Cut-Throat's Gold (Pathfinder conversion)

"Cut-Throat's Gold," from Tales of Freeport, is a v.3.0 adventure for 4th-7th level characters. This page presents my conversion notes from when I ran the adventure using the Pathfinder RPG rules. 

Swamp Encounters
Errata: Change the Soft Mud entry to "86-95" and add "96-00: Tree Spider" to the table.

Assassin Vines: See Bestiary 22.

Crocodile: Use the saltwater crocodile from the Pathfinder SRD.

Giant Constrictor: Apply the advanced and giant templates to a constrictor (Bestiary 255) and advance it to 7 HD.

Giant Constrictor Snake (CR 5)
XP 1,600
N Large animal 
Init +2; Senses low-light vision; Perception +12

Defense
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 59 (7d8+28)
Fort +10, Ref +7, Will +3 

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +11 (1d8+10 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d8+10)

Statistics
Str 25, Dex 15, Con 16, Int 1, Wis 12, Cha 2
Base Atk +5; CMB +13 (+17 grapple); CMD 25
Feats Great Fortitude, Improved Natural Attack (bite), Skill Focus (Perception), Toughness
Skills Acrobatics +15 (+11 jumping), Climb +15, Perception +12, Stealth +7, Swim +15; Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth

Lizardfolk Patrol: See "The Lizardfolk Settlement," below.

Poison Thorn: Substitute poison oak (GameMastery Guide 245).

Quicksand: See Core Rulebook 427.

Ripper Fish: Use the piranha swarm from Tome of Horrors Complete; see the Pathfinder SRD.

Sea Snake: Use the giant sea snake from the Pathfinder SRD.

Shambling Mound: See Bestiary 246.

Soft Mud: Treat as quicksand (Core Rulebook 427).

Tree Spider: Use a scarlet spider (Bestiary 4 252)

The Lizardfolk Settlement

The Lizardfolk: See Bestiary 195 for normal lizardfolk. Stat blocks for exceptional individuals are converted here.

Despite having druid levels, the chief was not given an animal companion in the original adventure. I have rectified that oversight here, giving him a deinonychus companion.

THE CHIEF (CR 9)
XP 6,400
Lizardfolk warrior 6/druid 4
N Medium humanoid (reptilian)
Init +3; Senses Perception +11

Defense
AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural)
hp 66 (12d8+12)
Fort +12, Ref +3, Will + 6
Defensive Abilities resist nature's lure

Offense
Speed 30 ft., swim 15 ft.
Melee +2 greataxe +16/+11 (1d12+5/x3), bite +9 (1d4+1), or 
2 claws +14 (1d4+2), bite +14 (1d4+1)
Ranged javelin +15/+10 (1d6+2)
Druid Spells Prepared (CL 4th; concentration +6)
2nd--heat metal (DC 14), produce flame (melee touch +12 or ranged touch +13), summon swarm
1st--cure light wounds (2), faerie fire, magic fang
0--detect magic, guidance, purify food and drink, stabilize 

Statistics
Str 14, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +12; CMD 25
Feats Cleave, Great Cleave, Multiattack, Natural Spell, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +11, Handle Animal +7, Knowledge (nature) +9, Perception +11, Spellcraft +7, Survival +15, Swim +15; Racial Modifiers +4 Acrobatics
Languages Draconic, Druidic
SQ hold breath, nature bond (deinonychus companion), trackless step, wild shape (1/day, Small or Medium animal, beast shape I), wild empathy +4, woodland stride
Other Gear leather armor, +2 greataxe, javelins (3)

Deinonychus companion
XP --
N Small animal
Init +8; Senses low-light vision, scent; Perception +5
Defense
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 34 (4d8+16)
Fort +8, Ref +8, Will +2
Offense
Speed 60 ft.
Melee 2 talons +3 (1d6+1), bite +3 (1d4+1)
Statistics
Str 12, Dex 18, Con 18, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Improved Initiative, Run
Skills Acrobatics +8 (+20 jumping), Perception +5, Stealth +9
SQ link, share spells 

THE SHAMAN (CR 6)
XP 2,400
Lizardfolk cleric 6
N Medium humanoid (reptilian)
Init +0; Senses Perception +6
Defense
AC 15, touch 10, flat-footed 15 (+5 natural) [AC 18, touch 10, flat-footed 18 with barkskin]
hp 36 (8d8)
Fort +8, Ref +2, Will +7
Defensive Abilities bramble armor (6 rounds/day, 1d6+3 piercing); Resist cold 10 

Offense
Speed 30 ft., swim 15 ft.
Melee club +6 (1d6+1), bite +1 (1d4), or 
2 claws +6 (1d4+1), bite +6 (1d4+1)
Special Attacks channel positive energy (4/day, 5d6*, DC 14), wooden fist (5 rounds/day, +3 damage)
* Includes bonus for 
phylactery of positive channeling
Domain Spell-Like Abilities (CL 6th; concentration +8 [+12 casting defensively])
3/day--icicle (ranged touch +5, range 30 ft., 1d6+3 cold)
Cleric Spells Prepared (CL 6th; concentration +8 [+12 casting defensively])
3rd--plant growth[D], prayer, searing light (ranged touch +5)
2nd--aid, barkskin[D], cure moderate wounds, death knell (DC 14), spiritual weapon (morningstar, melee +7, 1d8+2 force)
1st--bane (DC 13), bless, detect undead, obscuring mist[D], sanctuary (DC 13)
0--detect magic, guidance, resistance, stabilize
D domain spell; Domains Plant, Water
Statistics
Str 13, Dex 10, Con 13, Int 14, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 16
Feats Combat Casting, Multiattack, Scribe Scroll, Turn Undead
Skills Acrobatics +8, Heal +9, Knowledge (arcana, religion) +9, Perception +6, Spellcraft +7, Swim +14; Racial Modifiers +4 Acrobatics
Languages Common, Draconic, Valossan
SQ hold breath
Combat Gear scroll of summon monster III, holy water (2); Other Gear club, phylactery of positive channeling

THE LIEUTENANTS (CR 3)
XP 800
Lizardfolk warrior 4
N Medium humanoid (reptilian)
Init +0; Senses Perception +3
Defense
AC 19, touch 10, flat-footed 19 (+4 armor, +5 natural)
hp 33 (6d8+6)
Fort +8, Ref +1, Will +3 
Offense
Speed 30 ft., swim 15 ft. (20 ft, swim 10 ft. in armor)
Melee greatclub +8 (1d10+3), bite +2 (1d4+1), or 
claw +7 (1d4+2), bite +7 (1d4+2)
Statistics
Str 14, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 17
Feats Iron Will, Multiattack, Weapon Focus (greatclub)
Skills Acrobatics +3 (-1 jumping in armor), Perception +3, Swim +10; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath
Other Gear hide armor, greatclub

Ssvalish

SSVALISH (CR 7)
XP 3,200
Male serpent person ghost cleric 6
N Medium undead (augmented monstrous humanoid, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +3

Defense
AC 11, touch 11, flat-footed 11 (+1 deflection)
hp 33 (6d8+6)
Fort +8, Ref +2, Will +8
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits 

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +4 (7d6, Fort DC 13 half)
Special Attacks channel positive energy (4/day, 3d6, DC 14), corrupting gaze (20 ft., 2d10 hp and 1d4 Cha damage, Fort DC 13 neg. Cha damage), hand of the acolyte (6/day, 30 ft. range, ranged +7), lore keeper (touch attack +4, skill result 24)
Domain Spell-Like Abilities (CL 6th; concentration +9 [+13 casting defensively])
6 rounds/day--clairaudience/clairvoyance
Cleric Spells Prepared (CL 6th; concentration +9 [+13 casting defensively])
3rd--bestow curse (melee touch +5, DC 16), dispel magic[D], prayer, searing light (ranged touch +4)
2nd--calm emotions (DC 15), consecrate, detect thoughts[D] (DC 15), hold person (DC 15), spiritual weapon (quarterstaff, melee +7, 1d8+2 force)
1st--bane (DC 14), cause fear (DC 14), command (DC 14), comprehend languages, hide from undead (DC 14)
0--detect magic, guidance, light, resistance
D domain spell; Domains Knowledge, Magic

Statistics
Str 12, Dex 11, Con --, Int 14, Wis 16, Cha 13
Base Atk +4; CMB +5; CMD 15
Feats Combat Casting, Great Fortitude, Improved Initiative[B], Selective Channeling
Skills Diplomacy +10, Disguise +1 (+11 change shape), Knowledge (arcana, relifion) +11, Knowledge (local) +8, Stealth +4; Racial Modifiers +4 Escape Artist, +4 Stealth
Languages Aklo. Common, Draconic, Valossan
SQ change shape (alter self), spontaneous casting (cure)

The Lair of the Necromancer

CorralSee Bestiary 250 (skeleton) and 288 (zombie) for the human undead. The reanimated lizardfolk corpses use the following stat blocks.

LIZARDFOLK SKELETON (CR 1)
XP 400
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0

Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 9 (2d8)
Fort +0, Ref +1, Will +3
DR 5/bludgeoning; Immune mind-affecting effects, undead traits 

Offense
Speed 30 ft., swim 15 ft.
Melee 2 claws +2 (1d4+1), bite +2 (1d4+1)

Statistics
Str 13, Dex 12, Con --, Int --, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative[B]

LIZARDFOLK ZOMBIE (CR 1)
XP 400
NE Medium undead
Init -1; Senses darkvision 60 ft.; Perception +0

Defense
AC 11, touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 16 (3d8+3)
Fort +1, Ref +0, Will +3
DR 5/slashing; Immune mind-affecting effects, undead traits 

Offense
Speed 30 ft., swim 15 ft.
Melee 2 claws +2 (1d4+2), bite +2 (1d4+2), or
slam +4 (1d6+3)

Statistics
Str 15, Dex 8, Con --, Int --, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 13
Feats Toughness[B]
SQ  staggered

Workshop: Zombies cannot be animated once destroyed, so instead the patchwork corpse is an unfinished carrion golem (Bestiary 2 136). Hariot's feats have been adjusted to allow him to take the Craft Construct feat. He carries two arcane scrolls (contagion and lesser geas) that are necessary in order to complete his creation. he will be loath to use these scrolls for any other purpose.

If the sorcerer believes that the PCs pose a real and present danger to the completion of his costly project, then he will grab the unfinished construct and teleport away to establish a new workshop elsewhere. Other then the required scrolls, he has already sued the materials necessary for the completion of the golem. he merely needs more time to finish assembling and enchanting it.

OGRE ZOMBIE (CR 2)
XP 600
NE Large undead
Init -2; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 10, touch 8, flat-footed 10 (-2 Dex, +3 natural, -1 size)
hp 27 (5d8+5)
Fort +1, Ref -1, Will +4
DR 5/slashing; Immune mind-affecting effects, undead traits 

Offense
Speed 40 ft.
Melee slam +8 (1d8+9)

Statistics
Str 23, Dex 6, Con --, Int --, Wis 10, Cha 10
Base Atk +3; CMB +9; CMD 17
Feats Toughness[B]
SQ  staggered

Hariot's Lair:

THOMAS HARIOT (CR 9)
XP 6,400
Male human sorcerer 10
NE Medium humanoid (human)
Init +0; Senses Perception +0

Defense
AC 17, touch 16, flat-footed 17 (+4 mage armor, +1 deflection, +1 insight, +1 natural)
hp 55 (10d6+20)
Fort +5, Ref +3, Will +8
DR 10/-- against nonlethal damage only; Resist cold 10 

Offense
Speed 30 ft.
Melee masterwork dagger +7 (1d4+1/19-20)
Special Attacks bloodline arcana (corporeal undead created from humanoids are treated as humanoids for mind-affecting spells), grasp of the dead (1/day, 60 ft. range, 20 ft. radius, 10d6 slashing, DC 18 Ref half, cannot move 1 round if fail save), grave touch (9/day, melee touch +6, shaken 5 rounds, or frightened 1 round if under 10 HD)
Sorcerer Spells Known (CL 10th; concentration +13 [+17 casting defensively]; melee touch +6, ranged touch +5)
5th (3/day)--teleport
4th (5/day)--animate dead, enervation (DC 18), fear (DC 18)
3rd (7/day)--gentle repose, halt undead (DC 17), rage, vampiric touch
2nd (7/day)--false life, ghoul touch (DC 16), scare (DC 16), see invisibility, spectral hand
1st (7/day)--cause fear (DC 15), chill touch (DC 15), enlarge person (DC 14), hold portal, mage armor [already cast], ray of enfeeblement (DC 15)
0 (at will)--dancing lights, daze (DC 13), detect magic, detect poison, disrupt undead, flare (DC 13), ghost sound (DC 13), read magic, resistance
Bloodline undead

Statistics
Str 12, Dex 11, Con 14, Int 17, Wis 13, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting[B], Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Eschew Materials[B], Spell Focus (necromancy)[B]
Skills Craft (alchemy, leather) +16, Knowledge (arcana, religion) +16, Profession (sailor) +14, Spellcraft +16
Languages Aklo, Common, Draconic, Valossan
Combat Gear scrolls of contagion and lesser geas; Other Gear masterwork dagger, amulet of natural armor +1, ring of protection +1, dusty rose ioun stone, robe of bones (half-depleted; only one of each figure; 1,200 gp), pouch of onyx gems (25 gp x8, 50 gp x6, 100 gp x 3), 48 gp

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