Converting T1 - Village of Hommlet to D&D Next

Abstruse

Legend
For those interested in running T1 - Village of Hommlet, I'm about 4/5 done with my conversion (only have about 10 entries from the village itself to transcribe and update). Unfortunately, the way I wrote it makes it doubly bad if I share it - I followed the copywrited material too closely copying many descriptions word-for-word and it's a derivative work so sharing is a violation of the Playtest Agreement. So don't ask me to share because I won't.

However, I can make the work easier for people following in my footsteps. I've tried to write this specifically so that it makes absolutely no sense if you don't have both the module and playtest material, and to make sure it doesn't contain any direct information from either one. It does contain spoilers, so if you want to play in T1 completely clean, I'd avoid it.

I'm only noting when I've changed something. Many of the monsters can be swapped out directly, though you may want to play with the numbers of them for balance since I haven't playtested this yet. I'm also explaining my logic when I do something that seems...not in keeping with either the original monster or the original adventure so you know why I did what I did. I tried to match XP values to hopefully get a similar challenge, but I also made a few judgement calls.

Village: Use Humans for everyone, but give militia members +1 to hit and damage and give anyone with class levels an additional +2 to hit and damage. Make note of who has what weapons to fix AC and damage dice. I made full stats for the traders, though, because they're not really like any of the others. A bit of logic in how they're built will make it very easy to convert them though. Same goes for the druid and a few of the other NPCs.

Moathouse

1. Replace the frogs with stirges. There's just nothing in the playtest material that works as well, and if you follow my logic of making stirges mosquitoes from hell rather than semi-sentient vampire bats, it works very well.

4. Use the stats for the bugbear here, but add climb and jump speeds. Makes the spider non-poisonous but it should still give the group a nice fight.

7. Brigands are reskinned goblins, Captain Aide is hobgoblin.

12. The snake I created completely from scratch as there was nothing that would work. I'd suggest playing around with the Owlbear's stats since this encounter's supposed to reflect the idea of "Oops, wrong turn! RUN AWAY!" based on the original.

16. Fire beetle is the closest I could find, but I'd recommend using a pair of them to make up for the challenge. Or you can use another flock of stirges.

17. Reskinned gnoll with some of the abilities shuffled around a bit.

18. Grey oozes. It was that or a gelatinous cube, which seemed too much.

30. Created the giant crawfish (I'm from Southeast Texas...it's not a "crayfish" you yankees!) from scratch based off boosting a skeleton's stats to about the level of the kobold chieftain to reflect the hardened shell.

31. Reskinned skeletons with a paralysis attack instead of the resistance to piercing/slashing, but you can just use them straight and it'll still fit mostly. Or you can put a wright or two in here instead of the group of ghouls.

33. Gnolls for the guards, bugbears for the sergeants.

34. Kobold chieftain with the AC and damage numbers fiddled with a bit to match the gear.

35. Lareth is just straight up the Dark Priest. Make his chambers a bit bigger and use his brazier instead of the altar for the writhing darkness attack thingy he has.

I'd highly recommend toning the treasure waaaay down if you're wanting to run this as a campaign as the amount of gold the group can get is insane compared to other adventures, especially if they load up every little trinket they find to haul back to Hommlet. I'd also replenish the monsters in various rooms regularly if the group keeps going in and coming back rather than pushing straight through, but either tactic would have drawbacks. Lareth isn't stupid and he should be played that way. He'd notice if his ogre's suddenly dead and come up with another way to protect his lair, if he doesn't outright abandon it for greener pastures.

I also did a lot of work converting all the searching randomness into ability/skill checks, but I can't think of a way to post those without violating one of the two rules I mentioned above. Shouldn't be too hard to adjust on the fly though.

As I said, what I've got so far is only a rough draft and I haven't gotten a chance to playtest it. Numbers of monsters in the encounters hasn't changed from the original, so there's a good chance it could be incredibly deadly. If anyone has any notes or questions as to why I did something I did, please let me know. I'm hoping to run this soon as a treat for some out-of-town friends when I visit them in a couple of weeks, and I'd like to have the kinks hammered out by then.

Edit: I'm waiting until tomorrow morning when the offices are open so I can get in touch with Wizards of the Coast to find out what the rules on posting the monsters I converted/made. Based on my reading of the current playtest agreement, I can post the ones I made myself but I give up all IP rights to them in doing so (though how enforceable even that is becomes questionable, but they have lawyers and I don't so they're going to win). However, posting my "tweaks" of current monsters may be an issue and I want to get that clarified before I do anything. I know I could just throw them up online if I wanted and the worst that would happen is they'd order me to take it down, but burning bridges is never a good idea when dealing with a large media company and you're an aspiring author who might like to work with them in the future.
 
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Deadly DM

Villager
I have been lucky enough to be a part of the 'friends and family' playtest and our DM started us with T-1. We are currently exploring the Temple of Elemental evil and having a freaking blast. The new rules really lend themselves to this style of advnture.
I enjoyed looking at some of your modifications, as they are different then what we encountered. Converting monsters from Basic to Next seemed easy enough from what I saw though.
Have fun with this classic
 

FitzTheRuke

Legend
Way to go. I admire you for doing this.

But...

I don't see why you need to be quite so... timid with your conversion. Certainly take a look at similar monsters in the Next Bestiary, but you ought to be able to make up things like Giant Frogs without having to sub-in other creatures.

I've been running this season of Encounters using Next. Didn't bother me at all that we don't have Drow yet. Just made 'em up. Everyone's having a blast.

It's been fun too because DDN plays so much faster than 4e that I've had to make up 1-3 extra "encounters" every session. (I've mostly added to the exploration, but a few extra combat encounters have been fun as well.)

So far I find converting TO next is about as easy as these things get.
 

GX.Sigma

Adventurer
We are currently exploring the Temple of Elemental evil and having a freaking blast.
How much converting are you doing? I haven't delved too much into it, but I've found it generally works good enough just to convert monsters' AC, come up with ability scores, and keep the HP and damage numbers as-is.
 

Abstruse

Legend
Way to go. I admire you for doing this.

But...

I don't see why you need to be quite so... timid with your conversion. Certainly take a look at similar monsters in the Next Bestiary, but you ought to be able to make up things like Giant Frogs without having to sub-in other creatures.

My biggest problem with trying to convert a lot of the creatures was that I never played OD&D and only played 1st Ed AD&D when I was in my early teens, so I had a lot of trouble figuring out exactly what sort of a challenge a specific encounter was supposed to be because I didn't know what PCs looked like back then. The giant frogs were probably the hardest one that didn't involve poison (how the hell do we get a bestiary that doesn't include a single friggin' spider?!) because everyone I've ever talked to when I mentioned converting it always asked what I was doing about "those damned frogs". I wanted to make something that was just as frustrating, but not Nintendo hard at the same time.

I got more aggressive the further I got into the conversion, if you'll notice. Once I got past the gnolls in the dungeon, I had a better gasp on both OD&D and Next monsters and what they could do. I also went with the stirges because I love the things (I pretty much live in a bit of dry land that's surrounded by swamp...it's fun to watch demon mosquitoes get slaughtered in a game). They also fit the ecology, the difficulty, and required nothing more than dropping them in and modifying their numbers a bit. Honestly, if I were doing it all from scratch now, I probably would've converted the frogs. I really want to put some of the monsters I did like the giant crawfish or the two traders, but I also don't want to violate the "no derivative works" clause of the Playtest Agreement either.

I figure with the speed of Next, T1 would probably take 6-14 hours to go through the village, moathouse, and dungeon (completely off the top of my head, since I haven't had a chance to playtest this yet), with the differences depending on how lucky the party is, how much time the players spend just looking around or talking with NPCs, and how often they have to go back to heal up or resupply.
 
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Abstruse

Legend
I have been lucky enough to be a part of the 'friends and family' playtest and our DM started us with T-1. We are currently exploring the Temple of Elemental evil and having a freaking blast. The new rules really lend themselves to this style of advnture.
I enjoyed looking at some of your modifications, as they are different then what we encountered. Converting monsters from Basic to Next seemed easy enough from what I saw though.
Have fun with this classic
I would kill to get a peek at that and I really hope it's in the next playtest packet they release. I've been working on this for about two weeks off and on (had to work on my current Pathfinder game as well as coming up with a character and backstory for a 4e Dark Sun game which both ate up a lot of time). I've been wanting to run a lot of the older, more iconic modules and since B2 was pretty much done in Caves of Chaos, I figured the next step with the current playtest limits of levels 1-3 and a limited bestiary would be T1. Not sure what you can talk about from your playtest, but I would love input on what the professionals have done.
 

Deadly DM

Villager
Hey Abstruse, I will try to get my DM on here to share some info with everyone as I also am not sure what I can and cannot say so I will keep quiet for now.
 

FitzTheRuke

Legend
I also went with the stirges because I love the things (I pretty much live in a bit of dry land that's surrounded by swamp...it's fun to watch demon mosquitoes get slaughtered in a game). They also fit the ecology, the difficulty, and required nothing more than dropping them in and modifying their numbers a bit. Honestly, if I were doing it all from scratch now, I probably would've converted the frogs. I really want to put some of the monsters I did like the giant crawfish or the two traders, but I also don't want to violate the "no derivative works" clause of the Playtest Agreement either..

I live not too far from a rain forest. I also happen to be incredibly juicy to bloodsuckers for some reason. True story: My mother has a family photo of camping when I was a kid. There's my Mom, Dad, Sister, and myself in the photo, and I look out-of-focus while everyone else looks fine. Turns out, it was the CLOUD OF MOSQUITOES around me that blurred my image.

I too, enjoy watching PCs kill Stirges.

I wouldn't worry too much about the Playtest clauses as long as you are playing for fun with your own players. Most of these legal things are just to give them ammo if someone gets out of hand. They're not gonna worry about you if you're just using it to play a slightly different game than what they gave you. I expect they'd even encourage you.
 

Abstruse

Legend
I wouldn't worry too much about the Playtest clauses as long as you are playing for fun with your own players. Most of these legal things are just to give them ammo if someone gets out of hand. They're not gonna worry about you if you're just using it to play a slightly different game than what they gave you. I expect they'd even encourage you.
Oh, I'm not worried about running the module...what I'm worried about is how much exactly I can share. I put a lot of work into this and would love to share it with others to get their input on how I did, but I also know flat out that I cannot share the version I wrote because it is literally a conversion. If I tightened up some of the text, playtested it for balance, and formatted the text; the version I made could be published as a self-contained module. That's how much work I put into it.

And then I would get sued because most of the descriptions are word-for-word from the original module or just me reformatting the grammar to a more contemporary style, fleshing out some descriptions, or eliminating redundancies or descriptions that didn't really serve any purpose.
 

FitzTheRuke

Legend
Oh, I'm not worried about running the module...what I'm worried about is how much exactly I can share. I put a lot of work into this and would love to share it with others to get their input on how I did, but I also know flat out that I cannot share the version I wrote because it is literally a conversion. If I tightened up some of the text, playtested it for balance, and formatted the text; the version I made could be published as a self-contained module. That's how much work I put into it.

And then I would get sued because most of the descriptions are word-for-word from the original module or just me reformatting the grammar to a more contemporary style, fleshing out some descriptions, or eliminating redundancies or descriptions that didn't really serve any purpose.

Right. I getchya. Regardless of the DDN Playtest, handing out modified copies of old adventures is probably not a great idea.

You could probably get away with incomplete excerpts, though. Especially if most of said excerpt is stuff you came up with yourself. Your own updates of monsters, for instance, can hardly be called distribution of DDN material.

Most of it would fall under the idea of DDN "discussion" which we are expected (and even encouraged) to do.

Besides, ultimately, unless you are making money off of it, (or having thousands of people download it) there is very nearly zero chance of WotC suing you for anything you do with any of it. It really depends on how much you worry about them FROWNING at you, which is far more likely. (Assuming they notice anything you do at all.)

I suspect anything short of distributing copies of your conversion would actually make WotC happy that people are this interested in the game.
 

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