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Post by thegoodassyrian on Aug 17, 2007 14:02:42 GMT -5
I had a bit of an idea last night. I am planning on running some more ZeFRS in the next week or two (the same group and characters as before), and I was trying to figure out what I was going to do as an adventure. The setup that I was playing with was having the characters start the session lost in a sandstorm and separated from the caravan that they were traveling with (I love in media res session starters!), and I was toying with some ideas like having them stumble across an oasis or abandoned fort and dealing with some stuff like nomads, a mad wizard, or magical guardians.
Then it struck me...that sounded a bit like the old Basic D&D module B4: The Lost City. This is cool because it is painfully obvious that Tom Moldvay was inspired by the REH lost city stories when he wrote it. It's inspiration (if not all the details of its execution) smacks of S&S. It's got a dying civilization lost in dreams and drugs, competing cults, and a huge monster named Zargon who has set itself up as a god to the debased city dwellers!
Now the module itself is clearly a product of 1980s D&D, with wandering monsters and an insanely overcrowded "dungeon" environment. I was thinking about stripping out a lot of the goofier elements (trained killer bees, giant ferrets, etc.) and going for a leaner, more S&S feel that focuses more on the cults than random monsters and treasure.
What do you guys think? What kind of advice would you give me to ZeFRS-ize an old skool goodie?
TGA
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Post by danger on Aug 20, 2007 12:16:03 GMT -5
I dunno, sounds like you've got it going pretty good so far.
Cool module too.
Hmm...sounds like an idea worth swiping, if I do say so myself...
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Post by thegoodassyrian on Aug 21, 2007 10:55:12 GMT -5
Thanks for the words of encouragement, Danger. I have fond memories of that particular module, which I thought was among the best of the old D&D material. I suspect that I liked it specifically because even as a 12 year old I saw the connections in tone and ideas between it and the REH stories that I was devouring about the same time. Anyways, I have completed a draft version of the changes that I would make to the module to run it with ZeFRS and with a more S&S sensibility rather than a D&D sensibility. I have finished the first three tiers of the dungeon. I thought I'd share my ideas and get people's comments and suggestions and to maybe help those who want to give this oldie a shot. Btw, if you don't have the original module you can get it in PDF format at: rpg.drivethrustuff.com/product_info.php?products_id=17084&it=1A special thanks goes out once again to Artikid, whose beastiary was essential for doing this conversion! ************************************************************** GENERAL NOTES 1. I decided that traps should be rated for strength and do damage as Fire in the Hazards section. I am not sure whether Movement should be allowed to mitigate, but perhaps Animal Reflexes should. 2. Language issues: Because communication with the various factions will give more choices to the players, it is assumed that the inhabitants of Cynidicea speak a debased and arcane form of whatever language is spoken by the adventurers. They can communicate with any Cynidicean, but sometimes with some difficulty (-1 on Reaction check at the GM's discretion) 3. Treasure: I would suggest converting the treasure in the module (gp to silver in ZeFRS and sp, cp, etc to bronze) to avoid the buckets o' gold syndrome. Also, I would remove all magic weapons and items. 4. Background: I added the background that treasure hunters looking for the fabled treasure said to be buried in the tombs of King Alexander and Queen Zenobia arrived a few weeks before the players. The various bodies found in the first few tiers belong to members of this group. I am also considering adding their leader, and last surviving member, to one of the factions (probably Usamigaras), to give the players a possible ally or foe from the "outside world", and to inject the treasure as a potential motivation for continuing the adventure past the "we need food and water" stage. 5. Random Encounters: I *really* dislike random encounter tables. The ones in the original module are particularly goofy. Instead, I suggest the GM roll on the Room Encounter table below when called for in the modified text. Mostly it just substitutes various nasty critters you could reasonably expect to find in a desert ruin for the Giant Ferrets, etc of the original. Room Encounter Table:Roll | Result | 1-2 | Mice, snakes, insects (harmless) | 3-4 | Pit Viper | | Pit Viper (Enemy) Prowess 1 Animal Reflexes -10 Movement – 3 Swimming -5 Fighting 0 Fangs - 3 Endurance 0 Damage - 1 Knowledge 0 Survival - 8 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3
Weapons: Fangs -2, poison 13/15/1 hour Armor: None Special abilities: Tiny. | 5-6 | 1-10 Large Rats | | Large Rat (Enemy) Prowess 1 Swimming -6 Climbing - 4 Fighting 0 Bite- 3 Endurance 0 Damage - 1 Knowledge 0 Survival - 8 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3
Weapons: Fangs – 2, may transmit fever 5/5/ 1 day. Armor: None Special abilities: Tiny. | 7-8 | Black Scorpion | | Black Scorpion (Enemy) Prowess 0 Stength - 2 Movement – 7 Fighting 0 Sting - 7 Endurance 0 Damage - 2 Knowledge 0 Perception 0 Insight 0
Weapons: Stinger +0, poison 15/10/5 minutes Armor: None Special abilities: Small. | 9-10 | Cynidicean Encounter (see page 26 of the original module) | | Typical Cynidicean (Enemy) Prowess 0 Movement -3 Fighting 0 Dirk – 3 Brawl – 2 Endurance 0 Damage - 3 Knowledge 0 Perception 0 Observation - 1 Insight 0 Weakness: Weakness to Drink or Drugs Weapons: Dirk Armor: None Special abilities: None |
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Post by thegoodassyrian on Aug 21, 2007 11:07:51 GMT -5
Tiers 1 and 2
Room1: Change from body of Hobgoblin to body of human raider. Trap at 1c is Rating 10. Damage from trap at 1e is per falling 20'
Room 2: Roll on Room Encounter Table.
Room 3: Remove Stirges. Roll on Room Encounter Table.
Room 4: Change from body of Hobgoblin to body of human raider in doorway with blackened face and small puncture marks on neck (Observation test to notice). Insert Giant Spider who attacks from above:
Spider, Giant: Poisonous (Enemy) Prowess 3 Stength - 5 Animal Reflexes -5 Movement – 10 Climbing - 15 Fighting 0 Fangs - 5 Endurance 1 Damage - 8 Stamina - 5 Poison Resistance - 5 Knowledge 0 Survival - 8 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3 Fear - 5
Weapons: Fangs +0, poison 10/8/2 hours Armor: Natural Armor +1 Special abilities: Medium.
Room 5: Remove Sprites. Roll on Room Encounter Table.
Room 5a: Add automatic Cynidicean Encounter (see page 26 of the original module)
Typical Cynidicean (Enemy) Prowess 0 Movement -3 Fighting 0 Dirk – 3 Brawl – 2 Endurance 0 Damage - 3 Knowledge 0 Perception 0 Observation - 1 Insight 0 Weakness: Weakness to Drink or Drugs Weapons: Dirk Armor: None Special abilities: None
Room 6: Remove Fire Beetles.
Room 7: Remove Killer Bees. Door to Room 4 is barred. Add 3 Brothers of Gorm as guards. They will call for help from Rooms 11 and 12 if the door is forced.
Brother of Gorm (Enemy) Prowess 0 Movement -4 Strength -4 Fighting 1 Broadsword – 5 Brawl – 3 Wrestle -2 Endurance 0 Damage - 4 Stamina - 3 Knowledge 0 Perception 0 Observation - 3 Insight 0 Weakness: Weakness to Drink or Drugs Weapons: Broadsword Armor: Standard shield, basinet, chain mail shirt Special abilities: None
Room 8: Remove Green Slime. Roll on Room Encounter Table.
Room 9:
Giant Lizard (Enemy) Prowess 2 Movement -4 Strength - 10 Animal Reflexes - 5 Fighting 1 Jaws - 8 Endurance 7 Damage - 8 Knowledge 0 Perception 0 Insight 0 Animal Senses - 3 Fear- 3
Room 10: Roll on Room Encounter Table
Room 11:
Brother of Gorm (Enemy) Prowess 0 Movement -4 Strength -4 Fighting 1 Broadsword – 5 Brawl – 3 Wrestle -2 Endurance 0 Damage - 4 Stamina - 3 Knowledge 0 Perception 0 Observation - 3 Insight 0 Weakness: Weakness to Drink or Drugs Weapons: Broadsword Armor: Standard shield, basinet, chain mail shirt Special abilities: None
Room 12:
Kanadius, Grand Master of Gorm (Foe) Prowess 0 Movement -6 Strength - 3 Fighting 2 Broadsword-6 Dirk -6 Two weapons fighting - 8 Endurance 1 Damage - 8 Poison Resistance -3 Will -3 Knowledge 1 Language -5 Lore - 3 Reading/Writing -5 Perception 1 Fame - 10 Observation -3 Insight 0 Personal Magnetism - 5
Weakness: None Weapons: Broadsword, Dirk Armor: Basinet, chain mail suit Special abilities: None
Brother of Gorm (Enemy) Prowess 0 Movement -4 Strength -4 Fighting 1 Broadsword – 5 Brawl – 3 Wrestle -2 Endurance 0 Damage - 4 Stamina - 3 Knowledge 0 Perception 0 Observation - 3 Insight 0 Weakness: Weakness to Drink or Drugs Weapons: Broadsword Armor: Standard shield, basinet, chain mail shirt Special abilities: None
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Post by thegoodassyrian on Aug 21, 2007 11:16:57 GMT -5
Tier 3
Room 13: Remove Draco and replace with Giant Constrictor Snake
Giant Snake: Constrictor (Enemy) Prowess 3 Animal Reflexes -5 Movement – 5 Strength - 15 Swimming -5 Fighting 1 Wrestle - 15 Endurance 2 Damage - 10 Stamina - 5 Poison Resistance - 5 Knowledge 0 Survival - 8 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3 Fear - 5
Weapons: Constriction +1 Armor: Natural armor +1 Special Abilities: Medium
Room 14a:
Auriga Sirkinos, Chief Mage of Usamigaras (Foe) Prowess 0 Movement -5 Fighting 1 Dirk -7 Brawling - 3 Endurance 2 Damage - 7 Poison Resistance-8 Will -5 Knowledge 2 Arcane Languages - 8 Language -8 Lore - 5 Reading/Writing -8 Perception 1 Fame - 10 Insight 2 Observation -5 Hypnotism - 5 Mind Control - 10 Telepathy - 3 Obesssion - 1 Weakness: Disfigurement (Cloven hoof for one foot) Weapons:Dirk Armor: Jack Special abilities: Spells - Paralyzing Glare (easy), Sound (easy), Illusion (Moderate), Long term suggestion (Moderate), poisoned weapon (dirk) 15/20/5 minutes
Initiate of Usamigaras (Enemy) Prowess 0 Movement -4 Fighting 1 Dirk– 5 Brawl – 3 Endurance 0 Damage - 4 Stamina - 3 Knowledge 0 Arcane Languages - 1 Perception 0 Insight 0 Observation - 3 Weakness: Weakness to Drink or Drugs Weapons: Dirk Armor: Jack Special abilities: Poisoned weapon (dirk) 3/5/10 minutes
Room 15: Unchanged
Room 16:
Wolf (Enemy) Prowess 2 Acrobatics - 5 Animal Reflexes -5 Movement - 5 Swimming -5 Fighting 0 Fangs - 5 Endurance 1 Damage - 5 Stamina - 5 Knowledge 0 Survival - 8 Perception 1 Tracking - 15 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3
Weapons: Claws +0 Armor: None Special abilities: Small.
Room 17: Remove Yellow Mold. Roll on Room Encounter Table.
Room 17a: Requires Heroic (Red) result on Strength test to escape from the trap.
Room 18:
Pit Viper (Enemy) Prowess 1 Animal Reflexes -10 Movement – 3 Swimming -5 Fighting 0 Fangs - 3 Endurance 0 Damage - 1 Knowledge 0 Survival - 8 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3
Weapons: Fangs -2, poison 13/15/1 hour Armor: None Special abilities: Tiny.
Room 19: Unchanged. Choking gas is a poison rated at 2/1/5 seconds
Room 19a: Remove Oil Beetles.
Room 20: Roll on Room Encounter Table.
Room 20a: Unchanged.
Room 21: Unchanged.
Room 21a: Unchanged.
Room 22: Trap is Rating 20.
Room 23:
Pandora, Madarua’s Champion (Foe) Prowess 2 Movement -6 Strength - 10 Animal Reflexes - 5 Fighting 1 Broadsword-8 Dirk -6 Endurance 1 Damage - 8 Poison Resistance -3 Will -3 Knowledge 1 Language -5 Reading/Writing -5 Perception 1 Fame - 10 Observation -3 Insight 0
Weakness: None Weapons: Broadsword, Dirk Armor: Bronze basinet, Bronze chain mail suit Special abilities: None
Warrior Maiden of Madarua (Enemy) Prowess 0 Movement -4 Strength -4 Fighting 1 Broadsword – 5 Brawl – 3 Wrestle -2 Endurance 0 Damage - 4 Stamina - 3 Knowledge 0 Perception 0 Observation - 3 Insight 0 Weakness: Weakness to Drink or Drugs Weapons: Broadsword Armor: Bronze basinet, bronze chain mail shirt Special abilities: None
Room 24: Trap is Rating 10.
Room 24a: Unchanged.
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Post by danger on Aug 21, 2007 20:02:14 GMT -5
Ooooo...shiny!
Dude, so gonna steal this.
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Post by markkrawec on Aug 22, 2007 21:48:01 GMT -5
TGA
You've gone exactly the route I would have suggested - removing almost all the "monstrous" monsters & replacing them with extreme versions of normal animals, like mammoth snakes or gigantic panthers. By all means, keep the god-monster Zargon though. Hell, just for the name he deserves to stay! I really like your converted foes & enemies.
Queen Zenobia is obviously a tribute to REH, & I'm thinking this whole scenario sounds like it was strongly influenced by Red Nails.
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Post by thegoodassyrian on Aug 23, 2007 13:14:00 GMT -5
Thanks for the kind feedback, Mark! I totally agree with your point regarding the judicious use of "monsters" and instead having the main challenge be the environment itself, the initial desperate search for water and safety, and dealing with the factions of the city. The old D&D modules suffered from the "monster in every room" syndrome, and this module has that problem in spades. There are friggin' Sprites in one room! I am just about finished with Tier 4 of the dungeon and hope to post it later today. Oh, and I'll definitely be keeping Zargon! You gotta have the Big Z there for the foolish adventurers who decide to see what is on Tier 10... On another note, I think that the REH story that really reminds me of this module is "Xuthal of the Dusk" (originally published in WT as "The Slithering Shadow"). It has Conan desperately lost in the desert and coming across a lost city whose depraved inhabitants are lost in drugs and dreams, and at the mercy of a monster who has set itself up as a god. Good stuff! ;D It is an early Conan story and you can see the development of the theme in later stories like "Red Nails". Moldvay *must* have read both of these stories! TGA
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Post by thegoodassyrian on Aug 23, 2007 14:07:20 GMT -5
Tier 4
Room 25: Remove White Apes. Replace with a Desert Worm, a large carnivorous worm with a round mouth ringed in several layers of sharp teeth. It has entered the room from a hole in the north wall, and sands from the desert that has buried the pyramid have poured into the room.
Desert Worm Prowess 3 Animal Reflexes -10 Movement – 10 Strength - 10 Fighting 1 Maw - 10 Endurance 1 Damage - 10 Knowledge 1 Survival - 10 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3
Weapons: Sharp Teeth +1 Armor: Natural Armor +1 Special abilities: Medium.
Room 25a: Unchanged.
Room 26: Unchanged.
Room 26a: Trap is Rating 15.
Room 27: Remove Giant Shrews. Replace with 3 Giant Carrion Beetles, who are hungry and may attack.
Giant Carrion Beetles (Enemy) Prowess 1 Stength - 10 Animal Reflexes -4 Movement – 4 Fighting 1 Bite - 5 Endurance 1 Damage - 8 Stamina - 5 Knowledge 0 Perception 0 Insight 0 Animal Sense - 5
Weapons: Mandables +1 Armor: Natural Armor +2 Special abilities: Small.
Room 27a: Unchanged.
Room 28:
Ghoul (Enemy) Prowess 3 Animal Reflexes - 10 Movement - 10 Strength - 10 Fighting 2 Claws - 10 Wrestling - 10 Endurance 1 Damage - 10 Knowledge 0 Perception 0 Insight 1 Animal Senses -5 Danger Sense -5 Fear- 5
Weapons: Claws and fangs +0 Armor: Natural Armor +1 Special abilities: Aversion to (daylight), Fearsome, Mindless, Unliving.
Room 29: Remove Shadows. Roll on Room Encounter Table.
Room 30: Roll on Room Encounter Table.
Room 31:
Skeleton (Enemy) Prowess 0 Movement - 4 Fighting 0 Sword - 4 Endurance 0 Damage - 4 Knowledge 0 Perception 0 Insight 0 Fear- 2
Weapons: broadsword Armor: none Special abilities: Fearsome, Mindless, Unliving.
Room 32: Remove Wight. The tomb is empty.
Room 33: Unchanged.
Room 34: Remove Banshee. Replace with the Ghost of King Alexander.
Ghost of King Alexander (Foe) Prowess 0 Fighting 0 Drain Attack - 10 Endurance 1 Knowledge 2 Magic – 5 Will - 10 Arcane Languages - 5 Language - 5 Lore - 5 Reading/Writing - 5 Perception 0 Insight 2 Fear – 10 Magic Sense - 10
Weapons: None Armor: None Special abilities: Aversion to (daylight), Drain (Will) attack, Ethereal, Fearsome, Unliving.
Room 35: Roll on Room Encounter Table.
Room 36: Remove Zombies. Add two ghouls eating a body of a dead Cynidicean.
Ghoul (Enemy) Prowess 3 Animal Reflexes - 10 Movement - 10 Strength - 10 Fighting 2 Claws - 10 Wrestling - 10 Endurance 1 Damage - 10 Knowledge 0 Perception 0 Insight 1 Animal Senses -5 Danger Sense -5 Fear- 5
Weapons: Claws and fangs +0 Armor: Natural Armor +1 Special abilities: Aversion to (daylight), Fearsome, Mindless, Unliving.
Room 37:
Giant Rat (Enemy) Prowess 1 Swimming -6 Climbing - 4 Strength - 5 Fighting 0 Bite- 3 Endurance 1 Damage - 6 Stamina - 5 Poison Resistance - 5 Knowledge 0 Survival - 8 Perception 0 Insight 1 Animal Senses - 5 Danger Sense - 3 Directional Sense - 3 Weather Sense -3 Fear - 2
Weapons: Fangs – 1, may transmit fever 5/5/ 1 day. Armor: Natural Armor +1 Special abilities: Fearsome, Small.
Room 38: Unchanged.
Room 39: Unchanged. Trap is Rating 25.
Room 39a: Unchanged.
Room 40: remove Carrion Crawler. Replace with Giant Centipede.
Giant Centipede (Enemy) Prowess 2 Climbing - 10 Strength - 5 Movement - 8 Fighting 0 Bite- 6 Endurance 2 Damage - 8 Stamina - 5 Poison Resistance - 10 Knowledge 0 Survival - 5 Perception 0 Insight 0 Animal Senses - 5 Fear - 3
Weapons: Fangs +0, Poison 10/5/1 hour. Armor: Natural Armor +1 Special abilities: Fearsome, Small.
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