True20 Conversion by Tim Emrick
"Dead Man's Quest" is a D&D v.3.5 adventure by Graeme Davis that appeared in Dungeon 107/Polyhedron 166 (February 2004), and is designed for four 1st-level characters.
This page provides conversion notes for playing the adventure using True20 Adventure Roleplaying. This conversion requires the original adventure, the True20 core rulebook, and the True20 Bestiary to play. Players and Narrators may also find the True20 Freeport Companion, True20 Companion, and Liber Artefactorum (by Expedious Retreat Press) useful, but they are not required to play this adventure.
For groups who do not wish to generate new heroes in order to play "Dead Man's Quest," use either the pregenerated characters in the Death in Freeport True20 PDF, or the characters I created for my own run of "Dead Man's Quest" (found here).
Skill Checks
Substitute True20 skills for d20 skills as follows. Use the third column if you are using the True20 Freeport Companion.
Treasure Values
If using the True20 Freeport Companion, simply translate gp to L, sp to s, and cp to p. Values have also been converted to Costs for those Narrators using the core rulebook’s Wealth rules instead.
PIRATE [Minion] (x6)
Type: 1st-level humanoid (Human Warrior 1)
Size: Medium
Speed: 30 ft.
Abilities: Str -1*, Dex +0*, Con +1, Int +0, Wis -2, Cha +1
Skills: Climb 4 (+3*), Drive (ship) 4 (+7*)†, Jump 4 (+3*), Notice 4 (+2), Swim 4 (+3*)
Feats: Armor Training (light) [B], Great Fortitude, Skill Focus (Drive [ships]) †, Tough, Weapon Training
Combat: Attack +1 (+1 base, +0 Dex*), Damage +1* (rapier, 18-20/+3), Defense Dodge/Parry +1/+0 (+1 base, +0 Dex*/-1 Str*), Initiative +0*
Saving Throws: Toughness +2 (+1 Con, +1 Tough), Fortitude +5 (+2 base, +1 Con, +2 Great Fortitude), Reflex +0 (+0 base, +0 Dex*), Will -2 (+0 base, -2 Wis)
Possessions: rapier, 7 copper pieces (Cost 0)
* These pirates are currently suffering from fatigue and starvation, so their stats include a -1 to Str and Dex. They cannot move all-out or charge.
† If using the True20 Freeport Companion, replace with Profession (Sailor), for a +5 skill modifier.
Captain Fletcher (p. 87)
CAPTAIN NED FLETCHER
Type: 5th-level undead (incorporeal) (Human Ghost Expert 5)
Size: Medium
Speed: fly 30 ft. (perfect)
Abilities: Str +1, Dex +1, Con --, Int +2, Wis +2, Cha +3
Skills: Acrobatics 8 (+9), Bluff 8 (+13), Climb 8 (+9), Craft (shipwright) 8 (+10), Diplomacy 8 (+13), Drive (ship) 8 (+9), Gather Information 8 (+11), Intimidate 8 (+14), Knowledge (earth sciences/geography) 8 (+10), Knowledge (theology/religion) 4 (+6), Languages 0 (Aquan, Common, Orc), Notice 0 (+9), Search 0 (+9), Stealth 0 (+9), Swim 8 (+9)
Feats: Attack Focus (rapier), Fascinate (Intimidate), Iron Will, Mass Suggestion, Skill Focus (Intimidate), Suggestion (Intimidate), Talented (Bluff and Diplomacy), Taunt, Weapon Training [B]
Traits*: Incorporeal Traits, Manifestation, Move Object (+15), Rejuvenation, Unnatural Aura, Wandering Spirit
* See core rules, p. 135, or True20 Bestiary, p. 166; for Wandering Spirit, see adventure, p. 88.
Combat: Attack +4 (+3 base, +1 Dex) or +6 supernatural rapier, Damage +1 (unarmed, nonlethal, incorporeal opponents only), Defense Dodge/Parry +7/+7 (+3 base, +3 Cha, +1 Dex/+1 Str [incorporeal opponents only]), Initiative +1
Saving Throws: Toughness +2 (+2 undead), Fortitude +1 (+1 base), Reflex +2 (+1 base, +1 Dex), Will +6 (+2 base, +2 Wis, Iron Will)
Possessions: None
The Sunken Stingray (p. 88)
S4. Captain’s Cabin
The coins in the pouches are worth Cost 19 total. The potions work as Water Breathing charms; this power appears in the True20 Adept’s Handbook. The adventure text can also be used as written (they allow water breathing for 10 hours).
S7. Gun Deck
OCTOPUS: See True20 Bestiary, p. 129.
S10. Hold
LACEDONS (x2): See True20 Bestiary, p.101. The Narrator may wish to make these creatures Minions, in order to mitigate their deadliness slightly.
The Sahaugin Hideout (p. 92)
The dropped loot has a maximum total Cost of 13.
H1. Guardians of the Land Entrance
PIRATE ZOMBIES (x4): See core rules, p. 140.
H2. Main Cave
SAHAUGIN: See True20 Bestiary, p. 141.
H3. Shrine to Sekolah
SRATHULAS
Type: 3rd-level monstrous humanoid (aquatic) (Sahaugin Adept 1)
Size: Medium
Speed: 30 ft., swim 60 ft.
Abilities: Str +2, Dex +1, Con +1, Int +2, Wis +1, Cha -1
Skills: Craft (sculpture) 2 (+4), Concentration 2 (+3), Handle Animal 5 (+4, +8 sharks), Language 0 (Aquan, Common, Sahaugin), Notice 5 (+6, +10 underwater), Ride 5 (+6), Stealth 5 (+6, +10 underwater), Survival 0 (+1, +5 within 50 miles of home), Swim 0 (+10)
Feats: Armor Training (heavy, light) [B], Double Strike [B], Great Fortitude, Power (1), Weapon Training [B]
Traits*: Blindsense 30 ft., Blood Frenzy, Darkvision 60 ft., Freshwater Sensitivity, Light Blindness, Power (4 ranks, +5 bonus, Wis, save Difficulty 12; Cure), Rake, Speak with Sharks, Water Dependant
* See True20 Bestiary, p. 141.
Combat: Attack +3 (+2 base, +1 Dex) or +4 masterwork trident, Damage +5 (trident, 20/+4) or +3 (claw or bite) or +2 (rake), Defense Dodge/Parry +3/+4 (+2 base, +1 Dex/+2 Str), Initiative +1
Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +3 (+0 base, +1 Con, +2 Great Fortitude), Reflex +4 (+3 base, +1 Dex), Will +4 (+3 base, +1 Wis)
Frenzy stats: Str +4, Con +3; Swim +12; Damage +7 or +5 or +4; Defense Dodge/Pary +1/+4 (+2 base, +1 Dex/+4 Str, -2 rage); Toughness +5, Fortitude +5
Possessions: masterwork trident, shark-shaped black coral pendant (holy symbol of Sekolah, Cost 7)
Treasure (on sea chest altar): The 100 gold pieces are worth Cost 18, the garnet Cost 15, the gold teeth Cost 5 total, the gold bracelet Cost 18, and the gold wire belt Cost 23. Together, this hoard is worth 1,075 gold pieces, or Cost 26.
H5. Mother Merrow’s Quarters
MOTHER MERROW
Type: 4th-level monstrous humanoid (Sahaugin Malenti Adept 2)
Size: Medium
Speed: 30 ft., swim 60 ft.
Abilities: Str +1, Dex +2, Con +3, Int +3, Wis +1, Cha +1
Skills: Concentration 7 (+8), Handle Animal 7 (+8, +12 sharks), Knowledge (art*) 2 (+5), Knowledge (supernatural) 7 (+10), Language 0 (Aquan, Common, Elven, Sahaugin), Notice 7 (+8, +12 underwater), Ride 7 (+9), Stealth 5 (+7, +11 underwater), Survival 0 (+1, +5 within 50 miles of home), Swim 0 (+9)
Feats: Armor Training (heavy, light) [B], Double Strike [B], Familiar, Great Fortitude, Power (1), Weapon Training [B]
Traits*: Blindsense 30 ft., Blood Frenzy, Darkvision 60 ft., Freshwater Sensitivity, Light Sensitivity, Power (5 ranks, +8 bonus, Int, save Difficulty 14; Shadow Shaping†), Speak with Sharks, Water Dependant
* See True20 Bestiary, p. 141.
† See True20 Bestiary, p. 185, or True20 Freeport Companion, p. 25.
Combat: Attack +6 (+3 base, +2 Dex, +1 supernatural dagger), Damage +2 (dagger, 19-20/+3), Defense Dodge/Parry +5/+4 (+3 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +5 (+3 Con, +2 natural), Fortitude +5 (+0 base, +3 Con, +2 Great Fortitude), Reflex +5 (+3 base, +2 Dex), Will +4 (+4 base, +1 Wis)
Frenzy stats: Str +3, Con +5; Swim +11; Damage +4; Defense Dodge/Parry +3/+4 (+3 base, +2 Dex/+3 Str, -2 rage); Toughness +7, Fortitude +7
Possessions: supernatural dagger, 3 charms (Imbue Unlife +5; mindless undead only), rotted ball gown (Cost 15), gold bracelet (Cost 19), silver tiara (Cost 9), pearl earrings (Cost 5 each, 7 as a pair), jade pendant (Cost 6), Eye of the Dragon (Cost 27). Excluding the dagger, charms, and Eye, her possessions are worth 360 gold pieces total (Cost 22).
SKITHIS (Dogshark Familiar)
Type: 1st-level animal (aquatic)
Size: Tiny
Speed: swim 40 ft.
Abilities: Str -3, Dex +2, Con +0, Int -5, Wis +1, Cha -4
Skills: Notice 4 (+5), Stealth 0 (+10), Swim 0 (+10*)
* Uses Dex modifier.
Feats: Night Vision [B], Tough
Combat: Attack +4 (+0 base, +2 size, +2 Dex), Damage -3 (bite), Defense Dodge/Parry +4/-- (+0 base, +1 size, +2 Dex), Initiative +2
Saving Throws: Toughness -1 (+0 Con, -2 size, +1 Tough), Fortitude +2 (+2 base, +0 Con), Reflex +4 (+2 base, +2 Dex), Will +1 (+0 base, +1 Wis)
Treasure: The coins on the ground are worth 1,878.85 gold pieces total (Cost 28). The items in the niches total 2,500 gp (Cost 29), plus Captain Fletcher’s supernatural rapier and the magic gem. This latter item is a Sustaining Focus (+1) (see Liber Artefactorum, p. 12; Market Cost 18; grants a +1 to Fatigue saves when using powers).
H6. Cave Entrance
BLUE SHARK: Use Shark, core rules, p. 138.
To Freeport (p. 95)
The Temple of the God of Pirates
Peg-Leg Peligro is described fully in Black Sails Over Freeport, but has not been converted to True20 in the True20 Freeport Companion. The Pirate’s Guide to Freeport states that he is a journeyman (level 6-10) but Black Sails makes him a 12th-level cleric (or adept in True20). His stats are not necessary for the adventure, so he has not been converted here.
Treat Mordekai’s passwall scroll as an Earth Shaping charm; the passage collapses when he stops concentrating on the power.
The Hidden Shrine (p. 99)
U1. Front Doors
SEA URCHIN BAG TRAP: Attack bonus +12, Damage +4; Search Difficulty 20 to find; Disable Device Difficulty 20 to disarm.
U2. Warehouse Interior
CULTIST THUG [Minion] (x2)
Type: 1st-level humanoid (Human Warrior 1)
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +0, Con +1, Int +0, Wis -1, Cha -1
Skills: Bluff 4 (+3), Climb 4 (+6 in armor), Intimidate 4 (+3), Stealth 4 (+5 in armor), Swim 4 (+3 in armor)
Feats: Armor Training (light) [B], Attack Focus (shortsword), Point Blank Shot, Talented (Climb and Stealth), Weapon Training
Combat: Attack +2 (+1 base, +0 Dex, +1 Attack Focus) or +1 shortbow, Damage +3 (shortword, 19-20/+3) or +3 (shortbow, 20/+4), Defense Dodge/Parry +1/+2 (+1 base, +0 Dex/+1 Str), Initiative +0
Saving Throws: Toughness +2 (+1 Con, +1 leather armor), Fortitude +3 (+2 base, +1 Con), Reflex +0 (+0 base, +0 Dex), Will -1 (+0 base, -1 Wis)
Possessions: shortsword, shortbow, leather armor, 7 silver pieces (Cost 1, or Cost 3 for both thugs, or Cost 9 for all thirteen unnamed cultists)
CULT PRIEST
Type: 2nd-level humanoid (Human Adept 2)
Size: Medium
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +0, Int +0, Wis +1, Cha +1
Skills: Bluff 4 (+5), Concentration 5 (+9), Knowledge (supernatural) 5 (+5), Knowledge (theology/religion) 5 (+5), Stealth 5 (+9)
Feats: Powers (3), Skill Focus (Concentration), Skill Focus (Stealth), Tough [B]
Traits: Powers (5 ranks, +6 bonus, Wis, save Difficulty 12; Cure, Heart Shaping, Shadow Shaping*)
* See True20 Bestiary, p. 185, or True20 Freeport Companion, p. 25.
Combat: Attack +3 (+1 base, +1 Dex, +1 masterwork dagger), Damage +1 (dagger, 19-20/+3), Defense Dodge/Parry +2/+1 (+1 base, +1 Dex/+0 Str), Initiative +1
Saving Throws: Toughness +1 (+0 Con, +1 Tough), Fortitude +0 (+0 base, +0 Con), Reflex +1 (+0 base, +1 Dex), Will +3 (+2 base, +1 Wis)
Possessions: masterwork dagger, 10 silver pieces (Cost 2)
U4. Hidden Shrine Entrance
TURGLE (Quasit): See True20 Bestiary, p. 94.
U5. Mordekai’s Chambers
The scroll is written in Fiendish, and is a Cost 18 item to a collector.
U6. Storage Cave
The cheap jewelry here is worth Cost 13 total.
U7. Unspeakable Temple
CULTIST THUG [Minion] (x10): See U2, above.
MORDEKAI, CULT LEADER
Type: 4th-level humanoid (Human Adept 4)
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +1, Con -1, Int +2, Wis +0, Cha +3
Skills: Bluff 7 (+12), Diplomacy 4 (+9), Concentration 7 (+10), Intimidate 7 (+10), Knowledge (streetwise/local) 7 (+9), Knowledge (supernatural) 7 (+9), Knowledge (theology/religion) 7 (+9)
Feats: Powers (4), Ritual Knowledge (Summon Outsider)*, Skill Focus (Concentration), Talented (Bluff and Diplomacy)
* See True20 Companion, p. 80.
Traits: Powers (7 ranks, +10 bonus, Cha, save Difficulty 15; Drain Vitality, Mind Touch, Pain, Second Sight)
Combat: Attack +4 (+2 base, +1 Dex, +1 supernatural dagger), Damage +2 (dagger, 19-20/+3), Defense Dodge/Parry +3/+3 (+2 base, +1 Dex/+1 Str), Initiative +1
Saving Throws: Toughness +0 (-1 Con, +1 Tough item), Fortitude +0 (+1 base, -1 Con), Reflex +2 (+1 base, +1 Dex), Will +4 (+4 base, +0 Wis)
Possessions: supernatural dagger, bracers (Feat device [Tough]; see Liber Artefactorum, p. 8; Market Cost 21)
The Sacrifice
Mordekai’s ritual uses the Ritualism rules in the True20 Companion (Summon Demon, p. 86), but the details are not important; use the adventure text as written.
If using the True20 Freeport Companion, replace Ritual Knowledge with any other feat, give Mordekai Knowledge (forbidden lore) 7 (+9) and the Cult Priest 5 (+5). The ritual is similar to Conjure Demon (p. 44), but summons a 4th-level aberration instead. Assume that the sacrifice allows Mordekai to overcome the high Difficulty and command the fihyr; otherwise it appears and attacks him as described in the adventure.
FIHYR
Type: 4th-level aberration
Size: Small
Speed: 30 ft.
Abilities: Str -2, Dex +3, Con +0, Int -3, Wis +1, Cha -2
Skills: Notice 0 (+4), Stealth 7 (+14)
Feats: Ability Focus (frightful presence), Skill Focus (Notice)
Traits: Darkvision 60 ft., Frightful Presence [Difficulty 12 Will save or panicked 17 rounds], Power Resistance 10, Vulnerability to Sunlight [see adventure text, p. 102]
Combat: Attack +7 (+3 base, +1 size, +3 Dex), Damage -1 (bite), Defense Dodge/Parry +7/-- (+3 base, +1 size, +3 Dex), Initiative +3
Saving Throws: Toughness +3 (+0 Con, -1 size, +4 natural), Fortitude +1 (+1 base, +0 Con), Reflex +4 (+1 base, +3 Dex), Will +5 (+4 base, +1 Wis)
Treasure: The two Eyes of the Dragon (Cost 27 each).
Ending the Adventure (p. 102)
The heroes should almost certainly advance one level after this adventure.