Author
|
Comment
|
Delgar2
Faen
(7/19/03 8:27 am)
Reply
|
CRM - Northern Bridge Complex Conversion [3.5]
I'm starting a new thread because I just want to compile everything in one place, I can port it over to a new thread if need be. If you want me to place this in a different thread let me know!
Delgar
Edited by: Delgar2 at: 7/19/03 8:27 am
|
Delgar2
Faen
(7/19/03 8:54 am)
Reply
|
Re: CRM - Northern Bridge Complex Conversion [3.5]
Quote: 170
Name: Human Warriors Human War1; CR 1; Medium-Sized Humanoid (Human); HD 1d8 +2; hp vaires (see text); Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Base Atk +1; Grp +3; Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +2 ranged (1d8/20x3, longbow); Full Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +2 ranged (1d8/20x3, longbow); AL NE; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14 Int 11, Wis 12, Cha 8.
Skills and Feats: Climb +0, Intimidate +3, Jump +0; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword).
Possessions: Masterwork banded mail, shield, light wooden, masterwork bastard sword, longbow, 20 arrows, potion of cure light wounds
Located throughout CRM
Although not native only to the northern bridge complex I thought I would start out with something simple. I changed the CR to 1/2, warrior is an NPC class and the CR of a 1st level warrior in both 3.0 and 3.5 should be half. Although perhaps the designer felt that the elite statistics and equipment accounted for a CR 1.
Delgar
Edited by: Delgar2 at: 7/21/03 7:54 pm
|
Delgar2
Faen
(7/19/03 9:17 am)
Reply
|
Re: CRM - Northern Bridge Complex Conversion [3.5]
Quote: Page 169
Name:Elf Warrior Male and female elf War1; CR 1; Medium-size humanoid (elf); HD 1d8; hp varies (see text); Init +3; Spd 20 ft.; AC 18,touch 13, flat-footed 15; Base Atk +1; Grp +3 Atk +5 melee (1d8/19-20, masterwork longsword) or +4 ranged (1d6+2/x3, mighty composite shortbow [+2 str]); Full Atk +5 melee ((1d8/19-20, masterwork longsword) or +4 ranged (1d6+2/x3, mighty composite shortbow [+2 str]); SQ Immune to sleep , low-light vision, +2 bonus on saves against enchantment effects; AL CE; SV Fort +2, Ref +3, Will -1; Str 15, Dex 16, Con 11, Int 12, Wis 8, Cha 10.
Skills and Feats: Climb +2, Jump +2, Listen +1, Search +1, Spot +3; Weapon Focus (longsword)
Possessions: Breastplate, masterwork longsword, mighty composite shortbow (+2 Str bonus), 20 arrows, 2 potions of cure light wounds
Located throughout CRM
Same as the Human Warrior, nothing really changes here. I did change the CR but again I'll leave that up to discussion.
Delgar
Edited by: Delgar2 at: 7/21/03 7:57 pm
|
Delgar2
Faen
(7/19/03 9:33 am)
Reply
|
Re: CRM - Northern Bridge Complex Conversion [3.5]
Just a few notes about monsters in the area:
The Chimera's challenge rating and hit-points remain the same. It's armor class increases slightly, so I don't think any changes are in order.
The riding-dogs gain a few non-combat abilities and their CR remains the same, so no changes need to be made here.
Delgar
|
msherman
Faen
(7/19/03 10:06 am)
Reply
|
Challenge ratings of the warrior types
In general, I've noticed that many of the warrior types in the CRM seem to have inflated CRs. I've always erratified them IMC; do others consider them errata as well? I agree with Delgar's change to CR 1/2 for the conversion doc.
|
madfox
Verrik
(7/21/03 2:49 am)
Reply
|
Re: Challenge ratings of the warrior types
If you take a look at the Monster Advancement chapter in MM 3.5, you would note that even simply given them standard stats array instead of the '10 modified by race' increase the CR by 1. Hence I think the CR of the 1st lvl warriors in this adventure are indeed 1 because of their superior equipment and stats.
Edited by: madfox at: 7/21/03 5:52 am
|
msherman
Faen
(7/21/03 4:32 am)
Reply
|
The pressure is on...
My session last night ended with the party listening at the door of Axred's room, about to burst in, about 5 minutes after the earthquake that signified the change over to 3.5e died down (I tried to scare them outside the ToAC to describe the firey hailstorm, but they'd have none of that despite three rounds of falling rock damage).
So, Delgar, if you need any encouragement, here it is! If you'd like any help with this complex, let me know. Our next session is probably going to be in 3 weeks.
|
Taxman66
Giant
(7/21/03 4:40 am)
Reply
|
Re: The pressure is on...
I agree with Madfox, between the upped stats and the equipment they should be CR 1s. Compare them to the DMG's War 1s and they are clearly superior and are easily compatable with other CR1 critters (3E at least, haven't gotten my books yet).
Taxman
"It takes an uncommon mind to think of these things, Hobbes." - Calvin
|
Delgar2
Faen
(7/21/03 6:55 pm)
Reply
|
Re: The pressure is on...
I'll change their challenge ratings back to 1 to fit with the consensus.
As for Riu Lotaas: The Greater Barghest, they haven't changed much and their CR remains the same so no change is needed there.
As for the Athach Guardian in 216, the CR has been jumped from CR 7 to CR 8 but the creature itself hasn't changed much. In the monster manual it wields three morningstars instead of clubs. No need for any modifications there I believe.
Delgar
|
Delgar2
Faen
(7/21/03 7:51 pm)
Reply
|
Re: The pressure is on...
Quote: Page 174.
Omarthis: Male Duergar Ftr7; CR 8; Medium-size humanoid (dwarf); HD 7d10 +28; hp 62; Init +4; Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +7; Grp +10; Atk +12 melee (1d10+6/x3, +1 dwarven waraxe); Full Atk +12/+7 melee (1d10+6/x3, +1 dwarven waraxe); SA; SQ Darkvision 120 ft, immune to paralysis, phantasms and poison, +2 racial bonus on saves against spells and spell like abilities, light sensitivity, spell-like abilities, stonecunning, stability, +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor Class against creatures of the giant type, +2 racial bonus on Appraise and Craft checks that are related to stone or metal items, retains base move in medium and heavy armor as well as under medium and heavy load, stability; AL LE; SV Fort +9, Ref +2, Will +2; Str 16, Dex 10, Con 18, Int 10, Wis 10, Cha 10.
Skills and Feats: Appraise +2, Climb +6, Craft (metalworking) +2, Craft (stoneworking) +2, Listen +1, Spot +1, Swim -1; Cleave, Exotic Weapon Proficiency (dwarven waraxe), Great Cleave, Improved Initiative, ower Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Light Sensitivity (Ex): Duergar are dazzled in bright sunlight within the radius of a daylight spell.
Stability (Ex): Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
Spell-Like Abilities (Sp):1/day - enlarge person and invisibility (as Wiz 14). These abilities affect only the duergar and whatever he carries.
Possessions: +1 dwarven waraxe, +1 full plate, EzCode Parsing Error: color=lime]Amulet of Health +2 (included above), assorted gems (300gp), EzCode Parsing Error: color=lime]shield, heavy , metal key to area 206
Usually found in 211 of the CRM
Duergar no longer get alertness for free so therefore I've removed it from his feat list to keep him at the correct number of feats
Very little has changed, however the biggest change was probably in the skills. Omarthis' original skill set included Alertness which Duergar no longer get, as a 7th level fighter he has 20 skill points so I maxed out Climb and Swim. The skills take into account his armor check penalty, in the case of swim double the armor check penalty according to the new rules. Duergar still get 1 skill point in spot and listen which is shown above. I highlighted their resistance to poison because it no longer is limited to alchemical and magical poisons but to all poisons .
Delgar
Edited by: Delgar2 at: 8/2/03 10:00 am
|
Delgar2
Faen
(7/21/03 7:53 pm)
Reply
|
Re: The pressure is on...
Well that is it for the Northern Bridge Complex. I chose an easy one!
One thing I've noticed, is even if there are very few to no changes it still takes forever to type out the stat blocks.
Let me know what you think
Delgar
|
madfox
Verrik
(7/22/03 1:16 am)
Reply
|
Re: The pressure is on...
No traps or spell efects in there that need to be changed as well? For example, if I remember correctly they did modify several glyphs and rune spells in 3.5.
|
msherman
Faen
(7/22/03 3:30 am)
Reply
|
Re: The pressure is on...
Great job, Delgar. My group will be opening the door to Axred's room and getting pounded by a huge morning star next Thursday, so I'll let you know how it goes.
|
smetzger
Faen
(7/22/03 5:42 am)
Reply
|
Re: The pressure is on...
Quote: One thing I've noticed, is even if there are very few to no changes it still takes forever to type out the stat blocks.
Well, the SRD for 3.5 was just released so that will help out a bit. Luke has also said that RPM will be updated soon with 3.5 info. So that means you should be able to get a stat block for a standard creature easily.
|
Delgar2
Faen
(7/22/03 3:27 pm)
Reply
|
Re: The pressure is on...
I will check over the one trap when I get home tonight.
My thoughts on Traps is that all the stats are there in the box so if it doesn't get changed it's not a big loss.
Delgar
|
Andorax
Verrik
(7/23/03 6:49 am)
Reply
|
Re: The pressure is on...
Delgar2, there may well be changes to traps in 3.5, just as there were changes to monsters. Format changes (including things like reset method), as well as possible shifts in CR.
"Whadda ya mean, Orcs get levels too?!?" |
msherman
Faen
(7/23/03 4:59 pm)
Reply
|
Significant Barghest change
In 3.0, the Barghest retains it's claw and bite attacks when in Goblin form, but in 3.5, he loses all natural attacks in Goblin form but can wear armour and wield weapons. It seems reasonable that he'd be in goblin form when encountered in the module as written, which puts him in the great hall debating policy with Oamarthis and some guards. Should we arm him? Or should he just rely on his spell-like abilities to distract the party, only changing form to use his natural attacks if things are going really poorly?
Also, less significantly, his space/reach has changed to 10/5 regarless of form; in 3.0, he was 5x10/5 in one form, and 5x5/10 in the other.
|
msherman
Faen
(7/24/03 7:20 am)
Reply
|
Re: Significant Barghest change, and Chimera change
Gah. The Barghest has an error in the MM, I think; at the start of the writeup it says that it can use it's natural attacks regardless of form, but in the shapechange ability, it says it loses some of them depending on the form.
The Barghest has some great new Spell Like abilities, too: Invisibility Sphere at will, and Mass Bull's Strength/Mass Enlarge once per day. That'll make those warriors something to worry about!
Also, the Chimera has a possibly significant change: Hover as a racial feat. It's worth noting, though, that Hover is quite a bit weaker than it was in 3e. Whoever is doing the moathouse should probably cover the Hover change when they write up Utreshimon.
Edited by: msherman at: 7/24/03 7:39 am
|
Delgar2
Faen
(7/24/03 9:01 am)
Reply
|
Re: Significant Barghest change, and Chimera change
I don't think we need to equip the barghest. It will probably do as you say, remain in goblin form (big goblin apparently) and use it's spell like abilities. Then switch over to wolf form.
I would assume that it only gets it's natural attacks in wolf form, but that's monster manual errata.
The Chimera is chained so I don't know how much use it will get out of it's hover ability, and the hover ability (DM's choice here). Hover has definately changed, it's no longer quite as powerful which is good, but will definatley make the intial encounter with Big U a little easier.
As far as the lone trap in the NBC, it's an arrow trap that seems to fit in with the DMG's guidelines for traps, I see no need to change it.
That spells the end of the NBC, please if there are any more comments or questions let me know. I should probably sign up for another area, although I'm not sure when I'll have time to help out.
Delgar
|
ZansForCans 
Litorian
(7/29/03 10:32 pm)
Reply
|
NBC comments
Re: the arrow trap, technically it's now a CR 4 trap, not 3. The Search DC gives it +1 and the average damage of 17.5 is exactly 2.5 x 7. Unlike most else, there is an explicit comment in the DMG now to round this one up, so that's +3 for the damage, giving CR 4 overall.
Re: Riu, he no longer has charm person or project image as suggested in the tactics section in C211. However, as msherman notes above, he's a serious buffer now for a group attack. In addition to the mass spells, he has rage, which now affects multiple targets (3 at his HD), but does require him to concentrate.
Re: Oamarthis. Did his skills get cut off by an ezCode above there? A few seem to be missing. Nevertheless, his skills are wacky in the text as it looks like the racial dwarven skills were left in there (Appraise, Spot, and Listen all have 2 'bonus' ranks). Extrapolating from what you have listed above, I'm getting Move Silently -3 (4 ranks), Spot +1, and Swim -5 (6 ranks). Is that right?
Group Editing & Authoring Support
flexible campaign management for the web
info :: demo |
msherman
Faen
(7/30/03 4:33 am)
Reply
|
Re: NBC comments
Just a minor correction, Zans, Rage doesn't require Riu to concentrate. It's duration is concentration + 1rd/level; since he can do it at will, it makes sense for him to just keep pumping it out, relying only on the 1rd/level duration and ignoring the concentration.
|
|