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Andorax
Cherub
(9/30/03 1:52 pm)
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3.5 conversion: Nulb and the Ruined Temple
I think this is everything, but I'd appreciate anyone giving it a looking-over.

Quote:

Page 31

1A. Upstairs in the Hostel (EL 5)
Dala, Allip: hp 40; see Monster Manual page 10.




Quote:

Page 32

3. Pirate Boat (EL 8)
Ochre Jelly: hp 63; see Monster Manual page 202.
Wraiths (2): hp 30, 32; see Monster Manual page 257.




Quote:

Page 33

Fisturn: Male human Ftr3; hp 32; see Dungeon Master's Guide page 117.
Baugh: Male human Ftr3; hp 25; see Dungeon Master's Guide page 117.
Uvren: Bugbear; hp 16; see Monster Manual page 29.


1. Outside Guards (EL 2)
Hobgoblins (4): hp 4, 5, 6, 7; 1d10 gp each; see Monster Manual page 153.

2. Tower (EL 4)
Hobgoblins (6): hp 4, 4, 5, 6, 7, 8; 1d10 gp each; see Monster Manual page 153.
Goblins (4): hp 2, 3, 4, 5; AC 12, no armor; see Monster Manual page 133.




Quote:

Page 34

2B. Backroom (EL 1)
Rats (4): hp 1 each; see Monster Manual page 278.
Dire Rats (2): hp 5, 6; see Monster Manual page 64.



2D. Secret Underground Room and Escape Tunnel
Strike the sentance "This area is being watched (see Chapter 7: The Recovered Temple)." The watcher does not arrive here until further down the timeline.



3. Ruin (EL 3)
Hobgoblins (2): hp 4, 8; 1d10 gp each; see Monster Manual page 153.

4. Dogs (EL 2)
Area OT4 is not marked on the amp. It should be halfway between OT 11 and OT 15.
Dogs (6): hp 4, 5, 6, 6, 7, 9; see Monster Manual page 271.




Quote:

Page 35

5. Entrance (EL 2)
Hobgoblins (4): hp 4, 5, 6, 9; 1d10 gp each; see Monster Manual page 153.


8. Camp (EL 5)
Hobgoblins (4): hp 3, 4, 5, 5, 6, 6, 7, 7, 8, 9; 1d10 gp each; see Monster Manual page 153.


10. Elite Warriors (EL 4)
Hobgoblin War1 (4): hp 7, 9, 9, 10; see Appendix 3.
Hobgoblin: hp 4; AC 11, no armor; see Monster Manual page 153.




Quote:

Page 36

11. Slave Quarters (EL 2)
Goblins (6): hp 1, 2, 3, 3, 4, 4; AC 12, no armor, no weapons; see Monster Manual page 133.

12. Adept's Quarterse (EL 5)
Krebbich: Male Hobgoblin Adp6; hp 35; see Appendix 3.
Kubo: Toad familiar of Krebbich; hp 17; see Appendix 3.





Quote:

Page 37

13. Grand Staircase (EL 3)

"Like those in area 5, they are covered in mostly faded markings..."

"...pet of the hobgoblins, lairs here. It comes at the call of an elite warrior who comes to the. top of the stairs and summons it."

Dire Ape: hp 36; see Monster Manual page 62.

16. Throne (EL 5)

"Extending out of a half-circle alcove, a dais completes a circle 60 feet across. The floor..."

Goblins (3): hp 4, 4, 5; see Monster Manual page 133.





Appendix 3 edits:

Quote:

Hobgoblin Warriors: Male hobgoblin War1; CR 1; Medium-size humanoid (goblinoid); HD 1d8+3; hp varies (see text); Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16); BAB +1; Grp +3; ; Atk +5 melee (2d6+3/19-20, greatsword) or +2 ranged (1d6+2, javelin); FAtk: same; SQ Darkvision 60 ft.; AL LE; SV Fort +5, Ref +1, Will -1; Str 14, Dex 12, Con 16, Int 11, Wis 8, Cha 10.

Skills and Feats: Intimidate +3, Jump +0, Move Silently -1 (-0.5); Weapon Focus (greatsword).

Posessions: Banded mail, masterwork greatsword, 2 javelins, potion of bull's strength.

Hobgoblin Warriors are found throughout the Ruined Temple3 (pp. 33-37).




Quote:

Alubya: Female hobgoblin Adp3; CR 2; Medium-size humanoid (goblinoid); HD 3d6+6; hp 18; Init +0; Spd 20 ft.; AC 13 (touch 10, flat-footed 13); BAB +1; Grp +0; ; Atk +0 melee (1d8-1/x3, Spear) or +2 ranged (1d8/19-20, masterwork light crossbow); FAtk: same; SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +5; Str 8, Dex 11, Con 14, Int 10, Wis 14, Cha 12.

Skills and Feats: Concentration +6, Listen +6, Move Silently +0, Spot +4, Survival +6; Alertness, Armor Proficiency (Light).

Spells Prepared (3/3; base DC = 12 + spell level): 0-create water, ghost sound, mending; 1st-burning hands, cure light wounds, obscuring mist.

Posessions: Studded leather armor, spear, masterwork light crossbow, 14 bolts, potion of cure moderate wounds, divine scroll of bull's strength, gold bracelet (65 gp).


Alubya is typically found in the Ruined Temple, area 3 (pp. 34).

Alubya's strength is low enough that she is moderately encumbered, thus the change to her movement rate and move silently skill check.




Quote:

Kella: Female half-elf Drd9; CR 9; Medium-size humanoid (half-elf); HD 9d8+9; hp 51; Init +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14); BAB +6; Grp +7; ; Atk +8 melee (1d6+2/18-20, +1 Scimitar) or +10 ranged (1d4, sling with masterwork bullet); FAtk: +8/+3 (+1 Scimintar, as above) OR +10/+5 (Sling, as above); SQ Druid abilities, immune to sleep, low-light vision, +2 bonus on saves against enchantment effects; AL NG; SV Fort +7, Ref +6, Will +9; Str 12, Dex 16, Con 13, Int 11, Wis 16, Cha 15.

Skills and Feats: Concentration +9, Diplomacy +12, Gather Information +4, Handle Animal +10, Heal +9, Knowledge (nature) +12, Listen +4, Ride +5, Search +1, Spot +4, Survival +15 (+17 in Wilderness); Combat Casting, Dodge, Scribe Scroll, Track.

Druid Abilities: Animal companion, nature sense, wild empathy (+11), woodland stride, trackless step, resist nature's lure, wild shape (3/day, Small, Medium-size, or Large), venom immunity.

Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell level): 0-create water, cure minor wounds, detect poison, light, purify food and drink, resistance; 1st-calm animals, cure light wounds (2), detect animals or plants; 2nd-animal messenger, barkskin, charm person or animal, heat metal, lesser restoration; 3rd-call lightning, cure moderate wounds, remove disease, stone shape; 4th-freedom of movement, reincarnate; 5th-ice storm.

Posessions: +1 hide armor, +1 scimitar, sling, 10 masterwork bullets, wand of cure light wounds (12 charges), phylactery of change, 10 GP.

Kella is a random encounter in the vicinity of the Ruined Temple (pp. 32).

Both Animal Empathy AND Intuit Direction were eliminated skills...I spent her skill points broadly to bring several up by +2 (she was nowhere near max in most skills). I swapped Summon Nature's Ally out for healing, given her spontanious summons ability in 3.5.




Quote:

Krebbich: Male hobgoblin Adp6; CR 5; Medium-size humanoid (goblinoid); HD 6d6+12; hp 35; Init +1; Spd 30 ft.; AC 17 (touch 11, flat-footed 16); BAB +3; Grp +4; ; Atk +5 melee (1d8-1, masterwork morningstar); FAtk: same; SQ Darkvision 60 ft., familiar benefits; AL LE; SV Fort +4, Ref +3, Will +7; Str 13, Dex 12, Con 12, Int 14, Wis 14, Cha 10.

Skills and Feats: Concentration +11, Knowledge (religion) +8, Listen +6, Move Silently +6, Spellcraft +7, Spot +6, Survival +6; Alertness, Armor Proficiency (Light), Brew Potion, Toughness.

Familiar Benefits: Alertness when familiar is within reach, +3 hps, empathic link, share spells with familiar, deliver touch spells via familiar.

Spells Prepared (3/3/2; base DC = 12 + spell level): 0-cure minor wounds, ghost sound, guidance; 1st-cause fear, command, protection from good; 2-bull's strength, invisibility.

Posessions: +1 chain shirt masterwork morningstar, amulet of natural armor +1, brooch of shielding (can stil absorb 47 points of magic missile damage), wand of cure light wounds, divine scroll of cure serious wounds, potion of cure moderate wounds, potion of bear's endurance, potion of glibness.

Kubo: Male toad familiar of Krebbich; CR -; Diminuative magical beast; HD 1/4d8 (6HD); hp 17; Init +1; Spd 5 ft.; AC 18 (touch 15, flat-footed 17); BAB +0; Grp -17; ; Atk -; FAtk: -; Space/Reach: 1'/-; SQ Improved evasion, speak with Krebbich; AL LE; SV Fort +2, Ref +3, Will +7; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4.

Skills: Hide +21, Listen +6, Spot +6.

Krebbich and Kubo are typically found in the Ruined Temple, area 12 (pp. 36).

Remember that Krebbich has +3 hps if Kubo, his familiar, is within 1 mile (figured in). It is assumed that his previous +2 Con was also figured in, and his stat block has been adjusted accordingly.





Quote:

Lareth the Beautiful: Male human Clr7; CR 7; Medium-size humanoid (human); HD 7d8+21; hp 60; Init +7; Spd 30 ft.; AC 14 (touch 13, flat-footed 11); BAB +5; Grp +9; ; Atk +11 melee (1d6+6, masterwork quarterstaff); FAtk: same, or +7/+3 for d6+4/d6+2 as double weapon; SA Rebuke undead 1/day; SQ Insanity; AL CE; SV Fort +8, Ref +5, Will +8; Str 18, Dex 17, Con 16, Int 9, Wis 19 (16), Cha 6.

* Adjusted to take Insanity into account.

Skills and Feats: Concentration +7, Diplomacy +4, Knowledge (religion) +3, Spellcraft +5; Combat Casting, Improved Initiative, Power Attack, Weapon Focus (quarterstaff).

Insanity (Ex): Insanity score 3. Wis 22 for bonus spells and DCs; Wis 16 for all other Wis-based checks.

Spells Prepared (6/7/6/4/3; base DC = 16 + spell level): 0-detect magic, guidance, inflict minor wounds, light, read magic, resistance; 1st-bane, cause fear, divine favor, doom, protection from good*, sanctuary, shield of faith; 2-bull's strength, death knell, bear's endurance, Tharizdun's touch* (3); 3-Dispel magic, invisibility purge, rage*, searing light; 4-confusion*, greater magic weapon, poison.

* Domain spell. Deity: Elder Elemental Eye. Domains: Evil (cast evil spells at 8th level); Madness (1/day add Insanity score to Wis-based roll).

Posessions: Bracers of armor +1, cloak of arachnida, masterwork quarterstaff, holy symbol: EEE.

Lareth is typically found in Nulb, area 2 (pp. 31).





Quote:

Rarkus: Male hobgoblin Frt4/Rog1; CR 5; Medium-size humanoid (goblinoid); HD 4d10+8 plus 1d6+2; hp 40; Init +2; Spd 20 ft.; AC 19 (touch 13, flat-footed 16); BAB +4; Grp +7; ; Atk +9 melee (1d8+6/19-20, +1 two-bladed sword) or +7 ranged (1d8/19-20, masterwork light crossbow; FAtk: +7/+7 melee for 1d8+6/1d8+4, +1 two-bladed sword; SA Sneak attack +1d6; SQ Darkvision 60 ft., trapfinding; AL LE; SV Fort +6, Ref +5, Will +1; Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 12.

Skills and Feats: Climb +3, Diplomacy +3, Intimidate +6, Move Silently +6, Sense Motive +2; Exotic Weapon Proficiency (two-bladed sword), Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialization (two-bladed sword).

Posessions: +1 chainmail, +1 two-bladed sword masterwork light crossbow, 12 bolts, 1 flask of alchemist's fire, potion of cure moderate wounds, potion of spider climb.

Rarkus is typically found in the Ruined Temple, area 16 (pp. 37).

Added Two-Weapon Defense in lieu of the (now defunct) Ambidexterity feat.




Quote:

Undra: Female human Clr2/Rog2; CR 4; Medium-size humanoid (human); HD 2d8 plus 2d6; hp 19; Init +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); BAB +2; Grp +2; ; Atk +3 melee (1d6/19-20, masterwork short sword) or +7 ranged (1d8+1/19-20, masterwork light crossbow with +1 bolt); FAtk: same; SA Rebuke Undead 4/day, sneak attack +1d6; SQ Evasion, insanity, trap sense; AL CE; SV Fort +3, Ref +6, Will +5; Str 10, Dex 16, Con 10, Int 13, Wis 15, Cha 12.

Skills and Feats: Bluff +3, Concentration +5, Diplomacy +8, Gather Information +4, Hide +5, Knowledge (Geography) +2, Knowledge (Religon) +6, Listen +6, Move Silently +5, Search +3, Spellcraft +4, Spot +6, Survival +3; Alertness, Improved Initiative, Scribe Scroll.

Spells Prepared (4/4; base DC = 12 + spell level): 0-create water, light, mending, purify food and drink; 1st-comprehend languages, magic weapon, obscuring mist*, shield of faith.

Posessions: Mithral shirt, darkwood shield, masterwork shortsword, masterwork light crossbow, 20 +1 bolts, divine scroll of cure moderate wounds (2).

* Domain spell. Deity: Elder Elemental Eye. Domains: Air (turn/destroy earth creatures, rebuke/command air creatures); Chaos (cast chaos spells at 3rd level).

Alubya is typically found in the Ruined Temple, area 3 (pp. 34).

Undra does not have the Insanity Domain....therefore the references to her Insanity have been removed.




Quote:

Wat: Male ghost Rog5/Asn1; CR 8; Medium-size undead (incorporeal); HD 5d12 plus 1d12; hp 39; Init +3; Spd fly 30 ft. (perfect); AC 16 (touch 16, flat-footed 16); BAB +3; Grp +3 (vs Ethereal targets only); ; Atk +4 melee (1d8+1/19-20, +1 longsword) or +6 melee (1d4, incorporeal touch; FAtk: same; SA Death Attack, horrific appearance, manifestation, sneak attack +4d6; SQ Evasion, incorporeal, trapfinding, trap sense +1, poison use, rejuvenation, uncanny dodge, undead, +4 turn resistance; AL CE; SV Fort +1, Ref +9, Will +4; Str 10, Dex 16, Con -, Int 12, Wis 13, Cha 16.

Skills and Feats: Bluff +11, Diplomacy +5, Disguise +12, Escape Artist +12, Hide +20, Intimidate +13, Knowledge (local) +5, Listen +18, Move Silently +12, Search +17, Spot +18; Blind-Fight, Combat Reflexes, Dodge, Martial Weapon Proficiency (longsword).

Against Nonmaterial Opponents: AC 19 (touch 16, flat-footed 15); Atk +3 melee (1d4, incorporeal touch).

Death Attack (Ex): If an assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+1 rounds) or kill the victim. Fort save DC 12 to resist.

Horrific Appearance (Su): Living creatures within 60 ft. of Wat that view him must succeed at a Fort save (DC 16) or suffer 1d4 points of permanent drian to Str, Dex and Con. Creatures that save can't be affected by Wat's horrific appearance for one day.

Manifestation (Su): Wat's attacks and spells can affect targets on the Material Plane normally. Wat becomes visible on the Material Plane, but remains incorporeal.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Rejuvenation (Su): Wat's 'destroyed' spirit restores itself in 2d4 days on a successful level check (DC 16). The only way to destroy Wat for certain is to burn down the hostel.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Spells Known (1; base DC = 11 + spell level): 1st--obscuring mist, ghost sound.

Posessions: +1 ghost touch longsword masterwork studded leather (ethereal).

Wat is typically found in Nulb, area 1 (pp. 31).

Due to changes to the Assassin prestige class (spontanious casters), Wat no longer has a spellbook. I figured that ghost sound was a more fitting choice for his second spell known than change self (as spider climb is now 2nd level).


Edited by: Andorax at: 10/2/03 2:44 pm
ZansForCans 
Cherub
(10/2/03 2:06 pm)
Reply
Kella
A few skill bits for Kella:

* half-elf gives her +2 in Diplo and Gather Information now.
* synergy bonus +2 for Knowledge (nature) due to Survival.
* Druids now get +2 on both those last two for their nature sense SQ.
* Ride has no subclass now.

I've got this now:

Concentration +9, Diplomacy +12, Gather Information +4, Handle Animal +10, Heal +9, Knowledge (nature) +12, Listen +4, Ride +5, Search +1, Spot +4, Survival +15 (+17 in Wilderness)

Also, I'm getting +11 for her wild empathy (9 + 2 [Cha]), but I might be missing something...


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Andorax
Cherub
(10/2/03 2:45 pm)
Reply
Re: Kella
Thanks for the check-over. Corrections made.

"Whadda ya mean, Orcs get levels too?!?"

ZansForCans 
Cherub
(10/2/03 7:53 pm)
Reply
Krebbich
Concentration and Fort aren't decremented to +10 and +3 for reduced Con.

I also added a note that the familiar Alertness has been figured in as a reminder to take it out if they get separated for some reason.


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ZansForCans 
Cherub
(10/2/03 8:27 pm)
Reply
Rarkus
I think his touch AC stays at 12 and the flat-footed goes up by 1 to 17 instead for the Two-Weapon Defense (shield bonus).

His damage for a standard action attack is +7 (extra +1) with the two-handed Str bonus.


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ZansForCans 
Cherub
(10/2/03 8:52 pm)
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Undra
Her masterwork crossbow and the +1 from the bolts no longer stack in v3.5 for the attack bonus. I dropped her down to +6 and added a note in the comments about it.

trap sense->trapfinding? I think that's just a typo...

I added the Turn Undead (Ex) clause we've been doing since she has 5 ranks in Knowledge (religion).

I'm not sure why you removed Insanity... all the EEE/big-T clerics share the love.

Also, she's missing her holy symbol (EEE).


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Edited by: ZansForCans  at: 10/2/03 9:46 pm
ZansForCans 
Cherub
(10/2/03 9:55 pm)
Reply
Wat
I added a note that his incorporeal touch is only +3 versus ethereal opponents (Str instead of Dex).

Two of his special abilities changed in v3.5. First corrupting touch is now 1d6 instead of 1d4. Second, and most importantly (I'm not going to mention this to my group, heh...) his horrific appearance only deals ability damage now, not drain. I heartily endorse this change! Although not particularly deadly, I found this particular ability very expensive for a party of this level to fix. For the curious, there's a new ghost SA called draining touch which can do 1d4 drain on one ability.

Finally, undead immunities changed a slight bit in v3.5. Perhaps most importantly, although they are immune to ability drain, they are not immune to non-physical ability damage. I tweaked up the description a bit to reflect this when I copied him in.


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Edited by: ZansForCans  at: 10/2/03 9:57 pm
Cordo Crowfoot
Dynama
(10/3/03 4:00 am)
Reply
Re: Wat
Wow, the fact that it is ability damage only now is big... My group complained as well. 3 restorations per character who fails the save is expensive. But on the other hand his sword more than pays for it if you can take him out.

Andorax
Cherub
(10/3/03 6:08 am)
Reply
Re: Wat
ZansForCans, can you show me where it says that ALL EEE/T clerics have Insanity? It is, so far as I am aware, a class feature of the Madness Domain, not a function of which deity you worship (muddled, no doubt, by the fact that every other priest in the module DOES have the Madness domain).

"Whadda ya mean, Orcs get levels too?!?"

ZansForCans 
Cherub
(10/3/03 9:48 am)
Reply
Re: Wat
Sure, it's on pg. 161, under the "Insanity Score" heading. All of them have an Insanity score that affects their Wis. But only the Madness domain can use the score as a bonus once per day.


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Andorax
Cherub
(10/3/03 11:07 am)
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Re: Wat
Gotcha. I had missed that. Sorry about the error.

"Whadda ya mean, Orcs get levels too?!?"

ZansForCans 
Cherub
(10/4/03 8:27 pm)
Reply
Done...
Nulb and the Ruined Temple have been added.


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ZansForCans 
Bloodied Knife Cultist
(12/24/03 12:23 am)
Reply
Tunnel
One extra bit that I thought needed a tweak...

Quote:
p. 34 (OT2D) — If you want the text to match the original ToEE, a small general change is needed here:

“The passage curves and twists to the northwest; … it opens into the eastern part of a small natural cave …”

“The narrow north passage ascends slowly as it gradually veers to the west, …”

Although in the original ToEE map, this tunnel heads straight northeast out of the tower, the text (ToEE, tower area 4) states that for it’s major length it goes north and west. The exit point in the well is denoted as an ‘X’ on Map 1 of ToEE just north of Nulb (and northwest of the Temple). This makes better sense for the oval room in the middle as well since the main passage comes in to the eastern side of the room and the secret tunnel heads back to the lower level of the Temple out to the southeast. If the main passage comes into the western portion and this room is east of the Temple complex, the secret underground entrance would have to wind quite far back around to get back to the west side of the Temple. Little of this affects the adventure, however…



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