Running RoTRL in AD&D OSRIC


Rise of the Runelords


I'm going to be running Rise of the Runelords written for 3e/PF to AD&D/OSRIC, thinking about what issues are likely to come up. Has anyone done this with Runelords or a similar AP? Googling turned up one useful blog on running it in 2e AD&D. Any significant problems from different game assumptions?


As no-one has answered yet, I thought I would make a few points. I should point out that we play AD&D 2e, rather than PF, and will be starting RotRL shortly.

The two points that gave us the most problems were certain PF mechanics - magic item crafting and haunts.

1. Magic item crafting. Vary rare in 2e, so we thought about changing the 2e rules to make crafting items easier. In the end, we decided on the magic item fabrication rules found on the Dragonsfoot site, as they seemed fairly easy to use.

2. Haunts. 2e doesn't really have an equivalent of channeled energy, so causing damage to haunts can be somewhat difficult. So far, we have decided to allow cure spells to cause damage to haunts.

We are still thinking about whether to allow clerical turning to damage haunts as well. Maybe 1hp of damage for each point in excess of what was needed to affect the haunt. So, if the haunt is CR5, treat it as a 5HD undead, and if a 4th level priest rolled 15, he causes 2hp (15-13) to the haunt.

Other than that, certain PF character classes may cause conversion problems, but that is not insurmountable.

Hope this helps.


Grimbold wrote:

1. Magic item crafting. Vary rare in 2e, so we thought about changing the 2e rules to make crafting items easier. In the end, we decided on the magic item fabrication rules found on the Dragonsfoot site, as they seemed fairly easy to use.

2. Haunts. 2e doesn't really have an equivalent of channeled energy, so causing damage to haunts can be somewhat difficult. So far, we have decided to allow cure spells to cause damage to haunts.

Thanks Grimbold. Is item crafting necessary/inherent to the AP? I was just going to let them rely on dropped items and the 1e RAW. Haunts - hm, there is a 1e MM2 monster called the Poltergeist I could probably use, or just treat them as regular undead - Turnable, and hittable by magic weapons.


Crafting isn't necessary or inherent as such, as far as I am aware. However, I have seen a number of threads where players have created items to solve a problem. So, if you don't allow crafting in your game, you need to read ahead to make sure that you provide the characters with sufficient items. For example:

Spoiler:
For instance, in book 6 the players need to be able to deal with high altitude for an extended period. So, either you allow them to craft items that do this, or you ensure that they have previously found items that are of use - and which they haven't sold!

Concerning haunts, you might want to read up RotRL book 2 and the OGC here on how haunts work, before you decide whether a poltergeist will be a good substitute.

As long as the solution works for you, then go with it.

Hope this helps.

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