ItDR conversion: The Old God’s Return (by Michael Curtis)
The Source
The Old God’s Return (by Michael Curtis), a Dungeon Crawl Classics holiday adventure1,2 was one of the adventures that were used to playtest Into the Dungeon: Revived.
The Conversion
Only the parts that need to be adjusted are listed here.
Contents
The Champions of Fire ↩
If the characters demand payment, the village elders agree to award them 50s each from the settlement's limited funds, but when gifted with sovereign fire, the characters will have only 8 points to draw upon rather than 10.
Sovereign Fire
Protect from Cold (1 point)
Gain an Advantage on a single Save against cold-based effects or Impair one cold-based attack. This can be done before or after the Save or attack is made.
Empower Fire Magic (1 point)
Raise the Damage die of a single fire-based Spell.
Ignite Weapon (1 point)
Your weapon bursts into flames, dealing bonus d6 Fire Damage on its next attack.
Searing Touch (1 point)
You deal d6 Fire Damage on a single unarmed attack. It could be used to melt ice (6 in) and snow (1 ft).
Form of Fire (5 points)
Briefly transform into living flame for 2 combat turns:
- can fly (double move),
- immune to Fire Damage,
- gain Searing Touch benefits,
- cold attacks against you are Enhanced.
Locations ↩
Moving across the ice
Any character moving faster than half his normal speed across the ice must succeed on a DEX Save to avoid slipping and falling prone.
Area 2-1 — The Whispering Grove
Any character that participates in the destruction of a tree here, will suffer a 1 WIL Loss.
Area 2-2 — All Fall Down
The characters falling down must succeed on a DEX Save or plummet into Area 3-3 which is 30 feet below, suffering d10 Damage.
Camp Treasure
- ivory comb (worth 15s)
- silver necklace (worth 25s)
- wineskin holding potent brandy (worth 20s)
- fox stole (worth 50s)
- silverware (worth 45s)
- 2d4s and 2d6p
Area 3-1 — Meditation Sanctum
The Amulet
When the command word is spoken, a pair of ghostly black wings sprouts from the amulet wearer's back, granting an effect similar to Feather Fall Spell. The effect lasts four combat turns and can be used once per day. Comprehend Languages Spell will reveal the command word.
Area 3-2 — Sapping Sap
The door at the north end of the corridor is visible on close inspection.
The characters must succeed on a DEX Save to avoid touching the tree limbs. If touched, the sap drains heat from living creatures, dealing d4 Cold Damage. Succeed on a STR Save or start shivering uncontrollably, receiving disadvantage on all Saves until Rest by fire, or spending a single point of sovereign fire.
If the trees are burned down, the smoke fills Areas 3-1 and 3-2. Everyone in the area must succeed on a STR Save or suffer d4 Damage from inhaling the smoke.
The southeastern door is frozen shut and requires a combined STR Score of 20 to be opened.
Area 3-4 — Hall of the Old God
The Tontuu here can bite for d4 Damage. If the bite reduces STR score, the target suffers d4 DEX Loss as well.
The Escape ↩
Fleeing back to the Area 1-1 requires each character to succeed on a DEX Save or suffer d4 Damage from falling ice and rubble. On 20, the character is struck by a large slab for d8 Damage.
The iceberg is 400 feet tall and floats 100 feet above the ground. When going down the stairs, there is an increasing chance the iceberg disintegrates, starting with 1-in-8, and increasing by one for every 100 feet of descent. If the characters destroyed any trees in the Area 2-1, roll d6 instead of d8.
If the iceberg breaks down before the characters reach the ground, a successful DEX Save (one per 100 feet left to the ground) allows them to leap atop slowly falling fragments and reach the ground unscathed.
For the falling damage, roll a d12 per 100 feet of the fall, taking the highest result. Critical Damage results in instant death from the impact. Survivors are lucky enough to fall into a thick patch of snow.
Monsters ↩
Tontuu
STR 14, DEX 13, WIL 7, 3hp, knife (d6), javelins (d4), Frigid Touch, Immune to Cold, Fire attacks are Enhanced.
Frigid Touch: succeed on a STR Save or suffer 1 STR Loss.
Joulbok
STR 15, DEX 14, WIL 13, 6hp, Armour 1, chain (d6), d8 Head-butt, d4 Filthy Bite.
Filthy Bite: succeed on a STR Save or take extra d4 Damage.
Demonic Ice Guardian
STR 17, DEX 15, WIL 15, 7hp, Armour 2, 2d4 Icy Claws, d6 Mandibles, Immune to Cold, non-magical weapon attacks are Impaired, magical Fire attacks are Enhanced.
Tjaptar
STR 18, DEX 14, WIL 16, 11hp, Armour 2, 2d4 Fists, Freezing Blast, Wood-Wyrding, Aura of Majesty, non-magical weapon attacks are Impaired, Immune to Cold, majical Fire attacks are Enhanced, Antler Vulnerability.
Gifts* (d6):
- Freezing Blast: P Cold Damage in a small cone.
- Wood Wyrding: P wooden objects bend and warp, destroying their functionality.
Aura of Majesty: mortals glimpsing Tjaptar for the first time must make a WIL Save or be Stunned for the next turn.
Antler Vulnerability: the antlers can be targeted by precise attacks (Armour 3). The crown of horns has 6hp. When reduced to 3hp or less, Tjaptar loses his ability to cast Freezing Blast. When reduced to 0hp, STR Save or Tjaptar dies.
- See ItDR, p.5 - Thaumaturge:
Before you manifest a Gift, roll two Gift Dice and subtract a lower result from a higher one to determine your Power ℗. On 0, you fail and cannot manifest any of your Gifts before Rest. Otherwise you need to Rest before manifesting the same Gift again.
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