OD&D conversion: Legends are Made, Not Born (by Chris Doyle)
The Source
"Legends are Made, Not Born" (by Chris Doyle)1 is a d20 Dungeon Crawl Classics adventure for the 3.5 edition designed for a group of 0-level characters. As a part of my continuing study of OD&D and Chainmail, I've converted it to 0e to run for a group of four 1st-level characters.
The Conversion
Only the parts that need adjustment are listed here.
Contents
General Suggestions ↩
Combat
I recommend using the Troop Type System at 1:1 scale for traps and animals, and the Man-to-Man Combat system for most other combat encounters.
The Ogre, being a "Fantasy Figure" with 4+1 Hit Dice, will have four attacks as a man-type, one of them with a +1 bonus, using the Alternative Combat System (d20).
It is also suggested in the "Lawsuit Draft"2 that any successful hit by normal men upon the Ogre will deal but 1 hp of damage. This, of course, will make the combat much more dangerous for our 1st-level party, but not inherently unwinnable.
Additional Weapons
Man-to-Man System to-hit values on 2d6:
| Light | Heavy | Armored | Horse | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Class | Weapon vs. AC: | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | U | B |
| 3 | short sword | 8 | 9 | 9 | 10 | 9 | 10 | 11* | 12* | 9 | 11 |
| 4 | quarterstaff3 | 7 | 7 | 6 | 8 | 8 | 10 | 11 | 12 | 11 | 12 |
| 5 | great club (as mace) | 8 | 8 | 8 | 9 | 8 | 8 | 7 | 8 | 10 | 12 |
| Range 6" | large javelin (as spear3) | 9 | 9 | 9 | 8 | 10 | 11 | 11 | 12 | 11 | 12 |
* If dismounted and prone, 7 or greater hits.
Breaking Objects
- wooden door, wooden gate, rusted chain (DC 15):
- open doors check
- stone door, wooden portcullis, wooden cage (DC 20+):
- roll 1d100 under or equal to the Strength score
Treasure
Rough estimation of the module's treasure sums up to just over 5,000 gp, so I would recommend at least doubling it so that most of the characters could level up at the end of the adventure.
Monsters ↩
Statistics
- Area — Area in the module
- Monster — Monster name
- AC — Armor Class
- MV — Movement, in inches (1 inch = 10 feet); number after slash is flying speed.
- HD — Hit Dice
- A/D — Attack/Defence in the Troop Type System
- AL — Alignment (Law, Neutrality, Chaos)
- Details under — Damage (if not 1d6), special attacks, possessions, etc.
| Area | Monster | AC | MV | HD | A/D | AL |
|---|---|---|---|---|---|---|
| 1-2 | Sheep | 7 | 9" | 2 | — | N |
| 1-3 | Gurt, Hobgoblin | 7 | 9" | 1+1 | HF/LF | C |
| Leather armor, short sword, quarterstaff, onyx (35 gp).
Languages: Common, Goblin, Giant. |
||||||
| 1-4 | Wolf | 7 | 15" | 2 | 2LH | N |
| 1-7 | Blogg, Ogre | 6 | 9" | 4+1 | 4HF | C |
| Dmg 1d6+2, studded leather armor, great club, large javelin.
Languages: Common, Giant. |
||||||
| 1-8 | Carrion Vulture | 9 | 3"/24" | 1 | LF | N |
| Dmg 1d3 + Filth Fever. | ||||||
| 2* | Normal Rat | 9 | 6" | 1hp | LF | N |
| Dmg 1. | ||||||
| 2* | Dire Rat | 7 | 15" | 1+1 | LF | N |
| Dmg 1d3 + Filth Fever. | ||||||
| 2-2 | Bat Swarm | 7 | 1"/12" | 3 | 3LF | N |
| Dmg 1, attacks vs. swarm are at −2 penalty.
Melee opponents: Save vs. Paralysis or distracted for 1 round. |
||||||
| 2-3 | Dire Skunk | 6 | 12" | 3 | 3LF | N |
| Musk: 30' cone, Save vs. Poison or sickened for 1d4 rounds.
Failed Save: 30' radius stench until cleaned with a vinegar solution. |
||||||
| 2-4 | Ghoul | 6 | 9" | 2 | 2LH/HH | C |
| Paralysis (1 round), Darkvision, −1 to all rolls in full light. | ||||||
| 2-5 | Giant Fire Beetle | 4 | 9" | 1−1 | HF | N |
| 2-7 | Monstrous Centipede | 9 | 15" | 1hp | LF | N |
| Dmg 1 + Centipede Toxin. | ||||||
| 3-3 | Animated Broom | 7 | /12" | 2 | 2LF | — |
| As quarterstaff. | ||||||
| 3-4 | Animated Book | 8 | /9" | 1 | LF | — |
| As club. | ||||||
| 3-4 | Viper | 5 | 9" | 1−1 | LF/HF | N |
| Dmg 1 + Viper Venom. | ||||||
| 3-5 | Durbin, Dwarf | 7 | 6" | 1 | LF | N |
| Leather apron (+1 to attacks vs. wearer), piece of wood (as club).
Languages: Common, Dwarven, Gnome. |
||||||
| 3-6 | Shrieker | 7 | 1" | 3 | — | N |
| Alerted by light in 30' or movement in 10', shrieks for 1d3 rounds. | ||||||
| 3-7 | Thaumaturgist (MU5) | 8 | 6" | 3 | 3 men | C |
| Quarterstaff, ring of protection +1, Hacking Cackle.
Languages: Common, Draconic, Abyssal, Goblin, Giant. Spells: charm person, detect magic, read magic, shield; levitate, pyrotechnics; monster summoning I. |
||||||
| 3-7 | Fiendish Spiders | 7 | 9" | 1 | LF | C |
| Dmg 1d6 + Spider Venom. | ||||||
| 3-8 | Quasit | 2 | 15" | 3 | 3LF/AF | C |
| 2 Claws (Dmg 1 + Quasit Toxin) and 1 Fangs (Dmg 1d6).
Can only be harmed by magical or cold iron weapons, immune to cold, fire, and lightning. Defense against spells as a 7 HD creature. Passive: detect good, detect magic, regenerate 1hp/round. At will: polymorph self (bat, rat); invisibility. 1/day: fear in 30' radius. |
||||||
* Wandering monster on the specified level.
Traps ↩
| Area | Trap | Trigger | Reset | Attack | Damage | Details |
|---|---|---|---|---|---|---|
| 1-5 | Log Deadfall | tripwire | manual | 2HF | 1d6/ea | Logs with crude spikes |
| 2-6 | Mushroom Field | location | 2 days | spray | 1 + poison | Save vs. Poison or Slowness for 1 day |
| 3-1 | Ladder Trap | rigged rung | manual | fall | 2d6 | Save vs. Wand to negate |
| 3-2 | Swinging Club | tripwire | manual | 4HF | 1d6/ea | Swinging great club |
Afflictions ↩
Centipede Toxin
- Save vs. Poison: +4 bonus
- Success: no effect
- Failure: −1 to all rolls for 1 day
Filth Fever
- Save vs. Poison
- Success: no effect
- Failure:
- Incubation: 1d3 days
- Effect: Illness
Hackling Cackle
- Non-contagious
- MV reduced down to 6"
- Each round of heavy activity (combat or casting), there is a 15% chance of coughing: if casting a spell, 20% chance to lose it, otherwise act sickened for the round.
Illness
- Duration: 1d10 days
- Effect:
- unconscious most of the time
- no actions
- limited movement per referee’s discretion
Quasit Toxin
- Save vs. Poison
- Success: no effect
- Failure: Slowness for 2d6 rounds
Slowness
- Effect: All actions (spells, speech, movement) are performed at half-rate or delayed a round.
Spider Venom
- Save vs. Poison: +2 bonus
- Delay: 8 rounds
- Success: 1 damage/round for 2 rounds
- Failure: 2 damage/round for 2 rounds + paralysis (1d10 rounds)
Viper Venom
- Save vs. Poison: +2 bonus
- Delay: 6 rounds
- Success: 1 damage/round for 3 rounds
- Failure: 3 damage/round for 3 rounds + Illness
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