Tuesday, June 15, 2010

Night's Dark Terror Conversion I- Attack on the Ferry

Night’s Dark Terror was a massively detailed, long-term module for the BECMI Dungeons and Dragons game. It was a bridge from the Basic set which governed beginning adventurers (Levels 1-3) and the Expert set (which governed levels 4-14). It was set in the Grand Duchy of Karameikos, and begins with the PCs having answered a job posting to move horses from a homestead to a market several days away. The PCs board a ferry to cross the river and are attacked. From their, the PCs are drawn into a quest in search of an ancient civilization’s secrets and treasure. If they succeed, their knowledge of their nation’s past will never be the same!

As the character classes and game mechanics are vastly different, the adaptations below are close to the spirit of the module but the character classes are often different than the basic set. I am not posting major details of the module and encourage you to acquire a copy if you want to use these conversions. Of course, you are welcome to use these statistics in a 3.5 game as NPCs or opponents. The adventure can be run at Level 1, but the party should be either very experienced players or 5-6 characters. They should be prepared for wilderness travel and acquiring healing.

B10 Threshold Area Map

Leaving Civilization Behind

Reaver of the Iron Ring

Warrior 3, medium sized human, CR 2; HD 3d8+6; HP 18; Initiative +0; Speed 20m; AC 15 (touch 10, flat 15); Atk +6 melee (masterwork longsword dg 1d8+2 crit 19-20/x2), Atk +5 melee (dagger dg 1d4+2 crit 19-20/x2), Atk +3 thrown (dagger dg 1d4+2 crit 19-20/x2), Atk +3 missile (short bow dg 1d6 crit x3); SA: none; SQ: none; AL: NE; Sv Frt +5, Ref +1, Will +1; Str 15, Dex 11, Con 15, Int 12, Wis 11, Cha 11

SKILLS: Ride (Dex) +4 (-1), Intimidate (Cha) +6, Survival (Wis) +3, Swim (Str) +4 (+6)

LANGUAGES: Thyatian, Traladaran

FEATS: Track, Weapon Focus (Longsword), Power Attack

GEAR: Scale Mail (+4 AC -4 armour check), Small Steel Shield (+1 AC -1 armour check), Masterwork Longsword, Dagger, Short bow with 20 arrows, Potion of Cure Light Wounds, (2) Sunrod, Signal Whistle


(8) Hounds of the Iron Ring (archers)

Warrior 2, medium sized human, CR 1; HD 2d8+2; HP 10; Initiative +1; Speed 30m; AC 13 (touch 11, flat 12); Atk +2 melee (short sword dg 1d6+1 crit 19-20/x2), Atk +3 missile (shortbow dg 1d6 crit x3 range 60); SA: none; SQ: none; AL: NE; Sv Frt +4, Ref +1, Will +0; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 11

SKILLS: Ride (Dex) +4 (+5), Climb (Str) +4, Hide (Dex) +2 (+3), Swim (Str) +1

FEATS: Point Blank Shot, Precise Shot

GEAR: Leather Armor (+2 AC -0 armor check), Shortbow, Quiver of 20 arrows, Short sword


(12) Hounds of the Iron Ring (boarders)

Warrior 1/Rogue 1, medium sized human, CR 1; HD 1d8+1+1d6+1; HP 9; Initiative +2; Speed 30m; AC 12 (touch 12, flat 10); Atk +5 melee (masterwork dagger dg 1d4+1 crit 19-20/x2), Atk +4 thrown (dagger dg 1d4+1 crit 19-20/x2 rng 10) ; SA: Sneak Attack +1d6; SQ: Trapfinding; AL: NE; Sv Frt +3, Ref +5, Will +0; Str 12, Dex 15, Con 12, Int 10, Wis 11, Cha 11

SKILLS: Swim (Str) +4 (+5), Tumble (Dex) +4 (+6), Intimidate (Cha) +4, Balance (Dex) +3, Bluff (Cha) +3

FEATS: Weapon Finesse, Weapon Focus (Dagger)

GEAR: Masterwork Dagger, (2) Throwing Daggers

NOTE: The boarders are unarmored and carry a dagger in their teeth and two daggers tucked in their sashes. They will swim to the boat and climb the sides, using their sneak attack to overwhelm the crew. The archers are primarily a distraction, as the occupants of the boat have 50% cover. If the PCs return fire, the archers do their best to target them. The leader of the Iron Ring thugs will draw his sword and attack anyone who makes it to shore.


Kalanos (Boat Master)

Warrior 3/Expert 3, medium sized human, CR 4; HD 3d8+6+3d6+6; HP 30; Initiative +0; Speed 30m; AC 10 (touch 10, flat 10); Atk +7 melee (dagger dg 1d4+2 crit 19-20/x2), Atk +5 thrown (dagger dg 1d4+2 crit 19-20/x2 rng 10) ; SA: none; SQ: none; AL: N; Sv Frt +6, Ref +2, Will +4; Str 15, Dex 11, Con 15, Int 12, Wis 11, Cha 12

SKILLS: Swim (Str) +6 (+8), Ride (Dex) +4, Profession: Sailor (Int) +7 (+8), Jump (Str) +4 (+6), Listen (Wis) +4, Sense Motive (Wis) +4, Use Rope (Dex) +6

FEATS: Weapon Focus (Dagger), Athletic, Dodge, Skill Focus: Profession

GEAR: Dagger, Potion of Cure Light Wounds


Reaver of the Iron Ring (on boat)

Rogue 4, medium sized human, CR 4; HD 4d6; HP 12; Initiative +6; Speed 30m; AC 13 (touch 13, flat 10); Atk +7 melee (masterwork short sword dg 1d6 crit 19-20/x2), Atk +7 melee (masterwork dagger dg 1d4 crit 19-20/x2), Atk +7 thrown (masterwork dagger dg 1d4 crit 19-20/x2); SA: Sneak Attack +2d6; SQ: Trap Sense +1, Trap Finding, Evasion; AL: NE; Sv Frt +1, Ref +6, Will +2; Str 11, Dex 17, Con 11, Int 12, Wis 12, Cha 11

SKILLS: Ride (Dex) +7 (+10), Move Silently (Dex) +7 (+10), Hide (Dex) +7 (+10), Disable Device (Dex) +7 (+10), Listen (Wis) +7, Spot (Int) +7, Open Lock (Dex) +7 (+10), Sleight of Hand (Dex) +7 (+10), Search (Wis) +7 (+10)

FEATS: Weapon Finesse, Stealthy, Improved Initiative

GEAR: Masterwork Dagger, Masterwork Shortsword (hidden on boat), Potion of Cure Light Wounds, Signal Whistle

NOTE: The Iron Ring Reaver on the boat has hidden a shortsword among the cargo. He will attempt to reach it while feigning fear and panic. He will strike foes who are occupied with boarders or archers, flanking them and striking with a sneak attack.

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