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 -
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
Die, Dog, Die! -
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 -
Monster in the Closet -
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
B2.
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.
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
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
C20. Door is locked.
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.
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.
Thistletop Dungeon Level 2 E1.
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.
New Monsters: New Monsters Goblin Dog
Sinspawn
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. ================================= NPC Conversion
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.
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.
HD = 13 / 5 rounded up = 3
Special abilities:
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. ======================================
I will try to type up my conversion of Burnt Offerings and post it here.
Michael Johnson 66 wrote: The original module never mentioned them cooperating... Actually it did mention which groups cooperate and which don't. B2 The Keep on the Borderlands wrote: TRIBAL ALLIANCES AND WARFARE: You might allow player characters to somehow become aware that there is a constant fighting going on between the goblins and hobgoblins on one side and the orcs, sometimes with gnoll allies, on the other - with the koboids hoping to be forgotten by all, and the bugbears picking off any stragglers who happen by. With this knowledge, they might be able to set tribes to fighting one another, and then the adventurers can take advantage of the weakened state of the feuding humanoids. Be careful to handle this whole thing properly; it is a device you may use to aid players who are few in number but with a high level of playing skill. It will make it too easy if there are many players, or if players do not actually use wits instead of force when the opportunity presents itself.
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