Peril in Freeport is a Pathfinder adventure published by Adamant Entertainment, set in Green Ronin's Freeport: The City of Adventure. This page represents my notes for converting the adventure to the original v.3.5 rules. My errata page for Peril in Freeport is required to use these conversion notes.
General conversion notes
Skills
Pathfinder combines some v.3.5 skills as follows:
When a check is required for one of these Pathfinder skills, use whichever v.3.5 skill seems most appropriate.
Special Items
Aboleth slime (see Aboleth, MM, p. 8) cannot be used without serious consequences that require magical healing to reverse. Either replace it with water breathing potions (or similar magic) or assume that the slime has been specially treated (by unknown means) to remove the harmful effects.
Stat Blocks
Pathfinder stat blocks are very close to (late) v.3.5 stat blocks. The notes to Appendix 1 give any changes needed to convert these stats, page references for MM monsters, and any additional information needed to use the creatures encountered in this adventure.
Introduction
No notes.
Chapter 1: Onslaught
The GM should award ad hoc XP for Events 1 and 2, depending on the PCs' risk in these scenes.
See errata for the missing Events 5, 6, and 7.
Event 7--Stop that Ship!: EL 8.
Chapter 2: Jetsam and Flotsam
Event 1--Signs of Trouble: EL 3. [GMs with access to Stormwrack may wish to substitute a dire eel (also CR 3).]
Event 2--Sailing the Seas: EL 4 (5 for cover advantages).
Event 3--The Wreck of the Tradewinds:
Shark-eating crab: EL 4.
6. Crew Quarter's: EL 1. [GMs with access to The Tome of Horrors Revised may wish to substitute that book's electric eel (CR 2).]
Warband Attack: EL 7.
Event 4--The Merrow Lair:
2. Entry Tunnel: EL 3.
3. Central Chamber: EL 6.
4. Female's Quarters: EL 4.
5. Males' Sleeping Quarters: EL 4.
7. Shrine to the Wicked God of the Sea: EL 7.
9. Chieftain's Chamber: EL 7.
Event 5--Vandemere's Operation:
1. Front Room: EL 4.
2. Back Room: EL 10 (with or without the four Thieves).
Chapter 3: The Scourge
Event 1--The Discovery: EL 7 (with or without any Sailors).
Event 2--The Delivery: EL 5 each for five sailors on deck and five sleeping; EL 9 for galley; or EL 10 for entire crew of the ship.
Event 4--Ogre Patrols: EL 7.
Event 5--The Forest: EL 7.
Event 6--The Camp: EL 9.
Chapter 4: Blood in the Water
Event 4--The Fourth (But Not Necessarily Final) Victim: EL 11.
Chapter 5: The Nixie's Errand
Event 1--An Unexpected Arrival: EL 9.
Event 2--About Town: EL 6. Treat the trap as three separate dependent traps (see DMG, pp. 75-76): CR 1 for the dropping flasks, CR 3 for the fire spreading in the front room, and CR 4 for the final explosion.
Event 4--The Shrine:
1. Entrance: EL 7.
3. Skum Chamber: EL 7.
4. Chuul Pen: EL 7.
5. Aboleth's Den: EL 7.
The Scroll: Use Decipher Script instead of Linguistics. Characters who know modern Elvish may substitute an Intelligence check.
Chapter 6: Assault
Event 2--The Hags' Lair:
1. Underwater Entrance: EL 7.
2. Charnel Pit: EL 7.
3. Common Area: EL 7.
4. Males' Quarters: EL 8.
5. Females' Quarters: EL 7 (8 with Nemerg).
6. Guard Post: EL 5.
7. Great Hall: EL 7.
8. New Construction: EL 5.
10. Torture Chamber: EL 5.
14. Ogre Warrens: EL 8.
15. Hell Hound Pen: EL 7.
16. Greenhag's Chamber: EL 3. The trap should be CR 3.
19. Portal Room: EL 7 (Kulith and Maraphis) or 8 (all three hags). Use Decipher Script in place of Linguistics.
Chapter 7: Spawn of Evil
EL will vary depending on which, and how many, creatures are used in this fight.
Appendix 1: Dramatis Personae
Creatures that use unmodified MM stat blocks have the following notation: "CR #; hp #; MM #." The last # is the MM page number.
Ignore XP in the Pathfinder stat blocks; in v.3.5, XP awards depend on the PCs' relative levels.
For Senses: Listen and Spot, see Skills.
Where hp have been changed, the new total is the average hp for that creature's v.3.5 stats (including maximum hp at 1st level for characters with class levels and no monster HD).
For any statistics that are not listed below, the Pathfinder stat block is correct for v.3.5 use.
Chapter 1: "Onslaught"
Abnir the Sorcerer: CR 5; hp 20; +2 saves vs. free spells and spell-likes; Spd 30 ft.; Grp +2; add Listen -1, Spot -1 to Skills, and add one language. Under Spells, 2nd-level spells should be 5/day, and delete one known spell; delete one known 1st-level spell; 0-level spells should be 6/day. (Ignore Fire Affinity and Bloodline.) Also add the following secondary stat block:
Might of the Efreet: As an immediate action, Abnir uses the following statistics for 4 rounds: Melee quarterstaff +4 (1d6+2); Grp +4; Str 14. He must wait one hour between each use of this ability.
Bertram the Barbarian: CR 5; AC 13, touch 12, flat-footed 11 (+2 Dex, +1 padded armor); Resist trap sense +1; Melee greatclub +9 (1d10+6); Ranged club +7 (1d6+4); Grp +9; Atk Options Cleave, Power Attack, rage 2/day; Skills Climb +12, Listen +9, Spot +1, Survival +9, Swim +12; illiterate. (Ignore Rage Powers.) Also add the following secondary stat block:
Rage (Ex): When raging, Bertram uses the following statistics for 7 rounds: AC 12, touch 10, flat-footed 10; hp increase by 10; Fort +8, Will +4; Melee greatclub +11 (1d10+9); Ranged club +7 (1d6+6); Grp +11; Str 23, Con 18; Climb +14, Swim +14.
Conrad the Rogue: CR 5; AC add Dodge, Mobility; hp 27; Melee rapier +1 +6 (1d6+3/18-20); Ranged dagger +1 +8 (1d4+3/19-20); Skills Appraise +10, Balance +6, Climb +10, Diplomacy +1, Escape Artist +12, Gather Information +3, Hide +12, Jump +4, Knowledge (local) +10, Listen +4, Move Silently +12, Open Lock +18, Search +3, Sleight of Hand +12, Spot +4, Tumble +12, Use Rope +4 (+6 bindings).
Sergeant Yarrick: Use the Freeport Watch Sergeant in the 3rd Era Freeport Companion (p. 89; CR 2, hp 17).
Chapter 2: "Jetsam and Flotsam"
Alana the Nixie: CR 1; hp 3; MM 235 (Sprite). A nixie only has 1 HD, so the GM may wish to give Alana a class level or two to keep her from dying from one unlucky hit.
Botegg, the Merrow Chieftain: CR 7; AC 18, touch 8, flat-footed 18, uncanny dodge (-1 size, -1 Dex, +5 armor, +5 natural); Resist trap sense +1; hp 61; Will +4; Melee +2 spear +14/+9 (2d6+11); Grp +17; Atk Options Cleave, Power Attack, rage 2/day; Feats Cleave, Iron Will, Power Attack; Skills Climb +7*, Listen +8, Spot +2, Survival +4, Swim +14* (*includes armor check penalty); illiterate; gear includes a quiver of 4 javelins. (Ignore Rage Powers.) Also add the following secondary stat block:
Rage (Ex): When raging, Botegg uses the following statistics for 7 rounds: AC 16, touch 6, flat-footed 16; hp increase by 16; Fort +12, Will +6; spear +2 +16/+11 (2d6+14); Ranged javelin +5 (1d8+8); Grp +19; Str 26, Con 19; Climb +9, Swim +16.
Merrow typically uses longspears, so the GM may wish to exchange Botegg's spear +2 for a longspear +2. Attack and damage are unchanged, but he has reach 15 ft. with a longspear.
Captain Snoaj: CR 6; hp 25; Fort +5; Melee cutlass +6 (1d6+1/18-20); Grp +6; Feats Alertness[B], Great Fortitude, Martial Weapon Proficiency (cutlass), Skill Focus (Profession [sailor]); Skills Appraise +12, Diplomacy +12, Gather Information +2, Heal +12, Knowledge (geography) +12, Knowledge (local) +12, Knowledge (nature) +14, Listen +14, Profession (sailor) +15, Sense Motive +12, Spot +14, Survival +12 (+14 avoid hazards or above ground natural, +16 both).
Electric Eel: See Eel for a conversion from the PRD (CR 1; hp 17).
Giant Moray Eel: See Eel for a conversion from the PRD (CR 3; hp 52).
Huge Shark: CR 4; hp 65; MM 279.
Large Shark: CR 2; hp 38; MM 279.
Merrow: CR 3; hp 29; MM 198 (Ogre); usually Melee longspear +8 (2d6+7, reach 15 ft.).
Otsokh, the Merrow Priestess: CR 7; Aura moderate chaos and evil; AC 20, touch 8, flat-footed 20 (-1 size, -1 Dex, +3 armor, +4 shield, +5 natural); Fort +13; Melee heavy mace +8/+3 (2d6+3); Grp +13; Atk Options death touch 4d6, rebuke undead 5/day (-2, 2d6+2, 4th); Feats Extra Turning, Iron Will, Toughness, Weapon Focus (heavy mace)[B]; Skills Climb +3*, Listen +4, Spellcraft +2, Spot +4 (*includes armor check penalty); gear includes javelin, not spear. (Ignore Channel Negative Energy and Domain Spell-like Abilities.)
Cleric Spells Prepared: 2nd--as given, spiritual weapon is [D]; 1st--as given, magic weapon is [D]; 0 (NOT at will)--detect magic, guidance (x2), inflict minor wounds, resistance. D: Domain spell. Deity: Wicked God of the Sea. Domains: Death, War.
Porpoise: CR 1/2; hp 11; MM 278.
Shark-Eating Crab: CR 4; Grp +20; Atk Options constrict 1d8+10, improved grab; Skills Listen +0, Spot +4. (Note that this crab is far more powerful for its size than the monstrous crabs found in Creatures of Freeport or Stormwrack. The GM may substitute a larger-sized crab from one of those sources if he or she wishes.)
Sola: CR 7; AC 16, touch 13, flat-footed 16, uncanny dodge, Combat Expertise, Dodge, Mobility (+3 Dex, +3 armor); hp 41; Resist evasion, trap sense +2; Melee mwk whip +8 (1d3+2 nonlethal); Ranged dagger +8 (1d4+2); Grp +7; Atk Options sneak attack +4d6; SQ trapfinding; Feats Dodge[B], Combat Expertise, Exotic Weapon Proficiency (whip), Mobility; Skills Balance +4*, Climb +11*, Disable Device +14 [M], Escape Artist +12*, Gather Information +2, Hide +12*, Jump +3*, Knowledge (local) +7, Listen +9, Move Silently +12*, Open Lock +15 [M], Search +12, Sleight of Hand +12*, Spot +9, Survival -1 (+1 tracking), Swim +5*, Tumble +13*, Use Rope +3 (+5 bindings) (*includes armor check penalty; [M] includes mwk tools). (Ignore Rogue Talents.)
Thieves: CR 1; hp 8; Grp +1; Atk Options Point Blank Shot, Rapid Shot, sneak attack +1d6; SQ trapfinding; Skills Climb +5, Escape Artist +7, Hide +7, Knowledge (local) +5, Listen +3, Move Silently +7, Open Lock +7, Sleight of Hand +7, Spot +3, Swim +5.
Vandemere: CR 9; AC 17, touch 13, flat-footed 17, uncanny dodge, Dodge, Mobility (+3 Dex, +4 armor); hp 43; Resist evasion, trap sense +2; Ref +11; Grp +7; Atk Options Spring Attack, sneak attack +4d6; SQ interests, reputation, small organization, trapfinding; Feats Dodge[B], Leadership (12/14), Mobility, Spring Attack, Weapon Finesse; Skills Appraise +11, Bluff +11, Diplomacy +15, Disable Device +13*, Disguise +5 (+7 acting), Gather Information +4, Hide +12, Intimidate +17, Knowledge (local) +14, Listen +9, Move Silently +12, Open Lock +14*, Sense Motive +9, Sleight of Hand +14, Spot +9 (*includes mwk tools); replace Aklo with Undercommon; replace the jar of aboleth slime (see Throughout: Special Items). (Ignore Rogue Talents.)
Chapter 3: "The Scourge"
Captain Scranton: CR 9; AC add uncanny dodge; hp 71; Ref +8; Melee +2 longsword +15/+10 (1d8+4/19-20) or Melee unarmed strike +13/+8 (1d3+4); Ranged +1 heavy crossbow +12 (1d10+1/19-20); Grp +13; Atk Options Armlock, Cleave, Improved Unarmed Strike, Power Attack, dirty fighting +2d4, improvised weapon fighting; Special Actions corsair's luck 2/day (+4), fast on your feet; Feats Armlock*, Athletic[B], Cleave, Improved Unarmed Strike[B], Power Attack, Rope Monkey*[B], Sea Legs*[B], Skill Focus (Intimidate) (*3rd Era Freeport Companion); Skills Intimidate +13, Listen +2, Profession (Sailor) +14, Sense Motive +14, Spot +14; add heavy crossbow +1 to possessions, delete jar of aboleth slime.
Cyril: CR 7; AC 18, touch 10, flatfooted 18, uncanny dodge (+8 armor); hp 56; Grp +12; Atk Options Desperate Lunge, Improved Unarmed Strike, dirty fighting +2d4; Feats Armor Proficiency (heavy), Armor Proficiency (medium), Athletic[B], Desperate Lunge*, Improved Unarmed Strike[B], Rope Monkey*[B], Sea Legs*[B] (*3rd Era Freeport Companion); Skills Climb +9*, Listen +2, Spot +12, Swim +3* (*includes armor check penalty). Corsairs are only proficient with light armor, so Cyril needs Armor Proficiency x2 to avoid nonproficiency penalties.
Hell Hound: CR 3; hp 22; MM 151.
Sailors: CR 1; hp 10; Grp +3; Skills Climb +6, Jump +6, Listen +1, Profession (sailor) +5, Spot +1, Swim +6, Tumble +6.
Ogre: CR 3; hp 29; MM 198.
Ogre Mage: CR 8; hp 37; MM 200.
Chapter 4: "Blood in the Water"
Fiendish Giant Squid: CR 11; Huge magical beast (aquatic, extraplanar); AC 17, touch 11, flat-footed 14 (-2 size, +3 Dex, +6 natural); hp 72; Resist Endurance, cold 10, fire 10; Fort +9, Ref +11; SR 17; Melee 10 tentacles +15 (1d6+8) and bite +10 (2d8+4); Grp +29; Atk Options constrict 1d6+8, improved grab, smite good 1/day (+12 damage); Str 26, Con 13, Int 1; Feats Alertness, Diehard, Endurance, Toughness (2); Skills Listen +10, Spot +11, Swim +16.
Chapter 5: "The Nixie's Errand"
Aboleth: CR 7; hp 76; MM 8.
Chuul: CR 7; hp 93; MM 35.
Tavern Thugs: CR 6; AC 16, touch 12, flat-footed 16; hp 55; Resist add Indomitable; Will +1 (+3 vs. fear); Spd 20 ft., Burst; Ranged thrown mug +6/+1 (1d4+2) [includes -4 for improvised weapon]; Grp +4; Skills Climb +7, Hide +8, Jump -2 (Burst +4), Listen +1, Move Silently +6, Spot -1, Swim +5, Use Rope +7.
Golothur the Alchemist: Illusionist 3; AC add Dodge, +4 vs. dodge bonus; hp 19; Will +3 (+5 vs. illusions); SQ summon familiar (none); Feats* Craft Wondrous Item, Dodge, Scribe Scroll[B]; delete one language. *Note that in v.3.5, Golothur cannot have both Brew Potion and Craft Wondrous Item at 3rd level. (See errata about Golothur's level and stone salve. Ignore Keen Sense, Defensive Training, and Illusion Resistance.) Add the following:
Spell-like Abilities (CL 1st): 1/day--dancing lights, ghost sound (DC 14), prestidigitation, speak with animals (burrowing mammals only).
Wizard Spells Prepared (CL 3rd):
2nd--blur, invisibility, resist energy.
1st--color spray (DC 15), comprehend languages, mage armor, magic missile.
0--detect magic, ghost sound (DC 14), mending, read magic, resistance.
Banned schools: Evocation, Necromancy.
Spellbook: prepared spells plus 0--all (excl. evocation and necromancy); 1st--disguise self, identify, ventriloquism; 2nd--(none).
Skum: CR 2; hp 11; MM 228.
Chapter 6: "The Assault"
Hell Hound: CR 3; hp 22; MM 151.
Kulith (Annis): CR 6; hp 45; MM 143.
Maraphis (Greenhag): CR 5; hp 49; MM 143.
Merrow: CR 3; hp 29; MM 198 (Ogre); usually Melee longspear +8 (2d6+7, reach 15 ft.).
Nemerg (Sea Hag): CR 4; hp 19; MM 144. Pathfinder sea hags have 4 HD and higher Constitution than the MM, while 19 hp is rather low for one of the main villains. GMs may wish to give Nemerg one or more class levels. Here is one possibility: CR 5; Fighter 1; hp 25 (4 HD); Fort +4; SR 15; Melee 2 claws +9 (1d4+4); Base Atk +4; Grp +8; add Weapon Focus (claws)[B] and raise Craft to +5 (or Knowledge to +4); raise DC to 14 for evil eye and horrific eye. (On the other hand, she has numerous fiendish sea creatures to run interference for her, so additional HD may not be necessary.)
Ogre: CR 3; hp 29; MM 198.
Scrag Skeletons: Use Troll Skeleton (CR 3; hp 39; MM 227), but change Speed to 20 feet, swim 40 feet.
Chapter 7: "Spawn of Evil"
Fiendish Giant Octopus: The adventure's stat block has 12 HD, while the MM giant octopus has 8 HD. Choose one of the following conversions (note that both are high CRs for a 7th-8th level party!):
8 HD version: CR 10; Large magical beast (aquatic, extraplanar); Init +2; hp 47 (8 HD); DR 5/magic; Resist cold 10, fire 10; SR 13; Fort +7, Ref +8, Will +3; Melee 8 tentacles +10 (1d4+5) and bite +5 (1d8+2); Grp +15; Atk Options constrict 2d8+6, improved grab, smite good 1/day (+8 damage); Special Actions ink cloud; Con 13, Wis 12; Feats Alertness, Skill Focus (Hide), Toughness; Skills Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13.
12 HD advanced version: CR 11; Large magical beast (aquatic, extraplanar); hp 69; Resist cold 10, fire 10; Fort +9, Ref +10, Will +5; Melee 8 tentacles +13 (1d4+5) and bite +8 (1d8+2); Grp +18; Atk Options constrict 2d8+6, improved grab, smite good 1/day (+12 damage); Special Actions ink cloud; Con 13, Wis 12; Feats Alertness, Improved Initiative, Skill Focus (Hide), Toughness; Skills Escape Artist +12, Hide +12, Listen +6, Spot +8, Swim +13.
Fiendish Shark: Note that the MM's Large shark has 7 HD, not 4. Choose one (or both) of the following options:
Fiendish Large Shark: CR 3; Large magical beast (aquatic, extraplanar); Init +6; hp 38 (7 HD); DR 5/magic; Fort +8, Ref +7, Will +3; SR 12; Melee bite +7 (1d8+4); Base Atk +5; Grp +12; Atk Options smite good 1/day (+7 damage); Dex 15; Feats Alertness, Great Fortitude, Improved Initiative; Skills Listen +8, Spot +7, Swim +11.
Fiendish Medium Shark: CR 1; Medium magical beast (aquatic, extraplanar); Init +2; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural); hp 16 (3 HD); Fort +4, Ref +5, Will +2; SR 8; Melee bite +4 (1d6+1); Space 5 ft.; Base Atk +2; Grp +3; Atk Options smite good 1/day (+3 damage); Str 13, Dex 15; Feats Alertness, Weapon Finesse; Skills Listen +6, Spot +6, Swim +9.
Nemerg (Sea Hag): CR 4; hp 19; MM 144. See Chapter 7's stat blocks for alternate advanced stats.
Appendix 2: The Tailor's Shop
No notes.
Appendix 3: Nautical Encounters
Lacedon Attack: CR 1, hp 13 (Ghoul) or CR 3, hp 29 (Ghast); MM 118.
Dragon Turtle: CR 9; hp 138; MM 88.
Wererat Castaway: CR 2; hp 12; MM 171. The GM may wish to add a few class levels if he or she wants the wererat to pose any significant threat.
Harpies: CR 4; hp 31; MM 150.
Flotsam Mimic: CR 4; hp 52; MM 186.
Scrags: CR 5; hp 63; MM 247 (Troll).
Appendices 4-18
No notes.
Appendix 19: New Game Mechanics
Under Ogre blood, substitute Undercommon for Aklo.