I’m pretty sure I’ve pre-forgotten it so thoroughly that I unlearn if it’s existence every time I read about it - I can’t even remember whatever it is we’re talking about and it’s written, like, right there. Of course that could be my cropping Attention Deficit, but Imma go with the “pre-forgotten” concept instead!
What were we talking about?
Selene Spires wrote:
We did not.
Diego Rossi wrote:
Love that story!
Scott Wilhelm wrote:
That's like the "Gazebo" strip from KODT
I am going to quibble with your build. First you forget that this stacks on top of the PC's normal racial abilities and as Mr.Alarm noted you get the human or animal base stat, which ever is better, and you compare stat by stat.
This makes it well above 28 points.
Vic Wertz wrote:
This would be a very good idea.
That is a matter of opinion.
(Forgotten Thread, I command thee to rise in my service!)
I have pretty much all the all TSR's Al-Qadim setting.
On Adventure (mini-campaign?) that I was unable to use was AQ1 - Golden Voyages.
So, I would like to convert this to Pathfinder 1st. Edition. A couple of questions:
Any input from people familiar with Al-Qadim (at least) would be helpful.
In the interest of Thread Necromancy ...
I like your suggestions, but I need to look carefully at what can be done.
I am considering the first three books of the Serpent's Skull for a base, but ...
B.T.W., what is meant by "partial casters"?
Pol Mordreth wrote:
Am I missing anything? I understand that the book was published before the core was complete, but if that was so they really nerfes the operative already...
The Saresian Operative from First Contact has a rifle that does a d810 for damage. I don't think he need to worry about trick attack.
Qui Gan Dalf wrote:
This is a worthy act of threadomancy! I commend you!
Well, I ran into two problems.
B – Vines of Danger (EL 7) This location is in the north east corner of the map.
I am still working on Area C, and hope to get that posted tomorrow.
Section “A” of the adventure (pages 3-6 of the module) was written as a tournament adventure for the 1980 Origins Convention, so it may be a little odd, compared to the rest of the module.
This section uses the global monster changes from above. There are no wandering encounters in this area.
A2 – Sacrificial Pool
A3 – The Barren Beach
A4 – Sentry Post (EL 5)
A5 – Guard Room (EL 5 or up to EL 7 if the guards from area A4 could join them.)
A6 Hall of Mediation (EL 7 for trap)
A7 The Smithy (EL 6.)
A8 The Swinging Bridge (EL 7 due to positions)
A9 The Amphitheatre of the Serpentfolk (EL 8+)
On the throne is a female Serpentfolk cleric 2
NE Medium Monstrous Humanoid (female serpentfolk)
Init +9; Senses Darkvision 60ft, Scent, Perception -1
AC 19, touch 16, flat-footed 15 (+5 Dex, +3 natural, +1 deflection)
hp 64 (5d10+2d8+28)
Saves: Fort +10, Ref +9, Will +11
Speed 30 ft.
Melee masterwork dagger +12 (1d4 piercing, 19-20/x2), bite +6 (1d6 plus poison)
Special Attacks Channel Negative Energy (1d6, Will DC 16) 8/day; Touch of Evil (sickened for 1rd) 7/day; Inspiring Word (+2 attack, skill, ability and saves for 1 rd) 7/day
Spell-Like Abilities (CL 4th; concentration +9/+13*) *- Combat Casting
At will—disguise self (DC 16), ventriloquism
1/day—blur, mirror image, suggestion (DC 18)
Cleric Spells (CL 2nd; concentration +6/+10) *- Combat Casting
Orisons-Bleed, Detect Magic, Purify Food and Drink, & Stabilize
1st-Command, Shield of Faith, & (Protection from Good)
Domains: Evil, Nobility
Before Combat The Serpentfolk cleric prepairs for combat by casting Shield of Faith
During Combat She will open combat with her Suggestion ability (“Your cause is hopeless, leave.”), and then use her wand of Hold Person to support her Degenerate Serpentfolk guards. She saves her other abilities to protect herself should one or more of the heroes successfully attack her. (If the Serpentfolk from A7 is there, she will also order him to join the attack on the party.)
Morale If her allies are defeated, she will attempt to escape into the trees using secret paths, not noted on the map.
Str 10 (+1), Dex 21 (+5), Con 19 (+4), Int 16 (+3), Wis 19 (+4), Cha 20 (+5)
Base Atk +6; CMB +6; CMD 21
Feats Combat Casting, Great Fortitude, Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Diplomacy +10, Disguise +10, Escape Artist +17, Intimidate +10, Knowledge (arcana) +8, Knowledge (planes, religion) +7, Perception +12, Sense Motive +9, Spellcraft +8, & Use Magic Device +11; Racial Modifiers +4 Use Magic Device, +8 Escape Artist
Gear +1 ring of protection, Wand of Hold Person (20 charges), Masterwork Studded Leather (under robes), Masterwork Dagger, Gold Unholy Symbol, Noble’s Outfit, & a purse (20 platinum).
At the base of the stairs are two Degenerate Serpentfolk
A10 Hall of the Serpent God (EL 5)
Have you considered using nagas for yuan-ti abominations?
I had not, but it is a very interest idea. Spirit Naga would fit well into the setting.
Another role that could work, would be using a Spirit Naga to replace the Wizard, Horan (Area H of the Module). I'm also glad to see that someone else is actually reading this.
IMHO, it is best not to “Golarion-ize” the adventure, as it is redundant the the Serpent’s Skull AP. One advantage of not doing so is that this approach allows it be more easily used in other world settings that have already been converted to Pathfinder (including oddly, Golarion).
Therefore, I am switching the D&D Yuan-Ti to Pathfinder Serpentfolk, again to aid in adventure portability. So let’s look at some global monster replacements, in alphabetical order.
Bugbears – The way that Paizo has rewritten the Bugbear on page 38 of the Pathfinder Bestiary, makes them unsuitable for this role. Actually, a good choice for this would be “Orcs” (Pathfinder Bestiary, p. 222) as they are both strong and thuggish, but easily dominated enough to be useful for the Serpentfolk. They would need to be buffed up a bit to properly replace the bugbears. I suggest this build:
This barbaric humanoid bears ragged equipment and armor in sullen colors. It has coarse body hair and a stooped posture like some primitive man but with a grayish-green skin tone and bestial facial features bearing bright green and red war paint. Burning red eyes peer below a low, sloping brow, just above a flattened nose, and prominent tusk-like teeth.
Orc Cannibal (CR 1)
Bullywugs - Despite the change in challenge rating, the best replacement for these are a “tropical” variant of Boggards (Pathfinder Bestiary, p. 37).
Tasloi - you can either use Aaron Bitman’s excellent conversion or treat them as goblins (Pathfinder Bestiary, p. 156 – swapping their Swim skill for Climb). I will use Bitman’s conversion.
Yuan-Ti I prefer swapping them for Serpentfolk (Pathfinder Bestiary 2, p 242) as follows.
Unfortunately, it shares some of the “flaws” of that part of the AP, as it is underwritten. This comes from two related problems: There is surprisingly little physical description of the city and much of the ruins of the city are completely unpopulated. Both of these issues arise, not surprisingly, from David Cook only having 28 pages to work with.
Like the aforementioned City of Seven Spears, the Dwellers of the Forbidden City will depend heavily on the GM to provide color to the setting.
Now let us take a look at the meta-plot of this “setting/adventure.”
The adventure begins when the player characters hear reports of bandits waylaying and attacking caravans in a jungle region. Most of the ambushed merchants and guards have been killed, but the few who have returned alive tell fantastic stories about deformed plants and deadly beasts in the jungle. The stolen goods taken from the caravans provide an impetus for the characters to enter the jungles in search of this lost treasure.
After a long and perilous journey, the player characters encounter some friendly native people and are invited to stay in their village. The characters learn from the village's chief about the dangers of creatures called the yuan-ti and their servants, the tasloi, and that these creatures recently kidnapped the chief's son, taking him into the jungle. The chief and village shaman tell the player characters about a "forbidden city" in the jungle which they believe houses the ghosts of their dead enemies, and they supply the characters with guides to show the party the way to this Forbidden City.
The adventuring environment in this module allows for both action and intrigue. The player characters can recruit allies from the various power groups and factions within the city, namely the bugbears, mongrelmen, and bullywugs, or else help pit these factions against each other for their own benefit.
As one can see, due to some of these creatures being “product identity” to WoTC, this will require monster substitutions to make this adventure work. (Not the least of which is that Serpentfolk would never listen to a human (area "H" in the module) - regardless of that human's power or evil.)
I have played and run the module a few times when it was 1st Addition. I did a conversion on the run a few years ago and it turned out well. A few things I did was convert the Yuan-Ti over from the 3.5 to PF. If you run the Aboleth like they should be ran with Sanity/Madness in effect it becomes a very dark module (Deep Old Ones). It also becomes a higher level adventure..upwards of 10th level.
That's actually a good question.
Is it better to ...
Beyond the above question, there are three other obstacles to converting this AD&D 1st Edition adventure to Pathfinder.
And it would be a CR 1 + Character Levels (i.e., a Skeletal Champion Wizard 5 would be CR 6).
doc the grey wrote:
I wouldn't want to do spiders (associated with Drow), but the other ides (cave solifugids) would work.
I usually associate them with underground aberrations. Things like chokers and cloakers, also doppelgangers seem appropriate to me as well.
According to Pathfinder Chronicles: Into the Darklands the Dark Folk are allied with the Doppelgangers.