Savage Tide: Star Wars Conversion


Savage Tide Adventure Path


So I've tinkered with the idea of doing a Savage Tide d20 Past conversion, but I'm already doing a d20 Modern/Urban Arcana campaign, and want to do something different when that wraps up. So, I've gone back to trying to convert the campaign to the Star Wars Revised Core Rules. What I would like ideas for are locations (Sasserine, Farshore, Scuttlecove, etc.), classes for NPCs (Lavinia, Vanthus, Harliss Javell, etc.), and what to do when the campaign goes to the Abyss. I've already tossed around the idea that "Demogorgon" is an evil organization instead of an entity in itself (kind of like Cobra). They primarily work with biological engineering and cybernetics. The Savage Tide itself will be a bio-engineered version of the rakghoul plague. I'm thinking of setting the campaign during the beginning of the Dark Times just to add a bit of tension from the presence of the Empire, and also to have some stormtroopers to waste. Any ideas you all may have are welcome. Its very early in my redesign phase at this point. Thanks in advance!


You could switch out the Scarlet Brotherhood in Sasserine for the Empire. Make it a semi-independent commerce port, with a "garrison"/embassy of Imperial troops that helped free the port from exterior control of another major power a decade or so back.


Harliss and crew screams Smugglers. Scuttlecove is already "a wretched hive of scum and villainy", sub it with Mos Eisley perhaps?

I presume the "sailing" portions will be transformed into "space travel" portions. Perhaps the Isle of Dread becomes some before-unknown/abandoned planet? The various chaos that occurs on the Sea Wyvern becomes interplanetary-travel hijinks (Rowyn sabotaging things, the Sargasso could be some sort of semi-sentient "space moss" that grabs the ship, etc.), can't use hyperdrive because it's not available/Planet of Dread's coordinates are unknown.

Keep us posted, you have our interest :D


This seems like a pretty easy conversion; the pulp feeling of Savage Tide is all over Star Wars already. The issue is the later parts of the story; what to do with the planar elements?

The demons could be a darkside-aligned race of superbeings, perhaps from another dimension or living in hyperspace. This is the closest to the original STAP, and could lend elements from Space Hulk. The later chapters would explore the worlds and ships of these aliens.

The demons could be an intrigue of darkside force-users. This would probably work best in the Old Republic or a similar era where Sith are common. The Shadow Pearls become darkside-releasing bombs, turning people into sith monsters, effectively weak sith without the control.

The demons could be some kind of war droids, using nanotech inside the Shadow Pearls to turn people into techno-monsters. The last chapters would have many elements in common with Battlestar Galactica (the new series), much of the action happening on space stations crewed entirely by droids.

A variant of technological threat, but more-Matrix-like. Much of the later chapters actually takes place in virtual reality.


Orthos, I was thinking that the sailing would definitely be changed to space travel. I had actually already thought that maybe some kind of kraken-like plant creature that can survive in a vacuum lay somewhere in the path that the ships must take to the planet. Also, perhaps Forl (now an ithorian, maybe) did some research when he found he could gain passage to the "Planet of Dread," and discovered that the "Olmans" (some near-human, ancient space-faring species perhaps?) left some clues behind on various planets that pointed the direction to the PoD, and wants to visit them each along the way for "educational purposes?" This is reminding me some of Battlestar, but I'm going with it because it sounds good :-P

Carl, I'm also liking the droid ideas for the latter adventures. I've already said that "Demogorgon" will be a group of BBEGs bent on galactic domination through the use of bio-tech weapons and cybernetics. Maybe they pushed a little too far and were absorbed by the techno-monsters they tried to create and the next step beyond the fairly tame rakghoul savage tide is the Nano-bomb that will spread a new disease and make everyone a kind of psycho-Borg?

Thanks for the ideas! Keep 'em coming!


If you want more ideas, it would help to ask more specific questions; its much harder to give general input than it is to address specific issues. Also, my Star Wars knowledge is getting rusty - not played there since West End days.


Well, let's start from the ground up. First off is "There is No Honor." What planet should I place Sasserine on? I had thought at first to place it somewhere on Corellia. Its a port city with its fair share of smugglers and criminals, so I thought this would be a good fit. Any other ideas for possible planets? I have Coruscant and the Core Worlds and Geonosis and the Outer Rim so something from either one is preferred. Lavinia will still be the group's benefactor, but with Diplomat levels instead of Aristocrat. The Blue Nixie will be a starship stuck in a docking bay instead of the harbor. I've already converted the vault and will use Star Wars appropriate creatures in place of the D&D monsters, with the exception of a shambling mound and girallon which I thought fit nicely as alien creatures (those of you who have run/read the module know what I'm speaking of). Nemien Roblach is a Noble/Force Adept using the Urban Adept archetype and substitution special abilities from the Hero's Guide. Rowyn will be a Scoundrel/Scout (possibly Scoundrel/Force Adept). The Ragodessa will be run as written. That's it for tonight. More to come.


Looking good... Must admit I no longer remember the name of SW planets tough.

Grand Lodge

Adventure Path Charter Subscriber
RedRobe wrote:
Well, let's start from the ground up. First off is "There is No Honor." What planet should I place Sasserine on?

Use Naboo. Civilized, lots of nobility and commerce.

RedRobe wrote:
I had actually already thought that maybe some kind of kraken-like plant creature that can survive in a vacuum lay somewhere in the path that the ships must take to the planet.

How about this?

-Skeld


Skeld wrote:
RedRobe wrote:
I had actually already thought that maybe some kind of kraken-like plant creature that can survive in a vacuum lay somewhere in the path that the ships must take to the planet.

How about this?

-Skeld

PERFECT.


Skeld wrote:
RedRobe wrote:
Well, let's start from the ground up. First off is "There is No Honor." What planet should I place Sasserine on?

Use Naboo. Civilized, lots of nobility and commerce.

RedRobe wrote:
I had actually already thought that maybe some kind of kraken-like plant creature that can survive in a vacuum lay somewhere in the path that the ships must take to the planet.

How about this?

-Skeld

I hadn't even thought of that. Great idea though. Thanks!


Skeld wrote:

Use Naboo. Civilized, lots of nobility and commerce.

-Skeld

Hmmm...maybe you have something there. I DID think if replacing the bullywugs in TBG with a tribe of Gungans. Question for you all out there in the know: is the book "Secrets of Naboo" worth buying, or should I just wing the info from Wookieepedia?


RedRobe wrote:
Skeld wrote:

Use Naboo. Civilized, lots of nobility and commerce.

-Skeld

Hmmm...maybe you have something there. I DID think if replacing the bullywugs in TBG with a tribe of Gungans. Question for you all out there in the know: is the book "Secrets of Naboo" worth buying, or should I just wing the info from Wookieepedia?

It's an alright product, I got it for about 8$ when I was buying tons of star wars d20 stuff at one point. It's 96 pages long, and there is some decent info and all but a drawback since your doing saga instead of standard d20 is that there are stat blocks or rules stuff on about 2 out of 3 pages throughout the book (every chracter has a stat block and there are weapon stats and character GM notes all over the thing) and then the last 35 pages of the whole book are an adventure set during the trade federation attack on Naboo that parallels with the events of Episode 1 and plays into them, also of these 35 pages the last 4 pages are strictly game stats. So I would easily say a 3rd of the book is crunch, a 3rd is fluff (aka background info you want) and a 3rd is the adventure for what its worth.


Actually, I'm playing SW:RCR, not Saga, so the book's crunch might not be totally wasted. I know it was released pre-RCR though, so it may need some tweakings. I perused Wookieepedia and found it to be pretty much all I need. I may pick up the Secrets book if I can find it cheap. Thanks for the book critique!

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