2E AD&D + Rise of the Runelords campaign


Rise of the Runelords

Sovereign Court

I know that most here play Pathfinder or 3rd edition but I wanted you to know that some of us "old-schoolers" really enjoy the Paizo adventure paths.

My group has finished 10 session of Rise of the Runelords using 2nd edition AD&D. We are done Burnt Offerings with some side treks using Mad God's Key and some other stuff. I am posting session summaries and some conversion notes on Dragonsfoot. Feedback from my players has been rave reviews so far.

So kudos to Paizo from a bunch of grognards.

Dark Archive

PDiddy, I would love, LOVE to see your notes and conversions for this!

From this grognard, kudos right back at you!

Sovereign Court

Holy brilliant ideas! I never even thought to back convert some of these adventures to older editions of D&D!

Wonder if the Shackled City would be any easier in 1st or 2nd edition AD&D...


Morgen wrote:

Holy brilliant ideas! I never even thought to back convert some of these adventures to older editions of D&D!

Wonder if the Shackled City would be any easier in 1st or 2nd edition AD&D...

I'd think so. 'Hard' 3.5 was pretty much the toughest version of D&D around. So I think it would be easier but there would also be a lot of differences in how and why deaths occurred. Partly because the players can't tailor their build to counter some of the DMs tricks. Saves in particular are difficult to modify so lethal saves are particularly dangerous.

Still hard 3.5 can just be tough with baddies doing upwards of 100 hps in a hit at higher levels there is little leeway built in. Death is extremely quick. In 2nd that only comes up with save or die and save or die is not all that common - you might be in a bad way otherwise but usually you have some time to try and come up with a plan - even if that plan is run for your lives.

Sovereign Court

After just over a year, my 2nd edition AD&D Rise of the Runelords campaign is still going strong.

Light spoilers...
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After a number of side-treks we have just finished the battle in the Shadow Clock and it is nearly as tough in 2nd edition as 3rd. She lost her last HP as the last PC was down to their last couple of HPs. It was a close call. One PC with a couple of hit points, one PC turned to stone and the rest were unconscious.

The party did lose one of their front line fighters just prior to the fight as the bell trap collapsed a large chunk of the stairs and the fighter in plate mail tried to jump the open span after tying himself off to a rickety beam poorly mortared into the wall. Check to make the jump – failed, check to see if the beam held – failed, give him a last gasp saving throw to grab hold of something – failed. Down, down down…splat.

The party now consists of:
6th level thief that put most of his % points into climbing and hiding.
5th level dual-wielding fighter with the swashbuckler kit
3rd level channeller (from the Players Options books to fill in for a sorcerer) that loves to upcharge their magic missile and then fall down exhausted
3rd level specialty priest of Desna henchman (which is a reskinned version of the specialty priests of Selune from Faith & Avatars)
4th level bard with the blade kit (the replacement PC for the pancaked fighter)
And maybe a 3rd level magic-user henchman (the one turned to stone).

It has been great. The group is really looking forward to the next chapter.


Hail PDiddy!

I salute you and your groups efforts !

Keep the older editions alive in Golarion!

Dark Archive

PDiddy, I would love, LOVE to see your notes and conversions for this!

From this grognard, kudos right back at you!

Spoiler:
My email

imperial(dot)advisor(at)gmail(dot)com

Sovereign Court

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@ baron

Let me see what I can put together. Most of them are just hand written.


PDiddy wrote:

I know that most here play Pathfinder or 3rd edition but I wanted you to know that some of us "old-schoolers" really enjoy the Paizo adventure paths.

My group has finished 10 session of Rise of the Runelords using 2nd edition AD&D. We are done Burnt Offerings with some side treks using Mad God's Key and some other stuff. I am posting session summaries and some conversion notes on Dragonsfoot. Feedback from my players has been rave reviews so far.

So kudos to Paizo from a bunch of grognards.

I tried that with Age of Worms (in fact it took a GM using pathfinder beta rules for RotRL to get me excited about anything resembling 3rd ed.). Mechanically I Managed to handle most things ok. It fizzled out because we couldn't meet for awhile and everyone end up going "So what were we doing again... and why?" I had concerns about how levels and experience would work out. I would also love to hear how you handled that with RotRL.

Sovereign Court

@ XperimentalDM

RE: Experience Points

Honestly, I always found the XP rules in 2nd edition to be so flexible that I don't have a problem keeping the PC's exactly where I want them in terms of level. Before we started I decided that I would base XP awards based on what level I wanted a Fighter to be. I did a quick table that looked like:

start……….……..1st level - 0 XP
Mid book one…..2nd level - 2,000 XP (between Catacombs of Wrath and Thistletop)
End book one…..3rd level - 4,000 XP (after Nualia)
Mid book two…..4th level - 8,000 XP (before they went to Magnimar)
End book two…..5th level - 16,000 XP (after the Shadow Clock; where the fighter with the swashbuckler kit currently is)
Mid book three…6th level - 32,000 XP
End book three…7th level - 64,000 XP
Mid book four…..8th level - 125,000 XP
End book four…..9th level - 250,000 XP
Mid book five….10th level - 500,000 XP
End book five….11th level - 750,000 XP
Mid book six…..12th level - 1,000,000 XP
Prior to the final battle…13th level - 1,250,000 XP

I then award enough XP to keep the fighter on track and all the other classes vary slightly from that. Between story based XP, roleplaying XP, etc I have no problem fudging it to keeping them on pace. We have also been doing a bunch of sidetreks but I just adjust the XP.

In other words, I just use XP as a pacing mechanic instead of a reward mechanic.

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A few of my goals/philosophies while I work on my conversions are:

1. Thematic instead of direct mechanical conversions. I am not trying to figure out how a d20 prestige class or magic item might work exactly the same way while using 2nd edition. Instead I am trying to develop a "feeling" and the make things fun. For example, if I am trying to develop a kit that is a conversion of a Golarion prestige class I am trying to have the kit fill the same role and have the same feeling as opposed to trying to find mechanical equivalents for all of the prestige class' abilities.

2. Use existing 2nd edition materials as much as possible. I am married, have kids and am pursuing a career. I need to save as much time as possible.

3. I am not worried too much about "balance". Balance in 2nd edition AD&D was a minor concern. However, I do try to make sure all of my players are having fun so I try to be sure that any conversions aren't too far out there.

4. I am using a wide variety of 2nd edition AD&D materials. For my campaign, I am drawing from nearly the entire 2nd edition product roster where required. However, most of the rules are prior to the "2.5" Player's Option books. But that is not 100% set in stone as I am using such things as the spell spheres and schools as given in Player's Options: Spells & Magic as well as a slightly modified Channeller class.

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NPC Conversion
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.
Thaco was calculated as 20-Hit Dice
AC = 20 - 3.5E AC
And special abilities were approximated.

For example, one of the sidetreks I have used is Mad God's Key from Dungeon 114. The final encounter in that adventure is 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 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 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.

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Monster Conversion
Typically I just replace the monsters given in the adventure with their 2E equivalents. However, I do make frequent use of the rules from “Altering Monsters the Easy Way” from Dungeon Master Option: High Level Campaigns.

I will try to type up my conversion of Burnt Offerings and post it here.

Dark Archive

PDiddy, that's exactly the type of information I was looking to wrangle from you.

Feel free to cover some of the storyline and players' actions as well.

My thanks and keep them coming !

Sovereign Court

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I finally finished typing up my notes to convert Burnt Offerings to 2nd Edition.

Part One: Festival and Fire:

Initial Assault -
Goblins (4): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; shortsword, 7 sp

Goblin Pyros -
Goblins (4): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; shortsword, torch, 8 sp

Goblin Undershaman (1): INT Average; AL LE; AC 6; MV 6; P2; hp 7; THAC0 20; #AT 1; Dmg by weapon; SA cleric spells; SD Nil; SZ S (4' tall); ML 12; whip, 12 sp
Spells: Protection from Good

Die, Dog, Die! -
Goblin Leader (1): INT Low; AL LE; AC 6; MV 6; HD 1; hp 7; THAC0 20; #AT 1; Dmg 1-8; SA Nil; SD Nil; SZ S (4' tall); ML 12; Battleaxe, 9 sp

Goblin Dog (1): INT Animal; AL N; AC 7; MV 15; HD 1; hp 6; THAC0 19; #AT 1; Dmg bite 1-6; SA allergic reaction; SD nil; SZ M; ML 10; (see below)

Goblins (4): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; shortsword, 4 sp

Part Two: Local Heroes:

The Shopkeep's Daughter -
Ven Vinder - 0-level Human (5 hp)

The Boar Hunt -
Wild Boar (1): INT Animal; AL N; AC 7; MV 15; HD 3+3; hp 16; THAC0 17; #AT 1; Dmg 3-12; SA attack until reduced to -7 hp; SD Nil; SZ S; ML 10

Monster in the Closet -
Goblin Leader (1): INT Low; AL LE; AC 6; MV 6; HD 1; hp 7; THAC0 20; #AT 1; Dmg 1-4; SA Nil; SD Nil; SZ S (4' tall); ML 12; Dagger, 7 sp

Part Three: Glass and Wrath:

Against the Goblins -
Goblins (8): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; shortsword, molten glass, 4 sp

Tsuto Kaijitsu (3rd-level thief - assassin kit, half-elf male): AL LE; AC 6; MV 9; T3; hp 8; THAC0 19; #AT 1; Dmg by weapon; S 12, D 15, C 8, I 13, W 14, Ch 10; ML 14; shortbow, 15 arrows, 3 poisoned arrows (type A), potion of healing, ring of protection +1, blinding powder, glass vial of poison (type J), thieves tools, silver flute (50 gp), silver earrings (25 gp for the pair), journal

300 gp and 10 pp in the Secret Office.

Catacombs of Wrath
B1. Sinspawn (1): INT Average; AL NE; AC 7; MV 9; HD 3; hp 11; THAC0 17; #AT 3; Dmg 1-4/1-4/1-6; SA wrathful bite; SD immune to sleep, charm and hold spells, opponents have a -2 penalty to their surprise roll; SZ M; ML 20

B2.
B3. Silver and ivory ranseur (400 gp)
B4. Vargouille (1): INT Low; AL NE; AC 8; MV Fl 12 (B); HD 1+1; hp 6; THAC0 19; #AT 1; Dmg 1-4; SA poison, fear, kiss ; SD nil; SZ S; ML 9
B5.
B6. Sinspawn (2): INT Average; AL NE; AC 7; MV 9; HD 3; hp 11; THAC0 17; #AT 3; Dmg 1-4/1-4/1-6; SA wrathful bite; SD immune to sleep, charm and hold spells, opponents have a -2 penalty to their surprise roll; SZ M; ML 20
B7.
B8. Scroll of Flaming Sphere
B9. Zombies (11): INT Non; AL N; AC 8; MV 6; HD 2; hp 7; THAC0 19; #AT 1; Dmg 1-8; SA nil; SD spell immunity; SZ M; ML special

Korvus (mutated goblin): INT Semi; AL CE; AC 5; MV 9; HD 2; hp 12; THAC0 19; #AT 3; Dmg by weapon; SA acid breath weapon that caused 2d4 damage (save for half) that was usable three times; SD nil; SZ S; ML 20; Longsword +1, handaxe, silver dagger

B10.
B11. Scroll of Burning Hands, Wand of Shocking Grasp, rare religious book (100 gp to the right buyer)
B12. If a creature drinks directly from the altar, he
must make a save vs poison. Success indicates the creature
becomes violently ill for 2d4 hours. Failure indicates the water takes root and drives the victim mad, reducing their Intelligence by 2d6 points. A creature reduced to 0 Intelligence undergoes a horrific transformation as the vile waters unmake him and then reform him into a monstrous, deformed parody of his previous form. This condition can be removed by Remove Curse.
B13. Erylium (Quasit with +1 toughness; see Altering Monsters the Easy Way, Dungeon Master Option: High Level Campaigns): INT Average; AL CE; AC 1; MV 15; HD 3+3; hp 18; THAC0 16; #AT 3; Dmg 2-3/2-3/2-5 or by weapon; SA toxin which causes anyone struck by them to save versus poison or lose one point of dexterity for 2-12 rounds, turn invisible, detect good, or detect magic at will, regenerate 1 hit point per round, blast of fear, hideous spittle range 20-ft save vs spell or be affect as by a Stinking Cloud spell, can cast Monster Summoning I once per week; SD only be harmed by cold iron or magical weapons, resist magic 25%, save as if they were 8 HD, immune to cold, fire, and lightning; SZ T (2' tall); ML 12; miniature +1 Dagger of Throwing (1-2 damage due to small size), miniature tiara worth 25 gp, miniature black silk gown worth 25 gp, obsidian unholy symbol of Lamashtu worth 10 gp

Sinspawn: INT Average; AL NE; AC 7; MV 9; HD 3; hp 11; THAC0 17; #AT 3; Dmg 1-4/1-4/1-6; SA wrathful bite; SD immune to sleep, charm and hold spells, opponents have a -2 penalty to their surprise roll; SZ M; ML 20

Part Four: Thistletop:

Thistletop
C1. Entrance is a Concealed Door.
C2. Pushing through thistle walls causes 1-4 hp damage.
C3. See PHB for climbing rules.
C4. Goblins (10): INT Low; AL LE; AC 10; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 8
C5. Goblin Dogs (4): INT Animal; AL N; AC 7; MV 15; HD 1; hp 6; THAC0 19; #AT 1; Dmg bite 1-6; SA allergic reaction; SD nil; SZ M; ML 10
C6. Pet Mountain Lion (1): INT Semi; AL N; AC 6; MV 12; HD 3+1; hp 15; THAC0 17; #AT 3; Dmg 1-3/1-3/1-6; SA Rear claws; SD surprised only on a 1; SZ M (4' long); ML 10
C7. Gogmurt (Goblin Shaman): INT Average; AL LE; AC 6; MV 6; P3; hp 12; THAC0 20; #AT 1; Dmg by weapon; SA cleric spells; SD Nil; SZ S (4' tall); ML 12; , Leather Armour +1, spear, sling, potion of animal control, potion of healing, wand of produce flame (34 charges), 13 gp
Spells: 1 - Cause Light Wounds, Darkness; 2 - Chant
C8.
C9. Rope bride will give way if more than 3 human sized creatures attempt to cross (small creatures count as 1/2 and large count as 2). Save vs Breath Weapon to grab rope or jump to safety. An 80-ft fall into water.
C10. Goblins (4): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; spears, 1-6 sp

Goblin Dogs (4): INT Animal; AL N; AC 7; MV 15; HD 1; hp 6; THAC0 19; #AT 1; Dmg bite 1-6; SA allergic reaction; SD nil; SZ M; ML 10
C11. Pearl handled dagger worth 100 gp.
C12.
C13. Goblins (2): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; shortsword, 1-6 sp
C14. Goblins (6): INT Low; AL LE; AC 6; MV 6; HD 1-1; hp 3; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10; shortsword, 1-6 sp
C15. Goblin Bodyguards (2): INT Low; AL LE; AC 5; MV 6; HD 1+1; hp 8; THAC0 19; #AT 1; Dmg 1-8; SA Nil; SD Nil; SZ S (4' tall); ML 10; battleaxe, 1-6 sp
C16. Goblin Dogs (4): INT Animal; AL N; AC 7; MV 15; HD 1; hp 6; THAC0 19; #AT 1; Dmg bite 1-6; SA allergic reaction; SD nil; SZ M; ML 10
C17.
C18. Heavy Warhorse (1): INT Animal; AL N; AC 7; MV 15; HD 3+3; hp 25 (currently 5); THAC0 17; #AT 2; Dmg 1-8/1-8; SA Nil; SD Nil; SZ L; ML 6
C19. Chief Ripnugget (Goblin Chief): INT Low; AL LE; AC 4; MV 6; HD 2; hp 13; THAC0 19; #AT 1; Dmg by weapon; SA Nil; SD Nil; SZ S (4' tall); ML 15; battleaxe, spear, dented crown worth 20 gp, potion of Healing, potion of Strength of Stone

Giant Lizard (1): INT None; AL N; AC 5; MV 15; HD 3+1; hp 14; THAC0 17; #AT 1; Dmg 1-8; SA bite; SD nil; SZ H; ML 10

Goblin Bodyguards (4): INT Low; AL LE; AC 4; MV 6; HD 2; hp 11; THAC0 19; #AT 1; Dmg by weapon; SA Nil; SD Nil; SZ S (4' tall); ML 10; battleaxe, 1-6 gp

Goblin Undershaman (1): INT Average; AL LE; AC 6; MV 6; P1; hp 4; THAC0 20; #AT 1; Dmg by weapon; SA cleric spells; SD Nil; SZ S (4' tall); ML 12; whip, wand of blindness (6 charges), 8 sp
Spells: Protection from Good

C20. Door is locked.
C21. 23 shortswords, 11 shortbows, 11 suits studded leather (goblin size), 2 whips
C22.
C23. silver holy symbol worth 40 gp. Keys to room C24 under seat cushion.
C24. Trapped chest. THAC0 17. Does 1-8 damage and save vs poison or loose 1-4 points of dexterity and 50% chance of lockjaw which prevents speach. Recovery takes 2d6 days. Chest contains 7,400 cp, 2,500 sp, 12 pp, a suit of human sized chainmail, 6 flawed malachites worth 10 gp each, gold holy symbol of Sarenrae worth 100 gp, a jade necklace worth 60 gp, and a scimitar +1
C25.
C26.
C27. Bunyip (1): INT Animal; AL N; AC 5; MV Sw 12; HD 5; hp 25; THAC0 15; #AT 1; Dmg 1-6; SA roar, sever limb, swallow whole, blood frenzy; SD telepathy; SZ M; ML 10

treasure: 100 gp, a rusted sword with a violet garnet in its hilt worth 200 gp, 3 arrows +1, and a Rod of Security.

Thistletop Dungeon Level 1

D1.
D2. 80% chance of Bruthazmus being here.
Bruthazmus (Bugbear Leader): INT Average; AL CE; AC 4; MV 9; HD 4; hp 25; THAC0 17; #AT 1; Dmg by weapon; SA Surprise, +3 to damage; SD nil; SZ L (7' tall); ML 13; footman's flail, composite longbow (+3 str bonus to damage), 3 arrows of slaying (elves), 10 gp, 6 sp.

Female Goblins (4): INT Low; AL LE; AC 10; MV 6; HD 1-1; hp 2; THAC0 20; #AT 1; Dmg 1-6; SA Nil; SD Nil; SZ S (4' tall); ML 10

D3.
D4a. If Tsuto is still alive there is a 30% chance he will be here.
D4b. Orik Vancaskerkin (3rd level fighter, human male): AL CN; AC 1; MV 9; F3; hp 8; THAC0 19; #AT 1; Dmg by weapon; S 15, D 13, C 14, I 10, W 10, Ch 8; ML 14; +1 banded mail, bastard sword (specialized), body shield (+1 AC melee, +2 AC missile), longbow, potion of healing, 3 pp.
Note: Orik has a specialization with the bastard sword and is +1 to hit and +2 damage.
D4c. 20% chance Lyrie is here. See D15 below.
D4d. If Bruthazmus isn't in D2 he will be here.
D5. There is only a 5% chance that Nualia is here. See E4 below.
D6.
D7. Tentamort (1): INT Non; AL N; AC 3 (tentacles)/ 1 (body); MV 1; HD 2 each tentacle, 4 body; hp 6 each tentacle, 19 body; THAC0 17; #AT 2; Dmg 1-6; SA constrictor tentacle, poison tentacle; SD nil; SZ S (but tentacles 10' long); ML 10
D8. +1 hide armour
D9. Any PCs that have been captured will be here.
D10.
D11.
D12. Yeth hound (2): INT Low; AL NE; AC 0; MV 15 Fl 27 (B); HD 3+3; hp 15; THAC0 17; #AT 1; Dmg 2-8; SA Fear; SD Silver or magical weapons to hit, 10% magic resistance; SZ M (5' tall); ML 20
There is a 10% chance that Nualia will be here leading a ritual in which case Tsuto, Lyrie, Bruthazmus and any surviving goblins will be here.
D13.
D14.
D15. 80% chance that Lyrie will be here.
Lyrie (3rd level Magic-user, human female): AL CE; AC 8; MV 12; M3; hp 9; THAC0 20; #AT 1; Dmg by weapon; S 8, D 14, C 12, I 15, W 10, Ch 13; ML 10; Dagger, Spellbook (1 - Armour, Burning Hands, Comprehend Languages, Identify, Spider Climb, Wall of Fog; 2 - Detect Invisibility, Locate Object, Mirror Image, Shatter), wand of magic missile, ring of protection +1, silver comb (25 gp), fine silk gown (60 gp), small pouch of personal artifacts stolen from Tsuto (hair, fingernail clippings, used handkerchiefs, etc), 4 pp
Spells Memorized: 1 - Armour, Burning Hands; 2 - Mirror Image

Thistletop Dungeon Level 2

E1.
E2.
E3. Slashing Cage Trap. Save vs Breath Weapon to jump to safety when portcullises drop. 1 round later the two statues slash the area with their glaives for 2 rounds. THAC0 17 each. Then pit opens dropping anyone trapped 10 ft (1d6 damage).
E4. Nualia (4th level priest, Aasimar female): AL CE; AC 2; MV 9; P4; hp 9; THAC0 18; #AT 2; Dmg by weapon and claw (1-6); S 16, D 8, C 14, I 10, W 15, Ch 15; SA Lamashtu's Mark (see below); ML 18; +1 Falchion, Sihedron medallion, +1 splint mail, gold holy symbol (100 gp), 7 pp, 5 gp.
Spells: 1 - Bless, Cause Fear, Protection from Good; 2 - Enthrall, Silence 15ft radius.

Lamashtu's Mark: Once per day, when Nualia hits with her claw, the target must save vs spells or become deformed in some hideous manner (cloven hooves, horns, vestigial limbs, etc). The deformity reduces the target's charisma score by 1d6. This lasts for 1d6 hours.

Sihedron Medallion: +1 bonus to all saving throws. Once per day the wearer can be bestowed with an Aid spell.

Yeth Hound (1): INT Low; AL NE; AC 0; MV 15 Fl 27 (B); HD 3+3; hp 15; THAC0 17; #AT 1; Dmg 2-8; SA Fear; SD Silver or magical weapons to hit, 10% magic resistance; SZ M (5' tall); ML 20

E5.
E6. Shadows (3): INT Low; AL CE; AC 7; MV 12; HD 3+3; hp 15; THAC0 17; #AT 1; Dmg 2-5; SA Strength drain; SD +1 or better weapon to hit, immune to sleep, charm and hold spells, unaffected by cold-based attacks; SZ M; ML Special
E7. Giant Crabs (2): INT Non; AL N; AC 3; MV 9; HD 3; hp 12; THAC0 17; #AT 2; Dmg 2-8/2-8; SA Nil; SD -3 penalty to opponent's surprise roll; SZ L; ML 13
E8.
E9.
E10. Malfeshnekor (Barghest): INT Exceptional; AL LE; AC 0; MV 15 (30); HD 10+10; hp 55; THAC0 11; #AT 2; Dmg 12-18/12-18; SA Spell-like abilities; SD +1 or better weapon to hit, 50% magic resistance; SZ L; ML 16

New Monsters:

New Monsters

Goblin Dog
No. Appearing: 2-12
AC: 7
Mv: 15
HD: 1
THACO: 19
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)

Sinspawn
No. Appearing: 2-8
AC: 7
Mv: 9
HD: 3
THACO: 17
No. Attacks: 2 claws & 1 bite
Damage: 1-4/1-4/1-6 + wrathful bite
Special Attacks: Wrathful Bite - save vs poison or be affected as a Confusion spell for 1d6 rounds.
Special Defenses: Spell Immunity - immune to sleep, charm and hold spells. Sneaky - opponents have a -2 penalty to their surprise roll.
Magic Resistance: Nil
Size: Medium
Morale: Fearless (20)

Sovereign Court

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Nearly two years after my last post to this thread my players have defeated the lamias in the Reliquary and are trying to figure out how to use the lens to enter the Eye of Avarice. They will battle Karzoug next week.

The party is made up of six characters 2nd edition characters from levels 10 to 14 and I have stated up Karzoug as an 18th level Transmuter (I wanted to make sure he had access to 9th level spells). I am also considering having two or three Hounds of Tindalos to support him.

I will try to post some thoughts about the campaign, the conversion to 2nd edition, and the final combat when we are done.

Liberty's Edge

Sir PDiddy, I salute thee.


I'd be interested to hear how you treated/converted haunts in AD&D 2e - specifically the Foxglove Manor haunts.

Sovereign Court

Actually I ran them pretty much as is, however, I changed the saving throws to attribute checks. Also, I stole an idea from these forums and preprinted the descriptions for the haunts and placed them in envelopes. When a haunt was triggered I would hand the player the envelope, they could read the description inside, and role-play how they interacted with the haunt.

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