You'll find all kinds of solid adventures within. |
NOTE: IF YOU PLAY IN MY SVA GAME, SPOILERS LIE WITHIN. THEY AREN'T GOING TO HELP YOU, BUT SHOW SOME INTEGRITY, kthx.
One of the nice things about having a game every three weeks is that it gives me adequate time to work on it between sessions. As much as I long for the days where I used to devote 100% of my time to gaming, I'm a full-time, year-round college student who is getting married in short order. I just don't have that kind of time (or maybe I lack time-management skills--you decide). One of the things that makes life a little easier is that there are number of outstanding adventures out there for me to use with little or no work.
One of those adventures is "Night of Blood" from Games Workshop's The Restless Dead for the first edition of Warhammer Fantasy Role Play. It's thematically perfect for the sandbox I'm working on, and all I need to do is stat it for Lamentations of the Flame Princess.
There are actually quite a few old Warhammer FRP adventures that would work well with LotFP. Shadows over Bogenhafen and Death on the Reik wouldn't need much work, mostly setting changes in my case, but there will certainly be similarities between Imperial Dagordoria and the early editions of Warhammer FRP's Empire: the relative weakness of the central imperial government compared to the power of the landowners and electors, the overall lawlessness of the land, and the steady creep of chaos.
Anyway, in two weeks, I'll run my Night of Blood conversion and let you know how it goes. Here's a peek at the mutants from the first scene:
Scaly Bull Man
HD 2, hp 9, AC 16, move 40’/round, +2 to hit, 1d8 (sword), 50xp
HD 2, hp 9, AC 16, move 40’/round, +2 to hit, 1d8 (sword), 50xp
Frenzy: When reduced to 4 hp or less, Scaly Bull Man will let out a thunderous roar, forcing all within earshot to make a save v. paralysis or suffer a -2 on all to hit rolls for the remainder of the round. At that point, until he charges the nearest opponent, pressing (+2 to hit, -4 AC) all attacks, doing an additional point of damage on each hit and suffering one less point of damage when hit. This lasts until he (or the PCs) dies.
Dog ManHD 2, hp 9, AC 12, move 60’/round, +2 to hit, 1d4 (bite), 25xp
Black FurHD 1, hp 4, AC 14, move 40’/round, 1d6 damage (club), 5xp
Eye-StalksHD 1, hp 4, AC 12, move 40’/round, 1d6 damage (club), 5xp
Dog ManHD 2, hp 9, AC 12, move 60’/round, +2 to hit, 1d4 (bite), 25xp
Black FurHD 1, hp 4, AC 14, move 40’/round, 1d6 damage (club), 5xp
Eye-StalksHD 1, hp 4, AC 12, move 40’/round, 1d6 damage (club), 5xp
Eye-stalks: Eye-Stalks cannot be sneak attacked.
Red FurHD 1, hp 4, AC 14, move 40’/round, 1d4 damage (dagger), 5xp
Tentacle ArmsHD 1, hp 4, AC 12, move 40’/round, 1d2 damage (tentacle slap), 5xp
Red FurHD 1, hp 4, AC 14, move 40’/round, 1d4 damage (dagger), 5xp
Tentacle ArmsHD 1, hp 4, AC 12, move 40’/round, 1d2 damage (tentacle slap), 5xp
Tentacles: +2 to hit in wrestling contests; wins all ties.