Morrowind Campaign setting


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Liberty's Edge

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Hello everybody,
I have been DMing a campaign based in the elder scrolls universe in the continent of Morrowind. The time period is between the events of Morrowind and the Oblivion crisis. My campaign is very much homebrewed as one could imagine from this. I am using the “Races of the Elder Scrolls” by Kazarath. I have been using the basic monsters off if the PFSRD but would like to get more into the feel of the land. Does anyone have ideas of what creatures on the PFSRD would be a good match for those in Morrowind? The campaign has been undead heavy due to a deep hatred to vampires from my player (except one who is trying to become one). Any advice for me would be appreciated even if its not only Morrowind creatures as I am sure they will be leaving the continent eventually.
So far I have made the matches of the following:
Dremora are Legions devils from 3.5 (more powerful ones gain class levels), most centurions are matched for constructs, clanfear are minotaurs with the young template and evil outsider subtypes, atronach are obviously elementals, and Ogrim are ogres.
Thanks for any help on this
~Falcar

The Exchange

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cliff racers are basically small versions of the pterodactyl. and they are everywhere.

are you using soul gems? keep in mind that black soul gems are possible, despite the mage's guild outlawing them. you will need to figure out some kind of HD to soul conversion, or perhaps base it on CR.

Liberty's Edge

I cannot remember but I think I saw something on daemons about the soul trade did they have price tags included?


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Captain Xenon wrote:
cliff racers are basically small versions of the pterodactyl. and they are everywhere.

Indeed. Cliff racers occupy 02-98 on all encounter tables. Also, you have to roll for the possibility of encountering a cliff racer if you are within 100 miles of a location that contains cliff racers. They'll find you.


Daemons gave no price for souls, last I checked, but I would make it a 1,000 gold per CR the creature possessed. This is how I handle enchanting in my Elder Scroll games. As for what to use from the Bestiaries? I usually ran monsters as is from it. Previous games have shown me that just about anything can be found on Nirn.

Though to create ash spawns, I seem to recall 101 Simple Monster Templates had an Ash Undead template.


Captain Xenon wrote:

cliff racers are basically small versions of the pterodactyl. and they are everywhere.

This is why I always played archers in Morrowind.


netch may be similarly stated to grells. Nix-hounds kinda resemble giant ants. Shalks are giant beetles of some virility


I think other than being a floating sphere with tentacles, netches don't have anything in common with grells.

For other monsters of Morrowind, I'd try to find monster conversions to 3rd Edition for Dark Sun creatures. The wildlife seems to be quite similar.


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Conversations with every non-Imperial Legion Guardsman should always just be:

"We've watching you. Scum."

Conversations with Dark Elves should be riddled with flavorful insults like "n'wah" or "fetcher" (If they respect you, try "sera" or "muthsera"). Nothing'll shock them more than a charge of Ashlanders from the rocks as they're waltzing their way down that foyada.

You could throw in Goblins as-is, but Durzog are probably closer to Worgs in strength than they are to Goblin Dogs.

Gawd. Morrowind was the best game in the series, and I've been playing them since Daggerfall - Daggerfall was my first computer gaming experience, actually. I'll be watching this thread! Keep us apprised of your progress!

Liberty's Edge

Thanks Yora, I will look up dark suns. I do you know who made the 101 monster templates? That sounds useful.

The Exchange

http://www.uesp.net/wiki/Elder_Scrolls

lots of good elder scrolls stuff. a far amount depends on when you set your game- by the time of skyrim and the return of dragons, many have fled morrowind because of all the ash. although there is still a lot of time after the events in the game, so you could change all the NPCs with ease.


Falcar wrote:
Thanks Yora, I will look up dark suns. I do you know who made the 101 monster templates? That sounds useful.

Rite Publishing

Liberty's Edge

Thanks, I knew about the UESP I am just looking for any creatures that might fit as others. Thanks anyway though.


Falcar wrote:
Thanks Yora, I will look up dark suns.

This is probably the one to go: http://www.athas.org/products/toa

(Click on "Files" to get the download link.)

It even has pictures, and flavor text, and everything.
I think the only important conversion adjustments are calculating CMB and CMD, and reassigning skill ranks.

RPG Superstar 2015 Top 8

After looking at UESP to refresh my memory...

Weirdly, I think axe beaks could probably be refluffed to alits. They don't look much alike but have the basic correct anatomy (two legged, nasty bite). I don't know if you'd need to put them down to Medium size, it's been a LONG time since I've played Morrowind (and I never finished it). Add an appropriate ability damage and disease special attack for blighted versions, and a gore attack for kagouti.

As you've probably already done, a lot of the insectoid creatures can be matched up with various giant vermin and insect-like monstrous humanoids, etc.

Maybe tweak/refluff some fire-based elementals for ash creatures.

Is there anything in particular you want to be sure you can convert?

Liberty's Edge

So far I made three different vampire templates to represent the cans, and the main plot is looking closer to corprus problems. I would like bonewalkers as those were the enemies I hated most, the greater versions that had the perminant strength drain. Ash creatures would be good maybe something like corprus beasts. And I had not thought of the axe beak but I think it should work


Daemons description on d20pfsrd contains information about soul trade in Pathfinder, including soul prices.

Liberty's Edge

Thanks Drejk, I knew I saw it somewhere. Souls are cheaper than I expected the life of a creature to be.


Falcar wrote:
Thanks Drejk, I knew I saw it somewhere. Souls are cheaper than I expected the life of a creature to be.

Ditto. Who knew someone very being could be so cheaply bought.


Yora wrote:

I think other than being a floating sphere with tentacles, netches don't have anything in common with grells.

For other monsters of Morrowind, I'd try to find monster conversions to 3rd Edition for Dark Sun creatures. The wildlife seems to be quite similar.

I think they are somewhat close. Lower the int. get rid of the bites and paralysis. add a poison attack for the bulls and volla.


Also a grell is medium size, while a netch is at least huge, maybe even gargantuan. And shots electricity.


Yora wrote:
Falcar wrote:
Thanks Yora, I will look up dark suns.

This is probably the one to go: link

(Click on "Files" to get the download link.)

It even has pictures, and flavor text, and everything.
I think the only important conversion adjustments are calculating CMB and CMD, and reassigning skill ranks.


I'm currently in a game of TES using pathfinder, this is what we used for the soul gem cost conversion. It has worked out effectively so far and removes the arbitrary creature strength limits, with the right amount of HD and class levels even a cliff racer can give out a grand soul.

Soul gems


I think that soul gem value should be rather based on the "donor's" CR rather than HD.

Liberty's Edge

That might work better in the case of a templates, I feel like an advanced ogre should be a higher soul than a young ogre. I do like chart though.


Ah, right forgot that was the raw chart we just moved the HD stuff to CR quick and simple fix, though we ended up making them an additonal component rather than having them work as the in game verson, needing to kill a CR 20 to pay for a 4k str boost item is a bit punishing.

Id use beefed up ghouls and multi limbed ghasts for bonewalkers and bonelords respectively. Just trade out paralysis for str damage

The plague zombie could work as a good base corpus vector and template for lesser infected creatures.

Liberty's Edge

That seems pretty good, how much strength damage do you think? Normals maybe a D4 or D6 and greater maybe 2D4?


I'd eyeball walkers at 1d6 str and Lords with 1d8 str, makes the 4 claw Lords a terror to behold on low fort save players like wizards.
use the same DC as the normal ghoul paralysis and watch as the players learn to love Lesser restoration.

If anything it is a significant reduction on the threat level of that creature, I've always considered both Ghouls and Ghasts at least one CR above what they say they are due to the terror factor of a creature that has what equates to a Save or Die on its primary weapons.

Liberty's Edge

Thanks, I also realized the ghast thing last session. I had about 6 ghast a against a a group of five level 8 players. A magus got surrounded and paralyzed then died quickly as the undead ate him. They will be higher CRs from now on. I think that four attacks of strength damage will make them dear the undead and learn that dunmer tombs are not to be taken lightly.


Yora wrote:
Also a grell is medium size, while a netch is at least huge, maybe even gargantuan. And shots electricity.

a netch look's to be in the realm of large to me.


A betty netch (blue) can be medium, and the bull netch can be either large or huge. Gargantuan seems too much for something of that size.

Liberty's Edge

I feel like the Betty would be Large and the Bull would be Huge, they were pretty big still. Though i played a Bosmer for a lot of it so they all seem big.


Huzzah! A mention for me!

I was planning to write up a whole conversion of TES for Pathfinder, but like almost all of my projects, ended up falling by the wayside. Perhaps I'll finish it one of these days, I think a few of my players would LOVE a game set in Morrowind. You guys should put up an actual PDF on google docs when it's done. If not, I might.

You chaps keep up the good work!

Liberty's Edge

Kazarath I would be more than happy to work with you on this project, I loved the races you made. I have never been good with the race builder they always end up unbalanced. I would be happy to put of a PDF on google docs so that I can update it often with what I have made. are you interested in a joint effort? Each conversion I tried to find on Elder Scrolls was half finished and I would love to see a completed one but doubt I can do it alone.


Possibly, very possibly. I do have a lot on my plate right now, so I'm not sure, but if I can free up a large enough chunk of time, I'd definitely let you know.

Liberty's Edge

Ok, let me know. I'm working on putting everything I have together for the PDF at the moment.


I'm anxious to see how the group at higher lvls with their "magic" gear deal witb the tribuneral and their dwermer machines muhahaha. Werewolves eating thru any dr that the party has...

Ow wow the template vivec, dagoth ur will have. Hopefully none of ur players have played the mod great house dagoth or ur gonna have a party trying to side with the sixth house..

I'm excited about this thread and will keep an eye on it. Ill do some research and come up with creature templates that will fit morrowind.

Liberty's Edge

Ok, so i have compiled most of my conversion so far into a Document. If anything seems wrong feel free to let me know as I have a terrible habit of making things unbalanced.
Also I do not know if this link will work, first time I have done this.

Link

Liberty's Edge

Any feedback at all?

Liberty's Edge

TES automatically wins.

Here's a thought, though. For added immersive flavor, try requiring new characters to roll randomly for their starsign, AFTER they've chosen or rolled for their race. The stars under which you're born would realistically be beyond your personal control; mechanically, it can discourage min-maxing and inspire dramatically varied characters. I suggest this primarily because, like their original in-game incarnations, the star signs are horribly lopsided in terms of mechanical value, and some I can guarantee will never be chosen.

Of course, this can quickly sour player experiences, so get their agreement before ruling this in.


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Your race, sex, and statistics would realistically be beyond your personal control, too.

I'd suggest star signs be balanced, instead.


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Here are some signs a few others and I put together for a game a while back. They are not perfect but I ran a game using them and found little issue with them.

Star Signs:

The Lady:
+2 Birthsign Bonus to Wisdom and Constitution.

The Lord:
You can grant yourself Regeneration 5 for (wisdom modifier) worth of rounds on yourself equal to 3 + wisdom modifier. You take 25% more damage from fire sources.

The Lover:
You gain the ability to render an opponent paralyzed once per day with your touch for charisma modifier worth of rounds. You become fatigued for the same period.

The Mage:
Those born under the Mage add half their level as a bonus to Spellcraft tests. They also receive one additional spell per day for each level of spell they may cast.

The Ritual:
You gain the ability to channel positive energy as a cleric two level lower than yourself (minimum 1). You also gain the Turn Undead feat.

The Serpent:
Once per day, you may touch someone, dealing them damage equal 1d10 + your character level. At the same time you receive a Remove Poison and targeted Dispel Magic, and remove the fatigued condition.

The Shadow:
You may go invisible once per day for one minute, as per the invisibility spell.

The Steed:
The Steed grants a +10 feet of movement, +10 feet per every four levels. Those of the Steed also gain Quick Draw as the feat.

The Thief:
Those of this sign receive a bonus to Stealth equal to half their level and may move their full movement without causing a penalty to Stealth.

The Tower:
Those born under the Tower add half their class level to Disable Device tests and always count as having a set of thieves tools on themselves. Once per day you may grant yourself Damage Reduction 5/- for 10 rounds.

The Warrior:
Those with this sign receive a +1 to attack rolls and another +1 every four levels. The Warrior also allows those born under it to treat the damage of their weapons as one step higher.

The Atronach:
Those of the Atronach gain SR equal to 9 + their level. They also treat their casting modifier as x2 for determining bonus spells; they do not gain spells back after an eight hour rest. They regain spell slots by either taking a week of preparation, or when they successfully save against a spell they my instantly prepare a spell of the level that hit them or lower.

The Apprentice:
Those born under the Apprentice gain 2 extra spells per day for each level of casting, as well as treating all their spells as +1 level higher. However those of the Apprentice also take a -2 to all saves vs. spells; duration of harmful effects of spells last twice as long.

Liberty's Edge

Omnomnid, I think some of those might be a bit too powerful, a +2 to wisdom and Constitution would be far better than most abilities.
One thing that i did was offer the players the choice of two traits or a birth sign.


I did a 3.5 version of many of several of the Tamrielic races, which was very closely modelled off the Morrowind stats. Mine would need serious revision though, as I've been recently moving away from lots of skills and race/class abilities that are just skill bonuses.


After reading your write-up of the Tamrielic races, I've made a few changes to my own version, as listed here. The main difference is that all the races (except Orcs) have balanced attributes, as if you took 40 as the average stat in Morrowind and Oblivion, each race started with an average attribute of just under 40. If you feel really strongly that they should comply with Pathfinder norms, allow them to choose an additional +2 bonus to one attribute (with a racial modifier of +0 or less), according to the general theme of their first class level: Combat (Str or Con), Stealth (Dex or Wis), Magic (Int or Cha).

For what it's worth, if you still use the human heritage option for the Men, I would restrict the floating +2 bonus to a mental attribute only for Bretons and to a physical attribute only for Nords and Redguards. Only Imperials should have an unimpeded choice of attribute.

For that matter, I'd settle with using the ten races as their own subtypes - Altmer, Argonian (or reptilian), Bosmer, Breton etc.

Argonian: +2 Dex, +2 Int, -2 Con, -2 Cha
Deepsight: When underwater (or attempting to spot something underwater), Argonians are considered to have 60 ft darkvision. [1]
Swampstrider: An Argonian's movement in swampy terrain is unaffected by difficult terrain, unless it has made so magically. [1]

Breton: -2 Str, -2 Con, +2 Int, +2 Wis

Dark Elf: +2 Dex, +2 Int, -2 Wis, -2 Cha
Remove Fell Magic [3] and replace it with Sacred Necromancy: +1 caster-level with necromancy spells and +2 bonus vs. all saves against death effects, negative energy, energy drain and fear. [3]
Ashstrider: A Dunmer's movement in volcanic wastelands is unaffected by difficult terrain, unless it has made so magically. [1]

High Elf: +2 Dex, -2 Con, +2 Int, -2 Cha
Classical Schooling: Knowledge (arcana), Knowledge (history) and Spellcraft are always class skills and only grant a +1 bonus, which rises to +2 if your first class level also grants those class skills. This drops the cost from [6] to [5].
High Magic: Altmer receive a +2 racial bonus to caster level checks to overcome spell resistance and on Spellcraft checks to identify magic items. This cuts out the spell-like abilities altogether and reduces the cost from [5] to [3].

Imperial: +2 Str, -2 Dex, -2 Wis, +2 Cha
Voice of the Empire: Bluff and Diplomacy are always considered class skills. [1]

Khajiit: -2 Str, +2 Dex, -2 Wis, +2 Cha
Cat's Stealth: Stealth is always a class skill and Khajiits gain a +2 racial bonus to Stealth checks, which increases to +4 in desert terrain. This drops the cost from [5] to [4].
Cat's Grace: Khajiits always count Acrobatics as a class skill and always land on their feet after falling, even if they take lethal damage from the fall.
Desertstrider: A Khajiit's movement in sandy deserts or sandy terrain is unaffected by difficult terrain, unless it has made so magically. [1]

Nord: +2 Str, -2 Int, +2 Wis, -2 Cha

Orc: +2 Str, +2 Con, -2 Cha
Cornered Fury: When reduced to less than half their health and no conscious ally is within 30 feet, an Orc gains a +2 racial bonus on melee attack rolls and Armour Class. [4]
Replace Forge Craft [2] with Forgemaster: Orcs gain a +2 racial bonus on all Craft and Profession checks to work with metal, which increases to +4 when working on Orcish weapons and armour. [2]
Rugged: Orcs are extremely tough and durable individuals and gain Endurance as a bonus feat. [2]

Redguard: +2 Dex, +2 Con, -2 Int, -2 Wis

Wood Elf: -2 Str, +2 Dex, +2 Int, -2 Wis
Woodsman: A Bosmer's movement in forests and jungles is unaffected by difficult terrain, unless it has made so magically. In addition, they gain a +4 bonus to Stealth checks in these environments. This increases the cost from [1] to [2].

Liberty's Edge

I like what you have done with them. Kazarath originally made them and i tweaked them. I think that the more people we have working on them the better they will come out. I did not look at the race builder when working on them so anything I altered may not be balanced.
Any other input on the conversion? I am still missing a lot of things to make a full conversion.


Obviously, the abilities I didn't mention should remain unchanged. :)

I really don't like what you did with the special materials, but then I don't have any useful input on that situation.

I think you should use the psionic power point system for all casters to simulate Tamriel's magicka, which will also eliminate the free level-scaling of spells that is missing in TES games. After all, if you want a better spell in Tamriel, you need to design a new one yourself, rather than just levelling up your caster level.

I definitely have a lot of things to say about the skill system, but that's for another time. As per your PM, I'll also send you the stuff I have on Tamriel's vampires.

Liberty's Edge

Feel free to post what you have, that's why I made this thread. I will admit for the materials I have not tested them at all but will be soon. My group got a bit distracted in another campaign a friend is running.
Psionics or mana points is something I have considered but my tried.


any suggestions for miniatures? What are you using for dwarven machines, etc

Liberty's Edge

Well I don't have real miniatures but I have made a series of tokens that are numbered 1-10 and another set marked M1-M16 (these were used as minions in 4.0)
Otherwise we use Lego characters as miniatures. they are customizable so we like them.

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