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Keep on the Shadowfell as a 1e adventure
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<blockquote data-quote="Lanefan" data-source="post: 4511695" data-attributes="member: 29398"><p>WARNING - KotS SPOILERS AHEAD...</p><p></p><p>Well, the experiment is underway: can Keep on the Shadowfell work as a 1e adventure and if so how much work does it take to accomplish?</p><p></p><p>The prep. work: </p><p></p><p>Surprisingly little. I converted all the monsters, of course, in most cases simply substituting HD for the listed level (minions became 1/2 HD or 1-1 HD creatures with a few h.p. each). A few of the more significant monsters gained a few HD along the way - Whatsisname the Fat, for example (Goblin boss based in room 4, level 1) became a 5HD annoyance mainly to emphasize his boss-hood. Obviously, they lost all their funky abilities e.g. shift. Most other things I'm leaving pretty much as is, and I'll see how it goes, except Kalarel is much more mobile than the original module has him be (he even goes outdoors on occasion!). And I put a reference to Sir Keegan outside by the entrance as there had been no other introduction to him elsewhere.</p><p></p><p>Preparation was made much easier also by my being able to drop the Kobold lair and other outside encounters; I'm just running the main dungeon area.</p><p></p><p>I renamed the adventure "Shadowhaunt Temple" as my game does not use the Shadowfell concept. And the place is run by Ares instead of Orcus...in all respects the same idea but it's a Greek-based setting and Ares as the main foe fits better.</p><p></p><p>The in-game background:</p><p></p><p>Party is 10 mostly 1st-level characters going in, with one 2nd and one 3rd; the 3rd is a Druid (we call 'em Nature Clerics) whose curing helps survivability immensely. Their previous adventure was to take out the base camp of a local petty warlord named Krykos; this led to Shadowhaunt in a number of ways:</p><p>1. Krykos' spiritual advisor was an Ares Cleric; party found a note from Kalarel demanding more slaves to sacrifice (and also blocked arrival of some slaves thus Kalarel is - they hope - still waiting);</p><p>2. While exploring forest around Krykos' camp, they found a trail leading south, 5 miles along it were two skulls on poles with signs saying "Keep out" in the name of Kalarel;</p><p>3. During the Krykos adventure, the party lost a man captured when they had to flee from a badly-done attack on the camp; on later capturing the camp, they learned from prisoners that the captive was given over to Kalarel.</p><p>So, 3 great big hooks.</p><p></p><p>The results so far:</p><p></p><p>They've cleared out the Goblin area (rooms 1-4 level 1) on three attempts, retreating well clear of the temple after each try.</p><p></p><p>Typical for this party, the minor opponents proved an enormous headache while the major ones gave little trouble. Whatsisname the Fat, for example, badly hurt a couple of characters but went down quite easily once he was blinded by a "Light" spell, yet the few Goblins (called Knill in my game) at the entry caused all kinds of grief the first time the party ventured down the stairs.</p><p></p><p>The only death so far, however, came from an in-party brawl. Love potions were involved.</p><p></p><p>They also completely wasted Splug - they left him in his cell, gave him food enough for one day, then forgot about him while resting for 3 days. Now they've gone off to rest again. Poor Splug.</p><p></p><p>The adventure has had one unexpected side effect: a party that at the outset couldn't get along - to the point of in-party murder - last session drafted and signed a party charter of conduct, and elected a leader; largely (I think) because the players realize this adventure has enough teeth that if they don't get it together they'll be TPKed.</p><p></p><p>If you want to read all the gory (and occasionally silly) details, go here:</p><p></p><p><a href="http://www.friendsofgravity.com/games/decast/decast_adventure_log.html#shadow" target="_blank">Decast Adventure Log</a> </p><p></p><p>I'll update this thread occasionally with conversion notes and things I can't put in the game log.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4511695, member: 29398"] WARNING - KotS SPOILERS AHEAD... Well, the experiment is underway: can Keep on the Shadowfell work as a 1e adventure and if so how much work does it take to accomplish? The prep. work: Surprisingly little. I converted all the monsters, of course, in most cases simply substituting HD for the listed level (minions became 1/2 HD or 1-1 HD creatures with a few h.p. each). A few of the more significant monsters gained a few HD along the way - Whatsisname the Fat, for example (Goblin boss based in room 4, level 1) became a 5HD annoyance mainly to emphasize his boss-hood. Obviously, they lost all their funky abilities e.g. shift. Most other things I'm leaving pretty much as is, and I'll see how it goes, except Kalarel is much more mobile than the original module has him be (he even goes outdoors on occasion!). And I put a reference to Sir Keegan outside by the entrance as there had been no other introduction to him elsewhere. Preparation was made much easier also by my being able to drop the Kobold lair and other outside encounters; I'm just running the main dungeon area. I renamed the adventure "Shadowhaunt Temple" as my game does not use the Shadowfell concept. And the place is run by Ares instead of Orcus...in all respects the same idea but it's a Greek-based setting and Ares as the main foe fits better. The in-game background: Party is 10 mostly 1st-level characters going in, with one 2nd and one 3rd; the 3rd is a Druid (we call 'em Nature Clerics) whose curing helps survivability immensely. Their previous adventure was to take out the base camp of a local petty warlord named Krykos; this led to Shadowhaunt in a number of ways: 1. Krykos' spiritual advisor was an Ares Cleric; party found a note from Kalarel demanding more slaves to sacrifice (and also blocked arrival of some slaves thus Kalarel is - they hope - still waiting); 2. While exploring forest around Krykos' camp, they found a trail leading south, 5 miles along it were two skulls on poles with signs saying "Keep out" in the name of Kalarel; 3. During the Krykos adventure, the party lost a man captured when they had to flee from a badly-done attack on the camp; on later capturing the camp, they learned from prisoners that the captive was given over to Kalarel. So, 3 great big hooks. The results so far: They've cleared out the Goblin area (rooms 1-4 level 1) on three attempts, retreating well clear of the temple after each try. Typical for this party, the minor opponents proved an enormous headache while the major ones gave little trouble. Whatsisname the Fat, for example, badly hurt a couple of characters but went down quite easily once he was blinded by a "Light" spell, yet the few Goblins (called Knill in my game) at the entry caused all kinds of grief the first time the party ventured down the stairs. The only death so far, however, came from an in-party brawl. Love potions were involved. They also completely wasted Splug - they left him in his cell, gave him food enough for one day, then forgot about him while resting for 3 days. Now they've gone off to rest again. Poor Splug. The adventure has had one unexpected side effect: a party that at the outset couldn't get along - to the point of in-party murder - last session drafted and signed a party charter of conduct, and elected a leader; largely (I think) because the players realize this adventure has enough teeth that if they don't get it together they'll be TPKed. If you want to read all the gory (and occasionally silly) details, go here: [url=http://www.friendsofgravity.com/games/decast/decast_adventure_log.html#shadow]Decast Adventure Log[/url] I'll update this thread occasionally with conversion notes and things I can't put in the game log. Lanefan [/QUOTE]
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