| Tacticslion |
So, sometime within the last year I used the totally and officially free WotC 3.5 Adventure Wreck Ashore.
In order to do so, though, I converted it to Pathfinder.
I reset the thing in the Steaming Sea, presuming that it was one of the islands north of Hermea, specifically the Isle of Bloodglister, part of the Land of the Linnorm Kings.
I also added some plots and adventure hooks into it (I never developed these hooks further, though I have several ideas how to do so).
What follows are pretty much direct copy-paste versions of my notes that I added a few editing elements to make it readable on the forums, as is my want with these kinds of things. Not much more readable, mind, but more readable. One day I'm going to figure out how to force the forums to accept my formatting. One day.
This presumes some amount of familiarity with the core module, and, as a result of the copy/paste effect, there are notes that probably don't pertain to you or your game. Feel free to use them or not, at your leisure.
The first block below is the basics of what you "need" (and some things you might want) to update the actual module to Pathfinder and, more specifically, fitting it into Golarion.
WRECK ASHORE CONVERSION
Plot Twist: the pirates are controlled by an Aboleth and control the Gremlins by a stone; the pirates believe they are in cahoots with a wizard and his servants (by way of the Aboleth's dominate monster, project image, and veil abilities)The Tribal Group (normally 13-60) <actually 'uplifted' [CN], but being controlled by an Aboleth device>
- Gremlin, Fuath (School: 13-20 with 1-3 druids 1st lvl, 1 druid leader 4th-6th lvl, 2-5 reefclaws)
- Ghoul (Pack: 7-12, all Lacedons) <recruited from the other tribal group(s), see below>
The Other Tribal Group (or additions)
- Skum (Cabal: 13-95 + 50% noncombatants, 1 subchief of 3rd lvl per 20 adults, 1 sorcerer of 4th-6th lvl per 40 adults, 1 chieftain of 7th-9th lvl, and 2-6 oozes)
- Boggard (Army: 3-12) {Hook: slowly turning into Lacedon (ghouls)}
- Merfolk (Shoal: 11-60, 1 sergeant of 3rd lvl per 20 adults, 5 lieutenants of 5th lvl, 3 captains of 7th lvl, and 8-12 dolphins) {Hook: slowly turning into Lacedon (ghouls)}
The Pirates
- Pirate Captain: Gillman female instead of human and is a natural lycanthrope (wereshark) {Hook: see again as a lycanthrope ghoul?} <Hook: guided by an aboleth>
==> Changes: 12 CON (14 hp, fort +4); Improved Initiative (total +6 Initiative)
----> Skills: Acrobatics +6, Climb +4, Knowledge (geography) +7, Perception +4, Spellcraft +6, Stealth +6, Survival +4, Swim +6
----> Spells: Cantrips: remove acid splash, add breeze, jolt, and prestidigitation
----> Enchantment Resistance: +2 saves v. non-aboleth enchantment, -2 v. aboleth enchantment
----> Water Dependant: if more than 1 day without fully submerging: painful skin cracking and organ failure resulting in death within 4d6 hours
====> Animal/Hybrid Forms: +4 HD (animal)
-------> STR 19 [+8 melee (mwk falchion 2d4+4)]; CON 16 [38 hp, fortitude +7]
-------> Blindsense 30, Keenscent, Power Attack <+5 Bite (1d8+4)>
-------> Skills: Climb +7, Perception +8, Stealth +10, Survival +8, Swim +20 (swim 60)
-------> +2 nAC in hybrid or animal form DR 10/silver in hybrid or animal form
-------> Change Shape: as a move action
-------> Curse of Lycanthrope: fortitude DC 15 negates Lycanthropic Empathy: in hybrid or animal form use diplomacy with +4 bonus v. sharks
- First Mate: 14 WIS (see below); 10 hp; Salt Beard
----> Skills: Acrobatics +6, Disable Device +6, Knowledge (local) +4, Perception +6, Profession (sailor) +6 <+8 at sea>, Stealth +6, Survival +6 <+8 at sea>, Swim +5
----> loses bonuses v. giants, goblinoids, and orcs, loses stonecunning; gains +1 attack +2 dodge AC v. aquatic or water subtypes
- Other Pirates: 10 CHA (intimidate +4); 12 hp
The Random Encounters (additions)
- Water-Strider Swarm (near the edge of the lake where the tribe resides)
- Mockingfey (potential familiar or ally) {a jape of 20}
The Town
- Seawell on the Isle of Bloodglister
---> Mostly Racially Ulfen Human with Varisian Human influences; also contains (in equal measure) half-orcs and gnomes and (rarely) halflings. Half-Elves aren't present, but are just as accepted as others; elves have a harder time being accepted (due to the strained relations with the Mordant Spire elves).SECRET TRAIT (granted to a given PC unbeknownst to them)
Demonic Persuasion (religion)
Your lord grants you favor when interacting with demonic creatures.
Benefit: You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype.
The following two items were things that were in our game, brief as it was, though the first was only received after the fact, and the second was never seen by the players.
Unique Items
Ring of Waves
- Swim speed equal to land, 30ft, or +10ft (whichever is best), +10 on swim checks; can charge or run
- Evasion (Improved)
- Constant: endure elements, freedom of movement, and water breathing effects
- Swift Actions: Liquid Shift: (1/day, if in contact with liquid, dimension door across a contiguous mass of liquid); Piscine Friend: (at will, charm animal on aquatic or amphibious animals)
Wavestones of the Dreaming Desire
This is a pair of beautiful stones, one of which is the Master Stone and the other the Servant Stone.
Master Stone:
- Once per day, as a full-round action, the owner of the master stone can choose to imbue a dream with an attendant suggestion, and one nightmare into the stone; creatures who sleep within the stone's radius are affected as noted below. The dream and suggestion, and the nightmare remain within the stone until changed or one week has passed.
- Whenever any creature sleeps within 100 ft of the stone and is subject to either the dream and suggestion effect or the nightmare effect, the owner of the Master Stone can ask questions of the creature's subconscious mind and receive answers; this functions similarly to the speak with dead spell, and can be used on an individual creature once per week, and can only be used on one creature per day; the save DC is 17.
Servant Stone:
- Vision: when the stone is first picked up by a given creature, a vision of sleeping arrangements meant to maximize the affect of the stone is granted the bearer. There is no suggestion or other form of compulsion with this effect, nor does it cause the bearer any penalties - it is just a brief and memorable vision. The bearer can choose to see a similar vision once per day.
- Whenever a creature sleeps within 100 ft of the stone, they must make one or two will saves with a DC of 17. Those who fail the first save are subjected to a dream effect with a suggestion spell attached that begins once they wake. Those who succeed the first save, must make a second, or suffer the effects of a nightmare spell. A creature who succeed both saves are unaffected by the stone for 24 hours. The stone must have line of effect to be successful. The owner of the Master Stone programs the details of the dream, the suggestion, and the nightmare in advance.
Here are a few other (mostly free) adventures I'd been planning on running.
Future Adventures:
3rd Level - The Unwavering Path (use to acquire Rod of the Aboleth)
4th Level - Bad Light
5th Level - Fallen Angel, One Last Riddle
6th Level - Ministry of Winds (change to Ministry of Waves and fill with water), House of Harpies (change tree into stone promontory and thieves to pirates)
7th Level - ???
END - Destroy the Aboleth
And last, but not least, a couple of potential NPC allies.
In my game, they were "brothers" - Pig's family took in the orphan (but already near-adult) Renault in as a child, and the half-orc grew up idolizing his "older brother". While their personalities are wildly different (Renault is filthy and says few words, gesturing instead of speaking when possible; Pig is loquatious, obsessively clean, and quite the cook), and they often get into minor quarrels over silly things (Pig has been known to give Renault sudden "showers" via Create Water to help bathe him), they are extremely close and love each other fiercely.I've no idea what happened to the parents.
Feel free to change any or all of that, as you like, for you games.
Yeah, the stat blocks are ugly. Sorry.
Renault, ranger [freebooter]
STR 10 DEX 14 CON 15 INT 17 WIS 10 CHA 8
+1 melee attack (dagger 1d3 [19-20/x2, 10ft], quarterstaff 1d4/1d4 [x2], mwk scimitar 1d6+1 [18-20/x2],
guisarme 1d6 [x3, reach/trip], halberd 1d8 [x3, brace/trip])
+3 ranged attack (dagger 1d3 [19-20/x2, 10ft], composite longbow 1d6 [x3, 110ft] <x20>)
AC 15 (mwk studded leather), 18 (chainmail -5 climb, stealth, swim), touch 12, flat-footed 13/16
13 hp; +4 fortitude, +4 reflex, +2 will
languages: common, gnome, aquan, draconics, sylvan
feat: iron will
climb +4, heal +4, knowledge (dungeoneering +7, geography +7, nature +7), perception +4, spellcraft +7, stealth +6, survival +4, swim +4; craft (mapmaking +7), profession (sage +4)
potion cure minor wounds [1 hp] (x5)
survival gear, adventuring gear, maps, books
freebooter's bane (+1 attack and damage, move action), track, wild empathyPig, druid [aquatic, urban, wolf shaman]
STR 12 DEX 8 CON 14 INT 10 WIS 17 CHA 13
+1 melee attack (sickle 1d6+1 [x2], spear 1d8+1 [x3, brace], quarterstaff 1d6+1/1d6+1 [x2], mwk scimitar 1d6+1 [18-20/x2])
-1 ranged attack (dagger 1d4+1 [19-20/x2, 10ft], sling 1d4+1 [x2, 50ft] <x20>, spear+1 1d8 [x3, 20ft, brace])
AC 11 (leather); 13 (hide -3 to climb and swim, max 20 spd); touch 9
11 hp; +4 fortitude, -1 reflex, +5 will
languages: common, orc, druidic
feat: eschew material components
climb +5, heal +7, perception +7, survival +7, swim +5; profession (fisherman +4, sailor +4)
potion cure minor wounds [1 hp] (x5)
survival gear, adventuring gear, fishing gear, boat, clothes washer device
nature bond (community domain), nature sense, orisons, wild empathy (only on creatures with swim speed or [aquatic] subtype, however on any such creature with INT 2 or less, regardless of type; or canines as a full-round action with a +4 bonus)
orisons (know direction, resistance, stabilize), 1st lvl (good wind)
Welp! Feel free to ask me questions. I'm likely not around too much for the forseeable future, but I may bump this later, if no one cared to post in it with more information. If you do leave a question or twelve, I'll try to get around to them eventually.
Peace, Joy, God bless you, and have a nice day!
:)
| Thanael |
Excellent stuff, thanks for sharing. You might want to try posting this on the d20pfsrd, similar in style to these conversion notes...
| Tacticslion |
Excellent stuff, thanks for sharing. You might want to try posting this on the d20pfsrd, similar in style to these conversion notes...
Thanks for the recognition and suggestion.
I've never submitted to d20pfsrd before, so I'd love to hear any pointers on how.
Also, I know "cure minor wounds" (and inflict minor wounds) doesn't exist in PF any longer (having been replaced with bleed and stabilize), so techinically those potions aren't society-legal, but 1) it's not game breaking (it's 1 hit point) and 2) it's a cheap way of helping to prevent character death in what would otherwise tend to be a rather brutal module, especially with a were shark.