DM_aka_Dudemeister |
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Ahoy there!
Hey all, with the great big Seabox that Skull & Shackles is there's an opportunity to insert a bunch of great 3.5 era Dungeon Magazine adventures.
Be aware that even if you don't want the adventures there's some great maps to be found in these issues and many of them can be downloaded FREE.
Also I'm putting stars on the titles I'm most likely to convert and use myself (keep an eye on my various Dudemeister's S&S threads for those conversions). The others are here for GM inspiration.
With Paizo's big sale on here's some adventures I'll be using adapting and borrowing:
Dungeon 104* - Dragon Hunters (Level Range 5-10)
Dungeon 105* - The Stink (Level Range 2-7)
Dungeon 106* - Tammeraut's Fate& Pirate Seacave Stronghold Map (Level Range 6-10)
Dungeon 107* - Freeport: Dead Man's Quest (Level Range 1-5)
Dungeon 111* - Strike On the Rabid Dawn (Level Range 15-20)
Dungeon 114 - Torrents of Dread (Level Range 6-10), Backdrop: Isle of Dread
Dungeon 118* - Box of Flumph (Level Range 1-5)
Dungeon 121* - The Styes (Level Range 7-12)
Dungeon 123* - Salvage Operation (Level Range 1-5)
Dungeon 125 - Seekers of the Silver Forge (Level Range 15-20)
Dungeon 130 - Map: Jungle Trading Port
Dungeon 137 - The Spider Eaters (Level Range 1-5)
Dungeon 138* - The Weavers (Level 9-11)
All of the following have bits for the Savage Tide Adventure Path: A great AP and you should collect everything from 139-150 anyway it'd make a great Sequel to Skull & Shackles you can force one of your players to run (or make 'em walk the plank).
Dungeon 139** - There is no Honor (Level Range 1-5)
Dungeon 140 - The Bullywug Gambit (Level Range 1-5)
Dungeon 141 - The Sea Wyvern's Wake (Level Range 1-5)
Dungeon 142 - Here there be Monsters (Level range 7-11)
Dungeon 143 - Tides of Dread (Level Range 8-11) Backdrop: Farshore
Dungeon 144 - The Lightless Depths (Level Range 9-13)
Dungeon 145 - The City of Broken Idols (Level Range 14-16)
Dungeon 146 - Serpents of Scuttlecove (Levels 13-20); Backdrop: Scuttlecove
Dungeon 147 - Into the Maw (Levels 16-19)
Dungeon 148 - Wells of Darkness (Level 17-20)
Dungeon 149 - Twisted Night, Enemies of my Enemy (Levels 8-12 & 19-20) [spoiler]A nice Varnhold Vanishingesque adventure, and a little something to help you continue the campaign.
Dungeon 150 - Prince of Demons (Levels 20-21) [spoiler]Extraplanar Piracy![/url]
BONUS: Dragon Issues - More support and inspiration for Players and GMs.
Dragon 305 - Learn to Fight with Flair!
Dragon 315 - Shark Cultist prestige class.
Dragon 318 - Pirate Equipment and a great write up of the historical pirate city of Port Royal.
Dragon 334 - The Kraken, 6 Serious Spells for Seafarers and Booze in D&D
Dragon 345 - 3 Sinister Sea Serpents
Dragon 349 - Dagon Arises!
Dragon 353 - Savage Tidings: Advancing the Wyvern (More ship upgrades)
If there's any others you can think of or other adventures from 3pp, PFS adventures or Modules line modules that you think would make a good fit, post them below.
Yoho me hearties,
Dudemeister.
minoritarian |
This is spectacular, thank you.
I was looking for adventures that feature sea hags (I have a changeling PC in my upcoming game) and found:
and in Dungeon Crawl Classics #48 there's Tide of Evil
The Dark |
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Looking back at some much older issues (these are mostly 2nd edition, but should be relatively easy to convert):
Dungeon 63 - Huzza's Goblin O' War (lv. 4-7)
Huzza's the big man on board. It's even more hilarious with Golarion goblins.
Dungeon 64 - Grotto of the Queen (lv. 6-9)
A magic ship has been stolen.
Dungeon 65 - Flotsam (lv. 6-8)
It even takes place in "a pirate-infested archipelago"!
Dungeon 66 - The Sunken Shadow (lv. 1-3)
Salvaging a shipwreck.
Dungeon 66 - Operation Manta Ray (lv. 6-9)
A spy has been captured by an enemy nation. Heroes to the rescue.
Dungeon 74 - The Scourge of Scalabar (lv. 1-3)
A gnomish submarine? Yes please!
Dungeon 77 - To Walk Beneath The Waves (lv. 3-5)
Something is attacking and sinking fishing boats. What?
Dungeon 80 - Fortune Favors the Dead (lv. 5-7)
Finding the treasure will be easy. Getting the map? Now that's a different story.
Valadorn |
6 people marked this as a favorite. |
I've been compiling a list of Dungeon and Paizo adventures that I can use for Skull and Shackles. Here is my (by no means complete, but still worth mentioning, I think) list:
Dungeon Magazine:
002 - Keep at Koralgesh, The
003 - Deadly Sea, The
006 - After the Storm
009 - Ghostship Gambit, The
011 - Wards of Witching Ways
012 - Light of Lost Souls
012 - Intrigue in the Depths
015 - Wreck of the Shining Star, The
016 - Vesicant
019 - Serpent’s Tooth, The
021 - Incident at Strathern Point
023 - Old Sea-Dog
033 - That Island Charm
034 – Isle of the Abbey
034 – Lady Rose, The
035 - The Whale
039 - Last of the Iron House
040 - Draven Deeps' Menace, The
047 – When the Light Goes Out
048 – Oracle at Sumbar, The
049 – Dark Place, The
049 – North of Narborel
050 – Back to the Beach
050 – Vaka's Curse, The
051 – Nbod's Room
058 - Caveat Emptor
063 – Huzza’s Goblin O’War
063 - Beauty Corrupt
064 – Grotto of the Queen
065 – Flotsam
066 – Operation Manta Ray
066 – Sunken Shadow, The
070 - Maze of the Morkoth, The
071 - Wildspawn
074 – Scourge of Scalabar, The
077 - To Walk Beneath the Waves
079 - Akriloth, The
096 – Hollow Threats
099 - Fish Story
106 – Tammeraut’s Fate
111 – Strike on the Rabid Dawn
113 - Practical Magic
114 - Torrents of Dread
118 - Box of Flumph
120 - The Forsaken Arch
123 – Salvage Operation
137 - Siege of the Spider Eaters
Plus many of the adventures from the Savage Tide AP.
Pathfinder Modules/Society Scenarios:
From Shore to Sea
Treasure of Chimera Cove
Silent Tide
The Hydra's Fang Incident
Perils of the Pirate Pact
The Devil We Know—Part I: Shipyard Rats
No Plunder, No Pay
Murder on the Throaty Mermaid
AD&D 2nd Edition Modules:
TSR 9542 - Evil Tide
TSR 9550 - Night of the Shark
TSR 9560 - Sea of Blood
TSR 9422 - The Murky Deep
TSR 9478 - Thief’s Challenge II Beacon Point
The Dark |
Caveat Emptor was the one I was originally trying to find (I have that issue somewhere in my collection). That one would be a great scenario to run, since it's heavily investigative. When I tried to run it about six months after it was published, my group never did figure out what was causing the problem.
Valadorn |
Caveat Emptor was the one I was originally trying to find (I have that issue somewhere in my collection). That one would be a great scenario to run, since it's heavily investigative. When I tried to run it about six months after it was published, my group never did figure out what was causing the problem.
I really liked Caveat Emptor. It was set in Ted Zuvich's "Volkrad" setting, which was low magic - which is why one of the side quests in it was to find a rare +1 weapon to defeat the bad guys.
Speaking of, does Pathfinder have the equivalent of a sea wolf lycanthrope? Could they just be werewolves with the aquatic subtype and amphibious sq?
Trinite |
Speaking of, does Pathfinder have the equivalent of a sea wolf lycanthrope? Could they just be werewolves with the aquatic subtype and amphibious sq?
Well, there are weresharks, and now werecrocodiles as of one of the later volumes of this AP.
Varthanna |
Dudemeister has lots of great ideas. My group just finished book 1, so I didnt get to use a lot of that. I still may toss in the salvage operation as they leave rickety's. I am going to the box of flumph there, as well.
DM_aka_Dudemeister |
I saw an adventure in the store where the pc's encounter a wrecked ship at sea. I can't seem to find the right keywords to search it, so I'm hoping for some help here. Can anyone name that adventure?
Salvage Operation from Dungeon 123?
tumbler |
Tom Qadim RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |
vikingson |
I was definately thinking of adding the Treasure of Chimera Cove as a side adventure. Has anyone else thought likewise? It looks like a really cool adventure. I may move the setting closer to the Shackles.
Had thought about it, but never really liked the whole "locks" effect... including sailing fully rigged ships through a barely 15' (?) high tunnel mouth... or sailing inside a windless cave.... Or the action of ocean waves... inside the cave, rolling in and over the locks, flooding the whole complex. Yeah, over-realistic me.
But the whole "secret pirate weapon" aspect might of course be worth it as a sidetrek...
Ravien |
TritonOne |
In adapting "The Stink" for Golarion, is Apollyon the best replacement in the Golarion pantheon for Incabulos "The Black Rider"?
Urgathoa, goddess of disease, gluttony, and undeath?
I have also noticed that the City of Corentyn (24,300 souls) in Cheliax is about the size of the City of Suncliff (24,500 souls) in terms of approximate population. Or relocate the adventure to Ilizmagorti (10,500 souls) or Port Peril (43,270 souls)? Elsewhere in the Shackles? The events of the adventure happening during "Raiders of the Fever Sea"?
DM_aka_Dudemeister |
Is DM aka Dudemeister suggested that these adventures be side adventures while running the Skull & Shackles adventure path or is he suggesting that these adventures be run in a later campaign in which these adventures are relocated from Greyhawk/Forgotten Realms etc. to the Shackles?
They make great side adventures for the S&S campaign.
TritonOne |
TritonOne wrote:Is DM aka Dudemeister suggested that these adventures be side adventures while running the Skull & Shackles adventure path or is he suggesting that these adventures be run in a later campaign in which these adventures are relocated from Greyhawk/Forgotten Realms etc. to the Shackles?They make great side adventures for the S&S campaign.
Since I am not familiar with the Dungeon adventures in question, I was concerned that the players might be at higher levels/experience points (XP) by running these side adventures before embarking on later adventures of the Skull & Shackles adventure path. Do later adventure(s) require much modification or re-writing when adding these side adventures so that they are sufficiently challenging or fit in the main plot? Or is little modification necessary except for changing the campaign setting from Greyhawk to Golarion?
Sub-Creator |
Since I am not familiar with the Dungeon adventures in question, I was concerned that the players might be at higher levels/experience points (XP) by running these side adventures before embarking on later adventures of the Skull & Shackles adventure path. Do later adventure(s) require much modification or re-writing when adding these side adventures so that they are sufficiently challenging or fit in the main plot? Or is little modification necessary except for changing the campaign setting from Greyhawk to Golarion?
My advice would be to use the slow advancement, so that you can get some of this fun stuff in and not hurt your level progressions. Also, S&S doesn't take PCs up as high in level by its completion as most of the other APs do, so these can be good options for continuing adventures.
DM_aka_Dudemeister |
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I would change the progression to slow progression if you're going to add these adventures in.
Alternatively throw out experience points entirely.
The adventures I've suggested are all 3.5 so the conversions are pretty simple usually just grab the bestiary equivalent of monster manual monsters, and for anything else just calculate CMB/CMD and you're good.
TritonOne |
My advice would be to use the slow advancement, so that you can get some of this fun stuff in and not hurt your level progressions. Also, S&S doesn't take PCs up as high in level by its completion as most of the other APs do, so these can be good options for continuing adventures.
Thanks for the information, Sub-Creator. It doesn't look like my concerns are an issue.
I would change the progression to slow progression if you're going to add these adventures in.
Alternatively throw out experience points entirely.The adventures I've suggested are all 3.5 so the conversions are pretty simple usually just grab the bestiary equivalent of monster manual monsters, and for anything else just calculate CMB/CMD and you're good.
Have you had a chance to run the Skull & Shackles Adventure Path with the additional Dungeon magazine side adventures?
TritonOne |
I presume that the Wormwood cannot simply travel around the Inner Sea region without forged papers and false flags, perhaps national flags confiscated when prizes were taken. Without these papers, I imagine that the Wormwood and her crew would be regarded with suspicion and may be assumed to be outlaws and/or pirates. Tying up to the docks at Corentyn may result in the confiscation of the ship by Chelaxian authorities and imprisonment or hanging of her crew.
Gnomezrule |
Soooo . . . Those of you who are adding adventures are you waiting till after the Mutiny or are you using them to break up the time on the Wormwwod. There are a couple of low level adventures I want to add.
I love Dudemeister's plan to add Salvage Operation. But I was thinking of "Dead Man's Quest" and maybe some of the low end of Savage Tide.
Cavian |
1 person marked this as a favorite. |
Soooo . . . Those of you who are adding adventures are you waiting till after the Mutiny or are you using them to break up the time on the Wormwwod. There are a couple of low level adventures I want to add.
I love Dudemeister's plan to add Salvage Operation. But I was thinking of "Dead Man's Quest" and maybe some of the low end of Savage Tide.
I'm using Treasure of Chimera Cove (Old Paizo 3.5e module that only needs minor tweaking to still work) in place of the final act of Book 2, but I did still give my players the map to Mancatcher Cove as an alternative. They plan to head back there later. Mostly I gathered a bunch of modules and adventures together and let them have adventure hooks to grab on to.
Gnomezrule |
Yeah I might be adding that one as well. Once they have their own ship adding things gets easier. Some of the adventures I liked were lower level and I was wondering if and how people are breaking up the press ganged portion of the AP or if they are tweaking low level adventures to be tougher for after the pirates have their own ship.
Adding "Dead Man's Quest" is easy because at least as I saw it you can use the elements of the module to make it worthwhile for Harrigan to let the PCs act on his behalf. Because their success is more valuable than a few crew members.
My concern is not getting them away from the Wormwood its getting them back aboard and potentially loosing what they have gained. So I was wondering what everyone was doing with some of the adventures. Before moving on to the Man's Promise.
Cavian |
I ran the Wormwood basically as is because like you I was having difficulty rationalizing why they would come back if they weren't being kept on a short leash. You could always have Plugg or Scourge (or really any of the rest of Harriagan's officers) go with them to keep them in line, but that either sets up a situation where a DM-PC eats the spotlight or they stage an early mutiny against said officer. Either situation is not fun. I think it's best to simply wait on adding things until they get on to the Man's Promise where mutiny is expected to occur at some point and the adventure on Bonewrack Isle is less important to the overall plot.
Uri Meca |
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May be using the Four Dollar Dungeon, Horn of Geryon between the mutiny and Bonewrack Isle.
I have Ship of Fools as an additional Fever Sea encounter if we feel up to it by then.
Also considering Treasure of Chimera Cove as a treasure map adventure.
Finally, if they fail the Dominator encounter or get caught by slavers, can use No Response From Deepmar as a last resort chance to regain freedom.
All in all should be fun. May have to up the ante on some of the Big Bads by the end of the AP though.
KarlBob |
KarlBob |
I will probably be looking for a short adventure after the Wormwood to raise 4-6 characters up to level 5. I figure they are going to be just short of level 4 at the time. I am considering The Stink for this, or is it too involved?
It's a year later, but in case anyone else is wondering:
My players are nearing the climax of The Stink. It's been a great addition to Raiders of the Fever Sea. The players came to the Stink in search of the Shipwreck in a Bottle. Unfortunately, the baddies of this adventure have already found it.
I attached The Stink to the west side of Sasserine (borrowed from the Savage Tide AP), but it should work fine on the outskirts of most cities. I converted a couple of the treasure hoards described in the module from lists of coins and valuable items into Plunder, and I plan to award the party a point of Infamy for completing the scenario.
If you intend to use The Stink as a one-session side quest, you'll need to substantially trim the adventure. (See the spoiler below for one way to do so.) We've spent two full game sessions on The Stink so far, and we'll spend part of the next session finishing it. Admittedly, one of our sessions was pretty short, and we wasted some time on "friendly disagreements" about the rules. Even played efficiently, The Stink as written will take more than one session. If you don't mind devoting a couple of play sessions, I think it's a great scenario.
Last note: If you've got finicky PCs who hate to get their hands dirty, this adventure will make them squirm like few others. As a GM, I consider that a bonus, but your mileage may vary.