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ItDR conversion: The Aundairian Job (by Craig Shackleton)

The Source

The Aundairian Job (by Craig Shackleton) — a heist adventure module from Dungeon Magazine #147.1,2 One of the adventures that were used to playtest Into the Dungeon: Revived.


The Conversion

Note: Only the parts that need to be adjusted are listed.

I would recommend skipping the "Background" and "Adventure Hooks" sections, and filling up the strongbox with a powerful magical artefact or any other item the party craves or hired to retrieve instead.

Gathering Information

The characters can roll a d6 to see which information they acquire. Roll twice, if the characters have an advantage, such as a reliable contact in the town.

d6 Information
1-2 DC 10, 15, 20*, and 25 info
3 DC 10, 15, and 20* info
4 DC 10 and 15 info
5 DC 10 info
6 none

* DC 20 follow-up info is available after an additional 4-in-6 roll.

Meeting Rurin

Rurin is willing help the characters for a fee of 10g.

Inside the Compound

Guard Patrols

There are 5 units of 6 guards for a total of 30 guards.

Unit Location* Room
1 walls 1, 2
2 business floor 7, 7c, 17
3 vault 39, 40
4 on-call** 21
5 off-duty 24, 25

* Unit rotation (every 6 hours): vault → on-call → off-duty → walls → vault.

** If alarmed, arrive in d4 minutes.

Guard (30)

STR 14, 4hp, Armour 1 (light), waraxe (d8, 2h), crossbow (d6), 10 sleep bolts.

Sleep bolts: Failing a STR Save versus Critical Damage from a sleep bolt, puts the target to sleep.

1. The Outer Wall

Climbing the wall without proper equipment requires a successful DEX Save. On a failed Save, the character falls down, suffering d6 Damage.

2. The Gatehouse

Raising a portcullis without making noise requires a STR Save with a Disadvantage if working alone, a simple STR Save with assistance from other characters, or with an Advantage with four characters working together. The Save is made by one of the participants. Lowering a portcullis does not require a Save if no impediments are present.

4. Bear Den

Bear (4)

STR 15, WIL 7, 6hp, Armour 1, 2d6 Claws, d8 Bite.

5. The Entrance

The massive double doors are made of 3-inch-thick steel and require a STR Save to open in a hurry. If two characters are working together, the Save is made with an Advantage by one of the participants.

6. The Main Building

Climbing the wall without proper equipment requires a successful DEX Save. On a failed Save, the character falls down, suffering d8 Damage.

7. Lobby

The Guardian

STR 20, WIL 1, 17hp, Armour 3, d10 Slam, physical attacks are Impaired,
X-in-6 (X = 6 - Spell Circle) chance to ignore a Spell, immunity to form-changing effects.

10. Rurin's Office

Rurin d'Sivis

DEX 14, WIL 12, 6hp, masterwork dagger (d8), wand of magic missiles [3], Mystic 1.

Spell Tome (^ - signature spell, * - prepared spell):
C: arcane mark, prestidigitation
1: alarm, comprehend languages, erase, identify, sleep*, tool swarm^

Tool Swarm

STR 3, DEX 14, WIL 1, 10hp, distraction, all attacks are Impaired.

Distraction: a target must pass a WIL Save or be Stunned for the next turn.

12. Chollak's Office

Rent of vaults and strongboxes

13. Lord Brannick's Office

Lord Brannick

STR 12, WIL 12, 8hp, Armour 1 (concealed), cane (d6), Mystic 2, vault key.

Spell Tome (^ - signature spell, * - prepared spell):
C: detect magic, guided strike
1: charm person, hypnotism*, magic weapon, shield^, true strike, unseen servant
2: see invisibility*, whispering wind^

23. Lord Brannick's Chambers

Moving through this room at night without waking Lord Brannick requires a successful DEX Save made with an Advantage. Removing the vault security keycharm from around his neck without waking him requires a successful DEX Save made with a Disadvantage.

33. Vault Entrance

Trap

The doors to the west are made of 1-inch-thick steel and secured by an Arcane Lock (2nd Circle) and a Fire Trap (4th Circle, d12 Fire Damage) Spells.

35. Vault Chambers

Invisible Stalker

STR 16, DEX 19, 16hp, d8 Strangle, non-magical attacks are Impaired, invisible.

36. Strongboxes

Strongbox Traps

Each strongbox is made of 1-inch-thick steel and secured with a good lock, an Arcane Lock (2nd Circle) Spell, and a Fire Trap (4th Circle, d12 Fire Damage) Spell.

The Lockbox Trap

The lockbox contains another small steel box, which has an Arcane Lock (2nd Circle) and a Shocking Trap on it: (4th Circle, d10 Electricity Damage, ignoring Armour).


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  1. https://archive.org/details/Dungeon_Magazine_147/page/n7/mode/2up

  2. https://paizo.com/products/btpy7vyc?Dungeon-Issue-147

#adventure #itdr #itdr-conversion #ttrpg