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I never want STAP to end. I've added the redcaps and the sea hags; I'd love to add the rest of Tamoachan... but, alas, my copy was lost in a move some years ago (along with another priceless gem, "Dwellers in the Forbidden City")--but converting that old invisible vampire would be FUN!
Me neither.
I also wanna have the return of Xipe the Ogre Mage.I was half expecting it due to the ecology in the last Dragon, but I guess adding another CR 8 beastie is kinda TPKesque.

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C1 would fit perfectly, especially if you use the adventure exactly as written. The PCs and Urol fall into area one when the ground collapses, and they have to find their way back out. Of course, they'll end up making a lot of XP and finding a lot of treasure, so if you do this, you should consider skipping "Here there be Monsters" entirely and just have the PCs land at Farshore and start "Tides of Dread" at once.
I actually converted about 10 encounters of C1 for my Saturday campaign last year; the PCs caught up to me and I had to convert the rest of the adventure on the fly, alas.

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Are the Dwellers and Shrine modules related to each other?
They weren't directly linked.
I think the "C" series of modules were tournament or competition modules. There's guidlines for giving out points for party actions in the Hidden Shrine of Tamoachan.I had Dwellers once upon a time and can't remember what happened to it. I think the invisible ones reclaimed it...

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C1 would fit perfectly, especially if you use the adventure exactly as written. The PCs and Urol fall into area one when the ground collapses, and they have to find their way back out. Of course, they'll end up making a lot of XP and finding a lot of treasure, so if you do this, you should consider skipping "Here there be Monsters" entirely and just have the PCs land at Farshore and start "Tides of Dread" at once.
I actually converted about 10 encounters of C1 for my Saturday campaign last year; the PCs caught up to me and I had to convert the rest of the adventure on the fly, alas.
So james, any possibilities to benefit from your conversion notes in a download ??
Please....

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I didn't get much done with the conversion, alas, but if there's enough interest I'd certainly be willing to look into the possibilities of posting it online someday. I'd have to go finish it first, of course, and I'd need to clear it with WotC, but if there's enough interest I'm sure I'd be able to be pressured into trying to finish the conversion up...

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I didn't get much done with the conversion, alas, but if there's enough interest I'd certainly be willing to look into the possibilities of posting it online someday. I'd have to go finish it first, of course, and I'd need to clear it with WotC, but if there's enough interest I'm sure I'd be able to be pressured into trying to finish the conversion up...
Thanks!!
If WOTC let you post conversion notes here, that would be much appreciated (and I guess I am not the only one !!).

Kirth Gersen |

I actually converted about 10 encounters of C1 for my Saturday campaign last year.
Feel free to scuttle this if there is unsufficient demand, but it would be REALLY cool if good (EL-appropriate, 3.5e-compliant) conversions were made of some of the old classics, kind of like WotC did with "White Plume Mountain" recently. I've been working on A1-4 and it's a LOT of work, though.

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Yeah, what they said. A conversion would be great, though I'll probably do it myself if James is unable to post his.
I swear I used to have this adventure back in the day. Didn't it have an alternate dark brown cover with a picture on the front of an Aztec dude throttling an adventurer? It had some trap in the form of a bat-god idol that you had to stick your hand in and fill a reservoire with your own blood to open the proper door into the complex? I also have a vague memory of the adventurers having a limited amount of time to get out of the temple before they got waxed by poison gas or something.
I'm going straight to the download area to pull down the pdf. If nothing else, it'll be interesting to see how my memory compares with the real thing.

Callum |

I didn't get much done with the conversion, alas, but if there's enough interest I'd certainly be willing to look into the possibilities of posting it online someday. I'd have to go finish it first, of course, and I'd need to clear it with WotC, but if there's enough interest I'm sure I'd be able to be pressured into trying to finish the conversion up...
As an alternative - since there does seem to be quite a lot of interest - if James was to post the conversions he's already made, I'd be happy to continue with the work in an ongoing way. So long as we're just posting conversion details, and not the whole text of the original module, there shouldn't be a problem, should there?

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I downloaded the pdf from Paizo and am converting it for use in the AP. Luckily, none of my players are old school, so I can run this without worrying about spoilers - and stroll down memory lane all at the same time.
That said, I'm not sure I'm keeping the poison gas thing. It seems like it was probably put in the adventure for the purposes of 'tournament' play, which I guess was supposed to be more lethal than the type of game we play, where the goal is more than just 'let's see who can get the farthest before getting roasted.'
Still, it's amazing to see how the adventure stands the test of time! It's still high-quality stuff and I can't wait to play it. And I'm not skipping any of Paizo's excellent AP installments to do it. I'll just up-armor everything later in the AP if I have to.

Infernal Osquip |

C1 is a sizable module with many traps/puzzles that require lots of work to convert to 3.5...that being said, I also would love to see a polished conversion. While I placed the shrine in the Forbidden City in my original campaign (and the Forbidden City in turn was placed on the Isle of Dread...), the timing is right for another run at it.

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converting that old invisible vampire would be FUN!
Here's my attempt - but I am not a rules lawyer and any help spotting problems would be appreciated...
Tloques-Popolocas CR 8
Male Olman human vampire cleric 4 (Zotziaha)/fighter 2
CE Medium humanoid
Monster Manual 250
Init +9; Senses darkvision 60ft., Spot +14, Listen +14
Languages Ancient Olman, Ancient Common, Draconic
AC 25, touch 14, flat-footed 21;Dodge
hp 51 (6 HD); DR 10/silver and magic; fast healing 3
Resists cold 10; electricity 10, fire 10
Immune undead type
Fort +7, Ref +8, Will +8
Weakness vampire weakness
Spd 20 ft., climb 15 ft.
Melee +2 axe of Zotziaha +14, +10 vs CE (1d8+8/x3) or slam +11 (1d6+6 plus cause fear)
Base Atk +5; Grp +11
Atk Option smite 1/Day (+4 to hit, +4 damage)
Special Atks children of the night (bat swarms only), create spawn, hold person (DC19), rebuke undead (+3, 2d6+7,4th)
Combat Gear none
Cleric Spells Prepared (CL 4th [CL 5th for chaos spells], +10 ranged touch)
2nd – shatterD, darkness, desecrate, silence
1st – inflict light woundsD, obscuring mist, doom, comprehend languages, bane
0 – read magic, inlict minor wounds, detect magic, resistance, guidance
D: Domain Spell; Domains: Chaos, Destruction
Spell Points 31
Abilities Str 22, Dex 21, Con -, Int 15, Wis 18, Cha 17
SQ alternate form (bat only), spider climb, turn resistance +6, invisibility at will
Feats Alertness, Power Attack, Cleave, Dodge, Combat Reflexes, Improved Initiative, Lightning Reflexes, Combat Casting, Combat Expertise, Weapon Focus (battle axe)
Skills Bluff +11, Concentration +7, Hide +9, Intimidate +11, Knowledge(arcane) +9, Knowledge(religion) +9, Listen +14, Move Silently +9, Search +10, Sense Motive +12, Spellcraft +11, Spot +14
Possessions axe of Zotziaha (see below), breastplate, ring of protection +1, minor ring of fire resistance

Kirth Gersen |

Erik Goldman wrote:converting that old invisible vampire would be FUN!Here's my attempt - but I am not a rules lawyer and any help spotting problems would be appreciated...
I like what you did with the class/level breakdown; I was inclined to go with straight Cleric with the War domain, but I like yours better, I think. If the PCs were really tough, I might even have him use his axe 2-handed, and stick 4 points of Power Attack into it, for +10 attack, 1d8+19/x3 damage.

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Brian McDaniel wrote:I thought there were conversions of everything 1st Ed. at EN World?Does anyone have conversion notes for running C1 in 3.5 edition? I'm going to run my party through (part of) it, and any headstart would be appreciated.
Thanks,
BMM
(paizo (at) bmcdaniel.fastmail.fm)
I just checked out EN World and Tamoachan has not be converted yet.
I also just finished reading the The Hidden Shrine of Tamoachan and with a few exceptions found it to be a very cool module.What I found particularly cool was that the Tamoachan ruins from "The Sea Wyvern's Wake " are in fact part of the old module! I had assumed that the city was rather large and that these ruins were a diffrent area completly. So since I can see how easy it is to place the old module with the new material, I think I may in fact do so. I was thinking that I might run the module more or less as is except maybe limit it to the "lower chamber" and "first tier" areas and have the rest collapsed from the earthquake that opened the tunnel(area 5) from area 4 to 6 on the map in SWW.While I was making a list of the monsters in the module there where a few that I could find no refrence to: Mandrill (would a dire ape or Hadozee from Stormwrack work?),Margay(leopard or tiger?), Pelota Ball, Polyp, Whirling Dervish,Trap Door Spider. Anybody have any ideas about these guys?
I also considered an interesting hook for the exploration of the ruins could be that the three pregenerated PC's that are given for the tournement play could have been passengers on the Sea Wyvern or Blue Nixie are mutal companions being persued by the bounty hunters and when the ships stop at the ruins the bounty hunters have caught up to them, they decided to flee into the jungle to escape a confrontation with them and fall into the ruins. The PC's discover the fugitives disapearance and are either sent to rescue or capture them, forcing them to explore the ruins.The bounty hunters could be crimson fleet pirates or scarlet brotherhood dudes or whatever.

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Hey there folks. I have an adaptation of Tamoachan that expands on Richard Pett's excellent STAP installment that I would be happy to share. My email is lpotter5 <at> tampabay <dot> rr <dot> com. Drop me a line and I'll send you a copy. It's by no means a full conversion of the classic C1, but more of a retro-fit of the original into Mr. Pett's storyline, along the lines of how the Savage Monkey describes above. I guess great simian minds think alike!

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Thanks. My players just ascended from the custom catacombs into the lower chambers of the original module. I'm hoping we can work a session in this week so we can finally get to the really strange stuff from the original module. If I run into anything that seems too overpowered and have to make major adjustments, I'll give you a heads up.

MrFish |

I'm giving it serious thought for when I run it, though that won't be for a while yet since I'm working on another adventure path with my pcs. I guess my experience with the path will be different anyway since I'll have accumulated all the related stuff at the start of my campaign. I'll also have the benefit of the experience of those who have already run it. ;)

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I ran this with my group. We used it as a flash back adventure for the Pc's new cohorts and back up characters.They came to farshore with Lavinia's parents .So they were already there. It was pretty fun. Hard to convert on hand though.!!!!It was kind of a mirror adventure.Played at the same time as Sea Wyverns wake but years before...

Bellona |

That's great for you guys. Say, anyone speak Klingon?
I'll admit to owning a first edition copy of Marc Okrand's Klingon Dictionary, but that's about as far as it goes.* I haven't spent any time (re-)translating Hamlet back into the original Klingon, sorry!
* I keep it on the bookshelf along with all my other dictionaries, grammars, and phrasebooks - in alphabetical order: Danish, Egyptian (ancient hieroglyphs), Elvish (Quenya and Sindarin), Finnish, French, Gaelic (Scottish), German, Greek (modern), Irish, Italian, Klingon, Latin, Norwegian, and Spanish. And I just got my hands on a tiny Dutch dictionary, plus an aged Arabic phrasebook. Unfortunately, the latter doesn't contain any useful sentences like "How much for the ancient sacrificial dagger?", "Where is the shoggoth?", or "Take me to your cult leader!" :)
The oldest language book on my shelf right now is from 1867. It's a short grammar for Arabic - in Latin! Title as follows: Brevis linguae arabicae. Grammatica, litteratura, chrestomathia cum glossario in usum praelectionum et studiorum privatorum.

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Yeah, sorry! :-)
Not that I'm Dutch or anything, Oi'm Oirish actually.
Funny story, totally off-topic - when I came to the Netherlands I was instructed in how to ask a girl what her name was, and assumed my accent was making them laugh. Turns out I'd been taught to say "May I satisfy you thoroughly?"

Turin the Mad |

I ran this with my group. We used it as a flash back adventure for the Pc's new cohorts and back up characters.They came to farshore with Lavinia's parents .So they were already there. It was pretty fun. Hard to convert on hand though.!!!!It was kind of a mirror adventure.Played at the same time as Sea Wyverns wake but years before...
That's a really neat twist for acquiring cohorts, I tip my the brim of my hat to you! :)

Luna eladrin |

I used it mostly to add to the backstory of the PCs. One of the PCs was looking for his father. He found him in Tamoachan and we had some nice Indiana Jones scenes with father and son ("Let me disable that trap, junior!)
I also added some plot for 2 other PCs, so that Tamoachan became a series of mini adventures. It worked very well.

Drawdy |

I put it in my STAP but it was long and drawn out. The players became weary of it quickly so I allowed them to escape through the ceiling in that large room after the they gotpast the gas. However, they were super-paranoid about traps by the time they were done!