A Paladin In Hell - Pathfinder Core Rules Conversion (Working Thread)


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Hey there; I'm going to go ahead and start a conversion of "A Paladin in Hell" (Cook, Monte. TSR, 1998). As with other conversions I've attempted, there will be some license (e.g. not a purely "straight" conversion).

I've looked around and understand that there is not any good conversions out there quite yet - although a few are thinking about it.

Here is my take. (And, thanks, in advance, for the input, etc.);

~D


Recently added (Nov 06, 2009) -> Neheod, The Religion; ~D


Recently added (Nov 06, 2009) -> The Metalstorm; ~D


Recently added (Nov 06, 2009) -> The Reality Rents; ~D


Recently added (Nov 06, 2009) -> The Magic Starved; ~D


Recently added (Nov 06, 2009) -> The Steeds of Chaos; ~D


What exactly are you trying to do here man? I dont quite understand.


Convert the 2nd Ed. module, "A Paladin in Hell" to Pathfinder rules.

~D

Liberty's Edge

I like what I see here. Paladin in Hell was always one of my favorite 2e modules. Good job! Seems fairly well converted so far.


Never played or read the module, but your format and layout is great! Curious to see more.

The Exchange

Indeed, I am really liking this. I loved that module (still own it, too).

Liberty's Edge

This module was one of THE bigger and better things my group ever did, and has been considered a classic by us for years. Looking forward to seeing the Demonseed Clocks statted up especially...


Recently added (Nov 14, 2009) -> Emirikol the Chaotic

Spoiler:

If he seems familiar, he is. A reference can be found in "Dungeon Masters Guide" p.193 (Gygax, Gary. TSR, 1979);

I could have gotten a bit more fancy with this one (e.g. creating a Wild Mage conversion for PFRPG, etc.), but given it does not add to the module, I went a little more basic but, hopefully within the spirit of how he was presented in the module. I tried to stay within the guidelines for "Beyond 20th Level" on p.406 of the Core Rulebook;


That's fascinating. I remember loving it when I read it (and it's in the attic somewhere) and thinking 'damn, that's tough' but never running it for my group. Well done!


Pathfinder Rulebook Subscriber

If everything is in compliance with OGL and Pathfinder Community Use Policy I'd love to have these conversions on d20pfsrd.com.
Email me if you're interested.


Recently added (Nov 24, 2009) -> DEMONWING

Spoiler:

Thanks for the comments. The module is fairly involved so I expect the conversion to take a little time.

Here is a list that gets maybe halfway through the module - it does not even get you off the ship! e.g. ACT 1 of 3. Like I said, will take a little time...

Neheod
Holy See of Neheod
The Metalstorm
Reality Rent
Magic Starved
Steeds of Chaos
Hand of Chaos
Emirikol's Audience Chamber
Emirikol
Throne of Power
Iron Golem
Demonwing
snake tubes
Spectral Troll
Skeleton Warrior
Ungurth, Glabrezu
manes
bodak
skeletal storage
watery grotto
hezrou
wastrilth
water psuedo elemental
underwater chamber
ring of density
trapped passage
waterfall trap
ambush
vrocks
necklace of missiles
barracks
trapped chest
bar-igura
secondary ambush
fungus
teleport reset
demon giant
gorristro
sorcerous workroom
ginnamar
festilian
trapped secret door
oil of timelessness
elixir of health
wand of darkness
trapped lock
magic draining trap
t'rol gish
beishim knight
nether forge
cold-wrought iron
sphere of anihillation
lock
plate and ramp trap
larval sphere of anihillation and talisman
lair of the half breed
threakil cambion
gate
soul gem
map to the demonglass
temple of demogorgon
ixtachichil
priest ix
guardian priest ix
high priest ix vampire
forbiddance
chasme
ahjani marilith
demonglass
heartlink
the prison
jiilis succubus
babau
one male vitim
one female victim
empty cell
disease
captive devil
osyluth
imprisoned baku
baku
babau horrors
babaus
hunter seeker bolts
the glass room
glassteel
symbol of summoning
thesselhydra
behir
giant two-headed troll
gorgimera
straoth
the canyon of insects
abyss ant swarm
note
molydeus
the abyssal dragon
kroth dread linnowyrm
wraiths
talking to kroth
straoths tower
entering the tower
blades trap
retriever
cuinres chamber
cuinre bonespell nalfashnee
quasit
treasure chamber
symbol of death
symbol of insanity
airy water seeds
flask of curses
beaker of plentiful potions
net of barros
sword of the planes
symbol of hopelessness


Recently added (Nov 24, 2009) -> BODAK ENCOUNTER

Spoiler:

In the random encounters on Demonwing is a bodak, which hates the demons as much as the PCs do. I figured that if one of the party meets a bad end, they can have fun with this "character" for a while. I tried to keep him somewhat close to the tournament character (Against the Giants, Gygax, 1978. 1981). He is probably weak for the dungeon but his defenses should help him survive a room or three.

One more thing - I'll update the Demonwing description with the "Effects on Magic" section in a bit.


Recently added (Nov 24, 2009) -> DEMONWING Area 5.) Watery Grotto

Spoiler:

I edited to the wastrilith a bit. In the original version, it had no spell-like abilities which changed when it hit the 3.5 fiend folio. I tried to take it back to its roots with a few added extras. I edited the psuedoelementals as well, turning them into demon-possessed water elementals. Good PC tactics should rend this room a relatively easy challenge. Bad tactics ends with one or two PCs at the bottom of the murk being mauled by the mob of demons and elementals.

Liberty's Edge

daemonslye wrote:
Recently added (Nov 24, 2009) -> DEMONWING

Looking through this I saw 'Spectral Trolls (30).' Gods that takes me back (the first time my younger brother and I ran through this module I got the good idea to pick a fight with the crew -- it ended poorly for me)!

Thanks for these conversions, I must admit that they are both awesome and have a very professional feel to them.

Sovereign Court

Daemonslye I redid this Adventure in 3.5 and found that some of the encounters just do not translate at all for the original intended levels of what 15-20??? After advancing most of the demons and devils in HD or adding classes just to threaten the PC's of that level it was just a HELLUVA lot of work.

For example I had to update almost every fiend to at least 15 HD just to be able to threaten the PC's AC's or Saves. We ran it as a two-part all nighter over an entire weekend and barely finished the Demonwing portion of the adventure. Each encounter took HOURS to get through with the number of characters playing (7) and the hordes of monsters run by myself and 2 helper-DM's!!!

It is an ambitious project to say the least. My experience running that adventure translated over well to running the Savage Tide Adventure Path as well as it fell into the same trap past 15th level. At one point point only the unique Demons had any chance of harming my PC's. Glabrezu and Mariliths had to be employed in SQUADS and even then it was like cutting through a pack of Manes at low levels. Tactics like targeted dispels on armor and shields, trip attacks to lower AC by 4, flanking, charging, AID ANOTHER, etc. was all I could do to even hit some of my players. I'd equip the Mariliths guarding the docks in Malcanthet's City with Heartseekers amulets just to give me three touch attacks!

I advise checking out the Dicefreak's conversion of some fiends if your players are savvy veteran gamers... if you stick to core only Pathfinder you'll find it a wee bit easier to run.

--Vrocking around the Christmas Tree


Great work.

Now if I could only find my original copy of "A Paladin in Hell"

Stupid basement filled with boxes that hide more boxes.


King of Vrock wrote:


I advise checking out the Dicefreak's conversion of some fiends if your players are savvy veteran gamers... if you stick to core only Pathfinder you'll find it a wee bit easier to run.

Thanks much for the input. I've been thinking about this as I went through some of the encounters.

I am building this for Pathfinder core only. If I had to compete with spell compendiums, tome of lots o' swords, psionics, or an unending array of splat books, the encounters would be, as you say, ridiculous (and one reason why I don't play 3.5). It's interesting how our reference points change. 2E was viewed as unnecessarily complex for the OD&D crowd. Now looking back, it's refreshing to see a demon with levels of wizard in a 2e product.

The way I am thinking about the module is this:

- Pathfinder Core Only including Campaign Guide and Bestiary
- Starting TOTAL PARTY XP = 3,600,000. Any combo but stick to character wealth, etc. (should end up with four 16th level PCs or so)
- This is a marathon, not a sprint. Once on the ship, sleeping will not be much of an option. Each encounter does not need to be a TPK moment. Several seem to me to reach levels of being "hard" (the Tarn Linnoworm with backup support for example).
- The effects on magic should help some (see DEMONWING above) - If this should be more restrictive (e.g. no teleport for non-natives), let me know.
- I generally have a few rules around available magic items when building a high level character from scratch (they should at least "feel" like they accumulated items over a career). YMMV
- Given the snake tubes, nothing should be too surprised and creatures will use tactics to mitigate overwhelming strengths (e.g. dispel magic on items for suppression).
- I'm sure there are easy ways to build characters with ACs of 45+ using Pathfinder core. They've done a reasonable job on balance however - I think. I'll be increasing the difficulty of many encounters just by using the new rules (Major Cambion is 4HD? Alu-fiend 10th level wizards with 15hp? the Balor is.... a more difficult opponent now). Also, some encounters will be getting a special upgrade treatment (gargantua soul gem offers possibilities, the nalfashnee wizard, etc.).
- I'll be supplying a set of pre-gen characters as guidelines (not that anyone follows them; perhaps those without a backup character can use one; The new improved unstable sphere of annihilation should cause some consternation. It really does not like monks. Not. At. All.)

I'll keep cranking away. Dig out your copies of this module! Its an interesting read; Monte may like some of his other works better, but this has all the happy slugfest goodness of some of the 1E modules with twists to keep PCs on their toes.

~D

Sovereign Court

One encounter on Demonwing that will be a pain to run is the encounter in the shrine of demogorgon with the marilith and the ixitxachitl The devil rays are pretty useless individually, but as I ran this before the MOB template came out I suggest using a few Mobs of Ixitxachitl in the pool. At CR 8 they're still weak, but it's a 30 or 40HD creature with a respectable CMB and is immune to most combat manuevers itself.

--Dick Clark's Vrockin New Years Eve!


Recently added (Dec 05, 2009) -> DEMONWING Area 7.) Trapped Passage

Spoiler:

I amp'ed up the trap a bit. Again, reasonable party tactics should render the trap mostly ineffective. A lot depends on how cautious they will be.


Recently added (Dec 05, 2009) -> DEMONWING Area 8.) Vrock Ambush

Spoiler:

I changed the bar-igura to shadow demons (flanking touch attacks give them a minor chance - damage is light). A bad will save could end a PC in the water though *rubs hands together*.


Recently added (Dec 05, 2009) -> DEMONWING Area 10.) Demon Giant

Spoiler:

(3rd try to post this) I found the Soulkeeper which seems a good replacement for the gorristo. Let me know if the power level is correct - I have not run Pathfinder at this level, but this seems challenging without being overwhelming particularly given the conditions imposed by the encounter.


I finally found my trusty old copy of PiH!

Keep those amazing updates coming damonslye, me and my group are suckers for old school adventures.


Recently added (Dec 17, 2009) -> DEMONWING Area 11.) Sorcerous Workroom

Please be patient with this one, it's 4MB;

Spoiler:

This one could give PCs a bit of a run for their gp. I changed one of the Alu-fiends to a succubus and changed the gith to xill (adding a few HD in the process). Not sure how the power level will work with 16th level PCs but it "feels" OK looking at other encounters at like levels. Let me know if I missed something or over-did something (or under).

Cheers

~D


Recently added (Dec 19, 2009) -> DEMONWING Area 13.) Sphere of Annihilation


Recently added (Dec 19, 2009) -> DEMONWING Area 14.) Lair of the Half-Breed

Spoiler:

Ugh. Some time ago, I purchased a new-fangled SSD drive (OCZ Vertex 250GB) and installed my OS on it. Ran great. Until recently. I got a BSOD while in the document and lost the entire drive. Luckily I had a backup made in November (up to "DEMONWING" above) - all else was lost. Oh well. I did try to recover the drive with a fresh install of Win7 - but as soon as a started back on Threakil, it BSODed again and I lost everything again. So - this is #3 try at the cambion. I hope you enjoy it. I tried to keep the spirit of the "gargantua gem", I chose the jade colossus instead (admittedly, a bit of a stretch, given that it is a golem and all). I do like the flavor of the thing and it should give Threakil enough power to last a couple/few rounds against the party (although, I can see him getting blinded by glitterdust or entrapped in a solid fog or somesuch).

~D


Recently added (Dec 27, 2009) -> DEMONWING Area 16.) Temple of Lamashtu

This one is a bit large as well 4.9MB;

Spoiler:

Well, thanks to my esteemed colleague, Lord Vrock - I took his advice and went with the mob template (although I used a homebrew rif from GiTP). I switched a few races, trying to keep as Pathfinder-y as possible. This one was a bit of work as can be imagined, so the couple of days off work helped.

I'm sure I'll see a few quality issues which should be fixed as I go. Any catches will be much appreciated. I'm interested in a playtest on this room to make sure the power level is right (under the conditions described above, e.g. about 16th level, Pathfinder Core, etc.).

Enjoy

~D


[OLD]

I am building this for Pathfinder core only. If I had to compete with spell compendiums, tome of lots o' swords, psionics, or an unending array of splat books, the encounters would be, as you say, ridiculous (and one reason why I don't play 3.5). It's interesting how our reference points change. 2E was viewed as unnecessarily complex for the OD&D crowd. Now looking back, it's refreshing to see a demon with levels of wizard in a 2e product.

[NEW]

Looks very interesting. I converted PiH to 3.5E and ran it as a PBEM using a Yahoo Group for 3 1/2 years before giving it up because it was just too darn complicated and the characters were overpowered. I've been playing D&D since the 'White Box' and agree with your comments about the encounters being 'ridiculous'... PF rules are more suited to keeping it challenging for both DM and players.


RM - Thanks much for the reply! I am particularly interested in your take as you have already muscled through a conversion already and, as Vrock, run PCs through it. Sticking to Pathfinder Core should even things out a bit, but 16th level is still 16th level (and 315k(!) in magic assuming you go btb).

Welcome to the thread, thanks in advance for any input and cheers.

~D


I downloaded all the PDFs to date and will give them a look over.

There are three main things I can offer as advice, or learnings from running PiH.

1) Character Generation
One of my tactical errors as a DM of PiH was allowing the players to create a PC using ANY of the published 3.5E material. That led to some overly-powered characters. I think PF eliminates most of that issue, but word of warning to DMs... be careful what you allow to make sure the player characters and the NPCs/monsters they will encounter are well-balanced.

2) Planar Rules
The 3E planar rules didn't carry over the aspect of magic weakening (spell memory and item magic) on the plane as set forth in the 2E module. Traveling to the Abyss and Nine Hells was of no consquence to the abilities of the characters or their equipment under 3.5 rules. I have not seen any PF material on the planes yet, will be interesting to see how that is handled here.

3) Beyond the Module
There is SO MUCH that can be done to extend the module into an overall campaign. You can do this through the character background. For example, one of the players in my game was seeking a magical item that was reputed to be in Kroth's hoard. The group fought Kroth, but the linnorm fled, so a follow-up would be to create a maze of caverns and tunnels under the plateau and have the party go after Korth as mop up.

Anyway, I am looking forward to seeing this thread continue. :D


Recently added (Jan 02, 2010) -> DEMONWING Area 17.) The Prison and Area 18.) Babau Horrors

Spoiler:

I went ahead and included "replacement characters" for any that may have met their end prematurely. I decided to have a try at a couple of new classes coming in the Advanced Players Guide. Let me know what you think or where I may have misread something on one of the classes.

I could not find anything to take the place of a baku, so I went with a silver dragon, and, given the upcoming battle with Kroth, they could use some help. Kroth, in the module, is 480ft long which means I will need to do something to the standard tarn linnorm (120ft). Yikes.

~D


daemonslye wrote:

Recently added (Jan 02, 2010) -> DEMONWING Area 17.) The Prison and Area 18.) Babau Horrors

** spoiler omitted **

I have very fond memories of this.

This is hailed as one of the all time favourite modules with Egg of the Pheonix, Assassins Knot, Temple of Elemental Evil and Dragons of Despair that my group always talk about.

I like what you have done so far and i'm intrigued with what you do next.

Just to give anyone a flavour of how this brutal module can run here is a short reminisce of my experience with it.

I ran this Module over a 3 day gaming weekend.

My group of 4 veteran 1st edition and 5 experienced 2nd edition players brought in a mixture of characters, the most notable being a lovingly played 1st edition 10th lvl paladin with Chrysomer the Holy Avenger from Egg of the Pheonix, this character had spent many years accumulating the blessings of Deities most notably having a Strength score equivalent to a girdle of frost giant strength from the 1st edition rules, I believe this is a STR 25.

Those of you that played D&D years ago will know that this is a Titanic ability score, however after spending 3 hours of real world gametime trying to pass by the Metal storm.

Spoiler:

One character burrowed into the earth about 50 feet down and then across only to be hit by a Metal shard the size of a small house instantly bludgeoning them to death.

Fastest character death ever in twenty years of playing, 98hit points in one attack on a 15th level wizard, but highly funny even for the player who had brought along a book of spare characters.

The group moved very slowly through the various encounters, if i recall they spent most of their time battling in the first two rooms and only managed to advance a further 3 encounters until all the 9 players were dead.

The 10th level Strength 25, Paladin Wielding the Holy avenger, wearing Mithral Full Plate Armour +10, remember 1st edition magic items not 2nd nor 3rd, was Beheaded by a nasty creature that had a dancing Vorpal sword, a natural roll of 20 as it appears snicks off the paladins head, and a further 4 combat rounds later sees 5 characters all missing appendages and dead on the floor.

Don't misinterpret me though, I don't like Total Party Kills nor do i enjoy killing singular characters, but this veteran player liked telling all and sundry about how his character could face off and go toe to toe in combat with any demon, even Orcus who was the baddest 1st edition Demon lord that they had faced thus far in the module Throne of Bloodstone.

The look on his face as his character died though was priceless for the rest of the group.

The survivors exited rapidly to encounter!!!

The Dread Linnorm just past the plain covered with Abyssal ants.

After loosing its breath weapons and casting Stonekin the attack began in earnest.

It ate two, crushed one and sent another plummeting over a 500 foot cliff into a pool of acid, that character never realised that the treasure was at the bottom in its lair.

Total Party Kill!
Yes but Ten years of recounting the "Paladin in Hell" Stories at the gaming table, fondly, Priceless!


I am going to keep an eye on this thread, and grab the portions as they come.

I intend to possibly one day run this, and by the sound of it.. It will be hell.....

Liberty's Edge

It IS hell... and an ENTIRE layer of the Abyss... and some horrid place in-between...

My players still talk about this with hushed tones... especially the scarier ones that want to put a Spelljammer Helm on the Demonwing and see if it causes the multiverse to implode...


Stark Enterprises VP wrote:


It IS hell... and an ENTIRE layer of the Abyss... and some horrid place in-between...

My players still talk about this with hushed tones... especially the scarier ones that want to put a Spelljammer Helm on the Demonwing and see if it causes the multiverse to implode...

As long as it sucks an Archmage dry as a bone ... ^_^


Recently added (Jan 10, 2010) -> DEMONWING Area 19.) The Glass Room

Spoiler:

Whew. Glad to have that room mostly behind me. The complexity is really making it somewhat understandable for a DM glancing at the room. The levels, number of different stairs etc. conspire to confound a DM not sketching the room out for themselves. I did what I could with the creatures being summoned. Also, I tried to find a happy medium with Straoth, not making him too powerful, given a 16th to 17th level party. I'll do a treasure and XP count soon. By the time the group is to Coldsteel, they will need to be higher than 16th to face off with the unique devils there (think 18th but we'll see). Given the number of moving parts, its likely I missed something; Thanks in advance for any input, etc.

~D


Recently added (Jan 17, 2010) -> The Canyon of Insects and The Abyssal Dragon

Spoiler:

Yeah. Well. Looking at Kroth, she is probably not a foe the party can face and win. That said, as I look at the module, I'm not sure she was supposed to be defeated in combat. I added the silver dragon to the prison which could draw her away. Or the party could simply bypass her by determining the use of the teleportation key and going right into the tower. Of course, the PCs may want to *try* to fight her for a few rounds until it is clear they are doomed... Then, perhaps use the key. Hopefully, they pick the empty room of the tower.

The insects were interesting - I did some quick math to get the area and matched to the number of creatures (in swarm subtype) and space for a colossal swarm. Ended up being lots of swarms. Not sure I got the HD right, I was using a 0.25HD base creature (x300). Probably OK for this encounter in either case. The unfortunate folks that roll poorly for initiative will likely be quickly nauseated, so it should make for some fun "dive and rescue" by the flying team members.


Well, I never thought of Kroth as a enemy to be killed, rather to be used as a 'motivating factor' for the player characters to get into the Tower.... <evil DM grin>

I used Kroth for one of the anticipated 'follow-up quests' in my campaign. One of the players was a mage with knowledge of an artifact that was guarded in her lair. I had an entire labyrinth of caverns and tunnels (and minions) laid out under the plateau, which they would have had to return and explore and fight their way around down there to find it.


Recently added (Jan 31, 2010) -> The Balor's Tower

I made some changes to my formatting; Hope you like it.

While I don't go for the delve format, for complex opponents, I really like to try to fit them on one page. I may redo the formatting for The Glass Room above to match this and make some of the parts (Straoth) more portable between encounters.

~D

Grand Lodge

Good gravy. This is AWESOME! I can't wait for you to complete this.


Agreed. This is shaping up to look pretty damn spiffy.


Recently added (Feb 07, 2010) -> DESCENT INTO HELL

Hey, thanks for the feedback. I'm hoping to get this done before Paizocon. I did a little research (Dragon Magazine #75,#76,#91, and various Pathfinder supplements) when working on an edited backstory. Let me know if I missed something (I had a used Barbatos (Baalzebul's marshal) but he got snagged to run Avernus, so I had to fall back to Abigor).

~D

Grand Lodge

daemonslye wrote:
Hey, thanks for the feedback. I'm hoping to get this done before Paizocon.

To be perfectly honest, I would love to see this as a purchasable medium, whether as a pdf and an actual updated book. This was one supplement adventure that our group just never got a chance to do because we never got high enough level, but in 3.5 that was done in a matter of weekly sessions without an troubles at all.


Recently added (Feb 13, 2010) -> CITADEL COLDSTEEL, 1. The Ice Caves

I made a couple of mods - I removed the secret entrance as I liked the idea that the whole place was pressurized given its depth (I'm a diver so I know some of the impracticalities here, but hey, its magic). I took a shot at the Apocalypse Clocks and what happens when the Devilseed is opened.

~D


Recently added (Feb 20, 2010) -> CITADEL COLDSTEEL, 4. Outer Defenses: Gurdansk

Spoiler:

I took a shot at the math for the Spear. Not sure if I got it right: enhancement 32000; skill bonus 6400; true seeing 1/d 18000; imp uncanny (set as a 6th lvl spell) 132000; uncanny (4th and 75% for similar) 42000; masterwork 301; Prob should have charged more for large mwk weapon - oh well.

Tried to keep Gurdansk pretty close. Seems like a nasty encounter but the group should be pretty much at full health/rest.

~D

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