Alexander Kilcoyne |
Its finally complete. I'm not 100% happy with the formatting but the encounter conversion should be sound. Sorry for the wait.
Link- Link
Feedback and thanks is, as always, appreciated. And obviously the conversion is ridiculously spoiler heavy, so do not read if your a player (ESPECIALLY IF YOUR ONE OF Y PLAYERS!).
Warforged my friend, were you planning on converting Chapter 3 still?
Lycanthropos |
Its finally complete. I'm not 100% happy with the formatting but the encounter conversion should be sound. Sorry for the wait.
Link- Link
Feedback and thanks is, as always, appreciated. And obviously the conversion is ridiculously spoiler heavy, so do not read if your a player (ESPECIALLY IF YOUR ONE OF Y PLAYERS!).
Warforged my friend, were you planning on converting Chapter 3 still?
HUGE work!!
Awesome.Thank you very much indeed!
The_Minstrel_Wyrm |
@ Alexander Kilcoyne... Alex, once again, thanks so much for the AWESOME level of work you've put forth. I'm going to print the conversion out (shortly in fact).
And @ General Chaos (and Alex) I'd certainly like to help with future conversions... if it's not to late (and you'll have me... or need the assistance).
Drop me a line, or post on this thread (I'm usually on Paizo daily, or at least every other day).
Regards,
Dean; The_Minstrel_Wyrm
Devon Jones |
Alexander,
Thanks for a great conversion! I noticed a few small bit of errata while making initiative cards for all the encounters. Note, I really really do appreciate all the hard work, and I think your conversions are great, I just believe there are a few minor errors:
P: You list the Tendriculous as CR 6.5 but have advanced it past 7, I believe this is a typo and meant to be 7.5
G4: Rigg Gargadilly's xp is listed as 2,400 in his stat block, it should be 3,200 as mentioned in the text.
G6: You upped the assassin vine by an extra hit die, but skipped out on it's stats. I've recreated the (likely) stats below:
Assassin Vine CR 4
XP 1,200
N Large plant
Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
Defense
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 35 (5d8+12)
Fort +7, Ref +1, Will +2
Immune electricity, plant traits; Resist cold 10 and fire 10
Offense
Speed 5 ft.
Melee slam +8 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+9), entangle
Statistics
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +4; CMB +10 (+14 grapple); CMD 20 (can’t be tripped)
SQ camouflage
Special Abilities
Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 5th, DC 13). The save DC is Wisdom-based.
N4: You list the charisma of the advanced lizardfolk as 4, it should be 14
N5: I'm not certain, but I believe the advanced blood caimans should be doing 1d12+4 not 1d12+3 on the tail slap, and 1d8+8 not 1d8+9 on the death roll.
N7: I think the stats on the will o wisp are wrong. It's listed as Str 10, Dex 32, Con 16, Int 19, Wis 4, Cha 4;. The advanced template should grant Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18.
The bab bonus for 4 hd is +2, so I think the bab should be +8 not +7
I think the problem here is that the base advanced application to the will o wisp is broken. I've attempted it here:
Advanced Will-o'-Wisp CR 7
XP 3,200
Advanced will-o’-wisp (Pathfinder RPG Bestiary 277, 294)
Init +15; Senses darkvision 60 ft.; Perception +17
Defense
AC 29, touch 29, flat-footed 18; (+5 deflection, +11 Dex, +2 natural, +1 size)
hp 58 (9d8+18)
Fort +5, Ref +14, Will +11
Defensive Abilities natural invisibility; Immune magic
Offense
Speed fly 50 ft. (perfect)
Melee shock +18 touch (2d8 electricity)
Tactics
Before Combat The will-o’-wisp uses its natural invisibility to hide when PCs first enter its hut. At a dramatic moment, it reappears in a flash of green light as a floating lizardfolk skull, hoping to scare the PCs.
During Combat The will-o’-wisp shocks the closest person with its touch, concentrating its attacks on that character until it can feed on its victim’s dying fear.
Morale If reduced to 20 hit points or fewer, the will-o’-wisp turns invisible and flees into the swamp, abandoning the tribe.
Statistics
Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18
Base Atk +6; CMB +4; CMD 30
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +13, Escape Artist +23, Fly +33, Perception +17, Stealth +27
Languages Aklo, Common
SQ feed on fear
Special Abilities
Feed on Fear (Su) Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Given the changes on that, here's an attempt at +4 hit dice.
Spirit of Stisshak CR 8
XP 4,800
Advanced will-o’-wisp (+4 hd) (Pathfinder RPG Bestiary 277, 294)
Init +15; Senses darkvision 60 ft.; Perception +17
Defense
AC 30, touch 30, flat-footed 18; (+5 deflection, +12 Dex, +2 natural, +1 size)
hp 90 (13d8+34)
Fort +6, Ref +16, Will +13
Defensive Abilities natural invisibility; Immune magic
Offense
Speed fly 50 ft. (perfect)
Melee shock +20 touch (2d8+4 electricity)
Tactics
Before Combat The will-o’-wisp uses its natural invisibility to hide when PCs first enter its hut. At a dramatic moment, it reappears in a flash of green light as a floating lizardfolk skull, hoping to scare the PCs.
During Combat The will-o’-wisp shocks the closest person with its touch, concentrating its attacks on that character until it can feed on its victim’s dying fear.
Morale If reduced to 20 hit points or fewer, the will-o’-wisp turns invisible and flees into the swamp, abandoning the tribe.
Statistics
Str 5, Dex 34, Con 14, Int 19, Wis 20, Cha 18
Base Atk +8; CMB +6; CMD 33
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse, Defensive Combat Training, Mobility
Skills Acrobatics +28, Bluff +17, Escape Artist +28, Fly +38, Perception +21, Stealth +32
Languages Aklo, Common
SQ feed on fear
Special Abilities
Feed on Fear (Su) Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
That's all I've noticed through N. I'm gonna post this now, and if I notice anything through the rest I'll create another post.
Devon
Alexander Kilcoyne |
Alexander,
P: You list the Tendriculous as CR 6.5 but have advanced it past 7, I believe this is a typo and meant to be 7.5
Fixed
G4: Rigg Gargadilly's xp is listed as 2,400 in his stat block, it should be 3,200 as mentioned in the text.
Fixed
G6: You upped the assassin vine by an extra hit die, but skipped out on it's stats. I've recreated the (likely) stats below:** spoiler omitted **
Used your stat block suggestion, many thanks.
N4: You list the charisma of the advanced lizardfolk as 4, it should be 14
The D20PFSRD monster builder gets funny with charisma sometimes. Fixed.
N5: I'm not certain, but I believe the advanced blood caimans should be doing 1d12+4 not 1d12+3 on the tail slap, and 1d8+8 not 1d8+9 on the death roll.
The tail slap should do dice + 1/2 strength damage as its a secondary natural attack (shown by the -5 attack roll penalty), so it should be 1d12+2 as listed. Both the bite and the death roll (which does bite damage) should do 1x str damage and thus do 1d8+4; not sure what went wrong there. Fixed.
N7: I think the stats on the will o wisp are wrong.
The will o' wisp already had the advanced template listed in the book, I added 4HD using the monster builder on the PDf and then added stat point and feats. This one will take more time to look at to check so bear with me.
I didn't actually proof-read the conversion before it came out as I was so behind on it, thanks for doing that and feedback is always appreciated.
Devon Jones |
I didn't actually proof-read the conversion before it came out as I was so behind on it, thanks for doing that and feedback is always appreciated.
No problem, I'm just happy you did it all in the first place.
Additional errata:
R7: Nagrundi's touch AC is listed at 18. I believe this is a typo and should read 8
R9: The benefits of the advanced template have not been applied on the Init line. It reads Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +6, which is the original text. It should read Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
R10: Just a question, gaining fighter 4, shouldn't he get a +1 to an ability? Not that it matters much as any ability it ups would be odd and thus not give any bonuses.
legallytired |
My players just killed the Dancing Lady and had to use the elemental gem they found near Crackjaw's Den to survive.
23 for Will save at level 4 is pretty nasty for this kind of effect (No female players)..especially since the highest wisdom in the lot is a 13 on the ranger. I had to nerf it a bit..blindfolds saved the day.
Alexander Kilcoyne |
1 person marked this as a favorite. |
There are 6 player conversions for the first 5 books, and I believe someone is working on Chapter 6.
Chapter 1 By Alexander Kilcoyne
Chapter 2 by Alexander Kilcoyne
Chapter 3 by General Chaos
Chapter 4 by General Chaos
Chapter 5 by The_Minstrel_Wyrm
Thanks Vanulf- you inspired me to my new attempt to get the darn things stickied.
Jeremiziah |
As requested, my feedback for the Cult of Gyronna encounter:
The casters in the party all won initiative. Things still looked good until we got to the summoner, who used Create Pit on M Niska. This caught her and one of the cultists, they both failed their Reflex saves (+1, ouch). Boom, out of the fight for like a full minute. Then the witch Deep Slumbered everyone who was left - again, I missed every will save due to the +1s, but I get that these gals are meatsacks, so whatever. Unfortunately, most of them (being unconcious and in bad squares, not having gotten to act) promptly fell into the pit the summoner had previously created. The fight ended with the fighter and the cavalier chucking oil flasks into the pit for round after round. Eventually, M. Niska was whittled down. It was a most joyless encounter, but that has nothing to do with the conversion - I think the encounter as written in the module would have been pathetically easy even for a four person party. The bottom line, for me, is that the meatsacks here are just too pathetic. They're basically commoners, and should be easily dealt with - even non-lethally - within one round by a 5 or 6 man group, at which point the encounter is all over but the crying.
Shieldknight |
I've really upped this NPC fight, even beyond what AK did. My characters have been complaining about not getting much in the form of gold or magic items. Part of which is their own fault since they diplomacy their way out of most fights. But being the ever benevolent GM, I have added Spell Storing with Bestow Curse to her dagger, gave her a Pearl of Power (3rd), and included a Rod of Extend. I've changed her spell list to include Blessing of Fervor, which she will cast on the first round with the rod. I also changed her skills and feats so that she had Craf(Alchemy) and Brew Potion. Part of the story line I've changed is that she is handing out potions to women who have been slighted. Allowing them to get back at those who have wronged them.
If they want the magic items, they are going to have to work for it. The characters will be 7th level when they fight her. I don't plan on killing anyone, that's not my goal. My goal is to make sure they are having fun. And if the last two sessions are any indication, tough fights where at least one character is near death, or they fight something they haven't seen before (which is difficult since they are all seasoned gamers), I know I'm on the right track. But I do hope to make this one and the enraged owlbear extremely difficult fights.
But like Jeremiziah said, sometimes "stuff happens". As a GM, I can't feel slighted just because something worked in the PC's favor. On the contrary, if they think of something I hadn't and get through a fight quickly, they should be rewarded, and I need to go back to the drawing board.
Have I gone too far?
Jeremiziah |
If they're going to be 7th level, I don't think you've gone too far at all. In fact, if you can get away with it under any pretenses whatsoever, I'd recommend buffing the meatsacks somewhat.
Something I'd recommend is making her extremely wary of spellcasters, especially if (as is likely) the party has a high-level one in it's midst. I don't think it would be unrealistic for her to expect to be confronted by the party at some point - after all, they're the preeminent local do-gooders - and as such, tailor her tactics accordingly. Like, once the
Tem |
I've got to say - I'd make a point of *not* "buffing the meatsacks" as you put it. This is a great setpiece encounter even though it isn't part of the main plotline. These low level commoners are the citizens of their barony. They've fallen in with the wrong crowd and are now quite possibly on the wrong side of the law. They should be ridiculously easy to kill and it should give the PCs pause. After all, they've barged in a group of women who are barely capable of defending themselves. They shouldn't feel like heroes by killing them. The leader, on the other hand can be beefed up a bit for a slightly more interesting fight but I don't really see that it's supposed to be an interesting "fight" at all. The encounter is much more than that.
Jeremiziah |
Sorry for the gamer lingo - it gets people on edge, which I know - and I get all that.
Remember, in my game they were more or less instantly all put to sleep - a solution which presents no moral quandaries for the PCs, and so does not enrich the encounter in the way you're indicating - although if it did successfully do what you're saying it should, I agree that it would be intriguing.
The point is, the whole thing taken together really presents no challenge at all, and (at my table, your mileage can and probably does vary) something that's not a challenge in some way is not a memorable encounter.
It's oft talked about that one of the least memorable or most easily steamrolled types of encounters is the one featuring the BBEG only. The frequent recommendation is to give the BBEG some credible minions (or like-minded servants, if you prefer). It seems like that's what they tried to do here, but 6th level PCs are not challenged even one iota by unarmored commoners, even from a moral standpoint (assuming they have a method of incapacitating said commoners, which should hardly be an at-risk assumption at 6th-7th level).
I'd love to hear some other stories about how other groups handled this encounter. Maybe I'm just, like, bad or something.
Tem |
Well, even putting them to sleep poses quite a bit of a quandry. Did every single one fail the save? What was done with the ones who made it? Even if they had all failed - what did the party do with them once they were asleep. My group went through the mechanical response you might expect when faced with a threat. They took out the leader as quickly as possible and finished off the rest easily. I then pointed out to them that they had just killed a barn full of women who were citizens of their city. That's when the realization kicked in.
The encounter is not a challenge in a tactical or combat related sense. It's the aftermath of the encounter where you get the challenge. What do people in the city think? Were there others who had considered or even wanted to join her little cult? How are they going to react to this turn of events? More importantly, how are other people in their kingdom going to react to their leaders slaughtering a room full of women?
I think the answers tell a lot about the characters as well as the type of kingdom they are starting to forge. Their actions tell a story.
Jeremiziah |
Hi, it's amusing story time :-)
So:
Our brazen Cavalier moved in on the Tendriculous (T.), and T. went next in initiative. It moved in and connected on a bite against the cavalier's horse, but failed a grab with a ridiculously low CMB check. Still, something like 15 Damage. Ouch.
Party moves in, does stuff. Witch Misfortunes T. (usually a total fight-ender. So broken-strong.), Druid drops flaming sphere, effectivly ending regen and doing good damage, T. fails Reflex for half. Sword-and-board Fighter moves to prepare to flank, does good damage to T. on a standard action. Sorceror and Eidolon wretch, having failed the saving throw on the odor (odour for AK), and the Summoner does uh I forget what. Nothing great. Some damage, somehow.
Top of the round, Cavalier moves in to attack. T. gets an AoO. Bite hits, grab hits. Finally I overcome Misfortune. T. is up next. 2 auto tenticle hits, paralysis for like... I forget, but it was a loooong time.
Anyway, long story short(er), we got down to a situation where the Sword & Board fighter had to kill the T. or it was going to devour the cavalier the very next init. count. T. had 18 HPs left. The S&B Fighter did...18 points. T. is at 0HP, still functional, but faced with a very difficult choice. Try to flee, or chompa chomp? I elected for chompa chomp.
And rolled a natural one on the CMB check against the paralyzed, grappled cavalier.
Literally the only way I could have not killed the cavalier would have been to roll a one, and I rolled it. T falls to negative HP and is eventually burned to a crisp by the flaming sphere.
Natural one. DANGIT!
Alexander Kilcoyne |
Haha nice. I won't spoiler my reply; if someones read this far they shouldn't be worried about spoilers.
The tendriculous is a fierce fight even pre-conversion. You may want to go look at the battle with the tendriculous in my PbP- its almost the opposite story of your tale, with the tendriculous stomping all over them and nearly TPKing. When the fight was at its most bleak, the half-orc ranger used ferocity to do 50+ damage on a double 20 crit from inside the tendriculous' stomach (he and the paladin were both swallowed and the bard/fighter was coming in next), before falling out covered in bile and both unconcious. Then through some clever negotiation aided by 'i have a thermal detonator', they made the plant retreat.
William Bryan |
Haha nice. I won't spoiler my reply; if someones read this far they shouldn't be worried about spoilers.
The tendriculous is a fierce fight even pre-conversion. You may want to go look at the battle with the tendriculous in my PbP- its almost the opposite story of your tale, with the tendriculous stomping all over them and nearly TPKing. When the fight was at its most bleak, the half-orc ranger used ferocity to do 50+ damage on a double 20 crit from inside the tendriculous' stomach (he and the paladin were both swallowed and the bard/fighter was coming in next), before falling out covered in bile and both unconcious. Then through some clever negotiation aided by 'i have a thermal detonator', they made the plant retreat.
Question about Armag Twice-Born stats. How can he have a speed of 30 feet when his extra barbarian movement doesn't work with heavy armor?