Converting Crown of the Kobold King?


Conversions

Dark Archive

I am using a setting from a different RPG but I want to start my players off with Crown of the Kobold King adventure. Most of it is just using the
Pathfinder Stat blocks but where I have ran into problems is this;

> The Werewolf Girl
> Kobold King
> Traps
> The "original" monsters in the back

And I think that is it. Any thoughts and help would be great. I will be running this soon...

Dark Archive

The only things in the statblocks you really need to change is to calculate their CMB/CMD scores for whatever they are likely to use. I ran the adventure as our intro game to pathfinder and I found it was best to add the advanced template to most of the creatures to keep it challenging.

Silver Crusade

The original monsters are now in the Bestiary books, or at least I think they are. I know the Slurk is now in Bestiary II book.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Shenron wrote:

I am using a setting from a different RPG but I want to start my players off with Crown of the Kobold King adventure. Most of it is just using the

Pathfinder Stat blocks but where I have ran into problems is this;

> The Werewolf Girl
> Kobold King
> Traps
> The "original" monsters in the back

And I think that is it. Any thoughts and help would be great. I will be running this soon...

Jeva (werewolf girl): no real changes needed; just calculate CMB (+3)/CMD (17) and add a rogue talent (recommend Surprise Attack).

Merlokrep (the kobold king): just include Bravery (+1 on saves vs. fear) and pick a sorcerer bloodline (Dragon (Red) would be the most appropriate; Perception becomes a class skill, fire spells do +1 damage per die, grow claws (1d3 damage) 5 rounds/day, gain mage armor as a bonus spell (add burning hands to his list), gain Fire Resistance 5 and +1 to natural armor); also, calculate CMB (+7)/CMD (20).

Traps should work pretty much the same.

The forge spurned can probably used as written (just convert the skills).

The slurk can be found in the Pathfinder Bestiary 2. The main changes are: flat-footed AC 13 (corrected typo), 17 hp and Fort +6 (Con is now 17), bite does 2d6+3, Climb speed of 30 ft replaces Wall Crawl special ability, CMB +4/CMD 16 (20 vs. bull rush, grapple, overrun, trip), Skills (Acrobatics +16, Climb +14, Escape Artist +6), a victim of the slurk's slime squirt is entangled.

Liberty's Edge

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Hi! The Crown of the Kobold King series is the first thing I ran in Pathfidner, so I went ahead and converted everything. Hope that helps!

http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths/game mastery-modules/crown-of-the-kobold-king

Dark Archive

Thanks for that awesomeness! I will definitely use it. I hope I can copy and paste it without much trouble it so I can have better access to it.

I also want to rework the Soul Chain if a character claims it for themselves. I think how it is statted is to harsh.

Maybe I will change it to this;

"DC 15 Will everynight, if the save fails the character's alignment shifts and the character gains a compulsion to add souls to the soul chain."

Liberty's Edge

You could always make it an intelligent weapon! Those are fun.

Dark Archive

I think that would work better. What do you think the Intelligence stats would be?


Pathfinder Adventure Path, Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I just converted this module to Pathfinder for my game and went with these solutions; my goal was to preserve enemy CR levels.

Jeva:

JEVA (HUMAN FORM)
CR 4 (XP 1,200)

Female human afflicted werewolf rogue (scout) 5 (Bestiary 198)
CE Medium humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +10 (+12 locate traps)
Aura faint chaotic evil
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural) or
vs. Traps: AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 26 (5d8)
Fort +1, Ref +6 (+7 vs. traps), Will +5
Defensive Abilities evasion, trap sense +1
OFFENSE
Speed
30 ft.
Melee unarmed strike +3 (1d3 nonlethal)
Space 5 ft.; Reach 5 ft.
Special Attacks scout’s charge, sneak attack +3d6
STATISTICS
Str
9, Dex 15, Con 10, Int 12, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (bite)
Skills Acrobatics +10, Bluff +13, Climb +7, Diplomacy +10, Disable Device +10, Escape Artist +10, Intimidate +10, Perception +10 (+12 locate traps), Sense Motive +10, Stealth +10, Survival +10
Languages Common, Elven
SQ change shape (human, hybrid, and wolf; polymorph), rogue talents (honeyed words, survivalist), trapfinding +2
Gear garnet ring (10 gp), doll, tattered clothes

JEVA (HYBRID FORM)
CR 4 (XP 1,200)

Female human afflicted werewolf rogue (scout) 5 (Bestiary 198)
CE Medium humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +10 (+12 locate traps)
Aura faint chaotic evil
DEFENSE
AC
16, touch 12, flat-footed 14 (+2 Dex, +4 natural) or
vs. Traps: AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 41 (5d8+15)
Fort +4, Ref +6 (+7 vs. traps), Will +5
Defensive Abilities evasion, trap sense +1; DR 5/silver
OFFENSE
Speed
30 ft.
Melee bite +6 (1d6+3 plus trip)
Space 5 ft.; Reach 5 ft.
Special Attacks scout’s charge, sneak attack +3d6
STATISTICS
Str
15, Dex 15, Con 17, Int 12, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (bite)
Skills Acrobatics +10, Bluff +13, Climb +10, Diplomacy +10, Disable Device +10, Escape Artist +10, Intimidate +10, Perception +10 (+12 locate traps), Sense Motive +10, Stealth +10, Survival +10
Languages Common, Elven
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves), rogue talents (honeyed words 1/day, survivalist), trapfinding +2
Gear garnet ring (10 gp), doll, tattered clothes

The Kobold King:

MERLOKREP, THE KOBOLD KING
CR 5 (XP 1,600)

Male kobold fighter 2/sorcerer 5 (Bestiary 183)
LE Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +7
Aura faint lawful evil
DEFENSE
AC
18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 40 (7 HD; 2d10+5d6+7)
Fort +5, Ref +4, Will +6 (+7 vs. fear)
Defensive Abilities bravery +1; Resist fire 5
Weaknesses light sensitivity
OFFENSE
Speed
30 ft.
Melee +1 human bane battleaxe +9 (1d6+4/×3) or
Power Attack: +1 human bane battleaxe +7 (1d6+10/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks claws 5 rounds/day
Sorcerer Spells Known (CL 6th; concentration +8; ranged touch +8)
2nd (5/day)—bull’s strength, fire breath (DC 15), resist energy
1st (7/day)—burning hands (DC 14), mage armor, magic missile, sleep (DC 13), true strike
0 (at will)—dancing lights, daze (DC 12), detect magic, detect poison, light, spark (DC 13)
Bloodline Draconic (red)
STATISTICS
Str
14, Dex 16, Con 12, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +5; CMD 20
Feats Combat Casting, Eschew MaterialsB, Improved Initiative, Iron Will, Power Attack, Spell Focus (evocation), Weapon Focus (battleaxe)
Skills Acrobatics +6, Climb +7, Craft (traps) +5, Intimidate +9, Knowledge (arcana) +2, Perception +7, Profession (miner) +7, Stealth +12; Racial Modifiers +2 Craft (traps), +2 Perception, +2 Profession (miner)
Languages Draconic
Gear As published

I found that all of the elite kobolds required some serious tweaking, really.


I am dming this right now.

Jeva:

I thought about raising Jeva up but was concerned she would show up on detect evil if she became 5 hd. so I left her as is, it ended up working out well. during an encounter I'n the forest with some wolves she " screamed I'n terror" and hid just off the path. while fighting the wolves the party paladin asked the wizard to Che k up on her. when he stepped out of site of the others she. ambushed him from. hiding and killed him. she fled. I plan to use her as a returned villain later p

other kobolds:
the problem has been the other kobolds. when they have classes I've just added 1 lvl. but the first hunter they encountered nearly gutted the paladin for 15 damage as. a 3 rogue 1 fighter cr 3 ( to keep the same cr) though I've considered wether rogue 2 fighter 2 would be more appropriate.

has leaving them the same level worked as far as the encounters being the intended difficulty?


lastly
party progression:
the party just beat the forge spurned and is at the elevator go down and start the nightbof a thousand kobolds. they justvhit lvl 3 at the forge spurned. is this from others experience. about where they should be?

Fun stuff:
my players are having ALOT of fun with several of these encounters. one of them is playing a cleric of the dwarves goddess of arranged marriages , so helping save the giants marriage was ALOT of fun for her. i plan to use him again later in thier careers.

Her brother the parties paladin after encountering glintaxe ghost became convinced it was an animated suit of armor ( one of those goblets had tried breaking someone's foot I'n the forest) he didn't clue In until it actually got close enough to engulf.

finally the rogue rolled a natural 20 on his search check on that tilting room trap I'n the middle of the first floor. when I explained how he thought it would work he was so scared of the trap they left it alone.


Shenron wrote:

I am using a setting from a different RPG but I want to start my players off with Crown of the Kobold King adventure. Most of it is just using the

Pathfinder Stat blocks but where I have ran into problems is this;

> The Werewolf Girl
> Kobold King
> Traps
> The "original" monsters in the back

And I think that is it. Any thoughts and help would be great. I will be running this soon...

For those who read French, Black-Book édition, the French licensee for Pahtfinder did a compilation and updating of the Kobold serie. All the adventures of the series, except for Hollow's Last Hope, has been updated and combined into a single volume. It is available as a PDF here.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Keep in mind, that the Kobold King uses Bull Strength and Power attack (two-handed). That will really give his axe his name...

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