Converting a D&D adventure

Utgardloki

Mongoose
I am thinking of converting an adventure I made for 3rd Edition D&D over to Runequest, and was wondering what sort of things I should watch out for, since Runequest PCs don't have a "fortress of hit points".

My thought is to convert an adventure involving an evil druid and monsters. I want something that is going to be fair for entry-level PCs.
 
I don't think low-level-adventure conversion is a problem.

Adjusting some character-stats to the level of the players shouldn't give you any headaches. Even converting d&d monsters is easy, just pick a similar creature out of the available stuff, tweak the stats and abilities a bit and use the d&d description. It's quick&dirty, but the players don't see the stats anyway...

The biggest problem (especially for levels 5+) are the available d&d spells and powers that may be important options for solving the adventure. Stuff like fly, dimension door, teleport, various options to control people, find the path (and similar options that basically give you otherwise unattainable knowledge) are generally not available in RQ. You have to be careful that the players have enough options to still solve the adventure or it could get frustrating.
 
My main concern is that this adventure was quite a challenge for a 5th level D&D party. There was one TPK, but that was probably because the party did not have enough cohesion -- one of the two PCs who made an important saving throw ended up betraying the party.

I think Runequest characters might have an easier time if I make the persistence rolls a little easier. Also, the Runequest PCs will have Hero Points that they can use to save their bacon.

I don't think the PCs will need any D&D spells to solve any problems that can't be solved with brute force and clever wit. This is an adventure where magic would be useful (especially healing magic) but I think a party without any magic could conceivably get through it.
 
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