Converting the *Plot* of The Slayers to PF


Conversions


Hey all, so I've just started rewatching The Slayers again and I think that I'm finally ready to do something I've wanted to do for a long time, convert the plot of the series into a campaign. Now I know I can't get it exactly right but I do think it's be a fun departure from our too serious games. I would like some help if anyone is willing to lend it to me.

So starting off I'm gonna tell my players the following:
1: Make characters that know each other and are going out to infiltrate a band of local bandits
2: Charcters are traveling to Atlas City
3: Due to the fact that this is a plot converted from another source(my players don't watch anime so I might as well keep the source secret) there will be some cinematic scenes where certain NPCs can do things for sake of story that they can't do in normal battles.
4:Recurring villains, some villains will get away. Mostly you will always get to kill them eventually.
5: Be good sports, this is a plot driven game so please pick up on GM cues and follow them. (Like don't sell the Orholicum statue to Zelgadis or worse yet give it to Rezzo)

Some slight tweaks I'm gonna make to the monsters:
1: Minions. I'm gonna take this straight from 4e. Loads of low AC low-mid damage NPCs that go down in 1 hit.
2: Solo monsters. Also from 4e monsters that can accomplish more in a turn than what a normal character could, again mostly for cinematics. This will be saved for enemies like Shabranigdo(spelling?) and Zanifar(spelling?).

So I'll post my rough outlines here(I never run with much more than that anyways).

On a side note has anyone ever tried to run a game based off the plot of some other source material? How did it work out?


Episode 1: "ANGRY? Lina's Furious Dragon Slave!"

Game starts with party(level 2) in trees about 100' from bandit encampment. Bandits are drinking and carousing. There are 3x #PCs mook bandits, Level 4(fighter 2/rogue2) bandit leader, and inebriated Zolf(Sorcerer 6).

Mook Bandit: Perception -1, Stealth +11, AC 14, Attack: +2 1d4-1, F +3, R +2, W -1, CMB +0, CMD 13, special: sneak attack +1d6, mooks count as 1/2 HD for effects that count HD(Such as sleep), mooks die when they take damage.
Spoils: padded armor, dagger, 1s 15c each

Bandit Leader: Perception -1, HP: 36 AC 18, Attack: +8 1d6+1, F +4, R +6, W -1, CMB +4, CMD 18, Special: sneak attack +1d6 (feats: dodge, mobility, weapon focus, toughness, rogue talent: finese rogue)
Spoils: MW rapier, chainmail, old coins worth 25 GP, 25 pink crystals worth 2 GP each, crystal dust worth 75 GP, Cursed ceremonial dagger, Lady Statue, Silver MW Key(fits silver lock on dragon's neck) 150 GP, 275 SP, 590 CP

Zolf: Perception -5, AC 15, Attack: MM(3 missles 1d4+1, always chooses seperate targets), F +2, R +3, W +3, CMB +4, CMD 15, special: each missle has 25% chance of hitting Zolf because of inebriation. After 3rd round Zolf mis-casts fireball and sets himself on fire an flees.

Next day on way to village party is ambushed by members of the gang(5X #PCs bandit mooks) who originally fled and the 2nd in command(Rogue 2) who states he was off taking a leak. Perception DC 21 to spot bandit mooks during conversation)
Bandit 2nd: Perception +1, Stealth +6, HP: 15, AC 18, Attack +6 1d6+1, F +2, Ref +6, W +2, CMB +2, CMD 16, special: sneak attack +1d6 (feats: dodge, mobility, rogue talent: finesse rogue)
Spoils: MW rapier, Chainshirt, 5 GP, 10 SP, 30 CP

Party arrives at small town and stops for a meal. Mayor approaches asking party about clearing the Dragon Fang bandits. Party learns of very young black dragon. Dragon attacks, mayor offers 100 GP/character if they slay it.

Very Young Black Dragon: per stat block, Natural Armor +1
Spoils: Amazing silver lock worth 750 GP, Collar of Natural Armor +1

Party continues on to next city, unable to pawn the majority of their wares in this town.

Items of note:
Coins: collection of ancient copper coins, about 75 of them.
Cursed ceremonial knife: identifies as a knife with a spell to keep it from ever going dull or rusting, not very useful for combat. If someone draws blood with knife they attack nearest person, and are treated as if they have a barbarians greater rage and superstitious rage power.
Woman Statue: identifies as an astral beacon, but actually contains the philosophers stone.


Pathfinder Adventure Path Subscriber

The first thing I'd do is pick up a copy of Slayers d20, from Guardians of Order. You can get a PDF copy from Drivethru RPG.

Slayers d20

It stretches the d20 system quite a bit in order to accommodate the power levels of the characters as shown in the series, but it does stat them out for you.


Son of the Veterinarian wrote:

The first thing I'd do is pick up a copy of Slayers d20, from Guardians of Order. You can get a PDF copy from Drivethru RPG.

Slayers d20

It stretches the d20 system quite a bit in order to accommodate the power levels of the characters as shown in the series, but it does stat them out for you.

Thanks for the tip, I have the BESM d20 book(though not the Slayers book), but I'm just looking to parallel the plot. I read somewhere that The Slayers was actually based off a D&D campaign so I'm kinda trying to reverse engineer the campaign outta the show. I'm gonna try to keep the power levels in line with "high fantasy" not anime and try to recreate the plot as I go.


Diskordant wrote:
Now I know I can't get it exactly right but I do think it's be a fun departure from our too serious games.

If some one were to ask me what was closer to d&d, Lord of the Rings or Record of Lodoss War, I would answer Slayers. Even in the "serious" campaigns the zainy pcs are much more closer to slayers characters than anything else.

As for advice, I just have to say to be careful with NPC's. If the PC's are failing to push the plot in the direction you want to go, don't use the Npc's to push the plot. It will feel very dues ex and/or DMPC, and the PC's will feel like minor characters. If the PC's tread down a wrong path, rework the path in the direction you want, doint force them back to the path that you want them on.


Episode 2: "BAD! Mummy Men Aren't My Type!"

The party travels for a couple nights with possible random encounters(haven't decided yet), when they arrive in a small city. At least one character knows that within this city there is an adventuring shop that is actually affiliated with a large shop in Atlas city and therefore has more money and higher end goods for purchase than would typically be found in an area like this. It'll be a great place to sell their goods and purchase some supplies(like a large assortment of 1/2 price, 1/2 charged wands). Shop keeper(fighter 5, sorcer 1) while looking over goods runs a finger along the blade of the ceremonial knife and cuts himself activating the curse. Perception 23 to act in surprise round.

Enraged Storekeep: HP: 68 AC 11, Attack: +6 1d3+9, F +10, R +5, W +6, CMB +12, CMD 23, Special: sneak attack +1d6 (feats: weapon focus greatsword, ws:greatsword, power attack, cleave, great cleave, dazzling display, intimidating prowess)
Storekeep continues to attack closest person to him, choosing randomly if there is more than 1 target. If Pcs disarm him(which they may reasonably think will stop his condition) he will continue to attack using unarmed strikes for 1d3+7 subdual damage, drawing an attack of opportunity with each swing.

PCs are reminded that there are no witnesses, and killing this man could lead them to much trouble with the law.

If enough subdual damage is done to subdue him his wife comes in from the backroom screaming about the noise. This is enough to make him drop the knife(if he still carries it) and snap outta the curse. The wife apologizes to the pcs and returns all their goods and offers up a 1/2 charge wand of clw for the trouble. The store closes for the night and no sales take place.

If the PCs use lethal force they kill the Storekeep. 1 round later the wife(cleric 6) comes out and attempts to subdue PCs using spells and turns them into the authorities. Pcs can fight surrender or flee

If they fight authorities will arrive in 4 rounds. Authorities will use disarm and grapple to capture pcs. Any pcs subdued will be stabilized.

If they surrender authorities arrive and they are taken to trial.

If they flee they have a flat 50% chance of getting outta town without running into guards looking for them. If caught they go to trial. If they successfully flee wife may track them down later.

At trial it is determined that the dagger is cursed and the PCs are exonerated. They may use skills to influence the final outcome. If they receive three successful checks (DC 17) before three fails no punishment, two they are kicked out of town, one check, they are fined 50GP each and kicked out. Zero checks and they are beaten to 1HP fined 100 GP each and run outta town. If they surrendered or turned themselves in they receive 1 free success. If they fight and drop any npc they receive 1 fail for every npc dropped.

The next time they are in an inn, either that night, the next night, or in the next town, while in the common room a man wrapped in bandages from head to toe(Burned Zolf). Zolf has four trollings with him. Zolf demands the treasure back from the pcs. If not he attacks.

Trollings: HP: 30 Fast Healing: 3 AC: 17, Attack:2 claws +7 1d3+4, F +8, R +5, W +1, CMB +7, CMD 20, Special: rend 1d6
Spoils: 7GP, 35 SP, 156 CP

Zolf: Perception +1, AC 16, Attack: MM(3 missles 1d4+1, always chooses seperate targets), F +2, R +4, W +5, CMB +4, CMD 16, special: Due to sensitive skin from burns all spells have a 20% fail chance. He also takes double damage from fire. Spells: 5/2/1 MM, burning hands, Mage armor, chill touch, silence, invisibility, fireball.
Zolf will not cast either fire spell. Once he receives 35 damage he casts invisibilty, then silence and runs away.

Afterwards at night Zelgadis knocks on PCs door with Zolf asking to purchase an item. He refuses to state what item he wants and asks the Pcs to name a price for each item they found in the bandit camp. If the PCs refuse he leaves stating that tomorrow they will be enemies.


jlord wrote:
Diskordant wrote:
Now I know I can't get it exactly right but I do think it's be a fun departure from our too serious games.

If some one were to ask me what was closer to d&d, Lord of the Rings or Record of Lodoss War, I would answer Slayers. Even in the "serious" campaigns the zainy pcs are much more closer to slayers characters than anything else.

As for advice, I just have to say to be careful with NPC's. If the PC's are failing to push the plot in the direction you want to go, don't use the Npc's to push the plot. It will feel very dues ex and/or DMPC, and the PC's will feel like minor characters. If the PC's tread down a wrong path, rework the path in the direction you want, doint force them back to the path that you want them on.

My group is pretty good about following DM prompts, and I know that I have to pull back the NPC envolvement, especially Xellos in season two.


Diskordant wrote:
My group is pretty good about following DM prompts, and I know that I have to pull back the NPC envolvement, especially Xellos in season two.

I can already tell that when he shows up, you will have to be prepared for when you pc's try to kill him. He is diffidently THE NPC that will get under the players skin the most. Every time he utters "It's a secret..." I can just imagine the rage in the players faces. lol.

Also, be prepared for npc's like Zolf or even Zelgadis to possibly be killed, and have a contingency plan. I always find it hard to get enemies away from the PCs when they really want to kill them. Your group could be different, but my group usually opts to kill the enemies 9 times out of ten, and that seems to be the norm.


jlord wrote:


I can already tell that when he shows up, you will have to be prepared for when you pc's try to kill him. He is diffidently THE NPC that will get under the players skin the most. Every time he utters "It's a secret..." I can just imagine the rage in the players faces. lol.

Also, be prepared for npc's like Zolf or even Zelgadis to possibly be killed, and have a contingency plan. I always find it hard to get enemies away from the PCs when they really want to kill them. Your group could be different, but my group usually opts to kill the enemies 9 times out of ten, and that seems to be the norm.

They've had annoying NPCs to deal with before. Most have lived to make it to the important part. I'm not too worried about Zelegadis since he's gonna have pretty tough dr/magic and by the time they have access to magic weapons he should have turned ally. If Zolf dies, he dies. But really no one will ever know if he should be dead or not unless they have a scythe wielding two handed pc who lands a 100+ damage crit on him or something.


Turns out I might start running this sooner than later so I'm gonna start this back up soon.

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