As a signatory of the FLAILSNAILS Conventions I have decided to put up a very rough and somewhat preliminary conversion guide for the current incarnation of the rules used in the Nightwick Campaign. For now I'm assuming one is coming over from a version of TSR D&D, but I'm open to other options.
- Character Abilities: PCs will use ability score adjustments from Labyrinth Lord. These bonuses do not cover any activities not covered in the core book.
- Races: the Nightwick Campaign currently uses a Race as Class system. Your character becomes the racial class available in the Dark Country that is closest to your character's race. Elves and Half Elven characters always become Changelings, while Halflings and Hobbits grow beards, develop an intense desire to make shoes, and generally become Gnomes. Others shall be decided on a case by case basis.
- Classes: The following classes are available in the Nightwick Campaign: Assassins, Clerics, Druids, Fighters, Magic-Users, Paladins, Rangers, and Thieves. All classes operate as explained in the Advanced Edition Compendium for Labyrinth Lord. Fighters are the exception and gain Multiple Attacks as per Swords & Wizardry. Racial classes include Changelings, Dwarves, Froglings, and Gnomes, but see races (above) for handling non-human characters. In the event that you're converting an Illusionist you may pick whether your character is a Magic-User or a Changeling.
- Rules Cyclopedia Special Case: Lawful Fighters being brought in from the Rules Cyclopedia may choose to be Paladins for the duration of the game. Neutral Clerics from the RC may enter play as Druids.
- Hit Dice: All characters roll all of their hit die as if they were making a new character at whatever level their character currently is. Use the Advanced HD option from the AEC. Do not reroll 1s.
- Secondary Skills: Each Character begins with 1 secondary skill from the AEC. This is rolled randomly.
- Alignment: Each character is either Lawful, Neutral, or Chaotic. The vast majority of imported characters will be Neutral (meaning they are polytheists and not dicks). Chaotic characters will only be those who actively worship the various Demons that exist in the Nightwick Campaign. Lawful characters must worship the God of Law, and it is suggested that in previous games the character worshiped a Lawful or Lawful Good deity such as Heironeous or St. Cuthbert.
- Character Languages: Languages operate as they do in LotFP:WFRP. Treat the character as if they have never encountered a language other than Common or their racial language before.
- Age: Character age as though the character is brand new in the Nightwick Campaign as per the AEC. However, if the character suffered any aging affects in previous games, these still apply.
- Multi-Classing: For simplicity's sake, multi-classed characters entering the Nightwick Campaign must pick which class they really are.
- Equipment: The character begins with any equipment they had in the previous adventure (or its closest AEC equivalent). However, they lose all of their gold coins upon entering the Nightwick Campaign (Dark Country taxes are rough). The character may begin with 3d8 gp in order to buy some equipment they think they may need for the adventure, but that option is for sissies.
- Spells: Spells function as they do in the AEC. Incoming Magic-Users begin play with a number of spells in their spellbook equal to the number of spells they can cast per day unless they are level 1. If they are level 1 they begin with two first level spells and one second level spell. In addition they also begin play with Read Magic. They cannot cast anymore than they could under standard LL rules. These spells are rolled for randomly by the judge (if he has enough time) or the player (if he doesn't). Changelings use the illusionist spell list.
That should just about cover it. It'd be unlikely that these rules would be used at the actual table, since my group meets at one of my players' homes; however, they would definitely be in effect if I ever offered to run Nightwick Abbey for Constantcon.
It is possible that I might make an online version of the Abbey use a different rules set (either straight up OD&D + Houserules or S&W) in which case I'll post a different set of conversion rules.
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