There are a lot of Saving Rolls (SR) in this scenario (see general conversion notes). Basically, in coming up with alternatives suitable to your system, you should remember that for low-level characters a level 1 roll (L1SR) is not a big worry, level 2 is a challenge, and level 3 will have them writing to their MP. ("Congressman", for any stateside readers.) These are only the roughest of guidelines, however, and it may be that by the end of the scenario one or two characters could be virtual superheroes!
Wizards in T&T are able to detect the presence of magic within 30', and have some inkling as to whether it is 'good' or 'evil' - or 'neutral', or 'mixed'. This sense explains the 'vibes' referred to throughout. This might be inappropriate to your system, which will probably only make things more interesting... (There is also a meteoric iron portcullis in the scenario - don't ask me where you find that many meteorites - a material which by convention negates low-level magic.)
The other big issue is the Winds themselves. The Winds of Chance are all about attribute changes, and the Winds of Change, though less explicitly 'attributish', still suggest a great deal of - well, change. It may be that for your system you would want to rethink altogether what the effects of the Winds are - although the gimmick running throughout the scenario, about the sorcerer Tullark's myriad forms, would seem a bit mysterious without the Winds of Change effects herein. There is undoubtedly middle ground, however, where the playful excesses of my T&T style can meet the formality of the AD&D culture. One might, for instance, restrict the Winds of Change to just one or two changes, and have those happen to the character slowly over the ensuing months. In an ongoing campaign, much mileage could be got out of a chivalric knight gradually becoming covered in feathers...
At any rate, with a little imagination there are surely no insurmountable obstacles. Go for it.
(NB. Weapons mentioned: a haladie is a dagger with a curved blade coming out of each end of the hilt; a katar is a punch dagger, held like a set of brass knuckles but with a wide, triangular, terrible blade at the front. Mention is also made of a Blasting Power spell, for which you can substitute any old fireball spell.)
Updated 14/12/99 by Jason.