PFRPG updates for Edge of Anarchy - The Dead Warrens


Curse of the Crimson Throne

Liberty's Edge Contributor

Hi all,

I ran the Dead Warrens about two weeks ago and had to update several of the NPCs to PF, so I thought I'd share the changes I made here. Cabbagehead and the Derro were very straightforward, by Vreeg required some interpretation. I ended up giving him and Arcane Bond to his Ghoul Touch wand and tweaking his spells slightly.

These stats are just the combat referrence sheets I made for game; for the full details on their stats, you'll need to check out Edge of Anarchy.

Derro (mm 49)
Init +6; Perception +1

Notice Entryway fight on Perception DC 16+

Offense (Blind Fight)
Short Sword +4 (1d4/19-20)
-Greenblood Oil (Fort DC 13, 1 Con, Cure: one save)
Light Repeating Crossbow +6 (1d6/19-20)
Sneak Attack: +1d6
CMB +3

Defense
Hit Points: 16
AC 19 (Touch 13; Flat Footed 17)
Fort +2, Ref +5, Will +6

Spells:
At Will - Darkness (3 min, 20' radius), Ghost Sound
1/day - Daze (DC 13), Sound Burst (Fort DC 15 or Stun, 10' radius, 1d8)

Skills and Feats: Bluff +5, Stealth+10, Blind Fight, Improved Initiative

Equipment: Small Shortsword, Small Light Repeating Crossbow, Small Studded Leather Armor, Small Buckler, 2 Spare Doses of Greenblood Oil

---------------------------------

Cabbage Head
Init +5; Perception -1

Offense
Unarmed Strike +8 (1d4+5/x2)
CMB +7 (+9 Tripping)

Defense
Hit Points: 31
AC 20 (Touch 13; Flat Footed 17)
Fort +10, Ref +1, Will -1 (vs. Fear +0)

Skills and Feats: Intimidate +3, Swim +9, Improved Initiative, Improved Trip, Improved Unarmed Strike, Weapon Focus: Unarmed Strike

Equipment: +1 Studded Leather Armor (incribed with short poems paying homage to Irori)

----------------------------------

Vreeg (including prepped spells)
Init +8; Perception +2 (Listening)
Arcane Bond: Wand (recalls Vampiric Touch or Scare - p. 266)

Offense (Blind Fight)
Masterwork Dagger +7 (1d3/19-20)
-Blue Whinnis Poison (DC 14, 1/round (2), 1 Con/Unconsciousness, Cure: 1 save)
Grave Touch +6 (1d6+2)
Sneak Attack: +1d6
CMB +5

Defense
Hit Points: 68
AC 24 (Touch 16; Flat Footed 14)
Fort +5, Ref +8, Will +11

Spells:
At Will - Darkness (3 min, 20' radius), Ghost Sound
1/day - Daze (DC 13), Sound Burst (Fort DC 15 or Stun, 10' radius, 1d8)
Prepared Spells:
0 - Detect Magic, Mage Hand, Ray of Frost (+9, 1d3 damage), Touch of Fatigue (DC 14)
1st - Cause Fear (DC 15), Chill Touch (DC 15, +5 touch, 1d6, plus 1 Str), Magic Missile (3 missilies), Sleep (DC 14)
2nd - Blindness/Deafness (Fort DC 16), extended Shield, Scorching Ray
3rd - extended False Life, Fly
Specialist Spells:
2/day - Ray of Enfeeblement (+9, 1d6+2 Str)
1/day - Spectral Hand

Skills and Feats: Bluff +10, Knowledge: Arcana +9, Knowledge: Dungeoneering +10, Spellcraft +9, Stealth+14, Combat Casting, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (Necromancy), Stealthy

Equipment: see page 54

Expansion for added character: Vreeg is accompanied by two human zombies, one of whom he is using as a desk and the other is holding his spellbook open as he works on his reanimated arm. If caught unawares, he is yelling at both fo them for squirming while he's trying to work, and will send them as a buffer against the heroes while he casts his buff spells. If he has some warning of the PCs activities, the zombies have been ordered to hide as corpses scattered on the couch and desk.

Scarab Sages

Thank you for posting these. :) I'm just about to start this AP, and am scouring the boards for information for either helping to run it or convert it to Pathfinder Beta rules. I appreciate your work on this!


hmarcbower wrote:
Thank you for posting these. :) I'm just about to start this AP, and am scouring the boards for information for either helping to run it or convert it to Pathfinder Beta rules. I appreciate your work on this!

Keep in mind that the PathfinderWiki has many NPCs and monsters from 3.5 Pathfinder adventures compiled in the PRPG portal. Most are from RotR, but if you find or make any conversions, adding them to the wiki for other GMs to easily access would be of great help to everyone. Best of luck!

Scarab Sages

Definitely. I check the wiki on occasion (had added some stuff, too, before the crash months ago).


Thanks a lot, Immora! Vreeg and Cabbagehead converted, exactly what I needed for my holiday session! :)

Liberty's Edge Contributor

A few more PF updates for my Monday night Crimson Throne game; Thought it would be nice to share. These are the first new named opponents for Seven Days to the Grave.

[u]Vendra Loaggri[/u] (Human Expert 2/Rogue 4)
Init +6; Perception +10

Offense
Masterwork Dagger +7 (1d4/19-20)
-Giant Wasp Venom (DC 13, 1/round (4), 1 Con, Cure: 1 save)
Sneak Attack: +2d6
CMB +4

Defense (Dodge, Mobility)
Hit Points: 27
AC 14 (Touch 12; Flat Footed 12)
Fort +0, Ref +6, Will +2

Rogue Features:
Evasion, Trapfinding +1, Uncanny Dodge
Resiliency (4hp), Rogue Crawl

Skills and Feats: Bluff +13, Craft (Alchemy) +10, Diplomacy +13, Escape Artist +10, Knowledge (Local) +10, Linguistics +9, Perception +10, Profession (perfumer) +10, Stealth +11, Use Magic Device +16, Dodge, Mobility, Skill Focus (Use Magic Device), Weapon Finesse

Equipment: see PF#8, pg25
Notes: Vendra’s human stat bump went into Charisma, as best suits a conwoman, and I picked the Rogue talents of Resiliency and Rogue Crawl because they both seemed to be the most ‘cowardly.’ Vendra isn’t a fighter at all; her first goal is to get away with as much gold as she can carry, and these talents emphasize that. Her favored class is Rogue, and I placed the bonus in her hit points, since she already has a glut of skill points.

[u]Lavender Thugs[/u] (Human Fighter 3)
Init +0; Perception +5

Offense
Masterwork Sap +7 (1d6+2 nonlethal)
CMB +6

Defense (Diehard)
Hit Points: 27
AC 17 (Touch 11; Flat Footed 15)
Fort +5, Ref +2, Will +1 (+2 vs. Fear)

Skills and Feats: Intimidate +7, Perception +5, Profession (Goon) +3, Sense Motive +5, Alertness, Diehard, Endurance, Weapon Focus (Sap)

Equipment: see PF#8, pg25
Notes: Their Human stat bumps went into Wisdom, as they are supposed to be alert guards, not just muscle. As minion-style NPCs, I didn’t give them the racial hit points or the favored class bonus

[u]Girrigz [/u](Wererat Fighter 5)
Init +9; Perception +6

Offense (Weapon Training: Light Blades)
+1 Silver Rapier +14/+9 (1d6+6/18-20) and
Bite +6 (1D6+1)
-Curse of Lycanthropy (DC 15)
CMB +7

[b]Defense (DR 10/Silver, Dodge)
Hit Points: 60
AC 26 (Touch 14; Flat Footed 22)
Fort +10, Ref +11, Will +5 (+6 vs. Fear)

Skills and Feats: Climb +7 (+19 in rat or hybrid form), Handle Animal +7, Perception +6, Stealth +10, Swim +6 (+18 in rat or hybrid form), Alertness, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier)

Equipment: see PF#8, pg25
Notes: By PF rules, Girrigz gets one extra feat, so I finished off the Spring Attack feat he was moving towards. As a human (at his base), I threw in his stat bump to Strength and his favored class bonus to extra hit points.

[u]Jolistina Susperio[/u] (Elf Rogue 6, Sorceror 2 – Fey Bloodline)
Init +9; Perception +3

Offense[b]
Masterwork Dagger +7 (1d4+1/19-20)
+1 Light Crossbow +12 (1d8+2, Screaming Bolt – DC 14 Will within 20’ or become Shaken for 1 round)
Laughing Touch +6 (Move action only for 1 round)
Sneak Attack: +3d6
CMB +6

[b]Defense
Hit Points: 48
AC 21 (Touch 15; Flat Footed 16)
Fort +4, Ref +10, Will +4

Rogue Abilities:
Evasion, Trap Sense +2, Uncanny Dodge
Bleeding Attack (3 points), Fast Stealth, Minor Magic (prestidigitation)

Spells:
0 (unlimited) – Acid Splash, Dancing Lights, Ghost Sound (DC 12), Mage Hand, Open/Close
1st (5/day)- Ray of Enfeeblement (+10, 1d6+1 Str damage, 2 rounds), Shield

Skills and Feats: Acrobatics +13, Bluff +9, Climb +7, Disable Device +9, Escape Artist +13, Knowledge (Local) +9, Perception +6, Perform (Comedy) +10, Search +7, Sleight of Hand +13, Spellcraft +6, Stealth +13, (Alertness, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Reload, Scribe Scroll

Equipment: see PF #8, pg 36
Notes: Jolistina offers a lot of choices. I decided to give her a fey bloodline instead of undead because of her general insanity. Her rogue talents were picked with the idea of Harley Quinn in the back of my mind: entertaining yet sadistic. Finally, she got an extra feat by the new PF progression, so I went with Rapid Reload to keep her a mobile ranged combatant. Her PF Elf Int bump is figured into these stats, mostly as additional skill points.

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