Converted from AD&D 2nd Edition to Blue Rose by Tim Emrick
"Turkey Feathers," by Jan Adamson, is an AD&D 2nd Edition adventure that appeared in Polyhedron Newszine #101 (November 1994). This page provides conversion notes for using the adventure in Blue Rose.
The original adventure states that it is "For Characters of Levels 2 to 4," but does not suggest the number of characters. The d20 and True20 Systems assume a rather smaller party size thanAD&D, so I would suggest that in Blue Rose, a party of four 4th-level heroes should be about right. Sea-folk and most rhydan are not appropriate heroes for this adventure--the sea-folk would likely dehydrate traveling overland, and the presence of predatory rhydan would stampede the herd before the adventure even begins. The heroes should include at least one character with the Handle Animal skill, preferably two or more, in order to herd the turkeys and drive the wagon. (Animists and rangers would be admirably suited to this adventure.)
A set of suitable pregenerated characters has been provided here.
[Update: See Turkey Feathers Run Notes for Tim's comments on the playtest of this adventure. See Turkeys for a conversion of the title creature to True20, plus some new variants.]
Introduction
Climbing the trees requires a successful Climb check (Difficulty 15). If a hero falls, a successful Strength check (Difficulty 15) allows him to hang on a branch rather than falling.
If the turkeys become involved in combat, they are treated as Minions.
Turkeys (500)
Small 1st-level animal: Initiative +1; Speed 20 ft., fly 15 ft. (clumsy); Defense 13 (+1 size, +1 Dex, +1 natural); Attack +1 melee (-1 damage, beak and talons); Qualities: Low-light vision; Alignment: Twilight; Saves: Tough +1, Fort +3, Ref +3, Will +2; Str -2, Dex +1, Con +1, Int -4, Wis +2, Cha -2; Skills: Notice +6; Feats: Weapon Finesse; Advancement: --.
Wayhouse
A successful Knowledge (nature) check (Difficulty 5) or Intelligence check (Difficulty 15) will reveal that the field hasn’t been planted.
The weretigers retreat if either is Disabled.
Weretigers (2)
The True20 Bestiary has full details on lycanthropes and weretigers (see pp. 122 and 175-178). Due to the somewhat complex game mechanics involved, the weretigers' stat block is not reproduced here. Blue Rose uses escalating Toughness, so add a +5 bonus (for role and level) to the weretiger's Toughness saves. All other statistics sholuld be usable right out of the True20 Bestiary.
Optional Encounter Changes: Blue Rose omits lycanthropes and silver weapons, and arcane weapons are quite rare for such low-level heroes. With the minimum level for a weretiger being well above the heroes' level, this is a very challenging encounter--especially if combat results. Therefore, the Narrator may wish to substitute lesser shapeshifters, such as doppelgangers (from the Blue Rose Companion) [additions in brackets]:
Doppelganger (2)
Medium 4th-level shadowspawn: Initiative +1; Speed 30 ft.; Defense 16 (+1 Dex, +4 natural, +1 dodge); Attack +5 melee (+3 damage, slam [or +3 damage, crit 19-20, shortsword]); Qualities: Arcana, change shape; Alignment: Shadow; Saves: Tough +4, Fort +4, Ref +5, Will +6; Str +1, Dex +1, Con +1, Int+1, Wis +2, Cha +1; Skills: Bluff +12, Disguise +5, Notice +9, Sense Motive +9; Feats: Dodge, Great Fortitude.
Arcana: A doppelganger is considered to be trained, as an adept of its creature level, in Heart Reading [+9; Difficulty 14], Mind Reading [+9], Mind Touch [+8; Difficulty 13], and Psychic Shield [+9].
Change shape: A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, a doppelganger loses its natural attacks. It can remain in humanoid form until it chooses to assume a new form. A doppelganger reverts to its true form if killed. When using its change shape ability, a doppelganger gains a +10 bonus on Disguise checks.
If doppelgangers are used, note that they may be more easily detected and tracked when trying to steal turkeys. (Improvise opposed Notice and Sneak checks, or Survival checks, as needed.)
Nightwatch
The trail of turkey feathers can be found with a successful Search check (Difficulty 10). If a hero has the Track feat, he can find the trail with a successful Survival check (Difficulty 6; firm ground, thirty Small creatures) and can follow them for one mile on a second check (Difficulty 11; includes +5 for quarry hiding the trail). After this, the Difficulty becomes 25 (hard ground, 2 Medium creatures, hiding the trail).
River Crossing
If the heroes build a bridge, roll d20 for the number of turkeys lost (minimum 3).
Shifting the rocks requires a successful Strength check (Difficulty 20). Characters should make aid another checks to help the strongest hero (see page 11 of the Blue Rose rulebook). A hero with Knowledge (engineering) may use that skill for the aid another check if levers or other improvised tools are applied to the problem. In addition, digging around the boulders gives an additional +2 bonus to the leader's check to shift them.
Smelly Guests
Ignore the reference to a musk attack; d20 wolverines do not have this ability. A wounded wolverine will only retreat if its rage ends for some reason (through a use of Gentle Beasts, or it running out of immediate foes).
Dire Wolverines (2)
Large 5th-level animal: Initiative +3; Speed 30 ft., climb 10 ft.; Defense 16 (-1 size, +3 Dex, +4 natural); Attack +8 melee (+8 damage, 2 claws), +3 melee (+6 damage, bite); Qualities: Low-light vision, rage, scent; Alignment: Twilight; Saves: Tough +8, Fort +8, Ref +7, Will +5; Str +6, Dex +3, Con +4, Int -4, Wis +1, Cha +0; Skills: Climb +14, Notice +9; Feats: Great Toughness, Track; Advancement: 6-15 HD (Large).
Rage: A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +2 Str, +2 Con, and -2 Defense. The creature cannot end its rage voluntarily.
Enraged stats: Defense 14; Attack +10 melee (+10 damage, 2 claws), +5 melee (+7 damage, bite); Tough +10, Fort +10; Str +8, Con +6; Climb +16.
Stampede
Damage from the stampede is as follows: Immediately took cover, +2 damage; Try to run, or hide in a hole, +4 damage; Hug cliff walls, +2 damage; Try to turn the herd, +4 damage if two or more heroes, or +8 damage if only one. A successful Handle Animal check (Difficulty 15) will give a +2 bonus to the Toughness save of any character trying to turn the herd. Any number of heroes may use an aid action to help with this skill check.
Climbing the cliffs shouldn’t require Climb checks, unless the Narrator wishes to play up the danger; Difficulty is 10.
Turning the herd results in 1-10 turkeys lost (roll d20, and subtract 10 if 11-20) or 2-40 turkeys lost (roll d20 and double result).
Lady in Distress
Rose's five bottles are healing elixirs.
Identifying Rose's ingredients requires a successful Craft (cooking) or Knowledge (nature) check (Difficulty 20).
The sleeping herbs require a successful Fortitude save (Difficulty 15) to resist; failure means falling asleep for 8 hours. Rose does not have a sleep scroll; she simply uses her Sleep arcanum, enhancing it with Widen Arcana if needed. Her Sleep arcanum lasts 8 minutes, during which she will administer the sleeping herbs to prolong sleep. She also has no magic ring.
Fight at the Old Oak Corral
The sack of 500 gold pieces can be treated as a Cost 23 item (or four Cost 18 items), but that's unlikely to be important, as the heroes are expected to give it to their employers.
The thieves and fighters follow the rules for Minions. Ignore the references to backstabbing; the thieves have the Surprise Attack feat, and will use it if opportunities arise (such as a hero being stunned).
Rose
5th-level human adept: Initiative +1; Speed 30 ft.; Defense 15 (+1 Dex, +4 role); Attack +2 melee (+2 damage, quarterstaff); Alignment: Shadow; Saves: Tough +2, Fort +1, Ref +2, Will +5; Str +0, Dex +1, Con +0, Int +1, Wis +1, Cha +3; Skills: Bluff +11, Concentration +9, Craft (cooking) +9, Handle Animal +11, Notice +9, Sneak +9; Feats: Arcane Focus (Psychic) Arcane Training (x4), Healing Talent, Skill Training (Notice, Sneak), Psychic Talent, Widen Arcana; Conviction 5.
Arcana: Cure +9, Harm (+4 damage), Heart Shaping (Difficulty 16), Illusion +12, Mind Touch +9, Psychic Shield +9, Second Sight +1 [untrained], Sleep (Difficulty 16), Suggestion (Difficulty 16).
Possessions: quarterstaff, healing elixir (x5), pouch of cooking (and sleeping) herbs, antidote.
Wilbur
5th-level human warrior: Initiative +6; Speed 30 ft.; Defense 17 (+2 role, +5 chainmail); Attack +8 melee (+7 damage, 19-20/x2, masterwork longsword) or +7 melee (+3 damage, 19-20/x2, dagger); Alignment: Twilight; Saves: Tough +7, Fort +6, Ref +3, Will +3; Str +0, Dex +2, Con +2, Int +0, Wis +1, Cha +1; Skills: Bluff +9, Handle Animal +9, Intimidate +9; Feats: Armor Training (all), Cleave, Improved Demoralize, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Training; Conviction 5.
Thief Minions (4)
2nd-level human expert: Initiative +2; Speed 30 ft.; Defense 17 (+2 Dex, +3 role, +2 leather); Attack +3 melee (+2 damage, 19-20/x2, shortsword); Alignment: Shadow; Saves: Tough +1, Fort +0, Ref +5, Will +1; Str +0, Dex +2, Con +0, Int -1, Wis +1, Cha +0; Skills: Acrobatics +7, Animal Handling +8, Notice +6, Sleight of Hand +7, Sneak +7, Survival +6; Feats: Armor Training (light), Skill Focus (Animal Handling), Surprise Attack, Weapon Finesse, Weapon Training.
Fighter Minions (4)
2nd-level human warrior: Initiative +0; Speed 20 ft.; Defense 18 (+3 role, +4 scalemail, +1 light steel shield); Attack +5 melee (+5 damage, 19-20/x2, longsword); Alignment: Shadow; Saves: Tough +3, Fort +4, Ref +0, Will +0; Str +2, Dex +0, Con +1, Int -1, Wis +0, Cha +0; Skills: Handle Animal +8, Notice +5; Feats: Armor Training (all), Shield Training, Skill Focus (Animal Handling), Weapon Focus (longsword), Weapon Training.
Scaling the Adventure
If running this adventure for fewer than 5-6 heroes, doppelgangers most definitely should be used instead of weretigers. If the heroes number only three, or if they are in poor shape going into the final battle, omit Wilbur and one minion of each type.