Return to the Sabre River, extended edition

This website serves as discussion ground for a project: extending the D&D module CM3: Sabre River by Douglas Niles and Bruce Nesmith while converting it to PFRPG rule system.
More information on this CM module can be found here:http://www.acaeum.com/ddindexes/modpages/cm.html
All locations in the original text have been renamed to suit the official Pathfinder setting Golarion.
Alternate monster and character sheets and locations to set the adventure in Shadow World and for using the Rolemaster system will also be added later.
The project is open and is being worked on at irregular intervals.
Original Adventure TOC
- PROLOGUE: HOW TO RUN THIS ADVENTURE
- The Count's Stronghold:** If you have a PC with a dominion, use the PC's court instead to begin. Otherwise, the PCs are visiting the count, a high-level NPC. They learn of the curse and journey to the Isle of the Seer where they hope to solve the mystery.
- The Isle of the Seer:** The Seer's island is full of traps for the unwary, but those who find the Seer learn the cause of the curse.
- The Tower of Terror:** The tower is actually a volcano. Within its peak are a number of chambers, and terrible dangers reside there.
- The Heart of the River:** The Heart lies in a cavern beneath a ruined mountain palace. Only true heroes can remove the curse and restore the Heart to health.
- Ending the Adventure:** Ways to conclude the adventure are given, including what happens if PCs are greedy.
- PLAYING AIDS
PROLOGUE: HOW TO RUN THIS ADVENTURE
Have all of your characters settled down and started dominions? Have you wondered if they'll ever get a chance to fight their way through an old-fashioned dungeon again?
Yes, they will! Sabre River is for four to six characters of levels 14 and is designed for use the the Pathfinder RPG. Those PCs who have settled down and formed dominions or those who travel the world in search of adventure can join in the fun.
The river and the land around it are cursed, and a young boy seems to be the only one unaffected. Those who try to lift the curse must first reach the Seer on his mysterious island and then brave the Tower of Terror and the adventures at the river's heart. Only the intrepid need apply!
How to Use This Module
SABRE RIVER is divided into several major sections, beginning at the Count's Stronghold and ending at the Heart of the River. Each section contains a variety of encounters and adventures. Some of the sections will easily fill an evening's play, while others might be stretched over several sessions of gaming. As with any module, try to read the entire adventure before beginning play. If you simply don't have time for this, at least make sure you have read the section being played before you begin.
SABRE RIVER is designed to fit into an ongoing campaign. Thus, you should be able to pull the PCs from whatever they are doing, run them through this adventure, and then return them to the normal course of your campaign.
The Setting
This adventure may be set anywhere in the lands of the River Kingdoms in the world of Golarion.
The River Kingdoms are a region of primarily untamed wilderness that is gradually being settled by representatives and allies of the continent of Avistan.
The Sabre River may be any river in the River Kingdoms that you wish to use. The river is ancient and has had many names, and even if it has another name in your campaign world, it is called Sabre River in legends and in tales told by the barbarians.
Nonplayer Characters
New monsters and non-player characters are described in the appendix. Statistics and a brief profile are given for each.
Adventure Maps
DM Map 1: Isle of the Seer (upper level) coincides with the party's first encounters on the island.
DM Map 2: Isle of the Seer (lower level) indicates those final encounters leading to the Seer himself.
DM Map 3: Tower of Terror is a general map of the tower in three dimensions.
DM Maps 3A-3E are detail maps that coincide with several tower encounters.
DM Map 4: Heart of the River is a general, three-dimensional map of the river descent.
DM Maps 4A and 4B are detail maps matched to several river encounters.
Place and Time
Two of the sections in the module, the Tower of Terror and the Heart of the River, feature locations that must be placed somewhere in your campaign world. See those sections for details. You must determine how far these two locations are placed from the dominion where the adventure starts. If you wish to create a long and arduous cross-country trek to link these sections to the rest of the module, you are welcome to do so.
This will also determine how much game time will pass during play. It might be best to make a short adventure out of SABRE RIVER for those characters with dominions and a major quest for those not tied down to any landholdings. However, the exact time spent is up to you.
Player Characters
Eight pre-rolled characters are provided on four pages in the center of the booklet. These are the same D&D Companion PCs that were introduced in CM1, TEST OF THE WARLORDS. Their backgrounds have been expanded, but of course they may have followed different paths than those given here if they have been controlled by your players before. The companions have been converted to PFRPG rules, and their level has been defined by mere judgement. Their level might change in future editions of this adventure, if CR levels of these encounters will result being too different.
Random Encounters
Random encounters occur only when PCs are journeying through the wilderness. A single table covers all random encounters and is located here.
Additional Material
- Setting Sabre River in the World of Greyhawk (in progress)
- Setting Sabre River in Shadow World (in progress)
- ROLEMASTER stats (in progress)





