Converting B9, Castle Caldwell and Beyond


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Basic Adventure Module B9 Castle Caldwell and Beyond was designed for the Mentzer edition of the Dungeons and Dragons game (AKA BECMI for Basic, Expert, companion, Masters and immortal, the names of the boxed sets that comprised it). Like all of the B series modules it was designed for characters level 1-3, yet unlike the other modules in the series, B9 was comprised not of a single adventure but of 4 shorter adventures. These adventures were The Clearing of Castle Caldwell (and the associated Dungeons of Terror underneath of it), The Abduction of Princess Sylvia, The Great Escape, and the Sanctuary of Elwyn the Ardent. These adventures (with the exception of The Abduction of princess Sylvia) would later be reprinted in the 'mega-module' B1-9 In Search of Adventure.

B9 has long been one of my favorite of the B series modules, and after seeing the thread on here about converting B2, I decided to go ahead and convert B9 to the pathfinder game. Eventually I plan on converting all of the adventures, but to this point I have only finished my favorite from the module, The Sanctuary of Elwyn the Ardent. I will post that conversion now, and post the other adventure conversions on this thread as I finish them. Feed back would be nice.

Hope somebody gets some use out of this,

C. Wesley Clough

Scarab Sages

I'm really looking forward to seeing this. B9 was my first module (to own or run), and has always been one of my favorites. I'll definitely be taking a close look at your conversion!

The Exchange RPG Superstar 2010 Top 16

That sounds so cool!!


The Sanctuary of Elwyn the Ardent conversion (From BECMI D&D to the Pathfinder RPG)

Because of the CRs of the encounters in this adventure upon conversion to the pathfinder rules, an average party level of third or even fourth is suggested for this adventure. Only the bits relevant to conversion have been converted here, so you will actually need to have the original on hand to run it. Some of the treasure has been changed slightly to better reflect the Pathfinder role playing game, and encounter treasure value norms (so as to not demolish the recommended wealth by level assumptions built into the game).

I would suggest treating all walls in the sanctuary itself as superior masonry (core rule book 411). The secret doors are all stone doors (core rule book 413) they are unlocked and can be opened easily if found unless otherwise noted. The entrance door is a strong wooden door (ibid), it is also unlocked and opens easily.

Outside the Fortress (CR 4):

A DC 15 perception check will avoid being surprised by the troglodytes. Following the troglodytes tracks back to their lair is easy, they came across very soft muddy ground and were making no attempt to hide their trail, DC 4 Survival check to follow the tracks.

Troglodytes (4) (HP 13 each, Bestiary 267)

Treasure: 4 sacks of 500 sp each, 2 sacks of 500 gp each, treasure map #1, and 2 potions of cure light wounds (caster level 1).

1. Entrance:

The secret door near the normal entrance is almost impossible to find from the outside (perception DC 40), from inside the secret passage the door is easily discovered, however (DC 10).

Once inside somebody searching the ceiling near where the bars fall might be able to notice that there is a trap there (perception DC 30, this drops to 20 if the character can actually get up to the ceiling and examine it closely, either by climbing the walls, flying, being lifted on the shoulders of other characters, or other act of ingenuity) even if found there is no way to disable the portcullis from this area.

Picking the lock in the keyhole should be a feat beyond the skills of characters of the suggested levels (Disable device DC 35 or so would be about right) and any character with the disable device skill that examines it closely will be able to tell that it is too complicated for him or her. Similarly it is magically warded against knock spells (detect magic reveals moderate abjuration on the keyhole), and the ward will have to be dispelled (via dispel magic or the like) before a knock spell can be used to unlock it (treat the ward as having a caster level of 6th). The portcullis is a locked iron portcullis (Core Rule Book 413), note I did not count the Portcullis as a “trap” with a CR because it essentially can’t be overcome, nor does it actually damage the characters in any way.

2. Dais:

The block of mahogany weighs about 400 lbs (A block of 12 cubic feet of Honduran mahogany would actually weigh 408 pounds, if it was Spanish mahogany it would top the scales at a whopping 636 pounds, we are assuming that it is the less dense Honduran mahogany here). It is worth about 200 gp (5 sp per pound). The bell is cast iron and is worth 1 gp.
The secret door between areas 2 and 3 requires a DC 25 perception check to find.

3. Altar (CR 4):

The acolytes wear breast plates, and wield heavy maces and shields in combat, they have no other wealth on them, and nothing in the room is valuable.

Acolytes (6 first level clerics) (HP 10 each, see below; the spells listed in the general stat block are just suggestions, the GM should feel free to swap out bane and or cause fear for other first level spells on some of the acolytes as appropriate).

4. Dais:

This is the same as 2 above (including the mahogany block), save the bell is made of copper and worth 5 gp.

5. Treasure of the Troglodytes (CR 1):

The covered pit trap can be discovered with a perception check (DC 30) but it can’t be disarmed from out here.

Room Covered Pit Trap CR1
Type: Mechanical; Perception DC 30, Disable Device DC –
Effects
Trigger Manual (Elwyn triggers the trap from her secret hall way) Reset automatic reset
Effect 20 foot deep pit (2d6 falling damage); DC 20 reflex save avoids if within 5 feet of the entrance of the room or of the ‘safe path’ Multiple Targets all in room

The X from the troglodytes map is in the “safe area”, and marks the location of a hidden storage niche (Perception DC 20 to find, if the characters know where to look because of the map this drops to DC 10), the treasure consists of a divine scroll with 3 cure light wounds spells (caster level 1), a adamantine war hammer (like all adamantine weapons this one is masterwork), a potion of enlarge person, and a wand of beast shape II (with only 1 charge remaining).

5a. Trap Room

The pit trap is not silent, and if the characters have not proceeded down the corridor within 2 minutes (20 rounds) the orcs from 5b will come to investigate.

5b. Orcs (CR 3)

The normal orcs here normal orc warriors, while the orc leader is a 1st level barbarian.

Orc Warrior (HP 6 each, Bestiary 222)

Orc Leader (HP 14, See below)

Each orc has a falchion, studded leather armor, and 4 javelins; The leader has chain mail, a +1 bastard sword (which he uses two handed, both for the extra damage and to avoid the non-proficiency penalty), and a belt pouch with 7 gems (one worth 100 gp, one worth 50 gp, five worth 10 gp). Five sacks containing 200 sp each are also in the room.

7. Dais:

This room is just like area 2 above (including the mahogany block), save that the bell is made of brass and worth 10 gp.

8. Golem chamber (CR 5)

This chamber has a weak wood golem in it (a wood golem with the young creature simple template applied to it just applying the quick rules and not a full rebuild)

weak wood golem (HP 48, bestiary 164, and 295 for the template).

9. Treasure Room

The treasure is hidden in a secret niche in the wall (Perception DC 25 to find, drops to 15 if the character know where to look because they have treasure map #2), the treasure consists of a wand of hold person (with 3 charges remaining), a +1 short sword, a divine scroll[i] holding a [i]cure light wounds and a silence spell (both caster level 3), and an arcane scroll holding two magic missile spells, a web spell, and a scorching ray spell (all at caster level 3).

Note that both the troglodytes treasure (room 5) and this treasure make more sense if you assume that they were not placed there by Elwyn, but were present before she took over this place, and she has not found them to this point because she has not thought to look for hidden treasures here.

10 Dais:

This room is just like area 2 above (including the mahogany block), save that the bell is made of silver and worth 50 gp.

11. Statue (CR 3):

The Statue is a medium animated object (HP 36, Bestiary page 14) with the stone and extra attack special abilities purchased with its two construction points.

12 Empty Room (CR 1):

This room has a standard pit trap save that it is 10 by 20 feet rather than ten by ten.

Covered Pit Trap CR1
Type: Mechanical; Perception DC 20, Disable Device DC 20
Effects
Trigger location Reset manual
Effect] 20 foot deep pit (2d6 falling damage); DC 20 reflex save avoids Multiple Targets all in 10 by 20 foot area

13. Statue (CR 2):

Shocking Grasp trap CR2
Type: Magical; Perception DC 26, Disable Device DC 26
Effects
Trigger touch (including with a metal weapon) Reset automatic (1 round)
Effect 2d6 electricity damage

14. Dais:

This room is just like area 2 above (including the mahogany block), save that the bell is made of gold and worth 500 gp.

15. cell:

The portcullis that drops is a locked wooden portcullis (core rule book page 314).

16. Black Dragon (CR4)

A very young black dragon recently captured by Elwyn is in this room. Because the dragon is chained, and cannot move more than 30’ from its corner, the CR has been arbitrarily lowered by one. Characters who try to negotiate with the dragon, rather than attacking at once might be able to convince it to leave the dungeon in peace if they free it from its chain (The chain has been magically treated to make it immune to acid damage, but is otherwise normal), to do so they must raise its attitude to indifferent (a DC 20 diplomacy check) if they can raise it to friendly or better (A DC 25 or 30 Diplomacy check) the dragon will offer them some information before leaving, telling them that Elwyn is a woman (if they hadn’t already figured that out), and warning them about the gargoyles in the innermost sanctum.

Very Young Black Dragon (HP 51, see below).

16a. Elwyn the Ardent (CR5)

Note that this encounter will not normally happen until after the characters penetrate the innermost sanctum and recover the sacred bell. The secret door here is almost impossible to find from the outside (Perception DC 35), but is easily found from within the secret passage (DC 10). If the characters have the sacred bell with them, they will find Elwyn standing in the hall here along with 2 fiendish fire beetles (summoned via her summon monster II spell, with 5 rounds of duration remaining when the encounter starts), ready for a final showdown.

There is a locked treasure chest just inside the secret door in the secret passage, Elwyn has the key. During the initial rounds of combat Elwyn will prefer to try to stay back from combat casting spells while the beetles fight (starting with her hold person spell on a strong melee type, and then her bestow curse on a caster if possible) but if a character moves up to her she will lash out with her mace using her channel smite feat to try to take the character down as quickly as possible

Elwyn the Ardent (HP 43, See Below)

Fiendish Fire Beetles (2) (HP 4 each, Bestiary 33)

Treasure: aside from Elwyn’s equipment, the characters can find the following (located in the locked chest), 11 gems (each worth 100 gp), two matched sets of finely worked silver and moonstone bracelets (one set worth 1000 gp and the second set worth 1,100 gp), and a wand of cure moderate wounds (with 25 charges remaining).

21. Altar (CR 6)

The mahogany block is the same as from area 2 above, the bell is the sacred relic that the party is searching for. When it is picked up 2 gargoyles will come out of the one-way secret doors (one from each) that lead to the secret passage (they can be found, DC 25, from the sanctum side, but they can’t be opened from that side, from the secret passage they are found more easily, DC 10, and can be opened with little effort). (Note I removed the shadows because with them this encounter was like CR 8).

Gargoyles (2) (HP 42 each, bestiary 137)

Non-standard Monsters and NPCs

Acolyte, Human Cleric 1 CR 1/2
XP 200

CE Medium humanoid (Human)
Init +0; senses; Perception +3

DEFENSE

AC 18, Touch 10, Flat-Footed 18 (+6 armor, +2 shield)
HP 10 (1d8+2)
Fort +4, Reflex +2, Will +4

OFFENSE

Speed 20 ft. (30 ft. base)
Melee heavy mace +1 (1d8+1)
Special Attacks Channel Energy (negative, DC 11, 1d6), Channel Smite, Touch of Chaos (5/day), Touch of Evil (5/day)
Spells Prepared (CL 1st)
1st—bane, cause fear; Domain: protection from good
0th—bleed, detect magic, resistance

STATISTICS

Str 12, Dex 10, Con 14, Int 10, Wis 15, Cha 13
Base Atk +0; CMB +1; CMD 11
Feats Channel Smite, Lightning Reflexes
Skills Knowledge (religion) +4, Perception +3, Sense Motive +6, Spellcraft +4
Languages Common
Gear Breastplate, large steel shield, heavy mace, (un)holy symbol
SQ Domains (Chaos and Evil), Orisons, spontaneous casting (inflict).

Orc Leader, Orc Barbarian 1 CR 1/2
XP 200

CE Medium humanoid (Orc)
Init +1; senses darkvision 60 ft., low-light vision; Perception +4

DEFENSE

AC 17, Touch 11, Flat-Footed 16 (+6 armor, +1 Dex)
HP 14 (1d12+2)
Fort +4, Reflex +2, Will +4

OFFENSE

Speed 20 ft. (30 ft. base)
Melee +1 bastard sword +5 (1d10+10)
Ranged javelin +2 (1d6+4)
Special Attacks Power attack (included in melee above)

STATISTICS

Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Climb +8, Intimidate +2, Perception +4, Survival +4
Languages Common, Orc
Gear Chainmail, +1 bastard sword, 4 javelins, 7 gems (see room description)
SQ Rage.

Very Young Black Dragon CR 5
XP 1600

CE Small Dragon (Water)
Init +6; senses dragon senses; Perception +10

DEFENSE

AC 18, Touch 13, Flat-Footed 16 (+2 Dex, +5 Natural, +1 Size)
HP 51(6d12+12)
Fort +7, Reflex +7, Will +6
Immune acid, paralysis, sleep

OFFENSE

Speed 60 ft., Swim 60 ft., fly 150 ft. (average)
Melee Bite +10 (1d6+3), 2 claws +9 (1d4+2)
Special Attacks Breath Weapon (40 ft. line, DC 15, 4d6 acid)

STATISTICS

Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +7; CMD 19
Feats Acrobatic, Improved Initiative, Weapon Focus (bite)
Skills Acrobatics +4, Appraise +9, Fly +15, Intimidate +9, Perception +10, Stealth +11, Swim +21
Languages Draconic
SQ swamp stride, water breathing.

Elwyn the Ardent, Human Cleric 6 CR 5
XP 1600

CE Medium humanoid (Human)
Init +0; senses; Perception +9

DEFENSE

AC 20, Touch 10, Flat-Footed 20 (+8 armor, +2 shield)
HP 43 (6d8+12)
Fort +7, Reflex +2, Will +8

OFFENSE

Speed 20 ft. (30 ft. base)
Melee +1 heavy mace +6 (1d8+2)
Special Attacks Channel Energy (negative, DC 16, 3d6), Channel Smite, Touch of Chaos (6/day), Touch of Evil (6/day)
Spells Prepared (CL 1st)
3rd—bestow curse, cure serious wounds, invisibility purge; Domain: magic circle against law
2nd—darkness (used), hold person, shatter, summon monster II (used); Domain: align weapon (chaos)
1st—bane, cause fear, cure light wounds, doom; Domain: protection from good
0th—bleed, detect magic, read magic, resistance

STATISTICS

Str 12, Dex 10, Con 14, Int 10, Wis 16, Cha 13
Base Atk +4; CMB +5; CMD 15
Feats Armor Proficiency (Heavy), Channel Smite, Command Undead, Improved initiative
Skills Knowledge (religion) +9, Perception +9, Sense Motive +11, Spellcraft +9
Languages Common
Gear Masterwork half-plate, +1 light steel shield, +1 heavy mace, (un)holy symbol, 20 gp, key to her chest
SQ Domains (Chaos and Evil), Orisons, spontaneous casting (inflict).

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