Saturday, 1 May 2010

Wandering Monsters

Herewith is the hard work of banesfinger, who has converted the Wandering Monster chart for Stolen Land:

Wandering Monsters (Stolen Land, pg 75)

2d3 Bandits, with bows & shortswords (FC, pg 101)

1d4 Boars (FC, pg 103)

1d2 Boggards (Toad, Giant; FC, pg 148)

1 Brush Thylacine (Dire Wolf; FC, pg 112)

1d6 Elk (- non combat)

1 Faerie Dragon (see below)

1d4 Grig (see below)

1 Grizzly bear (SWEX, pg.145)

1 Hunter (use bandit stats)

1d8 Kobolds (use goblins; SWEX, pg. 149, but add light sensitivity -1 in daylight)

1d8 Mites (see below)

1 Nixie (see below)

1 Owlbear (see below)

1 Shambling mound (Siren Bush, FC, pg 146)

1 Slurk (use Moss Man; FC, pg 136, but “spores” becomes “grease” and uses Agility to avoid shaken/greased).

1 Tatzlwyrm (see below).

1d4 Trolls (FC, pg 150)

1 Werewolf (Wildcard, SWEX, pg 156).

1 Giant whiptail centipede (FC, pg 107: add Tail Lash: reach 2”, can sweep all opponents as a standard Fighting attack (at -2 attack and damage).

1 Will-O-Whisp (FC, pg 153).

1d6 Wolves (SWEX, pg 146)

1 Worg (use Dire Wolf; SWEX, pg 146)

Faerie Dragon

Faerie dragons are whimsical, playful pranksters that spend most of their time engaged in some sort of trick or joke.

Faerie dragons avoid combat unless there is no other option or their small treetop communities are threatened. If forced, faerie dragons attempt to confound their enemies rather than kill them, using their spells and breath weapon to weaken and scatter foes before fleeing.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d4, Vigor d8

Skills: Fighting d4, Notice d10, Stealth d10

Pace: 5; Parry: 4; Toughness: 4

Special Abilities:

Breath Weapon: a euphoric gas puffs using the Cone Template. Every target within this cone may make a Spirit roll at –2 to avoid the effects. Those who fail are shaken for 1 round. In addition, they suffer 1 level of fatigue and are immune to fear for 1d6 rounds.

Flight: Faerie dragons have a Flying Pace of 6”.

Size –2: they measure only 12” in length.

Small: Opponents must subtract –2 from attack rolls against the Faerie due to its small size.

Invisibility: they can become completely invisible with a successful Smarts roll and can remain that way indefinitely.

Magic: they have 10 Power Points and know the following powers: confusion, Legerdemain, Light, and Slumber.


Grigs look like cat-sized fey with the lower bodies and wings of crickets. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d4, Vigor d4

Skills: Fighting d4, Notice d10, Stealth d10

Pace: 5; Parry: 4; Toughness: 3 (1)

Special Abilities:

Flight: Grigs have a Flying Pace of 6”.

Size –2: A grig stands 1-1/2 feet tall and weighs about 1 pound.

Small: Opponents must subtract –2 from attack rolls against the grig due to its small size.

Invisibility: they can become completely invisible with a successful Smarts roll and can remain that way indefinitely.

Magic: they have 10 Power Points and know the following powers: disguise (self only), Entangle.

Fey: their fey heritage adds +1 armor which is ignored if attacked with cold iron weapons.


This squat humanoid seems to be nearly all head—an unfortunate circumstance, considering how ugly its puffy blue face is (Charisma -4).

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d4

Skills: Climb d6, Fighting d6, Notice d6, Taunt d6, Stealth d8, Throwing d6, Swim d6

Pace: 5; Parry: 5; Toughness: 4 (1)

Gear: Dagger (Str+d4)

Special Abilities

Infravision: Mites halve penalties for dark lighting against living targets (round down).

Size -1: Mites stand 3’ tall and weight 40lbs.

Light Sensitivity: Mites suffer -1 in sunlight.

Fey: their fey heritage adds +1 armor which is ignored if attacked with cold iron weapons.

Magic: Mites can cast the following powers: Beast Friend (insect/vermin only), Fear. They have 10 power points.


Naiads are fresh water spirits.

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d6

Skills: Fighting d4, Notice d10, Perform (singing) d10, Persuasion d8, Shooting d6,

Stealth d10, Swimming d10.

Charisma: +1; Pace: 6; Parry: 4; Toughness: 5 (1)

Gear: Short Sword (str+d6) and Crossbow (2d6)

Special Abilities:

Aquatic: Nixies have a Pace of 6” underwater.

Size -1: Nixies stand 4’ tall and weight 45lbs.

Fey: their fey heritage adds +1 armor which is ignored if attacked with cold iron weapons.

Magic: (uses Perform) Naiads have 10 Power Points and know the following powers: environmental protection (underwater), and Puppet.

OwlBear (wild card)

An owl-bear has the body and vitality of a bear coupled with the head of an owl. It is an unholy mish-mash of fur and feathers. It breeds in the wild and possesses a horrible disposition, attacking humans unrelentingly on sight.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10

Skills: Fighting d8, Notice d6

Pace: 6; Parry: 6; Toughness: 9

Special Abilities

Claws: Strength +d6

Gouge & Rend: An owl-bear that gets a raise on its attack roll has pinned (grappled) his foe. The opponent may only attempt to escape the “hug” on his action, which is an opposed Strength roll. Once grappled, the Owlbear rends (grapple - opposed Str roll for damage) and gouges them with its beak (for an additional d4 grapple damage).

Infravision: Half penalty for poor light vs. heat producing targets.

Size +2: An owl-bear is the size of a grizzly bear.


Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d8, Stealth d8 (+2 in woods)

Pace: 6; Parry: 6; Toughness: 7 (1)


Edges: Quick (ignore 5 or less on initiative)

Special Abilities:

Armor +1: Scaly hide.

Bite/Claws: Str+d4.

Low Light Vision: ignore penalties for Dim and Dark lighting.

Poison Breath: the Tatzlwyrm can gasp out puffs of poison gas. This uses the small template (centered on the wyrm). Any target in the template must make a Vigor roll or suffer from this minor poison. Each day, the victim must make a Vigor roll or gain a level of Fatigue. A successful Healing roll (at –2) removes the poison. Fatigue levels recover at one per day once the poison is removed.

I really like these conversions a lot - I was working on a faerie dragon, but this version is much better! Likewise the Tatzlewyrm. Rather than using goblins to represent kobolds, I would be inclined to use this Savagepedia conversion. In the case of boggards, I feel they are different enough from their animal brethren to warrant a different stat-block. Something else to look at!

Thanks again, banesfinger!

Saturday, 10 April 2010

New arrivals

The print copy of Stolen Land arrived today. So pretty...

And we're getting kittens.

Monday, 5 April 2010

Leaping Ahead...

To make up for no new conversions (Bokken and the fey are percolating in my mind), here's a preview of Kressle from Part 3.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8 Guts d6, Intimidation d6, Notice d8, Throwing d8 Tracking d6, Survival d6, Stealth d6
Hindrances: Greedy, Loyal, Vengeful (Major)
Edges: Ambidextrous, Dodge, Two-Fisted, Woodsman
Pace: 6
Parry: 6
Charisma: 0
Toughness: 8 (2/1)
Gear: Axes (2), Daggers (4), Reinforced Leather, 85gp


I haven't posted anything due to being busy over the Easter weekend, but the PbP game is in full swing. The PCs have laid their ambush for Happs and his men, who ahve just entered the outpost...

Thursday, 1 April 2010

Iconic thoughts

I've been pondering what the iconic pre-gens presented in The Stolen Land might look like in Savage Worlds terms, and they seem to translate across pretty well.

It's interesting from a d20 perspective that the party has no arcane caster, and that 3 of the pre-gens are wilderness classes (human barbarian, gnome druid, dwarf ranger), with that perennial oddball the monk filling in slot number 4.

Initial thoughts:

Barbarian - Berserk
Druid - AB: Miracles, Beast Friend
Ranger - Woodsman
Monk - Adept, AB: Miracles

Just rambling at the moment...

Sunday, 28 March 2010

Barbarian Cairn & Trap-Filled Glade

Barbarian Cairn

The ring in the cairn was created following the guidelines in the FC, and thus uses the Miscellaneous Items table.

Ring of Swimming
This item grants a +3 bonus to the Swimming skill.

Trap-Filled Glade

I looked online to see if there were stats or suggestions for using bear traps in Savage Worlds and saw that The Day After Ragnarok (Atomic Overmind Press) has them as Gear. It would be a bit much to buy the pdf just for that! (Awesome as the setting is)

Instead I took some inspiration from this thread at the Savage Worlds forum.

Bear Trap
If triggered, the character’s foot is caught in the vice, causing 2d8 damage and reducing his Pace by 1 until properly healed.

"Oleg's" continued

Once the initial bandit encounter is over, the PCs can settle in. As the days pass, the Trading Post receives more visitors in the form of Kesten Garess and his men. The aim, of course, is that they can become guards for the fort in the absence of the PCs. In Savage Worlds, the use of Extras means that should you so wish, these men may be come under the command of the PCs with ease.

Kesten Garess
Mercenary Captain (p135 FC)

Mercenaries (p135 FC)

A day after these men arrive, another traveller joins the group: Jhod Kavken. In the original adventure he is intended to be a source of healing for the PCs, but the 'golden hour' of healing in Savage Worlds means that his efficacy in this role is much reduced, unless he is given the Greater Healing power. Here are my current thoughts on him:

Jhod Kavken
Priest of Healing (p143 FC)
Replace Pacifist with Stubborn
Replace Taunt with Survival
Replace Healing with Greater Healing

Saturday, 27 March 2010

Oleg's Trading Post

This will probably be the PC's home away from home for the duration of their time in the Stolen Land. Oleg and Svetlana are both Citizens (p108 FC).

Happs Bydon was actually the second NPC I converted (Kressle was the first), and his statistics are below:

Happs Bydon (Wild Card)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6 Guts d6, Intimidation d6, Notice d6, Shooting d8 Tracking d6, Survival d6, Stealth d6
Hindrances: Greedy, Mean
Edges: Brawny, Woodsman
Pace: 6
Parry: 5
Charisma: -2
Toughness: 7
Gear: English Longbow, Dagger, Leather Armour, 20 arrows,2 days of
trail rations, silver Stag Lord amulet worth 20 gp, 35 gp, alchemist's fire (2)

Alchemist's Fire
Alchemist's fire is, as the name suggests, created by use of the AB: Alchemy Edge (p23 FC), applying the Blast power to a potion, that can then be thrown (requires Throwing roll and range is 3/6/12).

Bandits (3)
(p101 FC - armed with longbows and shortswords)

Horses, Riding (6)
(p149 EE)

Happs is a Wild Card to give the PCs the opportunity to face one right from the start. The alchemist's fire required a little thought, but once I came up with a solution, it was obvious. I think this should be a fun encounter; Happs has enough surprises up his sleeve, whilst only being a little better than the average bandit.

Friday, 26 March 2010


Primarily of course, I will be using the Kingmaker Adventure Path modules as the basis for this conversion. The Stolen Land is the first of the series, and I will be converting the encounters in this, as well as writing about the group going through the adventure, which is taking place as a PbP on the Paizo boards.

Also, I have downloaded the Player's Guide to the Kingmaker AP, as well as conversion document for d20 to Savage Worlds.

I am using the Explorer's Edition of Savage Worlds, as well as the Fantasy Companion. Where a monster is listed in either of these books (e.g. bandits) I will give a page reference rather than typing out the whole stat block.


This blog is a record of my attempts to convert the Kingmaker Adventure Path (Paizo Publishing) to the Savage Worlds system. This is my first attempt at a systematic record of converting from one system to another, as well as recording the exploits of my Play-by-Post group as they go through the adventures.

I will try to go through the encounters in the sequence they occur in the book, but I may occasionally leap ahead as something catches my interest.