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100 posts. Alias of Lord Fyre (RPG Superstar 2009 Top 32).


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thejeff wrote:
OTOH, Red Sonja is probably best known for the chain mail string bikini, which is more of an eye candy thing.

While I don't have a problem with the "eye candy" part, ...

thejeff wrote:

She also has an origin of being raped and on praying to the Goddess for revenge being given incredible skill in the handling of swords and other weapons on the condition that she would never lie with a man unless he defeated her in fair combat.

That may have been acceptable at the time, but it seems incredibly skeevy today.

... her origin was bad then, and hasn't gotten better with age. Dynamite re-conned that whole bit away as soon as they got the chance.

But, I am still looking for thoughts from this thread ...

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Mr. Hillman, with the fall of Sargava, and the creation of Vidrian in PF2E, what is the likely fate of Pridon’s Hearth? (What about Count Narsus?)

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Buffalo Springfield wrote:
It ain’t exactly clear...

So, just normal Tacticslion?

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Tacticslion wrote:
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?

ulgulanoth wrote:

Is 27 days long enough to count this as necromancing a thread?

Usually, we like to let it go at least a full month, but this is close enough.

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quibblemuch wrote:

Well, what do you all think? 11 days. Is it time to call it dead?

The thread didn't even hit 1,000 posts. Too soon... too soon...

It takes longer then a couple of weeks for a thread to die!

Selene Spires wrote:

I Knew It!!!

Actually most of my life I feel like the whole world gets together the night before and plans how to make my life horrible...

Not true. We don't need to meet that often.

Selene Spires wrote:
Lord Fyre wrote:
Selene Spires wrote:
Lord Fyre wrote:
What evil conspiracy would you like to start?
I would start Good conspitacy....
What is a "conspitacy"?
Apparently all the Evil conspiracies messed with my autocorrect because they fear my Good Conspiracy...

We did not.

Kim Possible Question:

How would you build Kim Possible in Starfinder? Would Pathfinder be better?

Dragon78 wrote:
She didn't have a mustache it was lipstick on her top lip witch is how several girls on the show were drawn.

Would have looked better if they had also colored the lower lip.

Kim Possible Question:

Did Drakken and Shego become successful heroes after "Graduation" (the series finale)?

Diego Rossi wrote:
avr wrote:
The Thread Necromancer wrote:
Scott Wilhelm wrote:

GM: as you head up the hill, you see the warehouse silhouetted by the sunset.

PC: Warehouse? What's a warehouse? Is that like a werewolf that's a person that turns into wolf, but instead the person turns into a house?

GM: (scribbling furiously) It is now!

That's like the "Gazebo" strip from KODT
The gazebo story predates KoDT by a couple of decades.

On the same vein:

Head of Vecna

Love that story!

Scott Wilhelm wrote:

GM: as you head up the hill, you see the warehouse silhouetted by the sunset.

PC: Warehouse? What's a warehouse? Is that like a werewolf that's a person that turns into wolf, but instead the person turns into a house?

GM: (scribbling furiously) It is now!

That's like the "Gazebo" strip from KODT

Weirdo wrote:

I think there was originally a very rough system for using CR to determine ECL, but the race builder replaced that system, and it's not based on CR.

It's a bit difficult to calculate since not all the abilities are listed in the race builder, but I'm estimating about 28 RP for a natural lycanthrope. That's worth about two levels from levels 1-5, one level up to level 10, and after that it's not a big difference. Breakdown here, using hybrid form abilities as they are most advantageous:

Ability scores 5 rp
** +2 str +2 con +2 wis -2 cha = Specialized (1rp) + advanced Wis (4 rp)

+2 Nat AC 3 rp

Scent 4 rp

Low-light vision 1 rp

Bite d6 3rp

Trip ~ 3rp
** based on tripping tail with similar benefit

DR 10/silver ~5rp
** 3 rp for DR 5/silver, +2 to raise DR 5/magic to DR 10/magic

Lycanthropic empathy ~1 rp
** based on rodent empathy

Alternate forms ~3rp
** based on lesser change shape

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.

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I have nothing to add.

Vic Wertz wrote:

If you're talking about the types of accessories that used to be in our GameMastery line, in addition to the things coldbringer mentioned, we also have Starfinder Pawns and a Combat Pad coming. You can see a list of these accessories here.

If you're asking whether there will be a Starfinder RPG equivalent of the GameMastery Guide, we have not yet announced one.

This would be a very good idea.

Unnecessary and unconnected link.

Would the setting work with less heavily modified Pathfinder 1st Edition rules?

bugleyman wrote:
Lord Fyre wrote:

“From this day to the ending of the world,

But we in it shall be remembered-
We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother; be he ne’er so vile,
This day shall gentle his condition;
And gentlemen in Pathfinder now-a-bed
Shall think themselves accurs’d they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us against Pathfinder II.”
Bad necro!

That is a matter of opinion.

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** Oh No, Not Again **

(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:

  • What would be a good starting level for this adventure? (Admittedly, this detail was also missing from the 2nd Edition AD&D version.)
  • Could (and should) this be imported to Golarion?

Any input from people familiar with Al-Qadim (at least) would be helpful.

In the interest of Thread Necromancy ...

I too would like an adventure (or even a mini-campaign) with a Robert Howard's Conan feel, but I am not looking to go out and buy a new system.

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 ...

  • Change most of the opponents to human (the Vast majority of Conan's foes were other men).
  • Eliminate some of the competeing factions, and replace the remander with setting appropriate ones.
  • I'd like to pre-create characters for my PCs (to limit how much conversion would be needed), but I might not get buy-in from my players (two of which are women).

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 thread has been quiet for a long time. I was wondering if others have had success converting any further Pathfinder adventure modules to Starfinder.

I'm currently working on converting "Fires of Creation", the first in the Iron Gods adventure path, placing it on the planet Ulmarid, which appears in the Starfinder Society Quest: "Into the Unknown".

This is a worthy act of threadomancy! I commend you!

This thread has lain dormant long enough.

Arise, Thread, Arise!

Any update on this project?

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Omnius wrote:
Thread necromancy is poor netiquette everywhere. It would be more appropriate for you to apologize, then ask.

It is my reason for being!

In the three years since the release of Fires Of Creation, has people's perspective on this Adventure Path changed?

Has the release of Starfinder changed people's perspective on this AP?

Has anyone found Starfinder material usable to enhance this AP?


Type2Demon wrote:

Nice work Thread Necromancer!

I always thought that area A7 needed fleshed out more. Who is the blacksmith? Is he a Bugbear or a Yuan ti? any chance of hims showing up?

Also I would use Charau-Ka in place of the Tasloi.

Well, I ran into two problems.
  • I got a job.
  • Almost every encounter needs rebalanced because of the differences between 3.0/3.5/PF and AD&D.
Actually, as I noted above, I would use Tasloi for Tasloi. Another good choice would be Monkey Goblins.

I know I am going to get into a lot of trouble for this, but I quite like ...


Olivia Newton-John was SOOOO Hot!

People who have played past this point, how difficult was the trasition between Lords of Rust and The Chocking Tower?

In other words, did your PCs want to go directly to the Palace of Fallen Stars? And, if so, how did you redirect them?

B – Vines of Danger (EL 7) This location is in the north east corner of the map.
This encounter can be pretty much run as written (even the tactics do not need to change).
Replacement Encounter: use 4 Giant Wasps (Pathfinder Bestiary p. 275)

I am still working on Area C, and hope to get that posted tomorrow.

This is proving to be way harder then I thought it would be.

Section C - the Main Tunnel Entrance has no logic to it, and will have quite a few balance problems.

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.

Encounter Re-key
A1 – Cave Entrance
This is pure description, so needs no changes.

A2 – Sacrificial Pool
The description need not be changed.
The three canoes can be paddled with a Dex DC of 10 (characters with an appropriate skill may use that roll instead).
Replacement Encounter (CR 5) – Use 3 Crocodiles (CR 2 each) from the page 51 of the Bestiary, except as modified below.
These crocodiles have been breed to be far more vicious then normal, and will attack as soon any any character enters the water or attempts to cross the pool in one of the canoes.
Before Combat The crocodiles are hidden just below the surface of the water, so characters must succeed in a DC 23 perception check to avoid being surprised (The unchained rogue’s danger sense ability does apply).
During Combat Two crocodiles will attempt to come up beneath the second canoe, and attempt capsize it. Characters in that canoe may attempt a Reflex (DC 16) save to avoid being thrown into the water (evasion would apply). If all the character’s fail, the canoe is overturned (dumping any supplies). The other two crocodiles will immediately attack any character thrown into the water (with surprise if not spotted). DMs should review the rules for fighting in the water on pages 432-433 of the Pathfinder Core Rulebook. (Remember that the Crocodiles have a natural swim speed so will have a significant advantage.)
Morale The remaining crocodile will retreat if two of their number are killed. A Druid or Ranger can attempt wild empathy on the creatures (using their full round action), the crocodiles start as hostile, but raising their reaction to even unfriendly will also cause the crocodiles to withdraw.

A3 – The Barren Beach
This is pure description, so needs no changes.

A4 – Sentry Post (EL 5)
SPECIAL Make a perception check for the Orcs to notice the party, with the DC depending on the PC’s actions. The orcs are not disciplined enough to be actively listening so suffer a net -5 penalty on the roll (+5 for their skill, -5 for distracted, -5 for the closed door.).
This description needs to be updated: ”There is a large pile of furs in the corner of this small room, and the remains of a fire smolders near the room’s center. From around the fire, four heavily muscled, green skinned humanoids glare at you will beady black eyes.”
Neither door into this room is locked or trapped.
Replacement Encounter: Use four Orc Cannibals. In addition to their normal gear, each cannibal has 3d6 gold pieces, and one carries a large sack of raw meat (though the source of the meat is best not discussed).
Before Combat These orcs will not enter rage – at least until the next room. If they heard the heroes (unlikely, but possible), they will have surprise on the heroes, and use that action to leave the room.
During Combat On their first action, those cannibals who are nearest to the PCs will draw their falchions. The others will throw one of the axes – not caring that they are throwing the weapons into a possible melee. Their next actions after this will be to try to withdraw into the larger guard room.
Morale If the orcs cannot escape, they will fight to the death, hoping to enter the underworld with an honor guard.

A5 – Guard Room (EL 5 or up to EL 7 if the guards from area A4 could join them.)
The description need not be changed.
Replacement Encounter: Use 4 Orc Cannibals (like the ones from A4, each cannibal has 3d6 gold pieces in addition to their normal equipment).
Before Combat: As noted in the encounter text, they will flip over the furniture in the room to create a barricade. The rules for fighting behind cover are on page 195 of the Pathfinder Core Rulebook.
During Combat Unlike the previous encounter, the orc here (including any survivors from the previous room), will Rage at the start of combat.
Morale Unable to flee, these orcs will fight to the death, but if captured, they will show no loyalty to the Serpentfolk, and answer whatever questions the PCs may have in the hopes of being allowed to escape.

A6 Hall of Mediation (EL 7 for trap)
The description need not be changed.
The reversed gravity can be run as written (in effect only one 10ft cube is effected),
The climb DC would be 25 to get to the rings, but this rises to DC 30 to use the rungs to get to the reverse gravity area – remember that the third rung is unsafe.
The chest itself is trapped as follows.
Type mechanical and poison; Perception DC 25; Disable Device DC 20. Effect: Fear Gas (Fort DC 16, all characters in 10 foot radius around the chest). Characters who run out of the 10ft cube of course will fall 30 feet.

A7 The Smithy (EL 6.)
The description need not be changed.
Replacement Encounter: There are four Tasloi hiding (Perception DC 24) in the vine canopy. On the ground, a male Serpentfolk is escorted by five more Tasloi.
During Combat At the start of the combat, the Serpentman will order the Tasloi to attack, he will then cast blur on himself. The tasloi in the canopy will use the nets to try to separate the heroes; hopefully making easy targets for their compatriots on the ground. If an opportunity presents itself, the male Serpentfolk will attempt a suggestion on the toughest looking character (“You cannot win. Flee!”)
Morale As long as the Serpentfolk is still leading them, the Tasloi will fight to the death. The male Serpentfolk, however, will attempt to flee to area A9, once most of the Tasloi are dead.

A8 The Swinging Bridge (EL 7 due to positions)
The room description on page 6 of the adventure disagrees with the map. Adjust the description by changing “north” to “west” and “south” to “east.” Also, with the potential to drop into the chasm, this is easily the most dangerous encounter in this section.
Replacement Encounter: Chained to the walls of the “east” entrance are two Monitor Lizards (Pathfinder Bestiary p 194 – CR 2 each).
On the ledge above are six Tasloi ready to drop boulders on the bridge. The boulders attack with a +4 to hit and do 2d6 bludgeoning damage (20/x2). Those that miss the characters are likely to hit the bridge (AC 10). Damage to the bridge is handled as described in the encounter.

A9 The Amphitheatre of the Serpentfolk (EL 8+)
This is the most changed area of the adventure.
This area is a large natural amphitheater which slopes down from the cliff walls to a small semi-circular stage. The back of the amphitheater appears to be solid trees and underbrush, except for a small path that winds its way between the massive trunks. At one side of the stage, in a position that overlooks both the path and the tunnel mouth is a large throne made of bone and skulls. On it rests a serpentine humanoid with scarlet robes. If the serpentfolk from A7 escaped then he will be standing on the left the throne. A winding staircase leads from cave mouth to the stage area. Thirty feet from the cave mouth on the stairs, are a pair of muscular serpentine humanoids.

On the throne is a female Serpentfolk cleric 2

CR 6
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 willdisguise self (DC 16), ventriloquism
1/dayblur, 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
Languages Common
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)
The description need not be changed. The treasure can also be left unchanged.
Replacement Encounter: 3 Constrictor Snakes (Pathfinder Bestiary, p. 255) As described, one will be menacing the Chief’s Son, the other two will be hiding in the rafters.

RPG Superstar 2009 Top 32

SmiloDan wrote:
I'm pretty sure my 5E campaign is going to deal with a yuan-ti heavy dungeon in the future.

Yes, but D&D 5E already has Yuan-Ti, this conversion doesn't really do much for you.

RPG Superstar 2009 Top 32

SmiloDan wrote:
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.

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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)
Male Orc Barbarain 2
CE Medium Humanoid (Orc)
Init +1; Senses Darkvision 60ft, Perception +5, Light Sensitivity

AC 13, touch 9, flat-footed 12 (+1 dex, +4 armor, & -2 rage)
hp 26 (2d12+8)
Saves Fort +7, Ref +1, Will +2;
Special Uncanny Dodge (never flat footed, keep dex to AC vs invisible), Ferocity (continue fighting as staggered at negative hit points)
Weakness Light Sensitivity (dazzled in bright light or in a daylight spell)

Speed 30 ft (40ft base)
Melee Falchion +8 (2d4+9 shashing, 18-20/x2) and bite +3 (1d4+3 slashing, 20/x2)
- or w/Power Attack: Falchion +6 (2d4+12 piercing, 20/x2) and bite +2 (1d4+5 slashing, 20/x2)
Ranged throwing axe +3 (1d6+6 slashing, 20/x2, 10ft)
Special Attacks Rage (8 rounds/day), rage power (animal fury)

Before Combat per encounter description, or the Orc Cannibal will rage upon entering combat.
During Combat per encounter description, or he will power attack against unarmed foes, or until he misses twice in a row. Otherwise he will fight until his oponent is slain or he must flee.
Morale per encounter description, or the Orc will flee when half-hit points suffered (raging or otherwise). If cornered, will fight to the death.
Base Statistics When not raging, the Orc Cannibal’s statistics are AC 15, touch 11, flat-footed 14; hp 22; Saves Fort +5, Will +0; Melee falchion +6 (1d10+4), no bite; Ranged throwing axe +3 (1d6+4); Str 18 (+4), Con 15 (+2); CMB +6 (+8 grapple); Climb +6, Swim +6

Str 22 (+6), Dex 13 (+1), Con 19 (+4), Int 8 (-1), Wis 10 (+0), Cha 6 (-2)
Base Atk +2; CMB +8; CMD 19
Feats power attack
Skills Climb +8, Perception +5, Survival +5, Swim +8; Armor Check Penalty -3 (figured in)
Languages Common & Orc
SQ fast movement
Gear hide armor, falchion, 2 throwing axes, and per encounter description.

Bullywugs - Despite the change in challenge rating, the best replacement for these are a “tropical” variant of Boggards (Pathfinder Bestiary, p. 37).

Mongrelmen (PF Bestiary 2, p. 191) - Mongrelmen can almost be used as is, save for some minor cultural changes.

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.

  • Pureblood Yuan-Ti become Degenerate Serpentfolk being the “weakest” of their kind. revised stats linked for convenience
  • Half-Blood Yuan-Ti should be treated as normal Serpentfolk, their spells and intelligence do make slightly more powerful.
  • Yuan-Ti Abominations would be replaced by mixed groups of one normal Serpentfolk and two Degenerates. Players will likely find them more difficult than a single creature.
Though, since I will be rebuilding the encounter table Yuan-Ti Abominations are unlikely to be a problem.

In many ways module “I1 Dwellers of the Forbidden City” is the inspiration for the middle parts of the Serpent’s Skull adventure path (especially Pathfinder #30: City of Seven Spears).

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.)

This is wonderful. I'm trying to do a conversion of the AD&D adventure I1 Dwellers of the Forbidden City; and this write up will be very helpful.

ALLENDM wrote:
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 ...

  • Convert the Yuan-Ti to Pathfinder (despite the Yuan-Ti being "product identity")?
  • Substitute Serpentfolk (which are far less interested in physical combat then the Yuan-Ti), and then deal with the plot changes that result?

Beyond the above question, there are three other obstacles to converting this AD&D 1st Edition adventure to Pathfinder.

  • The adventure was written for 6-8 characters of levels 4-7. Pathfinder Adventures tend to be for smaller parties with a tighter level range. For the purpose of my conversion, I am aiming for a party of 4-5 characters of levels 5-6 using the standard attribute array (or about 24 total levels among the party). i.e., the standard used in most APs and published adventures.
  • Related to the above, this also means that the size of many encounters will need to be scaled down if not rewritten entirely. When creature swapping is necessary, I will attempt to preserve the intended difficulty of the encounter.
  • The third issue (related to the above question about the Yuan-Ti, is whether to "Golarion-ize" the adventure as part of converting to Pathinder.

Corpus levitas Diablo daminium mondo vicium!

I quite like the AD&D adventure I1: Dwellers of the Forbidden City, so I am going to pick up this long forgotten thread and start a conversion.

Did anything ever come of this? :)

I am surprised that no one mentioned The Court Jester!

Zurai wrote:

Do what the template tells you to do. Do not do what the template doesn't tell you to do.

The Skeletal Champion template does not tell you to change the creature's mental stats or to remove any special attacks or special abilities. So don't. A Skeletal Champion can cast spells if the base creature could (or if it takes levels in a spellcasting class after becoming a Skeletal Champion).

And it would be a CR 1 + Character Levels (i.e., a Skeletal Champion Wizard 5 would be CR 6).

doc the grey wrote:
The Thread Necromancer wrote:
Do the Dark Folk have any pets or war "animals" associated with them?

Not that are immediately stated as far as I know but I assume you could go with a lot of different options that fit the subterranean vibe and still not intrude on the other guys. I could see them having spiders and a lot of blind albino animals like albino cave fish, giant albino newts, or giant albino cave shrimp like the ones out of B5 that have that hit so hard its like a sonic boom.

Non aquatic stuff is a little tougher but I could see them having solifugids or cave spiders & scorpions, I could totally see them having packs of albino cave solifugids they hunt with like packs of dogs. Part of me thinks they should have some mammals like a bat or something but can't really think of something that fits that isn't already really associated with something like the Urdefaden or Ratfolk.

Hope that helps man.

I wouldn't want to do spiders (associated with Drow), but the other ides (cave solifugids) would work.

Wolfsnap wrote:
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.

Do the Dark Folk have any pets or war "animals" associated with them?

Hmmm ...

Could you add PFS "factions" to the AP? Would it enhance play? Would it be too much trouble?

Does a Spirit Animal grant the skill bonuses that a Familiar normally does? The rules are unclear on this (and Shardra doesn't help).

The silence is deafening.

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