Pathfinderizing CotCT *Spoilers*


Curse of the Crimson Throne

Liberty's Edge

Hello,

I'm planning on running CotCT at some point in the future once Game Space is up and running. I figured I would take the time to rebuild the AP into Hero Lab to help me become better acquainted with the story. Most of it is going to be fairly straight forward, but there are some builds that are kind of wonky and I wanted to bring those to the forum to let the group critique them to see if I'm on the right track.

Lesser Necrophidius:
Lesser Necrophidius CR 2
XP 600
Necrophidius, Lesser
N Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 25 (1d10+20)
Fort +0, Ref +2, Will +0
DR 5/bludgeoning; Immune construct traits (+20 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
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Offense
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Speed 30 ft.
Melee Bite (Necrophidius, Lesser) +3 (1d6/x2)
Special Attacks dance of death, lesser (dc 11), paralysis (1d4 rounds) (dc 11)
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Statistics
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Str 10, Dex 15, Con —, Int —, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 13 (can't be Tripped)
Feats Weapon Finesse
Skills Stealth +10
Languages
Other Gear You have no money!
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Special Abilities
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Construct Traits (+20 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Dance of Death, Lesser (DC 11) (Ex) A lesser necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 11 Will save or be dazed for 2d4 rounds. Thi
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paralysis (1d4 rounds) (DC 11) (Su) A living creature bitten by a lesser necrophidus must succeed on a DC 11 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Vreeg:
Vreeg CR 6
XP 2400
Derro Wizard 5
CE Small Humanoid
Init +4; Senses Perception +2
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Defense
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AC 19, touch 17, flat-footed 14 (+4 Dex, +1 size, +2 natural, +1 deflection, +1 dodge)
hp 62 (3d8+5d6+32)
Fort +6, Ref +6, Will +11
SR 14
Weakness vulnerability to sunlight
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Offense
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Speed 20 ft.
Melee Masterwork Dagger +7 (1d3+1/19-20/x2)
Special Attacks sneak attack +1d6
Spell-Like Abilities Darkness (At will), Daze (1/day), Ghost Sound (At will), Sound Burst (1/day)
Wizard Spells Prepared (CL 5):
3 (1/day) Vampiric Touch, Fly
2 (3/day) Spectral Hand, Blindness/Deafness (DC 15), Scorching Ray, Shield, Extend
1 (4/day) Magic Missile, Cause Fear (DC 14), Sleep (DC 13), Chill Touch (DC 14), Ray of Enfeeblement (DC 14)
0 (at will) Ray of Frost, Touch of Fatigue (DC 13), Mage Hand, Detect Magic
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Statistics
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Str 13, Dex 19, Con 18, Int 15, Wis 3, Cha 18
Base Atk +4; CMB +4; CMD 20
Feats Combat Casting, Craft Wand, Dodge, Extend Spell, Scribe Scroll, Spell Focus (Necromancy), Turn Undead (5/day) (DC 16)
Skills Acrobatics +4 (+0 jump), Bluff +10, Fly +17, Knowledge (arcana) +10, Perception +2, Spellcraft +11, Stealth +14
Languages Common, Terran, Undercommon
SQ arcane bonds (object [ring of protection +1] [1/day]), grave touch (5/day), madness, opposition schools (conjuration, illusion), poison use, specialized schools (necromancy)
Combat Gear Robe of bones, Wand of Ghoul Touch, Blue whinnis (5); Other Gear Masterwork Dagger, Ring of protection +1, Spellbook (Calculating), 57 pages, 1 Book(s) (Wiza, You have no money!
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Special Abilities
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Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Grave Touch (5/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Resistance (14) You have Spell Resistance.
Spellbook (Calculating), 57 pages, 1 Book(s) (Wizard) A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

This gear item calculates the number of pages and books required to store your spells. It then increments the weight based on the number of books you must carry to store your spells. It will also provide a total gp value of the spellbook(s) for future sale.

NOTE: This item will not "purchase" additional spellbooks beyond the first. To reflect this, purchase an appropriate number of "normal" spellbooks and then delete them. This will deduct from your wealth but maintain the correct encumberance.
Turn Undead (5/day) (DC 16) Your Channel Energy can make undead flee.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

1 person marked this as a favorite.

Hey HangarFlying,

fan convertions of everything Paizo did in 3.5 (including CotCT) are avilable here:
http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths

It's not all perfect (for example in my game I prefered to have Yagrin be a level 1 alchemist), but it's very serviceable and I used it to great success in my game. Hope this helps taking some of the load off your shoulders!

Liberty's Edge

Thanks! Yeah, I could use those to compare to see if I'm in the ballpark. I'll probably still work the conversions as it helps me understand the story and characters.


Conversions are also here.

Yes, I'm making Yargin an alchemist as well (level 2).

The Exchange

Jason S wrote:

Conversions are also here.

Yes, I'm making Yargin an alchemist as well (level 2).

D'ho! I also meant level 2, that is CR 1. got confused with the game terms there. The fishery made for a very good first fight, with the PCs chasing Yagrin into that big hall with the stink pool in it, where Giggles came in driving a score of frightened, weeping children armed with pathetic weapns, laughing as he does it. Yarign died a turn later, Giggles was more of a problem but eventualy the cleric scared him away with a spell(the PCs faced him again as one of the hopeful thugs in the Spider King's twisted games, and had great fun watching him fall into the hull of the ship and eaten by spides), and the halfling rouge, who was pretending to be one of the kids, leaped at the cleric and managed to surprise him and get a sneak attack in.

All in all the PCs are facing 3 level 2 NPCs, which makes for a good fight. Careful with the Alligator though... it was THAT close to eating one of the PCs, and a death so early is a bummer.

Liberty's Edge

Lord Snow wrote:

Hey HangarFlying,

fan convertions of everything Paizo did in 3.5 (including CotCT) are avilable here:
http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths

It's not all perfect (for example in my game I prefered to have Yagrin be a level 1 alchemist), but it's very serviceable and I used it to great success in my game. Hope this helps taking some of the load off your shoulders!

There's a quite a bit left undone at the higher levels. Crown of Fangs has pretty much all the significant work left undone.

The Exchange

prosfilaes wrote:
Lord Snow wrote:

Hey HangarFlying,

fan convertions of everything Paizo did in 3.5 (including CotCT) are avilable here:
http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths

It's not all perfect (for example in my game I prefered to have Yagrin be a level 1 alchemist), but it's very serviceable and I used it to great success in my game. Hope this helps taking some of the load off your shoulders!

There's a quite a bit left undone at the higher levels. Crown of Fangs has pretty much all the significant work left undone.

That is true about everything else in that adventure, though ;)

seriously, don't run Crown of Fangs as is. Such a waste of potential as the last part of the campaign.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Really? Which changes did you do? I admit, I left the whole Boggard stuff out, since it didn't really fit thematically, but the assault on the castle worked quite well.

Liberty's Edge

Yeah. I'm about to run the thing--my players are itching to get their chance at Queen Ileosa--and if I need to rewrite a bunch of stuff, I need to start like yesterday.

The Exchange

5 people marked this as a favorite.
magnuskn wrote:
Really? Which changes did you do? I admit, I left the whole Boggard stuff out, since it didn't really fit thematically, but the assault on the castle worked quite well.

Well, I am far far away from Crown of Fangs right now (we are going to have a "between adventures" session sometimes next week for the edge of anarchy - seven days to the grave transit) but Crown of Fangs seems like a really weak adventure because it fails to bring any sort of real conclusion to the AP. What I want out of Crown of Fangs that it dosen't deliver:

1) parts of the adventure that help tie loose ends for all the wonderful, various NPCs from across the campaign

2) More rebellion stuff! I want the PCs to be fighting gray maidens in the street, storm Castle Volyshnek in the head of Kressida's rebel army, I want an army of Shoanti approaching Korvosa! all sorts of crazy epic stuff that really should be happening at the end of a campaign.

3) I will integrate a buffed up "Acdemy of Secrets" in the plot and will generaly up the importance of devil binders working for Ileosa.

4) I will include a part of the adventure that's all about getting rid of Red Mantis presence in the city.

5) In my campaign I decided to use Rolth as a sort of "necro terrorist" - his twisted, sick undead inventions will be released against citizens in the street, and he is known as "public enemy number 1". At the end of "Seven Days to the Grave", (where in my version the PCs never encounter Rolth so they don't kill him), Ileosa tries to blame the whole plague thing on him ("the Gray Maidens in the sick ward were brainwashed by the vile necro-terrorist!", etc.), and in "Escape from Old Korvosa", Ileosa will be using the excuse of "needing to locate and eliminate the undead threat" in order to continue the military control that the Gray Maidnes have taken over the city.
By the time the PCs return to Korvosa in "Crown of Fangs" Rolth will have already finished his research on how to become a lich, and his attacks HAVE actualy become so threatening that the Gray Maidens actualy find themselves intangled fighting Rolth and the rebels at the same time. Unfourtanatley for the PCs, Rolth never quite forgot about how they foiled his plans many times in the past and has no inclination to actualy ally with them, and he is every bit a foe to them as to Ileosa.

6) There are many organizations that could have interesting interactions in this part of the AP. Shoanti army outside of Korvosa, elite members of the Fellowship of Bones, the church of Abadar and the churh of Asmodeus, the Arkons if any of them survive the PCs, the remnents of the Sable Company and the Korvosa city guard, the Red Mantis, the devil binders of the Acdemea, Vencarlo and his various allies... I just can't believe how underused all of these have been at the end of the AP.... I just sort of plan to have key members of those power groups be important in the adventure and interact with each other regularily. PCs will be able to swing some for their cause with diplomacy, others could (easily) be turned against each other or might form alliances... it's really just going to be a huge snadbox of awesome, and the PCs will get to play in it knowing well that the final stages of the story are at hand, and the time to go big has come.

So, looking at all that I want the adventure to be, and considering that Iv'e got an adventure that sorts of amounts to "introduction, mediocre dungeon, conclusion", espesically so given that adventure #5 was a huge dungeon, was really disappointing.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Good points all. If I ever GM Curse again ( which could happen ), I'll refer back to this post to integrate some of those things.


1 person marked this as a favorite.

I'm stealing the Rolth idea from you Lord Snow! Mmmmm... tasty.

The main problem with all of the PF updates to this AP is that the levels are wrong. For example, CR 1 should have a level 2 fighter, not a level 1 fighter. This is especially relevant since PF PCs tend to be overpowered these days and a lot of us are running 6-7 player tables...

(With a 6 person table I'm already forced to make further adjustments, even with the correct level/CR being applied).

Liberty's Edge

I'm planning for 4 players. I'm not going to bump the levels for the initial encounters in the fishery, but plan to do so for the rest. I might have to come up with a small side adventure (probably some street violence stuff—that'd be easy to do). Thanks for the ideas!


Some things to keep in mind is that Korvosa is chalk full of potential side-quests or encounters to use. For instance, the sewers of Korvosa are full of Otyughs and are use to manage the sewage of the city. Events in Edge of Anarchy, Seven Days and finally Escape could easily lead to a surge of bloated Otyugh, or raging Otyugh emerging from the sewers. Part of this could be forshadowed in Edge with the one Otyugh bursting out of the sewers.

A way you might play this out is the riots caused property damage that spilt potions and chemicals into the sewers that didn't mesh well with some of the Otyughs. Then the Wererats began antagonizing them as part of their eventual revolt against the surface dwellers.

The mass civil unrest during Escape could finally enrage the Otyughs as their sewers are flooded with all manner of debris and nasty things.

Another thing not really taken advantage of in Curse is the Grey District. A huge cemetery that naturally animates many of the bodies into undead? Gah! That's endless amounts of scenarios for Players to train themselves with as the game comes on.

The Church of Pharasma might even regularly higher trust worthy and able mercenaries to help put down the undead population, and the PCs could be contacted through their connections with Cressida Kroft.

There is also the Pseudodragon/Imp battles that regularly take place in the Korvosan skies. When I read through the modules, I fully expected a huge climactic battle between the imps and Pseudodragons as part of the final module. I was sorely disappointed when I didn't find one in there, especially with that stunning picture of the Imps and Pseudodragons fighting in the Guide to Korvosa.

The Exchange

Tels wrote:


There is also the Pseudodragon/Imp battles that regularly take place in the Korvosan skies. When I read through the modules, I fully expected a huge climactic battle between the imps and Pseudodragons as part of the final module. I was sorely disappointed when I didn't find one in there, especially with that stunning picture of the Imps and Pseudodragons fighting in the Guide to Korvosa.

oh, YES. I plan to have that happen in Escape, where I replaced the entire "emperor of old korvosa" section with a creation of my own, where the area is still ruled by the "emperor", but the emperor is being mind controlled by an imp with levels in sorcerer, and there's a huge host of imps that the sorcerer leads causing all sorts of trouble throughout the city, so when the PCs expose the imp, they have the option of approaching the pseudodragons for help. fun times.


I was going to have a pseudogragon vs imp fight in the very first session of the game. Basically these fights are bad portents and locals will be saying "It's going to be a bad day".

In these fights, I didn't want the PCs to interfere, which would probably happen at higher levels.


I'm planning on introducing a modified version of Academy of Secrets into this AP, in which the PCs infiltrate the Acadamae to find the contract devil's version of Ileosa's contract.

Since this infiltration has nothing to do with the Breaching festival and is supposed to be covert, the PCs will have to bypass all the imps who live on the Acadamae grounds and who serve as a kind of permanent alarm system. In order to do that, the PCs enlist the aid of the pseudodragons, who draw out the imps so the PCs can enter the campus unnoticed.

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