Grave of the Green Flame
- Based on the original adventure by Bill Barsh.
- Conversion by Ryan McCarthy.
Overview
Critical Damage
In Cairn, failing a critical damage save typically incapacitates the character. This rule makes Grave of the Green Flame especially deadly, as the module is designed for both solo play and with only a single character. Consider altering rule in most cases, excepting those that relate to special attacks (e.g. poison, blood drain). The special effects may still apply on a failed STR save, but the character is not automatically incapacitated.
Game Notes
Adventure Points
The player begin the adventure with 3 Adventure Points.
Class specific choices.
Several times in the adventure the player is presented with choices only made available to characters of a specific class (ranger, thief, etc.) When running this module with Cairn, a character need only have a relevant background to make these choices (e.g. tracking always succeeds for a PC with a background like Hunter or Ranger).
Spell scrolls
Roll a 1d100 on Cairn’s spell list to determine what spells are on any scrolls you acquire.
Monsters
P. 7 Wandering Monster Chart:
Orcs (1d2)
4 HP, 8 STR, 14 DEX, 8 WIL, spear (1d6)
Wolf (1)
3 HP, 14 DEX, bite (1d6)
Hobgoblins
(1d2) 4 HP, 2 Armor, 14 STR, 8 DEX, mace (1d8)
Elf (1)
4 HP, 1 Armor, 8 STR, 14 DEX, 14 WIL, Long sword (1d8) or longbow (1d6), a Spellbook (choose one: Charm or Detect Magic)
F4 Ambush
Lizard man (1)
4 HP, 1 Armor, 14 STR, 12 DEX, 12 WIL, d3+d3 claw, 1d6+1 bite
I1 Investigating the Tower Grounds
Zombie (3)
2 HP, 14 STR, 6 DEX, 3 WIL, random weapon (d8)
I7 Bury the Dead
Soldier (3)
5 HP, 2 Armor, 12 STR, 10 DEX, 12 WIL, spectral sword (1d8)
- For burying the soldiers, roll twice on the bonus item table for a reward.
I8 Climbing Stairs
Stirge (2)
4 HP, 6 STR, 14 DEX, 13 WIL, bite (d4)
- Blood drain: On Critical Damage player also takes 1d3 STR damage.
K5 Attack the Orcs
Orcs (3)
4 HP, 8 STR, 14 DEX, 8 WIL, spear (1d6)
K9 Free the Orc
For freeing the Orc, role twice on the bonus item table for a reward.
L1 Investigating the Tent
Black centipede (3)
1 HP, 6 STR, 6 WIL, bite (1d4)
N1 Attack the Axe Beak
Axe beak (1)
6 HP, talon (d3+d3), beak (2d4)
O2 The Altar
If you decide to place your weapon on the altar, determine first what your character’s intentions for the weapon are.
O3 The Gamble
If your intentions were righteous, apply the Lawful enchantment to your weapon. If selfish, the Chaotic effect applies. Otherwise apply the neutral enchantment, whereby the weapon gains 1d6 flame damage that can be used once per day.
P8 Take the Ring
The ring increases your armor by 1
P9 Put on the Helmet
The player gets +1 WIL.
P11 Battle with the Shadow
Shadow
3 HP, 8 STR, 14 WIL, touch (1d6),
- Drain: On critical damage player loses an additional 1d4 WIL
Q2 Investigate the canoe/Q3 Frog Attack
Killer Frogs
5 HP, 5 STR, claw (d2+d2), 1d4 bite
X2 Assault the Cabin
Bandits (3)
4 HP, 14 DEX, dagger (1d6)
CC1 Attack the bandits
Bandits (4)
4 HP, 14 DEX, dagger (1d6)
CC5 Sneak into the South Tent
Bandit (1)
4 HP, 14 DEX, dagger (d6)
CC17 The Shadow at your back
Tar-Gallin
6 HP, 16 DEX, 12 WIL, dagger (1d4),
- Poison: On critical damage player also loses 3d4 STR (two uses)
GG2 An Act of Courtesy
Player makes a DEX save. If you fail, Har-Assad’s acid jar hits for 2d4 STR damage. Otherwise lose 1d2 STR. Then make a WIL save.
GG7 Close Combat
Har-Assad
9 HP, STR 14, WIL 15, dagger (1d4+1)
- Hold person: player makes a WIL save to avoid.
GG21 Last stand of Har-Assad
9 HP, STR 14, WIL 15, dagger (1d4+1)
- Hold person: player makes a WIL save to avoid.
HH1 Attack!
Bandit (5)
4 HP, 14 DEX, dagger (1d6)
II2 The Tower
Kobold (3)
4 HP, 8 STR, 13 DEX, dagger (1d6)