ItDR conversion: Destiny of Kings (by Stephen Bourne)
The Source
Destiny of Kings (by Stephen Bourne)1,2 was one of the adventures that were used to playtest Into the Dungeon: Revived, particularly the new travel rules.
Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador?
The Conversion
Only the parts that require adjustment are listed here.
Contents
Introduction ↩
General Notes
- Starting Experience Level 2 (Proven).ItDR, p.9
- Starting Money × 2 + horse.
- Money:
- 1 pp = 5s
- 1 gp = 1s
- 1 ep = 5p
- 1 sp = 1p
- Weapons +1 = superior weapons.
- Weapons +2 = magical weapons that ignore Armour.
- Doors have Armour 5 and their original HP is divided by 5.
Encounters ↩
- Every 40 miles (8 hexes) of road travel, there is a 1-in-6 chance for a Road Encounter to occur.
- Every 20 miles (4 hexes) of off-road travel (except in Lusian Forest, which has its own table), there is a 2-in-6 chance for an Off-Road Encounter to occur.
d6 Road Encounter
- Brigands:
- 20 Brigands: WIL 7, 2hp, Armour 1 (light), short sword (d6), horse, d20p, d10s.
- Brigand leader: STR 12, 4hp, Armour 1 (light), sword (d6/d8), Commander, horse, 50s.
- Bandits:
- 15 Bandits: WIL 7, 2hp, lance (d8), short sword (d6), horse, d20p, d10s.
- Berserkers:
- 10 Berserkers: STR 12, WIL 20, 2hp, Armour 1 (shield), battle axe (d6/d8), Berserker, d20p.
- A merchant caravan that was sacked by its guards: 4 men and 2 women. Will generously reward anyone who escorts them to Montinelle.
- Goblins:
- 10 Goblins: 2hp, Armour 1 (shield), club (d6), d20p.
- Jackalweres:
- 3 Jackalweres: WIL 13, 5hp, Armour 1, d8 Bite, human form guise, gaze, non-magical attacks are Impaired. Gaze: unsuspecting foes meeting the gaze must succeed on a WIL Save or fall asleep.
d6 Off-Road Encounter
- Brigands:
- 25 Brigands: WIL 7, 3hp, Armour 1 (light), short sword (d6), horse, 3d10s.
- Brigand leader: STR 12, 5hp, Armour 1, sword (d6/d8), Commander, horse, 60s.
- Gnolls:
- 15 Gnolls: STR 12, DEX 12, 3hp, Armour 1, bardiche (d8, 2h), khopesh (d6), d6s.
- 5 Gnolls: STR 12, DEX 12, 3hp, Armour 1, bow (d4), khopesh (d6), 3d6s.
- Gnoll leader: STR 14, DEX 12, 4hp, Armour 1, sword (d6/d8), 8s.
- 6 Hyenas: DEX 12, WIL 3, 4hp, d8 Bite.
- Wild Dogs:
- 15 Wild Dogs: WIL 2, 3hp, d4 Bite.
- Hobgoblins of the Ripper tribe:
- 20 Hobgoblins: STR 12, 3hp, Armour 1 (shield), spear (d6), 2d4s.
- Hungry Perytons:
- 2 Perytons: STR 16, DEX 16, WIL 18, 5hp, Armour 1, d10 Horns, swooping attack is Enhanced, non-magical attacks are Impaired.
- Wolves:
- 9 Wolves: STR 12, DEX 15, 4hp, d6 Bite.
Locations ↩
Montinelle ↩
Montinelle Garrison
- Except where otherwise noted, castle guards are:
- STR 12, 4hp, Armour 1 (light), sword (d6/d8).
- Tower guards (2 per tower, 16 total):
- STR 12, WIL 13, 4hp, Armour 1 (light), light crossbow (d4), sword (d6/d8).
- Sergeant-at-arms:
- STR 14, WIL 14, 5hp, Armour 1 (light), sword (d6/d8), Commander.
- Castle guards:
- STR 12, WIL 13, 4hp, Armour 1 (light), sword (d6/d8+d4), Warrior.
- Citadel guards:
- STR 14, DEX 12, WIL 14, 7hp, Armour 2 (full), longbow (2d6), sword (d6/d8+d6), Proven Warrior.
- Each guard of any type carries 2d10s.
- Citadel guards wear over their plate armour grey tunics with gold lions to indicate their special status. The rest of the guards are, unless otherwise noted, equipped only with chainmail and wear the blue and gold livery of Andevar.
- Sir Bracken:
- STR 14, DEX 12, WIL 17, 7hp, Armour 2 (full), superior sword (d8/d10), net of entrapment, Commander, Tactician, key to the wine cellar (on a chain around his neck).
- Net of Entrapment: all in a 10-ft radius must succeed on a DEX Save at Disadvantage or become Stunned until passing a STR Save at Disadvantage at the end of their turn; the net has but one charge.
The Citadel
3. Kitchen and Pantry
- Matlocke:
- STR 6, DEX 8, WIL 3, 4hp, pick pockets (must succeed on a DEX Save or be noticed).
6. Study and Meeting Chamber
- Cursed scroll: any Mystic who reads it and fails to make a WIL Save suffers a devastating mental attack and becomes catatonic with WIL of 0, requiring a magical healing to remove the curse.
- Scroll of Detect Thoughts.
7. The Duke's Chamber
- Invisible Stalker:
- DEX 16, WIL 16, 10hp, Armour 2, d10, invisible.
- Player characters have a Disadvantage on their DEX Save to act first in combat.
D1. Jailor's Office
- Ranu:
- STR 12, 5hp, Armour 1 (light), club (d6), Swashbuckler, cell keys.
D5. The Monk's Cell
- Ring of Protection: grants Advantage on any Save once until the next Rest.
Leaving Montinelle
- 4d4 Guardsmen:
- STR 12, WIL 13, 5hp, Armour 1 (light), light crossbow (d4), sword (d6/d8).
Fontenmere Abbey ↩
2. Monks' Living Quarters
- 2 Huge Spiders:
- WIL 6, 4hp, d6 Venomous Bite, Leap.
- Venomous Bite: if the bite reduces STR score, the target suffers d4 DEX Loss as well.
- Leap: up to 30'; player characters have a Disadvantage on their DEX Save to act first in combat.
6. East Chapel
- Menlow:
- DEX 12, WIL 4, 5hp, Armour 1 (light), short sword (d6), Assassin.
8. Patriarch's Chamber
- Within 4 minutes of entering the room, everyone must make a WIL Save or flee in terror.
- Ring of Spell Storing (False Life, Magic Circle, Remove Curse, Perfect Weapon): Contains Spells which the wearer can employ as a Mystic of the level required to cast them as Signature ones. Once a Spell is cast from the ring, it can be restored only by a Mystic of appropriate level who knows this Spell.
11. Lady Chapel
- Giant Boar:
- STR 15, WIL 13, 8hp, Armour 1, d8 Tusks.
12. Kitchen House
- Warhorse:
- STR 17, 6hp, d6 Hooves.
Open Road ↩
One patrol of the duke's men is looking for the PCs along the main road from Fontenmere Abbey to the Drake and Castle Inn.
- Sergeant:
- STR 13, WIL 14, 5hp, Armour 1 (light), sword (d6/d8), Commander, horse.
- 9 Troopers:
- STR 12, WIL 13, 4hp, Armour 1 (light), lance (d8), short sword (d6), horse.
The Darkwood ↩
Every 15 miles (3 hexes) of travel, there is a 2-in-6 chance for a Lusian Forest Encounter to occur.
d6 Lusian Forest Encounter
- 10 Skeletons:
- DEX 13, WIL 20, 2hp, Armour 2 (only against piercing attacks), blunt sword (d6), immune to mind control magic.
- 3 Wraiths:
- WIL 17, 7hp, Armour 2, d6 Chilling Touch, immune to mind control magic and cold, non-magical attacks are Impaired, cannot attack in sunlight, animals sense their presence within 30'.
- Chilling Touch: if the touch reduces STR score, the target suffers additional d4 STR Loss.
- 8 Zombies:
- STR 14, DEX 6, WIL 20, 3hp, d8 Fist, immune to mind control magic, slow.
- 6 Zombies: as above.
- 4 Wights:
- STR 15, WIL 16, 6hp, Armour 1, d4 Chilling Touch, immune to mind control magic and cold.
- Chilling Touch: if the touch reduces STR score, the target suffers additional d4 STR Loss.
- 2 Wights: as above.
Tree Trunk
- Banshee:
- STR 12, WIL 14, 8hp, Armour 3, d8 Touch, Wail, immune to mind control magic, cold, and electricity, non-magical attacks are Impaired, 50% chance to resist magic.
- Wail: All within medium radius must succeed on a Critical Damage Save or die.
- Treasure:
- Mirror ShieldItDR, p.21
- Potion of undead control (wraiths)
- Scroll of Lightning Bolt
- Mage-bane sword (d8/d10), attacks against magic-using, enchanted, or extra-planar creatures are Enhanced.
The Drake & Castle Inn ↩
- Graf, the inkeeper:
- STR 12, WIL 7, 4hp, Armour 1 (light), club (d6+d4), Warrior.
- 2 Merchants:
- WIL 6, 3hp, Armour 1 (light), short sword (d6).
- Harkin:
- STR 13, WIL 16, 5hp, Armour 1 (light), superior sword (d8/d10).
Shrine of Nevron ↩
- Cave Bear:
- STR 18, 10hp, Armour 2, 2d8 Claws, d10 Bite, once per Rest ignores the first instance of taken Critical Damage.
- Grapple: pass a DEX Save or be Restrained and take d10 Damage now and each subsequent turn until a successful STR or DEX Save.
- Drinking the Water of Nevron:
- Any penitent of the right religion who drinks the water improves their highest ability score by 1 up to 20 once, becoming a true believer.
Capel Tower ↩
Capel Tower Garrison
- General stats: STR 12, WIL 13, Warrior, 2d20p, d10s.
- Armour: 1 (light) or 2 (light+shield)
- Weapons: axe (d6), dagger (d6), flail (d6/d8), light crossbow (d4), longbow (d6), mace (d6), spear (d6/d8), sword (d6/d8).
- At any time, day or night, there are 16 guards on duty; four others are asleep in barracks (room 8).
- 7 guards are stationed in the towers, one guard atop each of the seven open-air turrets. Each turret is equipped with a crossbow (d6) that hangs from a hook.
| Guard | hp | Armour | Weapons |
|---|---|---|---|
| 1 | 5 | 2 | longbow, sword |
| 2 | 6 | 2 | longbow, sword |
| 3 | 4 | 1 | crossbow, spear |
| 4 | 3 | 1 | spear, sword |
| 5 | 5 | 1 | crossbow, sword |
| 6 | 4 | 1 | axe, sword |
| 7 | 5 | 2 | axe, mace |
| 8 | 3 | 2 | axe, dagger |
| 9 | 4 | 2 | flail, sword |
| 10 | 6 | 1 | longbow, dagger |
| 11 | 6 | 1 | longbow, mace |
| 12 | 5 | 1 | longbow, sword |
| 13 | 4 | 1 | longbow, sword |
| 14 | 5 | 2 | spear, sword |
| 15 | 4 | 1 | crossbow, mace |
| 16 | 6 | 1 | longbow, dagger |
The Moat
- 6 Giant Leeches:
- STR 6, WIL 4, 2hp, d4 Latching Bite, killed instantly by a pound of salt.
- Latching Bite: after each bite, the target must succeed on a DEX Save or the leech will stay attached, dealing 1 Damage each subsequent turn. 50% chance of causing a disease that kills in d4+1 weeks unless treated.
4. Jailer's Office
- Oswald:
- STR 7, WIL 2, 5hp, short sword (d6), d10p, key to the dungeons.
5. Steward's Office
- Sigmund:
- STR 12, DEX 12, WIL 17, 5 hp, Armour 2 (full), sword (d6/d8), d20s.
12. Guards' Mess
- Bo:
- STR 6, DEX 8, WIL 6, 3hp, d4 Bite.
15. Captain's Tower Room
- 2 Dogs:
- WIL 7, 4hp, d6 Bite.
- 2 Hunting Hawks:
- WIL 7, 2hp, d4 Claws.
- Claws: 1-in-4 chance to strike eye, blinding for d10 turns, with 1-in-10 chance of permanent loss of eye.
16. Captain's Chamber
- Captain:
- STR 15, WIL 14, 9hp, Armour 2 (full), sword (d6/d8+d6), Beastmaster, Proven Warrior.
17. Assassin's Chamber
- Poison: d6 Damage, Deadly Poison.ItDR, p.21
- Mendal Secord:
- STR 15, DEX 17, WIL 14, 7hp, Armour 2 (bracers+cloak), poisoned dagger and short sword (2d6), Assassin, Swashbuckler, bracers of defence (+1 Armour), cloak of protection (+1 Armour), ring of spell storing (5×Invisibility).
- Critical Damage Saves from the dagger are made at Disadvantage.
Barbarian's Bridge ↩
- Kirkroy:
- STR 16, DEX 12, WIL 16, 7hp, Armour 2 (light+shield), superior lance (d10+d4), superior sword (d8/d10+d4), Commander, Warrior, warhorse.
- 4 Kirkroy's companions:
- STR 12, WIL 13, 5hp, Armour 2 (light+shield), light crossbow (d4), lance (d8), short sword (d6), warhorse.
- 5 Warhorses:
- STR 17, 6hp, d6 Hooves.
Running the Joust
- Only combatants are allowed on the bridge.
- The PC can borrow a lance from one of Kirkroy's men if the PCs have none of their own.
- Only one attack is allowed for each mounted pass; PCs must make a DEX Save to attack first.
- When rolling 7+ Damage (or 6+ on damage to STR), the opponent must make a STR Save or be knocked off a mount.
- When rolling 1 Damage, the lance breaks on impact.
- The fighter may grab a companion's lance if he is at the right end of the bridge.
- Mounted troops in melee gain +1 Armour and bonus weapon Damage die against unmounted opponents, but generally cannot employ two-handed weapons. On clear terrain, their move is doubled.ItDR, p.8
- Combat continues, mounted or on foot, until a clear winner emerges.
- Kirkroy always attacks the rider if possible.
Eli's Cottage ↩
- Toughnut, the sprite:
- STR 6, DEX 18, 2hp, bow (d4+sleep), sword (d6), tiny, flying.
- Sleeping arrows: if the arrow reduces STR score, the target must make a STR Save or fall asleep for d6 hours.
Griffon Castle ↩
Griffon Castle Garrison
- General stats: STR 12, WIL 13, Armour 2 (light+shield), light crossbow (d4), sword (d6/d8), Warrior, 2d20p, d10s.
| Guard | hp | Extra gear |
|---|---|---|
| 1 | 3 | dagger, 20p |
| 2 | 4 | 10p, ring (1s) |
| 3 | 5 | 30s, 11p |
| 4 | 2 | 1s, 4p |
| 5 | 3 | dagger, 2s |
| 6 | 6 | 3s, 40p |
| 7 | 5 | 37p |
| 8 | 4 | 50p |
| 9 | 3 | 50p, ring (4p) |
| 10 | 4 | 5s |
| 11 | 4 | 3 rubies (40s each) |
| 12 | 5 | 20p |
| 13 | 4 | 10s |
| 14 | 5 | 5p |
| 15 | 3 | dagger, 1p |
| 16 | 4 | 10p |
| 17 | 3 | 11s |
| 18 | 5 | 15s |
| 19 | 3 | 1p |
| 20 | 4 | 10s, 30p |
Ground Level
5. Kitchen
- Hidden Chest:
- Any attempt to open the chest without a key (see Aimar) will activate the trap.
- Toxic gas trap: those within 10 feet must succeed on a STR Save or fall unconscious for 30 minutes.
- Treasure (total of 1,000s):
- 20 silver plates (10s each)
- 20 silver goblets (20s each)
- 20 silver cutlery sets (20s each)
15. Captain's Office
- Dram:
- STR 16, WIL 14, 8hp, Armour 2 (full), superior axe (d10+d6, 2h), dagger (2d6), Proven Warrior, iron ring with keys (rooms 16, 17, cabinet in room 12), pouch with 10s.
Upper Level
18. Aimar's Sanctuary
- Libram of gainful conjurations:
- If a Mystic spends a full week reading the book, it will advance the Mystic to the next Mystic Level. When this occurs, the libram will disappear, and that same character can never benefit again from reading such a work.
- Any non-Mystic reading the book must succeed on a WIL Save to avoid insanity. Those characters going insane must receive magical healing.
The Secret Room
- Luckstone: Grants Advantage on a single Save once per Rest.
21. Prison Chamber
- Prince Edmund:
- STR 3 (normally 13), WIL 18, 3hp.
23. Aimar's Bedroom
- Wand of Magic Missiles: [charge 4] as per SpellItDR, p.13.
24. Tower Chamber
- Servants (d4): WIL 1, 2hp.
25. East Tower Antechamber
- Lom:
- STR 18, DEX 12, WIL 16, 10hp, Armour 2 (full), greatsword (2d8, 2h), flail (d6/d8+d8), dagger (d6+d8), Expert Warrior, neck pouch with d4g and 2d10s, will fight to the death to defend Aimar.
26. Aimar's Quarters
- Aimar, Duke of Andevar:
STR 15, DEX 16, WIL 14, 12hp, Armour 2 (bracers+sword), sword of defence (d8/d10), Expert Mystic, Beastmaster (2 blood hawks), bracers of defence (+1 Armour), key (room 5) on silken cord around the neck.
Sword of Defence: when wielded two-handed, grants +1 Armour.
Spells: (^ - signature spell, * - prepared spell)
- daze, detect magic, detect poison, disrupt undead, flare
- chill touch, magic missile^, shocking grasp
- bull's strength*, ray of enfeeblement^
- fireball^
- 2 Blood Hawks:
- DEX 16, WIL 11, 3hp, d6 Claws.
- Riannon:
STR 12, DEX 15, WIL 15, 5hp, superior dagger (d8), Assassin, Proven Mystic.
Spells: (^ - signature spell, * - prepared spell)
- arcane mark, detect magic, magic hand
- Feather Fall*, Sleep^
- Invisibility^
The Griffon
- Griffon:
- STR 18, DEX 15, WIL 13, 9hp, Armour 2, 2d4 Claws, d10 Beak.
Confronting Lord Edrin ↩
Group 1
- Patrol from the Three Feathers Inn through Montinelle to Capel Tower.
- 8 Horsemen:
- STR 12, WIL 11, 4hp, Armour 1 (light), lance (d8+d4), short sword (d6+d4), Warrior, d20p, horse.
- Captain:
- STR 13, WIL 11, 5hp, Armour 2 (light+shield), sword (d6/d8), Commander, 2d20s, horse.
Group 2
- 2-in-6 chance of being encountered on the road from the Three Feathers Inn past Fontenmere Abbey and thence northwest as far as the secret path or inside Noren's Wood. Otherwise, the encounter occurs at the Three Feathers Inn.
- 5 Horsemen:
- STR 12, WIL 11, 4hp, Armour 1 (light), lance (d8+d4), short sword (d6+d4), Warrior, d20p, horse.
- Captain:
- STR 13, WIL 11, 5hp, Armour 2 (light+shield), sword (d6/d8), Commander, 2d20s, horse.
Group 3
- Stationed at the Fontenmere Abbey.
- 10 Footsoldiers:
- STR 12, WIL 11, 4hp, Armour 2 (light+shield), spear (d6), short sword (d6), d20p.
- Captain:
- STR 13, WIL 11, 5hp, Armour 2 (light+shield), sword (d6/d8), 2d20s.
Noren's Wood
- 10 Dire Wolves:
- STR 14, DEX 15, WIL 9, 7hp, Armour 1, d8 Bite.
Conclusion ↩
- Lord Edrin:
- STR 15, DEX 14, WIL 13, 8hp, Armour 2 (full), lance (d8+d6), sword (d6/d8+d6), Proven Warrior.
- Warhorse:
- STR 17, 6hp, d6 Hooves.
Map ↩
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