WFF + Freeport + True20 = ?

Don’t just crawl through dungeons... make them sorry they ever met you!

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timemrick
Far-Sighted Wanderer
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Joined: Thu Jun 14, 2007 10:43 am
Location: Boston, MA

WFF + Freeport + True20 = ?

Post by timemrick »

I'm seriously considering converting WFF #0 "Temple of Blood" to True20 for a one-shot adventure set in Green Ronin's Freeport (the setting of DCC #20). If I do so, I'll post some conversion notes here. But for now, I thought I'd offer some initial thoughts on the "Juice Up Your Game!" optional rules:

Phat Lewt!: True20 has different rules for wealth and magic item creation than d20, so this rule may be a little more complicated to implement from scratch. However, for this adventure, I'd just be converting the existing treasure.

Finish Him!: I'm a little dubious about these rules in the first place, as I'm not primarily a hack & slash gamer. In True20, damage is handled differently, using Toughness saves and wound conditions, so I'm not sure it's really worth the effort to convert this rule. Combat tends to be deadlier due to the wound conditions, so finishing moves aren't necessarily needed to finish fights faster. Also, character advancement doesn't use XP, so if you do convert this rule somehow, either ignore the listed XP awards, or grant the successful killer a Conviction point.

Mooks: True20's existing Minions rules serve the same purpose.

The Big Badass: If reduced to "dying" on the damage track, the Big Badass erases all wound conditions and comes back fighting. Narrators may wish to make this a special use of Conviction limited to boss villains, in order to keep the Big Badass more balanced with the heroes. (And note that heroes and villians alike already have many ways to use Conviction to save their skins.)

Feedback is welcome!
Tim Emrick, Keeper of the Freeport Errata
http://www.geocities.com/thastygliax/d20errata/
timemrick
Far-Sighted Wanderer
Posts: 13
Joined: Thu Jun 14, 2007 10:43 am
Location: Boston, MA

Post by timemrick »

Here's my conversions of WFF#0's monsters to True20:

PISSED LIZARD KOBOLD (1ST-LEVEL WARRIOR)

Type: 1st-level Humanoid (Reptilian)
Size: Small
Speed: 20 ft. (base 30 ft.)
Abilities: Str +1 (+3 raging), Dex +0, Con +1, Int +0, Wis -1, Cha -1
Skills: Bluff 0 (-3), Diplomacy 0 (-3), Gather Information 0 (-3), Intimidate 4 (+5), Notice 4 (+4), Search 4 (+4), Stealth 4 (+9, +6 in armor)
Feats: Armor Training (Heavy, Light), Rage, Weapon Training
Traits: Darkvision (60 ft.), Light Sensitivity
Combat: Attack +3 (+1 size, +1 base, +1 Dex), Damage +2 (spear, 19-20/+4) or +4 raging, Defense Dodge/Parry +2/+3 (+1 size, +1 base, +0 Dex/+1 Str) or +0/+3 raging (+1 size, +1 base, +0 Dex/+3 Str, -2 raging), Initiative +0
Saving Throws: Toughness +3 (-1 size, +1 Con, +3 hide), Fortitude +3 (+2 base, +1 Con) or +5 raging, Reflex +0 (+0 base), Will -1 (+0 base, -1 Wis) or +1 raging

Light Sensitivity: Kobolds are dazzled in bright sunlight or the equivalent.
Skills: Pissed Lizard kobolds have a +2 racial bonus on Intimidate checks but a -2 penalty on Bluff, Diplomacy, and Gather Information checks.

Notes: See the True20 Bestiary, page 116, for more on (normal) kobolds. The racial skill bonuses here reflect those of the Pissed Lizard variety, but the racial rage ability was changed to the Rage feat for simplicity's sake. If Narrators choose to use the Lizard Rage trait as written, replace the adventure text's +2 Str and -2 Dex with +1 and -1 modifiers respectively.

KRALNAK THE ALWAYS-MAD
Pissed Lizard Kobold (1st-Level Warrior)

Type: 1st-level Humanoid (Reptilian)
Size: Small
Speed: 30 ft.
Abilities: Str +2 (+5 raging), Dex +0, Con +1, Int +0, Wis -1, Cha +0
Skills: Bluff 0 (-2), Climb 4 (+0, or +2 raging), Diplomacy 0 (-2), Gather Information 0 (-2), Intimidate 4 (+6), Jump 4 (+0, or +3 raging), Stealth 0 (+4, +2 in armor), Swim 4 (+2, or +5 raging)
Feats: Armor Training (Light), Rage (x2), Weapon Training
Traits: Darkvision (60 ft.), Light Sensitivity
Combat: Attack +2 (+1 size, +1 base), Damage +5 (greatsword, 19-20/+3) or +8 raging, Defense Dodge/Parry +2/+4 (+1 size, +1 base, +0 Dex/+2 Str) or +0/+5 raging (+1 size, +1 base, +0 Dex/+5 Str, -2 raging), Initiative +0
Saving Throws: Toughness +2 (-1 size, +0 Con, +3 studded leather), Fortitude +3 (+2 base, +1 Con) or +5 raging, Reflex +0 (+0 base), Will -1 (+0 base, -1 Wis) or +1 raging

SMALL MONSTROUS CENTIPEDE: See the True20 Bestiary, page 43. (Narrators without that book may substitute the tiny viper in the core rulebook's Adversaries chapter.)

BLOOD SPIRIT (1ST-LEVEL HUMAN GHOST ADEPT)

Type: 1st-level Undead (Incorporeal)
Size: Medium
Speed: fly 30 ft. (perfect)
Abilities: Str +0, Dex +1, Con --, Int +1, Wis +2, Cha +4
Skills: Concentration 4 (+6), Knowledge (supernatural) 4 (+5), Knowledge (theology) 4 (+5), Notice 0 (+10), Search 0 (+9), Sense Motive 4 (+6), Stealth 0 (+9), and two more skills at 4 ranks each
Feats: Attack Focus (touch), Dedicated (protect the temple), Dodge Focus, Powers (Charisma, rank 4, save Difficulty 14; Drain Vitality, Harm, Ward)
Traits: Corrupting Touch, Drain Vitality, Darkvision (60 ft.), Manifestation, Rejuvenation, Unnatural Aura
Combat: Attack +2 (+0 base, +1 Dex, +1 Attack Focus), Damage by power, Defense Dodge/Parry +2/-- (+0 base, +1 Dex/--, +1 Dodge), Initiative +1
Saving Throws: Toughness +0, Fortitude +0 (+0 base), Reflex +1 (+0 base, +1 Dex), Will +4 (+2 base, +2 Wis)

Notes: See True20 Adventure Roleplaying, page 135, or the True20 Bestiary, page 166, for more on ghosts and apparitions (including full trait descriptions). The Harm power was bought normally, allowing this ghost to heal itself (which Corrupting Touch alone cannot do).

BELZIN DARR (2ND-LEVEL HUMAN WALKING WORMLING ADEPT)

Type: 2nd-level Undead
Size: Medium
Speed: 20 ft. (base 30 ft.)
Abilities: Str +3, Dex +1, Con --, Int +0, Wis +3, Cha +1
Skills: Bluff 5 (+6), Concentration 5 (+8), Intimidate 4 (+5), Knowledge (supernatural) 5 (+13), Knowledge (theology) 5 (+13)
Feats: Armor Training (Heavy, Light), Powers (Wisdom, rank 5, save Difficulty 14; Corrupting Shadows, Harm, Second Sight)
Traits: Damage reduction 2/bludgeoning, Darkvision (60 ft.), Fast Healing
Combat: Attack +2 (+1 base, +1 Dex), Damage +6 (heavy mace) or +2 (bowl of blood; +0 splash damage) or by power, Defense Dodge/Parry +2/+4 (+1 base, +1 Dex/+3 Str), Initiative +1
Saving Throws: Toughness +2 (+1 undead, +3 chainmail), Fortitude +0 (+0 base), Reflex +1 (+0 base, +1 Dex), Will +6 (+3 base, +3 Wis)

Fast Healing: A walking wormling gains another recovery check every minute (10 rounds).

Belzin's bowl of blood does +2 fire damage on a direct hit, or +0 fire damage on a splash to anyone within 5 feet. A successful Difficulty 13 Reflex save will reduce splash damage to -1.
Last edited by timemrick on Fri Aug 31, 2007 10:14 am, edited 2 times in total.
Tim Emrick, Keeper of the Freeport Errata
http://www.geocities.com/thastygliax/d20errata/
timemrick
Far-Sighted Wanderer
Posts: 13
Joined: Thu Jun 14, 2007 10:43 am
Location: Boston, MA

Post by timemrick »

I'm planning to run my True20 conversion within the next couple weeks, so I've made some minor edits to the notes above, and can now post my notes on the rest of the adventure.

These conversion notes (above and below) were devised using the True20 core rulebook, the True20 Bestiary, the True20 Companion, and Liber Artefactorum (a magic item supplement for True20, published by Expeditious Retreat Press). However, only the core rules are required to run this conversion. A few magic items are given alternate conversions for Narrators using Liber Artefactorum.

JUICE UP YOUR GAME: See above.

AREA 1: PISSED PATROL: Avoiding surprise requires a Difficulty 16 Notice check (the kobolds are taking 10 on their Stealth checks).

One kobold carries a charm of Widened Psychic Blast (save Difficulty 13). If using Liber Artefactorum, replace this with an infusion with the same effect (essentially, an adept-only charm).

AREA 2: MAIN DEFENSE: The wheel can be moved with a Difficulty 13 Strength check. Lighting the barrels on fire does +6 fire damage unless a Difficulty 13 Reflex save is made for half damage.

The wand is a multi-use Cure +4 charm, with 17 charges. If using Liber Artefactorum, it is a Power (Cure +4) focus item.

THE TEMPLE OF BLOOD: Stone walls have Toughness 8, per the core rules.

AREA 3: SANCTUM: True20 lacks force effects, so simply treat the wall of force as an impenetrable barrier. Hearing-related Notice checks are at a -4 penalty through the wall.

AREA 4: KOBOLD RESTING AREA: These two kobolds have a -4 penalty on Notice checks. Each has a Cure +4 charm.

AREA 5: KRALNAK'S CHAMBERS: A Difficulty 10 Search check finds the treasure. The gold is equivalent to a Cost 15 item; the statuette is Cost 19. See "Selling Things" in the Wealth rules.

AREA 6: VERMINOUS ROOM: The secret door requires a Difficulty 15 Search check. Hearing the drip requires a Difficulty 20 (or 15) Notice check.

AREA 7: SACRIFICIAL CHAMBER: If the spirit is convinced of Belzin's treachery, she removes all wound conditions, fatigue levels, ability damage, and ability drain from the heroes.

AREA 3, REVISITED: The cushions are Cost 10 and 12 items. If using Liber Artefactorum, the pearl is a Sustaining (+1) focus item; otherwise, it allows the user to remove one fatigue level incurred by power use once per day. See below about the rod.

APPENDIX 1: NEW MAGIC ITEM: The simplest solution is that the rod simply removes the wall of force, but has no other use. Alternately, it can be treated as a Harm charm (save Difficulty 19) which affects both creatures and objects. If the Phat Lewt! rules are used, the rod is a multiple-use charm.

APPENDIX 2: NEW MONSTERS: See stats above. Other Walking Wormlings cn be created using Beldin Zarr (above) as an example.
Tim Emrick, Keeper of the Freeport Errata
http://www.geocities.com/thastygliax/d20errata/
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