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Admiral Xzar
Faen
(8/8/03 3:09 am)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
C 72

Quote:
Page 61 C72
Gnolls (49): hp 14, 11, 10, 10; 2d10 gp each; see Monster Manual page 130.



Quote:
Page 172
Graud: Male half-orc Bbn4; Medium-size humanoid (half-orc); HD 4d12 +4; hp 48; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 16; Base Atk +4; Grp +7; Atk +9 melee (1d12+5/x3, +1 greataxe) or +7 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk same; SA Rage; SQ Darkvision 60 ft., trap sense +1 (+1 bonus on Ref saves and +1 dodge bonus on AC against traps), uncanny dodge (Dex bonus to AC when flat-footed); AL CE; SV Fort +5, Ref +3, Will +1; Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 6.

Skills and Feats: Intimidate +5, Listen +7, Survival +7, Swim +8; Dodge, Weapon Focus (greataxe)

Rage (Ex): 2/day--hp 38; AC 14 (touch 10, flat-footed 14); Grapple +9; Atk +11 melee (1d12+7/x3, +1 greataxe) or +7 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk same; SV Fort +7, Will +3; Str 21, Con 17. Swim +10. Last 6 rounds, then fatigued.

Possessions: Masterwork chain shirt, +1 greataxe, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, potion of cure moderate wounds.

Graud is typically found in area 72. (page 61)

Intuit Direction and Wilderness Lore included in Survival now.

no big changes...



End of Conversion


i don´t know if we should change the CR in Areas 61 and 67, this would mean great xp gain for the players...

also what do you say about my Pedestral trap suggestion in area 63, any other ideas?

Edited by: Admiral Xzar at: 8/15/03 2:26 am
Infiniti2000
Verrik
(8/9/03 1:07 pm)
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ezSupporter
Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
You should add 1hp to all the normal orcs. They have 1d8+1hp now instead of 1d8hp.

A big question I have now is that the Orc Warrior is no improvement over the Monster Manual. I think we should at least suggest an improvement to make the Orc Warrior level 2 instead. Otherwise, you should eliminate the conversion of the Orc Warrior and just refer to the book for the normal Orc.

C63 - Instead of polymorph, it would be baleful polymorph, one spell level higher, so the DC should be one higher.

Traps - Those CRs are way higher than the text. It seems rather out of line. I can't fault your calculation, so I suggest you just provide the new CR as a suggestion in orange, complete with your calculation so that the DM can make an informed choice. I believe the primary difference in CRs is due to the disable device/search checks which were never accounted for in 3.0.

Admiral Xzar
Faen
(8/11/03 4:40 am)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Quote:
You should add 1hp to all the normal orcs. They have 1d8+1hp now instead of 1d8hp.

A big question I have now is that the Orc Warrior is no improvement over the Monster Manual. I think we should at least suggest an improvement to make the Orc Warrior level 2 instead. Otherwise, you should eliminate the conversion of the Orc Warrior and just refer to the book for the normal Orc.



1. ok, i will change it...

2. hmm, that´s a point..., i will make a new statblock with War2 orcs...

Quote:
C63 - Instead of polymorph, it would be baleful polymorph, one spell level higher, so the DC should be one higher.

Traps - Those CRs are way higher than the text. It seems rather out of line. I can't fault your calculation, so I suggest you just provide the new CR as a suggestion in orange, complete with your calculation so that the DM can make an informed choice. I believe the primary difference in CRs is due to the disable device/search checks which were never accounted for in 3.0.

1. Baleful polymorph changes the subject into a creature of small or smaller size and only 1 HD, so this won`t function with the polymorph into dwarv.

2. ok...

Infiniti2000
Verrik
(8/14/03 9:12 pm)
Reply
ezSupporter
Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
I finally had a chance to go over this again.

1. Murant is wearing hide armor, so his speed should be 30ft, not 40ft. I guess this errata was never found previously either.

2. Goblins have been similarly improved (+1 hp) by turning them into warrior 1.

3. Why'd you change Graud's hit points? Apparently Monte rolled well for him to have 42. It does not look like a typo to me and I would not always assume average hit points.

4. Graud's swim check improves when he is raging. They certainly improved swimming by taking out that -1/5 pounds, eh?

PS. Xzar, I'm glad you got over your illness! You did, right?

Admiral Xzar
Faen
(8/15/03 2:27 am)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Quote:
1. Murant is wearing hide armor, so his speed should be 30ft, not 40ft. I guess this errata was never found previously either.

2. Goblins have been similarly improved (+1 hp) by turning them into warrior 1.

3. Why'd you change Graud's hit points? Apparently Monte rolled well for him to have 42. It does not look like a typo to me and I would not always assume average hit points.

4. Graud's swim check improves when he is raging. They certainly improved swimming by taking out that -1/5 pounds, eh?


1. changed

2. changed

3. errata pointed this out.... rechanges it now

4. also changed

Quote:
PS. Xzar, I'm glad you got over your illness! You did, right?


yeah, i`m ok now...

ZansForCans 
Litorian
(9/16/03 2:12 pm)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Quote:
A big question I have now is that the Orc Warrior is no improvement over the Monster Manual. I think we should at least suggest an improvement to make the Orc Warrior level 2 instead. Otherwise, you should eliminate the conversion of the Orc Warrior and just refer to the book for the normal Orc.


I just wanted to note here that I think we should include this as an alternative, not the official conversion. The orc to orc War 1 transition in 3.0 doesn't change all that much--they still are 1 HD (and incidentally, the 15 hp one must be an error then). Monte didn't even change their base stat array much (Con is slightly higher). These few have better equipment than their fellows, which hasn't changed in v3.5.

Thoughts?


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arcane12
Faen
(9/16/03 8:33 pm)
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orcs
yes, the orc warriors should be restat'ed as they are a cut above a normal orc, mostly due to equipment, but also due to the feat. Hmm I wonder what happened to orcs getting orc double axes as a favored weapon. :/ If it was favored (which it isn't) they would have a feat freed up for expediture somewhere else- like weapon focus so they have a chance in heck of hitting with the thing! Also getting stats for a single attack with the doubleaxe would be great as this would probably be the standard use.

ZansForCans 
Litorian
(9/16/03 9:05 pm)
Reply
Murant
Tiny Murant change: the melee bonuses for a Weapon Focused Murant with racial familiarity (in the comment block) look 2 too high (maybe based on the rage stats by accident?) I knocked them down to +11 and +9/+9.

And a side note on the original errata: some of the suggested changes about his attack bonuses are wrong since the errata-er failed to notice the Exotic Weapon penalty. It looked like my handwriting. Doh! The original v3.0 numbers should probably be +4/+4 and +6/+6 when raging.

It works out nicely now in v3.5 with Ambi gone!


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Edited by: ZansForCans  at: 9/17/03 9:49 pm
ZansForCans 
Litorian
(9/17/03 1:19 pm)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Here's my take on the Pedestal Trap text. Comments are strongly encouraged!

Quote:
"The interloper must make a Fortitude saving throw (DC 22) or be polymorphed (as polymorph any object cast by a 15th-level caster) into a dwarf. Further, he must make an immediate Will saving throw (DC 17) or be dominated (as dominate person)…"

"Pedestal Trap: CR 10; victim polymorphed and dominated, Fortitude save (DC 22) and Will save (DC 20), respectively, negate; Search (DC 33); Disable Device (DC 33)."

The CR of the trap is calculated by combining the CR 9 for the polymorph any object and the CR 6 for the dominate person. The room is EL 10 now as well.


I did adjust the dominate DC down to 17 from 20 just to match the formula (10 + SL x 1.5) since the CR was going way up, but I don't have to make this change. In either case (17 or 20), the polymorph DC is higher now, which it wasn't in the original. Of course we can fudge it back to the original if we want.

Thoughts?


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arcane12
Faen
(9/17/03 2:54 pm)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
oo that's a tough one. (By the way you forgot the glyph of warding when working out the EL (now CR 4) but that makes it an even EL 10 anyway :) )

If polymorph was not 'willing creature' I would be tempted to keep it with polymorph. A problem with polymorph any object is that it also will set the victims Intelligence to 10 (average dwarf Int) which would suck if you were a Wizard, however it would help justify a EL 10 trap, XP wise (well that and the dominate person - CR 6, dominated for 10 days!). Either way it's done it will be a touch choice!

ZansForCans 
Litorian
(9/17/03 7:59 pm)
Reply
Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Ah, I did forget the glyph. But you're right, since 9+(6+4) = 9+7 = 10 in EL space, there we go :)

I was thinking about adding some cautionary comments about the changes. The Int change is a good one and a note about the domination duration is good as well. Looking at the PAO spell, I think the duration of the polymorph is permanent for a typical party member.


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arcane12
Faen
(9/17/03 8:35 pm)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Unless you typical party member is an ogre! (And even then it's a week 'till he's right) oo another thought, if you are a stupid halfling or gnome, then they would also be safeish. (different size, and less intelligent) And it would be the not so bright halfling rogue that picks up shiney silver spheres sitting is a magically trapped room, ontop of a fancy pedastall without checking for traps/detecting magic. ;)

ZansForCans 
Litorian
(9/17/03 9:50 pm)
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Re: Map D (54-72) Orcs, Dwarven Temple Conversion [3.5]
Map D (54-72) Orcs, Dwarven Temple has been added


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