the creature nor the two templates are open content, I won´t be using them here.

18 Minor Library: unchanged.

19 Eric´s Workshop: I don´t know if I would place the decanter there, probably not. The fire trap and the spell scroll remain in place. Fire trap spell: 18th level caster.

20 Prison cells: unchanged.

21 Walkway: the secret compartment has a perception DC of 20 to find it.

Level Three

22 Bridge: unchanged.

23 Hall: Wall of Stone: CL 18, 4 inch thick, hardness 8, 60 hp; break DC 28.
Jermlaine “Tank”: medium animated armor, CR 3. Only the differences to the example in the bestiary are listed below:
AC 16 , touch 10, flat-footed 16 (+6 natural)
Hardness 10
Attack longsword +5 (1d8 +2)

24 Haunted Bedroom: The Ghost of Elaine Ulmade can be easily simulated by using the example ghost in the bestiary, which happens to be a 7th level aristocrat. This is another CR 7 encounter. Replace the frightful moan with the malevolence (possession) ability.

25 Secret Room: Perception DC 20 to find the secret door. Treasure as described, except:
2 Potions of “cure moderate wounds”, curing 2d8+3 hp of damage. The protection scroll don’t exist in the game any more. Replace with a magic circle against evil (CL 5).

26 Forgotten Antiques: Erics phylactery, a hollow bronze statue, is here. AC 3, Hardness 15, hp 100, break DC 40. While a normal bronze statue would probably have hardness 8 (as stone) and 30 hp (for one inch thickness), as a phylactery, some additional qualities are probably warranted. The statue has a faint necromantic aura. (It is a magic item, after all, but not “active” when the players find it.)

Level Four

27 Tower Peak: unchanged, the Gargoyles are four standard gargoyles from the bestiary. This is a CR 8 encounter.

Eric is most likely to be in 28 or 29 until disturbed by the PCs earlier.

28 Eric´s Studio: unchanged. The illusory walls have a will save DC of 19.

29 Secret Room: Treasure: Crystal Ball, spell book with invisible spells. Secret niche behind shelf: Perception DC 20. The niche has a permanent invisibility effect, hiding its contents. The niche contains currently a small locked chest, with a poison needle trap. The contents are 2000 pp, a Deck of Many Things and two spell books. The first one is trapped with explosive runes, perception and disable device DC 28. Damage 6d6, with no save for the one opening the book, and reflex save DC 17 for any creature within 10 feet.
The second spell book has a trap identical to the trap on the chest.
Poison traps: the original type F poison has immediate onset, damage death/0. Closest to that would be the black lotus venom – 1d6 con/round for 6 rounds is pretty deadly. Fort Save DC 20. I would set the perception and disable device DCs for these traps at around 21, which would make this CR 10 traps overall.
(Note: I would not give a Deck of Many Things away like that. )

Fifth level

30 Observatory: unchanged, for the magic mirror see the earlier description.

Next: the lower level.


final

encounter area spoilers:
Lower level

Note: all windows are stuffed with skulls and bones, mortared over. Hardness 3, hp 10, break DC 11.

31 Wine Cellar: unchanged

32 Forgotten Room: Secret Door, perception DC 20. Treasure unchanged. The Shield is a small steel shield.
Ring of Spider Climb
faint transmutation, CL 3
slot : ring, Price : 14.400 gp, Weight –
Description
This black ring formed like interwoven spiders legs allows its bearer to use the spell spider climb three times a day for half an hour each time.
Construction
Requirements: Forge Ring, Spider climb; Cost 7200 gp

33a Wights´ Lair: unchanged. See notes about wights (above)

33b Empty Room: surprisingly, this remains unchanged.

34: Bricked up: The wall is poorly made. Masonry wall (1/2 ft. thick) hardness 8 hp 40 break DC 30. The secret door has a perception DC of 25, but might be found by merely trying around.

35: Stairway and Passage: unchanged

Getirah´s Tomb

36, 37 unchanged

38 Tomb: The strength requirement for lifting the lids remains. The curse is a weak curse, bestowing only a –2 to all saves until lifted. Will save, DC 16. Secret Door: Perception DC 25. It might be found by accident if the DM is generous.

39 Dark Passage: This contains 14 normal mummies. One mummy has a CR of 5. According to the adventure, all attack at the same time. Only two of them could attack the PCs simultaneously because of the narrow passage. Still, 14 mummies make a CR 12 encounter, which should rip the PCs to shreds at level 7. If it were only two at a time, it is still a CR 7 encounter – seven times in a row. It might work, especially if there is a powerful priest with the group. The despair effect might wreak havoc in the group – 14 DC 16 will saves are a lot to stomach for a 7th level group. Even a cleric can be assumed to have a +8 save at this level, so he has a 35% miss chance. I don´t want to see how a fighter fares here…

40 Blade Trap: I would consider the two squares south of the pillar the place for the trap. It is best emulated with the CR 4 Wall Scythe trap. Lower the attack bonus to +10 to simulate the Thac0 10. The poison type D indicates a slow onset (1-2 min.) and a damage of 30/2-12 originally. This is probably best replaced with Sassone leaf residue.

41 The Final Encounter: The statue radiates magic and evil. I´d set this to be overwhelming evil (it is a divine object, after all). The level might even be 20, but then, good PCs detecting evil will be stunned for one round, which might be really nasty in this room. It radiates charm and divination magic.

Fear mural: Cause fear, Will Save DC 15
Confusion incense: Confusion, Duration 20 rounds, Will Save DC 18

40 Skeletons: standard skeletons, except AC 24 (+8 armor, +2 shield, +2 dex, +2 nat), touch 12, flat-footed 22, speed 20 ft, Melee longsword +0 (1d8).
I have honestly no idea how to set the CR for this encounter – 16 skeletons would be CR 6. This might be 8. At level 7, a cleric should destroy all skeletons within 30 ft. radius if he channels energy and rolls average, save or no save. So, if the PCs are beset by all skeletons at once, one good roll suffices to take them all out of the picture. If so, this is a rather anticlimactic encounter.

The Black Staff: this a near-artefact magic item with a special method of destruction.
Strong necromancy, CL 20
Slot none price 120000 gp, weight 5 lb
Description: see adventure
Construction. Craft staff, create undead, CL 20 cost 60000 gp

next: the villains. This will probably take a few days, as they are quite complex.

The Exchange

Stebehil, did you ever find anybody that was able to help you out with this?


Moorluck wrote:
Stebehil, did you ever find anybody that was able to help you out with this?

Beside daemonslyes hints and tips? No. But I wanted to prepare that for my group, so I had to convert it anyways. Now I only need to fit it to my group. (after I converted the main NPCs, probably next week.

Stefan


This is the first

NPC spoiler:
Getirah Kugothan, a.k.a. Michael
Male human Paladin of slaughter (3.5 Unearthed Arcana variant Paladin) 10
CE(LG) medium humanoid (human)
Init +8, Senses Perception
Aura: Aura of Evil, Debilitating Aura (-1 to enemies AC)
Defense
AC 14, touch 14, flat-footed 10 (+4 dex) or 23, touch 14, flat-footed 13 (+12 full plate +3, +1 dex)
Hp 95 (10d10+30)
Fort +13, Ref +11, Will +10
Defensive Abilities: divine grace, divine health; Immune: Diseases.
Offense
Speed 30ft., 20ft with armor
Melee +13/+8 (simple or martial weapon) D by weapon, or +16/+11 (bastard sword of life stealing +2, two-handed), D 1-10+6/17-20/x2 special: drains level on critical hit.
(+18/+13; D 1-10+9 with Bulls Strength)
Ranged:None
Space 5ft. Reach 5ft.
Special Attack: smite good 4/day, cause wounds (9/day, 5d6 damage, melee touch attack) , channel negative energy (5d6, Save DC 19)
Spell-like abilities: at will: Detect Good (CL 10)
Spells per day (CL 7) 3/2/1 of level 1/2/3, concentration +11
Spells prepared
1st: Corrupt weapon, Bane, protection from good
2nd:bulls strength, cure light wounds
3rd: cure moderate wounds
Statistics
STR 17, DEX 18, CON 14, INT 18, WIS 17, CHA 18
BAB +10, CMB +13, CMD 27
Feats : Exotic weapon proficiency (Bastard sword single-handed), improved initiative, Weapon focus (Bastard sword), Command undead, Leadership, Improved Critical.
Skills: Bluff +14, sense motive + 16, ride +17, heal +17, knowledge (nobility) +17, knowledge (religion) +17

(note: I just took the paladin of slaughter from UA here and fitted it to the PF version of the paladin, without reworking the auras and mercies. Feats, skills and spells are an attempt to build upon his backstory or expand his abilities.)
(note: combining corrupt weapon with the life stealer sword is nasty – each threatened crit is auto-confirmed, and every crit means losing a level…)

next: the lich (which will take some time...)


NPC spoiler:
Eric Ulmade
(note: having a 18th level lich as opponent for a 7th level group shouts out TPK to me, but I wanted to convert the adventure as close as possible. Use at your own risk! I´ve taken quite a few liberties with this character, as AD&D2 does not give you many details to work with for such a complex enemy. I changed some spells, as well - most notably, I added guards and wards, which seemed an obvious choice to me. If a lich needs to defend his home, this helps quite a bit.)

Human lich wizard 18
CR 19, 204.800 XP
LE Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +11
Aura fear (60-ft. radius, DC 24)
Defense
AC 19, touch 14, flat-footed 17 (+2 deflection, +2 Dex, +5 natural)
hp 170 (18d6+90 plus 15 false life)
Fort +7, Ref +8, Will +15
Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Offense
Speed 30 ft.
Melee touch +10/+5 (1d8+9 plus paralyzing touch)
Special Attacks paralyzing touch (DC 24)
Spells Prepared (CL 18th, save = spell level + 6)
9th level: meteor swarm, shape change
8th level: Incendiary could, trap the soul, maze
7th level: delayed blast fireball, finger of death, phase door
6th level: Chain lightning, acid fog, stone to flesh, repulsion, guards and wards
5th level: baleful polymorph, cloudkill, teleport (x2), cone of cold
4th level: dimension door, ice storm, improved invisibility, wall of fire, confusion
3rd level: vampiric touch, fireball, lightning bolt, fly, dispel magic
2nd level: darkness, deafness, invisibility, summon swarm, hideous laughter, mirror image
1st level: chill touch, sleep, obscuring mist, magic missile (x2), shield
0 level: detect magic, read magic, mage hand, mending
Statistics
Str 13, Dex 14, Con —, Int 23, Wis 18, Cha 20
Base Atk +9; CMB +10; CMD 24
Feats Combat Casting, Improved Initiative, Craft Magic Arms and Armor, Craft Wondrous Item, Scribe Scroll , Empower Spell, Enlarge Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Craft Construct.
Skills Knowledge (Arcana) +27, Knowledge (History) +27, Knowledge (local) +27, Knowledge (Nobility) +27, perform (puppeteer) + 23, perform (storytelling) + 23, spellcraft +27, (perception +12, sense motive +12, stealth +10)
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic, Infernal, Old Oeridian


further notes spoiler:
The werewolves will be translated as warriors lvl 4, this is the closest approximation.

Notes for The Forgotten Man

I already noted some things with the separate descriptions and monsters. Here, I´m going to draw a conclusion from my examination of the adventure and describe what I´m going to change for my own campaign.

There are some dead giveaways that something is amiss in the story right from the start. I think this is by design, but it might take away some fun.

The worg attack: If used as presented, ten works attacking out of the blue will raise some suspicion that something strange does indeed go on – the note speaks of wolf packs, works are something different. If the DM is feeling nasty, he can kill the PCs mounts easily here, and strand them in the village.

Michael: The encounter with the wolf pack scrutinizing him obviously will raise questions about him. Again, this is by design, I guess. Many players might come to the conclusion that Michael is a yet undetected werewolf or something like that. It is not stated explicitly in the text, but Michael detects as good if checked. Anything else would make it plainly clear.

The wagon: If the players don´t get wary if a obviously heavy wagon rolls into this tiny village in the dead of winter, the horses will give it away. Undead horses don´t feed, don´t need to be groomed, do not move on their own. Furthermore, as it is written, they will detect as magic, as will the wagon itself. If anybody casts detect undead, for whatever reason, this will raise weapons rather than questions. The wagon itself is very old and highly magical, this is another clue.

The castle: I have made extensive notes above about the rooms and the inhabitants. Still, Eriks tactics warrant a check with the new game system. His minions can use the tactics as written. One thing I will definitely use is the “Guards and Wards” spell, which is tailor-made for a lich defending his home. It has some limitations for himself as well, but the overall advantages would be still higher.

Erik: This is probably the biggest stumbling block. His tactics include a lot of invocation spells which might damage the castle itself as well. Overall, his level is way too high for the PCs to beat. I am thinking about solving this dilemma with multiclassing. Eriks background points towards this IMO, as he has been a bard before becoming a wizard. Thus, I will redesign him as a low-level bard (level 5 max.) and a mid-level wizard – he needs level 11 to be become a lich (note: the story that he was ordered to become a lich is questionable IMO – the process of becoming a lich is too involved to get a recipe from another necromancer and be ordered to fulfill it. Perhaps another type of undead might even be better. I´ll stay with the lich, however). With level 5 bard and level 11 wizard, the lich can be reasonably be said to be a CR 12 or thereabouts, much better than the original 19, if still a major challenge, which is all right for the role he has in that adventure.
If he needs specific high-level spells, it can easily be said that he had a small cache of those from the necromancer.

Modifications for my campaign:
As I stated before, I´m reworking this for a 9th level group. I replace the wolves and worgs with winter wolves, the werewolves are winter wolf/human lycanthropes (advanced bestiary template), who are rangers of varying levels.

I will probably leave most of the creatures in the castle the way I described them above. Shadows, wights and jermlaine are still challenging. The giant skeleton will be a fire giant skeleton as described, perhaps with the fireball ability intact. The bone naga will require some reworking. I guess I´ll just leave the mummies and the skeletons as they are, perhaps replacing the skeletons with bone creature warriors of low levels (BoVD template).

That´s it for now, folks. I don´t know if I will post my modifications for my home campaign here. I might post my ideas for converting the story to my Greyhawk campaign, though.


you ROCK !
Ive Run this twice and was about to run it again and convert on the fly.
Now you have made my game RULE !
Keep going !


Pathfinder Adventure Path, Lost Omens Subscriber

Very nice work, by the way. I've been reading with interest for a little while.


Very nice,

A good incentive to buy the magazine.

If I remember correctly, "The Forgotten Man" was part of the 10 Recommended Dungeon Adventures (listed in Dungeon mag #116).


Thanks for the praise. Meanwhile, we started playing the adventure.

spoiler:
I decided to have the players attacked by enough Winter Wolves to kill their mounts before they even reached the village. In the village, the wolves had a good look at Michael. At that moment, one of the PCs managed to injure the lead wolf, and counted the wolves retreat as their success. In the days in between, they learned about the background of Michael and the ancient war from the priests books. We stopped playing last time just before the second wolf attack, in which some villagers will get massacred. I decided to shorten the time needed between the wolves identifying Michael and the arrival of the wagon, as my players are advancing fast within the story.

Oh, and I will look it up if this was indeed one of the recommended adventures.

Stefan

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