Whats good, everyone? I’ve run the classic TSR era adventure module N1 Against the Cult of the Reptile God for five different groups in the past few years. Those groups have unanimously focused much more on the intrigue/investigation/sabotage/urban loop of the adventure than on the dungeon crawl aspects. Check out the N1 One Page References and Dungeon Redux maps I’d previously made when running N1 in Old School Essentials.
While OSE is great and all, perfect for running N1 from the book without conversion, my favorite “dungeon game” system is Cairn 2e by Yochai Gal. Its fairly easy for anyone with experience with Cairn 2e or any of the other Mark of the Odd system games to make up stats on the fly, however N1 has a LOT of statblocks for a wide range of NPC’s and monsters. In preparation for writing a new adventure for Cairn based on my version of Against the Cult of the Reptile God, I went through the original and converted all the stats to Cairn.
If you are thinking about running N1 from the book, these are all the stats you need!
NPCs
Village of Orlane
Constable Grover Ruskadal
4 HP, 2 Armor, 12 STR, 12 DEX, 13 WIL, Spear (d6) or Longsword (d10)
Loyal: When testing Morale, use Graf’s WIL. If Graf dies, the others will flee
Donavan and Hulbar
Constable’s deputies. Use the Bandit statblock:
4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)
- Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
- A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
- Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.
Moneychangers Guards
As Bandits with Erroll as Leader:
4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)
- Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
- A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
- Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.
Dorian the Elf Mage
8 HP, 2 Armor, 14 STR, 18 DEX, 13 WIL, Longsword (d10, bulky) or Longbow (d6, bulky)
Spellbooks: Arcane Arrow*, Web
Llywillan the Elf Rogue
6 HP, 2 Armor, 12 STR, 16 DEX, 12 WIL, Longsword (d10 bulky) or Longbow (d6, bulky)
Mayor Ormond
4 HP, 3 Armor (when armed, else 0), 14 STR, 10 DEX, 14 WIL, Longsword +1 (d10+1)
Mayor Ormands’s Two Sons and Bodyguard Traver
As Bandits, Bodyguard Traver as Bandit leader
The Smith & Sons
Smith: 4 HP, 1 Armor, 18 STR, 10 DEX, 8 WIL, forge-hammer (d4+3)
Sons: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6)
Farmer Alan Clayborn
4 HP, 2 Armor, 16 STR, 12 DEX, 14 WIL, Sword +2 (d8+2) or Bow (d6 bulky)
Farmer Marieka
6 HP, 3 Armor, 14 STR, 16 DEX, 14 WIL, Longsword (d10, bulky) or Spear (d8)
Ramne
3 HP, 8 STR, 6 DEX, 16 WIL, Old-man Staff (d4)
Spellbooks: Illuminate, Become Unseen, Cinderflesh
Whiskers the Rat
8 HP, 3 STR, 11 DEX, 13 WIL, Bite (d6)
Golden Grain Inn
Snigrot Dogroot
6 HP, 10 STR, 16 DEX, 10 WIL, Dagger (d6, poisoned)
- Poisoned Drink: Impaired for d20 hours, WIL Save or fall unconcious for d6+4 hours
- Critical Damage: The poison on the dagger causes target to be Impaired until cured. WIL Save or fall unconscious for d6+4 hours
Derek Desleigh
6 HP, 2 Armor, 14 STR, 16 DEX, 10 WIL, Sword (d8)
- Sadist; likes to cause maximum suffering
- Deception: Convincingly pretends to be a charmed Cultist
- Gas Cloud: If Deiter drops to 0 HP, he smashes a potion of Gaseous Form on the ground, disappearing as a cloud of noxious smoke
- Critical Damage: Poisoned. Target will die in d12 days w/o a cure
Cult Members – Goons
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d6)
- Early converts to the cult
- Dark coal-like smudges around their sunken eyes and sickly pale skin
- Manic: Filled with terrifying maniacal glee
- Obedient: Enthusiastically follow orders from higher ranked cult members
- Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)
Iggy Olivero
4 HP, 8 STR, 10 DEX, 12 WIL, dagger (d6)
Temple of Merikka
Misha Devi the Evil Cleric
6 HP, 3 Armor (if wearing chain + shield), 12 STR, 10 DEX, 14 WIL, Mace (d8)
- Spells: Night Sphere (Darkness 30ft), Ensorcelled* (hold person)
- Gear: Chainmail +, Ring of Protection (+1 to all saves, sunder to negate 1 attack)
Evil Monks – as Acolytes
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, ceremonial dagger (d6)
- Holy servants bound to a particular deity. Typically travel in groups of four or more.
- Carry a holy symbol (Ward once per day)
Abramo the Converted
6 HP, 3 Armor, 13 STR, 14 DEX, 16 WIL, Mace (d8)
- Spells: Blessing* (targets attacks = enhanced, attacks against them = impaired), Anti-magic Globe* (thin shell of magic protection, +1 fatigue for every minute)
- Undetectable Lie: Once per day, tell one completely undetectable lie
Cirilli Finla
4 HP, 8 STR, 10 DEX, 16 WIL
- Daughter of the shopkeeper
- Kidnapped but resisted Dominatica’s Charm
- Personal prisoner of Ibrahim the Converted
Naga Lair Dungeon
Cult Members
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d6)
- Early converts to the cult
- Dark coal-like smudges around their sunken eyes and sickly pale skin
- Manic: Filled with terrifying maniacal glee
- Obedient: Enthusiastically follow orders from higher ranked cult members
- Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)
Lieutenants
- Leader Jarvis – 6 HP, 2 Armor, 12 STR, 12 DEX, 13 WIL, sword (d8)
- Blayze – 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, shortsword (d6) or bow (d6)
- Benn – 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, shortsword +1/+2 (d6+1/+2 vs Scaly)
Garath Primo
4HP, 2 Armor, 10 STR, 10 DEX, 16 WIL, snakehammer (d4+1)
- Immune to fire damage
- Spells: Nightsphere, Cure Wounds, Ensorcelled, Animate Dead
Garath’s Assistant – Modified Wight
8 HP, 3 Armor, 12 STR, 8 DEX, 12 WIL, longsword (d10)
- Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
- Critical Damage: On a fail, any STR loss is permanent.
Dominatica Destructus
6 HP, 1 Armor, 12 STR, 12 DEX, 16 WIL, Bite (d4)
- Gaze: Target facing Naga is Hypnotized. It cannot be compelled to violence
- Critical Damage: Target is Poisoned. Will die in 1d12 days without a cure
Monsters
Bonesnapper
6 HP, 1 Armor, 12 STR, 12 DEX, 8 WIL, bite (d8) or tail-whip (d6+d6 blast)
- 5ft tall, dinosaur-like reptile with a large head full of teeth
- Will roar and thrash menacingly at any creature that threatens it or its nest
- Ferocious hunters, attacking the most threatening foe first.
Carcass Crawler (by csdip)
5 HP, 1 Armor, 14 STR, 11 DEX, Tentacles (Paralysis, blast)
- 9’ Long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.
- Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (WIL save); paralysed victims will be devoured, if the crawler is left in peace.
- Can walk on walls and ceilings
Coffer Corpse
4 HP, 1 Armor, 14 STR, 8 DEX, 14 WIL, claws (d4)
- False Life: When Coffer Corpse drops to or below 0 HP, it falls to the ground as if dead (its not). On its next turn it reanimates and continues its attack. Any person witnessing the reanimation must make a WIL Save or become afraid (as per Fear Spell) for d6 rounds.
- Critical Damage: Coffer Corpse grabs target by the throat with its strong hands, STR Save or take d4 choking damage per round. Dropping Coffer Corpse does not stop its Deathgrip
Constrictor Snake
6 HP, 6 STR, 12 DEX, 3 WIL, Bite (d6, constrict)
- Critical Damage: Snake wraps around target and squeezes. Inflicts d4 damage at the start of the targets turn. Target or allies may make a STR Save to break free.
Crocodile
4 HP, 2 Armor, 12 STR, 10 DEX, 8 WIL, bite (d4+d4, deathroll) or tail (d10)
- Critical Damage: Croc bites, drags target into water and deathrolls dealing d6+d6 per round
Cult Members
4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d8)
- Early converts to the cult
- Dark coal-like smudges around their sunken eyes and sickly pale skin
- Manic: Filled with terrifying maniacal glee
- Obedient: Enthusiastically follow orders from higher ranked cult members
- Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)
Giant Centipede
5 HP, 6 STR, 13 DEX, 3 WIL, sting (d6)
- Dog-sized centipedes that live in damp, underground places. They prefer to avoid combat if possible.
- Critical Damage: Venom renders the target deprived. Save STR once per day to recover.
Giant Frog
5 HP, 1 Armor, 8 STR, 14 DEX, 6 WIL, bite (d4, swallow)
- Leap: Jump up to 100ft
- Critical Damage: Target is swallowed whole. They will suffocate and die in 3 rounds if not removed
Giant Spider
4 HP, 13 STR, 8 DEX, 4 WIL, bite (d8)
- Critical Damage: Paralyzes their target, dealing an additional d4 DEX damage.
Green Slime
4 HP, 14 STR, 3 DEX, 3 WIL, dissolve flesh
- Weakness to Cure Disease – kills Green Slime
- Immune to mundane weapons
- Dissolve Flesh: Any flesh exposed to the sticky slime will dissolve into another Green Slime within d4 rounds
Mudviper
6 HP, 1 Armor, 10 STR, 12 DEX, 6 WIL, bite (d3, poison)
- Giant 12-18 feet long venomous snake
- Uses heat and smell to track victims
- Critical Damage: Target is poisoned, dying in 1d12 hours without a cure
Shrieker
4 HP, 1 Armor, 10 STR, 6 DEX, 18 WIL, No attacks
- Shriek: If perceives nearby light or movement, emits piercing shriek for d3 rounds that alerts all creatures nearby. If no nearby monsters present, roll on the wandering monster table
Troglodyte
4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Aggressive: Hostile on sight
- Camouflage: Natural ability to blend into rock, stone or mud. If hidden, Trogs will always attack first
- Horrific Stench: Emit a putrid odor that nauseates people. Melee attacks against Trogs are Impaired
Wandering Monster Tables
Dim Forest
- 2d4 Goblins – 4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d6)
- Wild Boar – 4 HP, 2 Armor, 12 STR, 8 DEX, 6 WIL, tusks (d8)
- d4 Troglodytes – 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Ogre – 6 HP, 1 Armor, 16 STR, 8 DEX, 6 WIL, club (d10)
- d6 Zombies – 2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6
- d4 Wolves – 6 HP, 12 STR, 14 DEX, 8 WIL, bite (d8)
- Black Bear – 6 HP, 14 STR, 12 DEX, 6 WIL, claws (d6+d6) Critical: d6 STR dmg
- 2d4 Skeletons – 5 HP, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6) or bow (d6)
Rushmoors
- d4 Giant Leeches – 4 HP, 8 STR, 8 DEX, 6 WIL, drink (d4, anesthetic)
- d6 Stirges – 2 HP, 4 STR, 8 DEX, 4 WIL, bite (d3, blood suck d4, swarm)
- d4 Troglodytes – 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Giant Snapping Turtle – 8 HP, 3 Armor, 14 STR, 4 DEX, 8 WIL, snap (d10, blast)
Dungeon Level 1
- 2d4 Giant Rats – 3 HP, 6 STR, 10 DEX, 6 WIL, bite (d6, disease) or claws (d4+d4)
- Giant Lizard – 6 HP, 6 STR, 18 DEX, 6 WIL, bite (d8)
- Viper – 3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6) poison
- Constrictor Snake – 3 HP, 10 STR, 12 DEX, 3 WIL, bite (d6, constrict)
- d4 Troglodytes – 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- Giant Weasel – 8 HP, 8 STR, 14 DEX, 10 WIL, bite (d6, blood drain)
Dungeon Level 2
- d4 Large Spiders – 4 HP, 13 STR, 8 DEX, 4 WIL, bite (d8) Critical: d4 DEX dmg poison
- d4+2 Troglodytes – 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
- 3d4 Giant Rats – 3 HP, 6 STR, 10 DEX, 6 WIL, bite (d6, disease) or claws (d4+d4)
- d6 Zombies – 2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6), disease
- d4 Ghouls – 6 HP, 14 STR, 8 DEX, 3 WIL, elongated claws (d6+d6), necrotic wound
- Carrion Crawler – 5 HP, 1 Armor, 14 STR, 11 DEX, Tentacles (Paralysis, blast) WIL Save – 2d4 turns


