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Andorax
2011-09-27, 01:01 PM
One of the posters here had suggested that he would like to run the boxed set adventure Return to the Tomb of Horrors. It's an adventure that I've poured over many times in hopes of someday running it, even though it's now two editions out of date, and have yet to find a group of players willing to do so.

Never one to let actual USEFULNESS stand in the way of a gaming project, I'm going to attempt a full-bore 3.5 conversion of the Return to the Tomb of Horrors anyways. I heartily encourage you to review, critique, comment, and participate fully in the process...it's a daunting undertaking for one person to undertake, and I know that I don't know enough to do it all myself as well as it could be with your help.

Some opening thoughts:

1) Overall, I think a reasonable target level for this is 17th level PCs (to start). While I am going to aim for some "smart" NPC design over the course of setting this up, I'm certainly not going to be looking to do medium to high-op...it should (baseline) be relatively consistant with traditional adventure modules, and ratcheting it up to high-op is an exercise best left to individual DMs (who will have an easier time of it than trying to power-down an adventure written as high-op).


2) I'm going to attempt to keep the source requirements down reasonably low. I'd like to draw from the wealth of options out there, but I also don't want to require DMs to have everything under the sun.

Specifically, I'm going to keep away from setting-specific sources (FR, Eberron, etc.), though I wouldn't be adverse to sidebars relating back to it. Also, I will either avoid completely, or try to minimize, utilizing Dragon content (I may not be able to resist the temptation if something particularly juicy or apropriate comes along).

That said, the source materials in use for this conversion consists of:

Return to the Tomb of Horrors itself (kinda has to be there). Bruce Cordell, 1998
Core 3
DMG II
Expanded Psionics Handbook
Monster Manual III
Monster Manual IV
Libris Mortis
Planar Handbook
Tome of Magic
Frostburn
Spell Compendium
Draconomicon*
Complete Warrior*
Complete Adventurer*
Complete Scoundrel*
Races of Stone*
* Minor sources (a few feats, usually full described...you don't *have* to have this sourcebook)

Where possible, if a 3.5 interpretation of an existing creature/spell/race/etc. exists already, I've endeavored to use it instead of coming up with another alternate version. Exceptions to this rule exist, such as the Demilich and the Winter Wight (both epic creatures in the 3.0 ELH).


3) Resolution of conflicting sources:

The Planar Handbook and the Tome of Magic both make mention of Acererak, and may well presume upon both the Tomb of Horrors and the Return To the Tomb of Horrors' successful completion, or have other potential significance within the adventure. As such, they are addressed here:

The Shrine of Acererak (Planar Handbook, P177)

This is another of Acererak's places of power that he has established, though not one of significant importance. As such, visiting it is not a specific requirement, but it can convey a useful benefit.

Within the Tomb itself, and beyond it in the City that Waits and the Fortress of Conclusion, neither the Base Ability nor the Higher-Order Ability conveyed by the Shrine of Acererak function. However, an alternative benefit is conveyed...within the City that Waits, characters under the influence of the Shrine of Acererak may ignore the supernatural cold and negative energy traits, and within the Fortress of Conclusion, the penalties for both of these conditions are counted as if the PC were "merely" in the City (note, this doesn't change the "airless" quality of the Fortress of Conclusion).

Acererak, Vestige (Tome of Magic, P20)

The Tome of Magic is slightly more problematic, in that it presumes upon the successful defeat of the Return to the Tomb of Horrors by an adventuring party, relegating a very active Acererak to a mere Vestige (not to mention giving away some of the secrets and plot of the adventure).

In the context of this adventure, there are two alternatives.

One alternative is to disregard Acererak entirely...remove him from the list of available Vestiges. Doing so would also mean removing or reworking XXX.

A more interesting approach would be to say that the Vestige of Acererak is a small portion of his plan actually coming to fruition...his consciousness intruding onto the planes beyond the Fortress of Conclusion. Binding Acererak remains unchanged on the Prime, in the Tomb itself, and even within the City that Waits (and conveys some very useful benefits).

However, it comes at a dangerous cost. Within the Fortress of Conclusion, anyone currently bound to Acererak immediately expels that Vestige upon entry. Within the Fortress itself, the DC to bind Acererak increases by +20 (to 45), and anyone subject to a bad pact not only suffers the standard penalties, but may also be possesed by Acererak himself as if they were an undead! See the section on the Fortress of Conclusion for more about this ability.

Andorax
2011-09-27, 01:02 PM
Introduction:

As writ, Return to the Tomb of Horrors is set in Greyhawk, and the notes about said are still valid. A few thoughts on alternative gameworld settings:

[This space set aside for a solid recommendation for the Realms. At the moment, nothing's quite clicking for me.]


In Eberron, Karrnath stands out as the logical place to set the Return to the Tomb of Horrors. Place Kalstrand somewhere along the south bank of the Iceflow River, with the Tomb itself at the base of the Icetop Mountains. Being prepared, in advance, to deal with cold temperatures could serve as a significant boon to the PCs.

Skull City itself could, in this incarnation, actually have some minor air of legitimacy to it, though only a modest amount of investigation makes it clear that the necromancers here are operating independantly of the throne. Still, it opens up the option of investigation and negotiation from the start instead of just kicking down the gates. If the party includes a Bone Knight, they could be well inside the Bleak Academy before realizing what's going on and what's at stake.



It seemed a typical presumption that in 2nd edition, even at the height of their power, adventurers would be inexplicably drawn to taverns, like moths to a flame. As such, "One evening, while some or all of the PCs are taking their ease in the tavern..." wasn't considered so far-fetched for a group of 4-8 13th to 16th level adventurers.

3.X, however, seems to presume for loftier aims and more noble pursuits. As such, you may not have the luxury of placing your high-level party in a convenient tavern in a small town in the hind end of nowhere. With that thought in mind, consider these hooks:



Describe the initial encounter as if from the point of view of a lower-level adventuring party that just barely managed to survive it, sending word to higher authorities (dukes, kings, etc.) that the PCs would be spending time in the company of (or perhaps to the PCs themselves as contacts, friends, mentors, etc.). While wights alone are not enough reason to drag along PCs of this level, spontanious generation of wights might provoke some interest and concern.


Forego much of the initial exploration and discovery, and have the PCs assaulted by the Dim Triad. Tracking them back to Skull City will launch them squarely into the thick of the adventure (although certainly less informed and less prepared).


On to the introduction itself:

Kalstrand and Environs:

Dead Men Walk

Knowledge(nature) DC 25 suggests that the fog is both unexpected (not predicted/forecast weather) and unusual.
Knowledge(planes) DC 35 to pick up on the local 'spike' in ambient negative energy.

During the incident involving Caspan, treat the area around Payvin's Barge (just reaching the edge of Khale's Place) as a minor planar breach (PlHB 151) with a duration of mere minutes and a planar trait of animation (as described in the module).

Use the following for the Wights. Even advanced, they should be easily dispatched by a high-level party, but should give some feel for the threat posed.

Advanced Wights (10) CR 4
LE Medium Undead
Init +1; Senses Listen +12, Spot +12; Darkvision 60 ft.
-----------------------------
AC 15, touch 11, flat-footed 14
hp 52 (8 HD)
Fort +2, Ref +3, Will +8; Undead traits
-----------------------------
Spd 30 ft.
Melee slam +5 (1d4+1 plus energy drain)
Base Atk +4; Grp +5
Atk Options Energy Drain (DC 16), Create Spawn
-----------------------------
Abilities Str 12, Dex 12, Con -
Int 11, Wis 14, Cha 15
SQ Undead traits
Feats Alertness, Blind-Fight
Skills Hide +12, Move Silently +20

The Piers
Finding Captain Payvin is a trivial DC 15 Gather Information check, and getting him to talk is an equally trivial DC 15 Diplomacy check.

Ahrens The Sage
Legend Lore, or a bardic lore check of 35 or higher, should function as stated on page 10.
Divination should point the PCs towards Desatysso.
Commune/Contact Other Plane should likewise point the PCs in the direction of Desatysso's Stronghold.

If divinations of this sort are utilized, and Ahrens the Sage is thereby skipped as a resource, then the Sign of the Devourer (Illustration #2, labeled as such) should appear wedged in between the pages of the journal (found in Desatysso's Stronghold, area #15 (p22).


A Trip to the Glorioles
2nd edition had a proclivity for placing encounter of a wide range of difficulty in the path of the PCs, sometimes resulting in incredibly deadly encounters, other times stalling out a session with the trivial. 3.X tends to discourage this design (at least, on the low end), presuming that trivial encounters still take place, but aren't really worth mentioning or wasting table time for.

If you'd like to keep the 2E feel of the trip into the Glorioles, you can utilize the following encounter table:

{table=head]Roll|EL|Encounter

1|8|Pack of Wild Dogs (12): Dog, Riding (hp 13, MM272)

2|1/2|Skunk (1): Cat (hp 2, MM270*)

3|4|Brown Bear (1): Bear, Brown (hp 51, MM269)

4|9|Tribe of Wild Ogres (8): 7 Ogres (hp 29, MM199) led by an Ogre Barbarian (hp 79, MM199)

5|11|Flight of Wyverns (6): Wyvern (hp 59, MM259)

6|11|Gang of Hill Giants (5): Giant, Hill (hp 102, MM123)
[/table]

* add the following attack: Spray (Ranged Touch, 5' max range, Poison DC 10. Initial effect: Nausea for 1 minute. Secondary effect: Nausea for 24 hours or until thoroughly bathed...a prestidigation effect will also work).


On the other hand, if you're done with the warmups and would like to provide encounters at least marginally worthy of a 17th level party that doesn't just skip the travel entirely and teleport to Desatysso's Stronghold, consider using:

{table=head]Roll|EL|Encounter

1|15|Flight of Wyverns: 8 Wyverms (hp 59, MM259) and 2 Advanced Wyverms (hp 256, see below)

2|15|Tribe of Wild Ogres: 6 Ogre Barbarians (hp 79, MM199) and 2 Ogre Warlords (hp 128, see below)

3|16|Gang of Hill Giants: 8 Hill Giants (hp 102, MM123) and 2 Hill Giant Huntleaders (hp 153, see below)

4-6| |Other suggestions welcome that are environmentally logical, setting-consistent, and still challenging.
[/table]

Advanced Wyvern CR 12
N Gargantuan Dragon
Init +0; Senses Listen +25, Spot +28; Low-Light Vision, Darkvision 60 ft.
-----------------------------
AC 21, touch 6, flat-footed 20
hp 256 (19 HD)
Fort +18, Ref +11, Will +12; Immune to Sleep and Paralysis
-----------------------------
Spd 20 ft., fly 60 ft. (poor)
Melee sting +31 (2d6+13 plus poison) and bite +29 (6d6+13) and 2 wings +29 (3d6+6) and 2 talons +29 (3d8+13)
Base Atk +19; Grp +44
Atk Options Poison (Fort DC 28, initial and secondary 2d6 Con), Improved Grapple (on a talon hit), Snatch (on a bite hit, Medium or smaller), Multisnatch (take -10 to count as not grappling), Snatch and Swallow (2d6 bludgeoning, 2d6 acid in stomach)
-----------------------------
Abilities Str 36, Dex 10, Con 24
Int 6, Wis 12, Cha 10
SQ Scent
Feats Ability Focus (poison), Alertness, Flyby Attack, Multiattack(B), Snatch, Multisnatch*, Improved Snatch*, Snatch and Swallow*
Skills Hide +10, Move Silently +22
* Feats from Draconomicon



Ogre Warlord CR 12
Male and Female Ogre Barbarian 9
CE Large Giant
Init -1; Senses Listen +11, Spot +2; Low-Light Vision, Darkvision 60 ft.
-----------------------------
AC 17, touch 8, flat-footed 17; Improved Uncanny Dodge, negate 25% of crits
hp 128 (13 HD), DR 1/-
Fort +13, Ref +3, Will +4; Trap Sense +3
-----------------------------
Spd 35 ft. (armored), 50 ft. (base)
Melee Greatclub +19/+14/+9 (2d8+10 +2d6+2 and +2 to hit vs humans)
Ranged Javelin +18/+13/+8 (1d8+7)
Base Atk +12; Grp +22
Atk Options Rage 3/day (+2 atk/+3 dmg/+2 Fort and Will/+26 hps/-2 AC), Power Attack, Bull Rush
-----------------------------
Abilities Str 22, Dex 8, Con 16
Int 6, Wis 10, Cha 7
Feats Improved Toughness, Weapon Focus(Greatclub), Brutal Throw*, Power Attack, Improved Bull Rush
Skills Climb +15
Possessions large +1 humanbane greatclub, +1 light fortification hide armor, 3 large +1 returning javelins, 2 slabs of jerky of cure serious wounds (as potions)
* Feat from Complete Adventurer (use Str for thrown weapon attack rolls)


Hill Giant Huntleader CR 12
Male Hill Giant Ranger 6
CE Large Giant
Init -1; Senses Listen +9, Spot +12; Low-Light Vision
-----------------------------
AC 22, touch 8, flat-footed 22
hp 153 (18 HD)
Fort +17, Ref +8, Will +6
-----------------------------
Spd 40 ft.
Melee Greatsword +22/+17 (2d8+11+1d6 fire)
OR 2 Slams +21 (1d4+7)
Ranged Rock +21/+21/+16/+11 (2d6+7) as Full Attack
OR Rock +15/+15/+15 (2d6+7) as Standard Attack (Manythrow)
Base Atk +15; Grp +26
Atk Options Power Attack, Bull Rush, Sunder, Favored Enemy (+4 vs Dragons, +2 vs Humans)
-----------------------------
Abilities Str 25, Dex 8, Con 19
Int 6, Wis 11, Cha 7
SQ Animal Empathy +4, Animal Companion: Hunting Dog, see Dog, Riding (hp 13, MM272)
Feats Brutal Throw*, Cleave, Endurance(B), Improved Bull Rush, Improved Rapidshot^, Manythrow**(B), Power Attack, Improved Sunder, Rapidshot(B), Track(B), Point Blank Shot
Skills Climb +9, Jump +9, Survival +8
Possessions large flaming greatsword +1, +2 studded leather armor, +1 Spellstoring Throwing Rock [Earthbind^^]
Spell Prepared: Entangle (DC 11)
* Feat from Complete Adventurer (use Str for thrown weapon attack rolls)
^ Feat from Complete Warrior (Eliminate Rapid Shot penalties)
** Adaptation of the bonus ranger feat Manyshot. For giants, I'd presume they'd learn to throw multiple rocks, and have statted accordingly.
^^ Spell Compendium (p.76).


Ascending the slope (p. 14)
To climb the loose, rocky slope: Climb DC 15 (3 checks, as described).

A check failed by 5 results in the PC tumbling back down the slope (d% feet, taking 1 point of damage per 10 feet slid)

A check failed by 10 results in an avalanche (DMG 90) of rock, starting at the height of the PC failing the check. The failing PC is always in the resulting bury zone.

The two giants guarding the slope are Hill Giant Huntleaders (see above).


Desatysso's Stronghold
Due to issues both of size (3E Mountain Giants are Colossal) and controversial CR (many question the Mountan Giant's listed CR of 26), I've opted to instead cast Cloud Giants in the role of the Mountain Giants of Desatysso's Stronghold. Do keep in mind that this also makes for smarter opponents (though to be honest, these ignorant mountain giants were using some pretty solid tactics).

2. Foyer (EL 11): Strength check (DC 26) to force open the barred doors.

The fountain's impurities should be treated as a particularly nasty strain of Blinding Sickness (DMG 292, but DC 20).

4 Hill Giants (hp 102, MM123)

4. Cavern Access (EL 11):

Listen check (DC 15) for the occupant of this room to hear conflict in the foyer. Once again, it's a Strength check (DC 26) to open the barred door.

Cloud Giant (hp 178, MM120)

5. Storage (EL 14):

Crushing Corridor Trap: CR 14; mechanical/magical; location trigger (pressure plate); automatic reset; diameter of the corridor shrinks suddenly, then expands back out (16d6, crush); single target (whoever steps into the corridor); never miss; Search DC 32; Disable Device DC 30.

7. Chamber of Recreation (EL 15):

The door trap releases a Holocaust Disciple (MMIV11).

8. Tower of Sorcery (EL 14):

Scything Blade Trap: CR 14; mechanical; touch trigger; manual reset; Multiple Targets (all in a line in front of the door); Atk +27 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fort, 1d6 Con/2d6 Con); Search DC 32, Disable Device DC 30

Finding the silver key: Search DC 30.

9. Passage (EL 12):

Roll Initiative. On the Cloud Giant's initiative (+1), she releases the boulder.

Crushing Boulder Trap; mechanical; manual release; repair reset; rolling rock (10d10+10); multiple targets (everyone in the corridor); never miss; Search DC 30, Disable Device DC 20.

A quick teleport, a wall of force effect, or other similar magical means to block or move around the boulder could be used.

A strong PC could ready an action to stop the boulder (Strength check, DC 30, +4 per size category above medium bonus), but would subsequently have to hold it there. The giantess is taking 10 on this check when the PCs arrive.

The boulder moves at 30' in the first round, increasing by 30' each following round until it's moving 120'.

Cloud Giant (hp 178, MM120)

10. Overlooking Terrace (EL 16):

2 Sons: Cloud Giant (hp 178, MM120 - substitute Improved Bull Rush, Improved Overrun and Awesome Blow for Improved Unarmed Strike, Improved Grapple, and Fling Enemy*)

Father: Cloud Giant Patriarch CR 15
Male Cloud Giant Fighter 4
NE Huge Giant
Init +1; Senses Listen +15, Spot +15; Low-Light Vision
-----------------------------
AC 27, touch 9, flat-footed 26
hp 224 (21 HD)
Fort +20, Ref +7, Will +11
-----------------------------
Spd 50 ft.
Melee Gargantuan Morningstar +27/+22/+17/+12 (4d6+19+2d6, 1d6 damage to Patriarch)
OR 2 Slams +26 (1d6+12)
Ranged Rock +28 (2d8+12)
Base Atk +16; Grp +40
Atk Options Improved Bull Rush, Improved Overrun, Awesome Blow, Improved Grapple, Fling Enemy, Rock Catching, SLA
-----------------------------
Abilities Str 35, Dex 13, Con 23
Int 12, Wis 16, Cha 13
SQ Scent, Oversized Weapon
Feats Awesome Blow, Brutal Throw^, Cleave, Fling Enemy*, Improved Bull Rush, Improved Grapple, Improved Overrun, Improved Unarmed Strike, Iron Will, Leap Attack^, Power Attack
Skills Climb +19, Craft (Stonecutting) +11, Diplomacy +3, Intimidate +11, Jump +32, Perform (Harp) +2, Sense Motive +9
Possessions Chain Shirt +2, Gargantuan Vicious Morningstar +1
-----------------------------
Rock Throwing (Ex): 140' range increment.
Spell-Like Abilities: 3/day levitate (self + 2000 pounds), obscuring mist; 1/day fog cloud.

^ Feats from Complete Adventurer (use Str for thrown weapon attack rolls; double power attack bonuses on a leaping charge)
* Feat from Races of Stone. Standard action and opposed grapple check to hurl an already-grappled foe 10' per 5 you win by. Needless to say, they will use this feat to toss foes off the cliff.

In combat, the Patriarch is likely to make a leaping charge and take advantage of reach to hit a back-line, poorly-armored PC for a big opening attack.

The cloud giants' initial attitude is Unfriendly, but they will take the time to listen if PCs call out for a parley before coming onto the ledge (and if the patriarch's daughter hasn't been seriously harmed). Shifting their attitude to Helpful (DC 40) results in the offer to fetch the desk in exchange for 100 GP and first dibs on its contents.

11. Shaman's Entourage (EL 16):

6 Trolls Hunters (hp 130, MM247)

12. Shaman's Guest Cave (EL 18)

Cloud Giant Priestess CR 18
Female Cloud Giant Cleric 14
NE Huge Giant
Init +1; Senses Listen +19, Spot +19; Low-Light Vision
-----------------------------
AC 29, touch 9, flat-footed 28; Negate 75% of crits
hp 325 (31 HD)
Fort +24, Ref +10, Will +22
-----------------------------
Spd 50 ft.
Melee Gargantuan Morningstar +36/+31/+26/+21 (4d6+22+2d6 vs Good)
OR 2 Slams +32 (1d6+12)
Ranged Rock +22 (2d8+12)
Base Atk +22; Grp +42
Atk Options Improved Bull Rush, Improved Overrun, Awesome Blow, Rock Catching, SLA, Spells, Death Touch (14d6)
-----------------------------
Abilities Str 35, Dex 13, Con 23
Int 12, Wis 25, Cha 14
SQ Scent, Oversized Weapon
Feats Awesome Blow, Cleave, Divine Metamagic* (Empower Spell), Empower Spell, Extra Turning, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Practiced Spellcaster*
Skills Bluff +12, Climb +19, Concentration +16, Craft (Stonecutting) +15, Diplomacy +16, Intimidate +12, Knowledge (Arcana, History) +6, Perform (Harp) +3, Sense Motive +13
Possessions +1^ Moderate Fortification Chain Shirt, +1^ Unholy Gargantuan Morningstar, Torc (Amulet) of Wisdom +6
-----------------------------
Rock Throwing (Ex): 140' range increment.
Spell-Like Abilities: 3/day levitate (self + 2000 pounds), obscuring mist; 1/day fog cloud.
Rebuke Undead 9/day (typically used to empower 3 clerical spells via Divine Metamagic)
Spells 6/8/8/7/6/5/5/4 (CL 18, DC 17+SL, Domains Death and Trickery)
0: Cure Minor Wounds x2, Mending x2, Light x2
1: Cause Fear, Command x3, Divine Favor x2, Remove Fear, Shield of Faith
2: Invisibility, Darkness, Remove Paralysis, Gentle Repose, Silence x2, Cure Moderate Wounds, Zone of Truth
3: Nondetection, Bestow Curse x2, Magic Circle vs Good x2, Magic Vestment (cast), Protection from Energy
4: Death Ward, Air Walk, Dismissal, Divine Power, Freedom of Movement, Greater Magic Weapon (cast)
5: Slay Living, True Seeing, Spell Resistance, Break Enchantment, Righteous Might
6: Mislead, Mass Bear's Endurance, Heal x2, Word of Recall
7: Destruction x2, Blasphemy, Mass Cure Serious Wounds

* Feats from Complete Divine (Fuel metamagic with turn attempts; +4 to caster level, not to exceed HD).
^ Greater Magic Weapon and Magic Vestment cast daily (and calculated into above stats)

13. Lair (EL 11):

Cloud Giant (hp 178, MM120)

Moving the boulder out of the way requires a strength check (DC 30, +4 bonus per size category). Again, Cloud Giants can take 10 on this check.

15. Treasure Cave:

Treat the trap on the desk (for anyone attempting to open it without the key) as:

Chain Lightning Trap: CR 11; magic device; use trigger; automatic reset; spell effect (chain lightning, 20th level wizard, 20d6 electricity to person opening it, 10d6 electricity to up to 20 secondary targets in area, DC 19 Reflex save for half); Search DC 31; Disable Device DC 31.

Search check to find the hidden compartment (DC 30).


Back to Kalstrand
Forgotten Down
Finding the entrance requires a Search check (DC 25). Enlarge the size of the passage to accommodate the alternative residents:

4 Charnel Hounds (hp 220, MMIII26)


On Falon's Trail
A Gather Information check (DC 15) is enough to determine where Falon can be found.


The Place at Elmwood Lane
Should the party choose to enlist the services of Grunther:

Grunther, Semi-Retired Fighter CR 13
Male human Fighter 13
NG medium humanoid
Init +2; Senses Listen +1, Spot +1
Languages Common
-----------------------------
AC 22, touch 12, flat-footed 20
hp 128 (13 HD); Continue fighting into negatives
Fort +11, Ref +6, Will +3; +4 to endurance-related saves
-----------------------------
Spd 30 ft.
Melee Elsie, +3 undeadbane giantbane battleaxe +24/+19/+14 (1d8+13/19-20 x3 +2d6+2 and +2 to hit vs undead or giants)
Base Atk +13; Grp +19
Atk Options Power Attack
-----------------------------
Abilities Str 23, Dex 15, Con 16
Int 6, Wis 8, Cha 13
Feats Cleave, Combat Reflexes, Diehard, Endurance, Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Hold the Line*, Improved Critical, Improved Toughness*, Power Attack, Power Critical* (Battleaxe), Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Skills Intimidate +5, Jump +4, Ride +5
Possessions Elsie, Belt of Giant Strength +6, Eversmoking Bottle, +2 Chain Shirt, +3 buckler (strapped to left stump)

* Feats from Complete Warrior (+1 hp/hd; +4 to confirm crits; AoO against charging foes)

Pitchfield
It shouldn't prove necessary, but if you need stats for the angry mob, a good source is DMGII, p61.

The gang of wights should be the same one used in the Dead Men Walk event earlier.

Andorax
2011-09-27, 01:03 PM
The Black Academy

Once again, we have a singularly underwhelming random encounter chart. Setting aside that very few 17th level parties are going to allow themselves to be subjected to a 120 mile overland trip followed by spending nearly a week in a swamp, most of these encounters fall under the category of a single-round annoyance.

Still, if that's what you're looking for, the original encounter chart would look something like this:

{table=head]Roll|EL|Encounter
1|10|4 Will-o'-Wisps (MM255)
2|7|8 Grippli (see below)
3|8|12 Lizardfolk (MM169)
4|7|4 Ghasts (MM119)
5|9|12 Wererats (MM173)
6|6|2 Gray Ooze(MM202)
[/table]

The only incarnation of Grippli (Anthropomorphic tree frogs) I could find in 3.5 terms was a races article from Dragon 324. Herein, then, is a basic NPC Grippli Warrior/Hunter:

Grippli Hunter CR 1/2
Male or Female Warrior 1
NG small humanoid
Init +1; Senses Listen +1, Spot +1; Low-light vision
Languages Common, Grippli
-----------------------------
AC 15, touch 12, flat-footed 14; +4 dodge vs animals and vermin
hp 8 (1 HD)
Fort +2, Ref +1, Will +0; +2 vs Poison
-----------------------------
Spd 20 ft.; Climb 20 ft.
Melee handaxe +0 (1d4-1/x3); +1 to hit vermin
Ranged longbow +4 (1d6-1/x3); +1 to hit vermin
Base Atk +1; Grp -4
-----------------------------
Abilities Str 9, Dex 12, Con 11
Int 10, Wis 11, Cha 10
SQ illiterate
Feats Track
Skills Climb +7, Jump -3, Move Silent +2, Survival +1
Possessions studded leather armor, handaxe, masterwork longbow, 20 arrows

As before, if you're looking for a more level-appropriate wandering monster table (assuming your PCs ever actually set foot in the swamp), you might consider these instead. Note that some of them can still be met with peacefully and plumbed for information about skull city.

{table=head]Roll|EL|Encounter
1|15|4 Dark Wisps (see below)
2|7|8 Grippli (see above, intended to be a peaceful encounter)
3|15|3 Blackscale Lizardfolk Marauders and 2 Poison Dusk Lizardfolk Guides (see below)
4|18|4 Ghoulish Assassins (see below)
5|19|2 Wererat Knife Masters (see below)
6|17|1 Dread Pudding (see below)
[/table]

Dark Wisp CR 11
Umbral^ Evolved^ Advanced Will-O'-Wisp
CE Small Undead (Incorporeal, augmented aberration)
Init +16; Senses Listen +23, Spot +23; Darkvision 60 ft.
-----------------------------
AC 33, touch 33, flat-footed 21
hp 117 (18 HD); Fast healing 3
Fort +6, Ref +18, Will +15
-----------------------------
Spd fly 50 ft. (perfect)
Melee shock +21 touch (3d8 electricity + 1d4(*1.5) Str)
Base Atk +9; Grp --
Attack Options: Spell-Like Ability
-----------------------------
Abilities Str --, Dex 35, Con --
Int 11, Wis 18, Cha 16
SQ Immune to magic, naturally invisible, undead traits
Feats Alertness, Blind-Fight, Dodge, Empowered Ability Damage, Improved Initiative, Improved Natural Attack, Improved Turn Resistance, Weapon Finesse(B)
Skills Bluff +15, Diplomacy +5, Disguise +3 (+5 acting), Initmidate +15, Search +16, Survival +4 (+6 following tracks)
-----------------------------
Immune to Magic (Ex): Immune to most spells or spell-like abilities that allow SR, except for maze and magic missile
Natural Invisibility (Ex): As per greater invisiblity at will.
Turn Resistance: +6 (turned as 24 HD undead)
Create Spawn (Su): Any humanoid reduced to 0 strength by a Dark Wisp rises as a shadow in 1d4 rounds under the dark wisp's control.
Inescapable Craving (strength damage)
Spell-Like Ability: Greater Dispel magic 1/day (CL 18).
^Templates from Libris Mortis

Blackscale Marauder CR 11
Blackscale Lizardfolk^ Barbarian 8
CN Large Monstrous Humanoid (Reptilian)
Init +0; Senses Listen +8, Spot +12; Darkvision 60 ft.
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AC 23 [21], touch 9 [7], flat-footed 23 [21]
hp 78 [102] (12 HD); DR 1/-
Fort +9 [11], Ref +6, Will +6 [+8]; Imp. Uncanny Dodge, Trap Sense +2
Resistances: Acid 5
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Spd 35 ft. (armored), 50 ft. unencumbered
Melee 2 claws +16 (1d6+5) and bite +14 (1d6+2) [2 claws +16 (1d6+5) and bite +14 (1d6+2)]
OR greatclub +17/+12/+7 (2d8+8) and bite +14 (1d6+2) [greatclub +17/+12/+7 (2d8+8) and bite +14 (1d6+2)]
Ranged javelin +17/+12/+7 (1d8+5) [javelin +17/+12/+7 (1d8+5)]
Base Atk +12; Grp +21 [+23]
Attack Options: Leap Attack, Power Attack, Power Throw, Rage 3/day [noted thus]
-----------------------------
Abilities Str 21 [25], Dex 10, Con 14 [18]
Int 8, Wis 11, Cha 7
SQ hold breath (4xcon)
Feats Brutal Throw*, Leap Attack*, Multiattack, Power Attack, Power Throw*
Skills Balance +5, Climb +8 [+10], Jump +16 [+18], Swim +10
Possessions: +1 breastplate, amulet of natural armor +1, large greatclub +1, 6 large masterwork javelins, potions of cure serious wounds, haste, heroism.

^ MMIII94
* Feats from Complete Adventurer (Use str for ranged attacks, double power attack bonus on charge, Power Attack with ranged)

Poison Dusk Guide CR 9
Poison Dusk Lizardfolk^ Ranger 9
N Small Humanoid (Reptilian)
Init +8; Senses Listen +6, Spot +13; low-light vision
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AC 21, touch 14, flat-footed 18
hp 70 (9 HD)
Fort +9, Ref +10, Will +4; evasion
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Spd 40 ft. with longstrider active
Melee 2 claws +11 (1d3+2) and bite +9 (1d3+1)
OR longspear +12 (1d6+4/x3) and bite +9 (1d3+1)
Ranged +1 mighty composite[+2] longbow +14/+14/+9 (1d6+3/x3)
OR bola +13 (1d3+2 nonlethal or ranged trip)
Base Atk +9; Grp +7
Attack Options: Favored Enemy (+4 vs Undead, +2 vs Humans), Poison Use
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Abilities Str 14, Dex 18, Con 16
Int 8, Wis 12, Cha 8
SQ hold breath (4xcon), wild empathy +3, woodland stride, swift tracker
Feats Endurance(B), Improved Initiative, Improved Rapid Shot*, Manyshot(B), Multiattack, Point Blank Shot, Rapid Shot(B), Track(B)
Skills Balance +8, Climb +11, Hide +19, Jump +11 (with longstrider active), Move Silently +16, Survival +13, Swim +10
Possessions: +1 longspear, +1 mighty composite[+2] longbow, +1 Shadow Studded Leather Armor, 20 arrows, 2 bolas
-----------------------------
Spells 2 (CL 2, DC 11+SL)
1: longstrider (cast), entangle

^ MMIII96
* Feat from Complete Warrior (eliminate rapid shot penalty)

Ghoulish Assassin CR 14
Gravetouched Ghoul^ (augmented human) Rogue 5/Assassin 5/Lurking Terror^ 3
CE Medium Undead
Init +11; Senses Listen +17, Spot +17; Darkvision 90'
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AC 28, touch 19, flat-footed 21; Improved Uncanny Dodge
hp 84 (13 HD)
Fort +3, Ref +15, Will +4; evasion, Trap Sense +1, +2 vs poison
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Spd 30 ft.
Melee +18/+13 assassin's dagger (1d4+3/19-20)
OR 2 Claws +16 (1d4+1+Paralysis) AND Bite +13 (1d6+Paralysis+Ghoul Fever)
Base Atk +8; Grp +9
Attack Options: Sneak Attack +5d6, Death Attack DC 19 (20 with dagger), Spells
-----------------------------
Abilities Str 12, Dex 24, Con --
Int 18, Wis 14, Cha 8
SQ Poison Use; Hide in Plain Sight
Feats Contagious Paralysis^, Disembowling Strike*, Improved Initiative, Improved Paralysis^, Multiattack(B), Weapon Finesse, Weapon Focus (Claw)
Skills Balance +11, Disable Device +13, Disguise +11, Hide +30, Jump +10, Move Silently +27, Open Lock +17, Ride +9, Search +16, Tumble +13, UMD +7
Possessions: shadow silent +1 mithril breastplate, ring of protection +2, gloves of dexterity +2, assassin's dagger, 3 doses of Shadow Essence (Injury DC 17, 1 Str Drain/2d6 Str)
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Spells Known 4/3/1 (CL 5, DC 14+SL)
1: disguise self, feather fall, ghost sound, true strike
2: cat's grace, darkness, invisibility
3: false life, misdirection
Turn Resistance +2 (turned as a 15HD Undead)
Diet Dependant on flesh^
Paralysis(Ex): 1d4+1 rounds, DC 22, Elves are immune.
Ghoul Fever (Su): Disease - Fortitude DC 18, incubation period 1 day, damage 1d3 Con and 1d3 Dex

^ Libris Mortis (template and prestige class, paralysis DC +4 and conferred to anyone else who touches the victim)
* Complete Scoundrel (trade 4d6 sneak attack dice for 1d4 con damage)

Wererat Knife Master CR 17
Wererat Rogue 5/Invisible Blade* 5/Master Thrower* 5
LE Medium Humanoid (Human, Shapechanger)
Init +6; Senses Listen +11, Spot +11; low-light vision
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AC 25, touch 18, flat-footed 19; Uncanny Dodge
hp 115 (16 HD); DR 10/silver
Fort +7, Ref +20, Will +6; improved evasion, Trap Sense +1
-----------------------------
Spd 40 ft.
Melee +21/+16/+11 masterwork dagger (1d4+1/17+ x3) and +15 bite (1d6+curse+disease)
Ranged +21/+21/+16/+11 masterwork dagger (1d4/17+ x3) as ranged touch attacks
Base Atk +13; Grp +14
Attack Options: Sneak Attack +6d6 (with daggers), curse of lycanthropy (DC 15), disease, Trip Shot
-----------------------------
Abilities Str 12, Dex 22, Con 14
Int 10, Wis 8, Cha 8
SQ alternate form, rat empathy, scent, trapfinding
Feats Far Shot, Improved Critical(Dagger)(B), Improved Rapid Shot, Iron Will, Point Blank Shot, Precise Shot, Quick Draw(B), Rapid Shot, Snatch Arrows(B), Weapon Finesse(B), Weapon Focus (Dagger), +1
Skills Balance +20, Bluff +16, Climb +21, Hide +24, Move Silently +24, Sense Motive +5, Slight of Hand +17, Swim +6, Tumble +24
Possessions: Amulet of Health +2, bandolier with 20 masterwork daggers, slick silent leather armor +2, Ring of Protection +2, gloves of dexterity +4, 2 potions of invisibility
-----------------------------
Alternate Form (Su): A wererat knife master can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat knife master's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease(Ex): Filth fever; bite, Fortitude DC 18, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Rat Empathy(Ex): Communicat with rats and dire rats, +4 racial bonus to Charisma checks involving same.
Skills: Can always take 10 on climb checks.
Bleeding Wound(Ex): Give up 1d6 of sneak attack damage to make the wound bleed 1hp until target receives healing (stacks).
Uncanny Feint/Feint Mastery(Ex): Can feint as a free action when armed with daggers, and can take 10 on the check.
Trick: Deadeye Shot (crit multiplier for daggers increased by x1)
Trick: Trip Shot (normal attack, d20+8 vs best of opponent's str or dex check or tripped)
Trick: Weapon Spot (resolve dagger attacks versus medium or larger foes as ranged touch attacks)

Stats are for hybrid form, which it is unlikely they will choose to abandon in the wild.

* Complete Warrior (both prestige classes, feats for no penalty to rapid shot)

Dread Pudding CR 17
Phrenic^ Fiendish Elder Black Pudding
NE Gargantuan Ooze (Psionic, extraplanar)
Init -5; Senses Listen +0, Spot +0; Blindsight 60'
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AC -3, touch -3, flat-footed -3
hp 290 (20 HD); DR 10/magic
Fort +15, Ref +1, Will +1
Resistances: Cold 10, Fire 10, SR 25, PR 30
-----------------------------
Spd 20 ft. (30 ft. when psionically focused), Climb 20 ft.
Melee Slam +21 (3d6+12+3d6 acid)
Base Atk +15; Grp +35
Attack Options: Constrict, Improved Grab, Smite Good 1/day (+20 to good foe), Greater Psionic Fist
-----------------------------
Abilities Str 26, Dex 1, Con 28
Int 5, Wis 3, Cha 5
SQ Split, Ooze Traits, 1 power point
Feats Greater Psionic Fist, Mind over Body, Psionic Fist, Psionic Meditation, Reckless Offense, Speed of Thought, Up the Walls
Skills Climb +16, Concentration +16
-----------------------------
Acid(ex): Any melee hit or constrict attack deals acid damage to the opponent's clothes and armor unless they succeed at a DC 29 Reflex save. Any metal or wooden weapon that strikes the Dread Pudding must also save or dissolve immediately. The Dread Pudding's acid touch deals 21 points of damage per round to wooden or metal objects it remains in contact with for 1 full round.
Constrict(ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty to the Reflex save against the acid.
Improved Grab(Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split: Slashing and piercing weapons deal no damage to the Dread Pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (rounded down). Treat the separate puddings as drawing from the same collective pool of Psi-Like abilities...split-off Dread Puddings can activate psi-like abilities separately, but the total number of powers available does not change. A pudding with 10 hit points or less cannot be further split, and dies if reduced to 0 hit points.
Psi-Like Abilities (ML 20): 3/day defensive precognition (Swift, +5 to AC/Saves for 20 min), empty mind (Immediate, +11 to will save), intellect fortress (Immediate, cut all psionic-origin damage in half for 14 rounds), mind thrust (20d10, Will DC 17), psionic teleport; 1/day aversion (to fleeing, DC 17, 9 hours), psionic blast (DC 10, 16 rounds), body adjustment (8d12), brain lock (most types, sustain until reaching target), energy current (20d6+20 cold, DC 17), fission*, force screen (+8 AC), psionic dominate ("hold still and do nothing", most types, 5 targets, DC 17), psychic crush (8d6, DC 8), tower of iron will (Immediate, PR 30, redundant), ultrablast (20d6, DC 14)
* Treat the use of this power, for combat purposes, as a self-willed use of the split ability but with both halves having full hit points. Both the Dread Pudding and its fission duplicate can subsequently be split.
^Template from Expanded Psionics Handbook
-----------------------------
Barely intelligent, the Dread Ooze exists only to consume. When viable targets are discovered, its first action will be to utilize its fission daily power, then close with targets as quickly as possible (including the use of psionic teleport).

Andorax
2011-09-27, 01:04 PM
The City That Waits

Reserved.

Andorax
2011-09-27, 01:06 PM
The Fortress of Conclusion

Reserved

Andorax
2011-09-27, 01:08 PM
Parting Thoughts

Reserved.


Ok, fire away. I'm hoping to make steady progress.

TheOasysMaster
2011-09-27, 09:42 PM
Subscribing to this Thread for obvious reasons...
:smallsmile:

Some initial questions and comments...


'm going to attempt a full-bore 3.5 conversion of the Return to the Tomb of Horrors anyways.
Why not Fourth? And in that spirit, why not wait and see if the Internet whispers of Dungeons & Dragons: Anniversary Edition, come to fruition?
:smalltongue:


Overall, I think a reasonable target level for this is 17th level PCs (to start).
See, this is a problem for me...
If the PCs start out at 17th level, considering how I ramp and challenge them-they might reach epic-level before I get to the Fourth Edition conclusion of Acererak's 'tale'...


I'm going to attempt to keep the source requirements down reasonably l
Good plan!


One alternative is to disregard Acererak entirely...remove him from the list of available Vestiges. Doing so would also mean removing or reworking XXX.
Hmmm, in my plot line, this would prove to be impossible...
And redundant.


A more interesting approach would be to say that the Vestige of Acererak is a small portion of his plan actually coming to fruition...his consciousness intruding onto the planes beyond the Fortress of Conclusion. Binding Acererak remains unchanged on the Prime, in the Tomb itself, and even within the City that Waits (and conveys some very useful benefits).
Sounds plausible...
I'm trying to make Acererak a more active villain...
The actual architect behind the Tomb being the heroes' adversary, rather than the Tomb itself, in the style of ICO...


Describe the initial encounter as if from the point of view of a lower-level adventuring party that just barely managed to survive it, sending word to higher authorities (dukes, kings, etc.) that the PCs would be spending time in the company of (or perhaps to the PCs themselves as contacts, friends, mentors, etc.). While wights alone are not enough reason to drag along PCs of this level, spontanious generation of wights might provoke some interest and concern.
I was planning on scattering the PCs across their own individual plotlines, and then using a series of clue to draw them to this single tavern with one recurring theme...
"You have to go back..."
Some will go valiantly, others will try to escape...
This way, particularly in the cold abyss that is the 'net, I can weed out unsavory players initially before I waste actual plot on them...
Though this probably wouldn't be as necessary in a table-top run.

Personally, I LIKE the initial tavern setting...
Tomb of Horrors simply drops the module, without any real hook...
I thought it was 'classic'.

Andorax
2011-09-28, 10:42 AM
Why not Fourth? And in that spirit, why not wait and see if the Internet whispers of Dungeons & Dragons: Anniversary Edition, come to fruition?
:smalltongue:


Don't play much 4th yet, and certainly don't have nearly enough systems mastery to pull it off.



See, this is a problem for me...
If the PCs start out at 17th level, considering how I ramp and challenge them-they might reach epic-level before I get to the Fourth Edition conclusion of Acererak's 'tale'...


Targetting 17th level for several reasons:

1) Gives an outside opportunity for the same party to defeat ToH and RttToH, given a 20-year "semi-retirement"

2) Gives access to sufficiently high-end abilities on the bad guys' part to give it the proper nigh-epic feel.

3) Means I don't have to dial back Acererak *too* far from the epic creature he is.

4) Serious shortage of good adventure options out there in that range.

Best estimates, with a 17th level start, the PCs will be 18th by the time they reach the City that Waits, 19th when they reach the Fortress of Conclusion, and 20th if they survive it. Depending on exactly how things go (and how many senseless deaths take place), it's quite possible that a party could achieve, and deserve, their entry into Epic status with a complete victory.



I was planning on scattering the PCs across their own individual plotlines, and then using a series of clue to draw them to this single tavern with one recurring theme...
"You have to go back..."
Some will go valiantly, others will try to escape...
This way, particularly in the cold abyss that is the 'net, I can weed out unsavory players initially before I waste actual plot on them...
Though this probably wouldn't be as necessary in a table-top run.

Personally, I LIKE the initial tavern setting...
Tomb of Horrors simply drops the module, without any real hook...
I thought it was 'classic'.

Hey, if you can manage to get your party of 17th level characters to all gather in a tavern in a medium-sized city, then by all means do so! I love the classic start as well, but it's not always a good fit for all 3E playstyles...so alternative plot hooks are always a good idea for options.

Choices are good.

Andorax
2011-09-29, 10:45 AM
Added another alternate plot hook, have started through the Introduction chapter.

Also, updated the Source list (I can see this is going to grow on me whatever I do).

Garryl
2011-09-29, 02:15 PM
The Hill Giant Huntleader is invalid. Rangers lose their class-granted bonus feats in armor heavier than light, such as the hide armor the giant is wearing. A chain shirt is cheaper and strictly superior, although it doesn't quite have the same primal society feel, being metal. Studded leather should work to maintain that feel without sacrificing any AC.

Andorax
2011-09-29, 03:31 PM
Thanks for the tip. Being a slightly higher grade of hill giant, I don't think the somewhat more "civilized" studded leather would be out of line either.

Garryl
2011-09-29, 04:19 PM
Bane weapons (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane) also increase their enhancement bonus by 2, in addition to the +2d6 damage, when used against their associated targets. The Ogre Warlord's stat block should reflect that (it only has the +2d6 damage).

businessbroadba
2011-09-30, 05:47 AM
It is showing a lot of secrecy but still seems it may convey something beneficial. :smallwink:

Andorax
2011-09-30, 10:08 AM
Garryl, thanks for the heads-up.


Posted the second half of the introductory chapter...Desatysso's Stronghold, back to Kalstrand, and Pitchfield.

Andorax
2011-10-07, 10:36 AM
Ok...I've added some random encounter tables for the swamps on the way to the Black Academy. I'm concerned that I may have grossly underestimated the amount of space required and failed to reserve enough, but we'll burn that frozen bridge over nothing when we get to it.

Andorax
2012-02-28, 11:30 AM
Yes, yes, I know this bears all the hallmarks of an abandoned project...but I am getting back to it.