ConversionsDiscuss converting RPG materials from older editions of D&D and other systems to D&D 3rd Edition. Monster conversions should go in the Creature Catalog forums.
I am running a 3.5 game, and I want to take my group through Forgotten Temple of Tharizdun starting this Sunday. Has anyone converted this, or should I just get crackin' converting it myself? Thanks for any and all responses.
__________________ --malcolm
Build a man a fire, he is warm for one night; set a man on fire, he is warm for the rest of his life...
Hello all. I guess instead of saying I am decloaking I should make a sucking sound and plop down from the ceiling. I too am going to use The forgotten temple. I plan on using it as the unnamed Tharizdun outpost that the priests in the moathouse are from in RttToEE. If anyone has started on it or has any ideas on converting it, please share them.
Wow, that is exactly what I am using it for. My PCs started their assault last week, and so far, it's just been the mooks that were easy to convert.
Spoiler:
The Norkers were in a fairly recent issue of Dungeon magazine, and I just made the mountain giant a hill giant with barbarian levels. So far the only thing I am having trouble with is the "giant" troll. I suppose I'll just give him Barb levels, too.
I guess I'll just wing the rest.
__________________ --malcolm
Build a man a fire, he is warm for one night; set a man on fire, he is warm for the rest of his life...
Do you know what issue of the dungeon has the norker? As for the giant troll, the slayers guide to trolls has a giant troll in it. I hope it helps. I am suprised noone has done the full conversion. If you wouldn't mind sending me whatever conversions you have already done, Cerberus, I will work on a full version. My party still has to hit the moathouse so I have some time.
Giant troll? Increase its HD by 100% and its size to Huge. This gives you a Huge 12-HD troll. BAB of +9, base Fort +8, and base Ref and Will +4. Add Str +8, Con +4, natural AC +3. Adjust DEX by -2, and apply a -2 size penalty to AC and attacks. Size also grants a +8 bonus to grapple and a -8 penalty to Hide. Adjust ability scores, feats, and skills for increased HD.
For example:
Giant Troll: CR 7; Huge Giant; HD 12d8+96; hp 150; Init +1; Spd 30 ft.; AC 17 (–2 size, +1 Dex, +8 natural), touch 9, flat-footed 16; Base Atk +9; Grp +28; Atk Claw +18 melee (1d8+11); Full Atk 2 claws +18 melee (1d8+11) and bite +13 melee (1d8+5); Space/Reach 15 ft./15 ft.; SA rend (3d6+16); SQ darkvision 90 ft., low–light vision, regeneration 5, scent; AL (Usually) CE; SV Fort +16, Ref +5, Will +5; Str 32, Dex 12, Con 28, Int 6, Wis 9, Cha 6. Languages: Giant Skills and Feats: Climb +12, Listen +7, Spot +7. Alertness, Improved Sunder, Iron Will, Power Attack, Track. Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 3d6+16 points of damage.
Parents: Worry about your kids running around shooting up the neighborhood and knocking up (or getting knocked up by) the neighbors' kids. Don't worry about them sitting around a table doing math and reading. THINK.
Mountain giant is CR26 giant in Monster Manual II. Ouch. A hill giant with Bar levels is a nice compromise.
Nice thing about intelligent monsters, esp humanoid shaped ones, is that advancing them is easy by adding a class.
Or use this one....its the Mountain Giant from the 1E Fiend Folio, adjusted slightly for 3E/3.5 (because giants got a power boost from previous editions; also made it Huge, even though in 1E and 2E it stood 14 feet tall, which is Large size in 3e/3.5):
Giant, Mountain
Huge Giant
Hit Dice: 16d8+80 (152 hp)
Initiative: –1
Speed: 30 ft. in armor (6 squares); base speed 40 ft.
Armor Class: 22 (-2 size, -1 Dex, +12 natural, +3 hide), touch 7, flat-footed 22
Base Attack/Grapple: +12/+30
Attack: Greatclub +21 melee (3d8+10) or rock +10 ranged (2d8+10)
Full Attack: Greatclub +21/+16/+11 melee (3d8+10) or rock +10 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing, summon giants
Special Qualities: Low-light vision, rock catching
Saves: Fort +15, Ref +4, Will +7
Abilities: Str 31, Dex 8, Con 21, Int 14, Wis 14, Cha 10
Skills: Balance -4*, Climb +17*, Craft (any one) +14, Diplomacy +8, Escape Artist -4*, Hide -12*, Intimidate +8, Jump +21*, Listen +12, Move Silently -4*, Spot +20, Swim +4*, Tumble -2*
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Environment: Temperate mountains
Organization: Solitary, gang (2–4), or tribe (1–4 plus 75% noncombatants, 6–9 ogres, 4–9 trolls, and 1–4 hill giants)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: —
* Skills include adjustment for armor.
Combat
Rock Throwing (Ex): The range increment is 140 feet for a mountain giant’s thrown rocks. Summon Giants (Sp): Once per day, a mountain giant can summon 2d6+3 ogres, 1d6+3 trolls, or 1d4 hill giants with a 35% chance of success.
Do you know what issue of the dungeon has the norker? As for the giant troll, the slayers guide to trolls has a giant troll in it. I hope it helps. I am suprised noone has done the full conversion. If you wouldn't mind sending me whatever conversions you have already done, Cerberus, I will work on a full version. My party still has to hit the moathouse so I have some time.
One of the issues dealing with Rary had the norker stats in it.
Mike
__________________ "I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and no one may pass. We live for The One. We die for The One." Marcus, Babylon 5
"He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
"When there are monsters there are miracles."
- Ogden Nash
One of the issues dealing with Rary had the norker stats in it.
Mike
In 1E norkers were mentioned as being related to hobgoblins...they also had a bite attack. Easiest thing to do would be take a hobgoblin, give it a secondary attack (bite, say 1d4) and there ya go. Norkers.
Scott's 3.0 conversion was pretty much on the mark
Norker
Dungeon 98#
small
HD 1d8+2 (6hp)
int +1
speed 20ft
AC 19 (+1 size, +1 dex, +7 nat) t 12, ff18
BA/G +2/+2
atK +2 melee 1d6 club, +2 mel 1d4 bite, or +3 ranged 1d6 jav.
full atk +2 melee 1d6 club, +2 mel 1d4 bite, or +3 ranged 1d6 jav.
space/reach 5ft/5ft
SA none
SQ darkvision 60ft
sV +1 fort, ref +1, will -1
ab: str 10, dex 10, con 14, int 9, wis 9, cha 8
skills, listen +3, MS +5, spot +3
feats alertness
climate tempaerate and warm land and underground
org gan 4-9 band 10-40 plus noncombatants plus 1-3rd level boss per 20 adults
and one leader of 4-6th level
CR 1/2
treasure standard
ALN CE
Adv. by Char. class
__________________ "I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and no one may pass. We live for The One. We die for The One." Marcus, Babylon 5
"He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
"When there are monsters there are miracles."
- Ogden Nash