D1-3 Descent/Kuo-Toa/Drow

Garnfellow

Explorer
Trog Cavern Area 8: Side Cavern (EL 13)

Creatures: These ledges and shelves are the roosts of 23 gargoyles. Use standard stats given above.
 

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Garnfellow

Explorer
Trog Cavern Area 9: Cavern Stable (EL 6)

Creatures: The pack lizards are for use by merchants in need of their services. They will attack anyone unchaining them unless controlled by means of a hooked goad, which they recognize as the sign of mastership over them. The goad allows a character to use the Handle Animal skill to handle or push the lizards.

PACK LIZARDS (6) CR 3
N Large animal
Init +3; Senses darkvision 60 ft; Listen +6, Spot +6
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AC 17, touch 12, flat-footed 14
hp 84 (8 HD)
Fort +12, Ref +9, Will +4
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Spd 20 ft, climb 10 ft
Base Atk +6; Grp +17
Melee bite +13 (2d4+10)
Space 10 ft; Reach 5 ft
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Abilities Str 24, Con 22, Dex 17, Int 2, Wis 14, Cha 3
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills Climb +18, Hide +3, Listen +6, Move Silently +5, Spot +6
 
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Garnfellow

Explorer
Trog Cavern Area 10: Ghoul Cave (EL 11)

Creatures: 32 ghouls with 1d6 gp each.

GHOULS (32) CR 1
CE Medium undead
Init +2; Senses darkvision 60 ft; Listen +2, Spot +7
Languages Undercommon
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AC 14, touch 12, flat-footed 12
hp 13 (2 HD)
Fort +0, Ref +2, Will +5
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Spd 30 ft
Melee 2 claws bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis)
Base Atk +1; Grp +2
SA ghoul fever, paralysis
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Abilities Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12
SQ undead traits, +2 Turn resistance
Feats Multiattack
Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
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Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
 
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Garnfellow

Explorer
Trog Cavern Area 11: Ghast Cave (EL 7)

Creatures: Four ghasts with 7 gems (100 gp each).

GHASTS (4) CR 3
CE Medium undead
Init +3; Senses darkvision 60 ft; Listen +2, Spot +8
Languages Undercommon
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AC 17, touch 13, flat-footed 14
hp 29 (4 HD)
Fort +1, Ref +4, Will +6
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Spd 30 ft
Melee bite +5 (1d8+3 plus paralysis) and 2 claws +3 (1d4+1 plus paralysis)
Base Atk +2; Grp +5
SA ghoul fever, paralysis, stench
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Abilities Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
SQ undead traits, +2 turn resistance
Feats Multiattack, Toughness
Skills Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
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Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
 
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Garnfellow

Explorer
Trog Cavern Area 12: Cave of the Emissaries (EL 9)

Creatures: Two ghasts.

GHASTLY EMISSARIES (2) CR 7
Advanced ghast rogue 3
CE Medium undead
Init +10; Senses darkvision 60 ft; Listen +9, Spot +15
Languages Undercommon
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AC 20, touch 16 flat-footed 14
hp 70 (11 HD)
Fort +3, Ref +11, Will +10; evasion
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Spd 30 ft
Melee bite +11 (1d8+5 plus paralysis) and 2 claws +9 (1d4+2 plus paralysis)
Base Atk +6 Grp +11
SA ghoul fever, paralysis, sneak attack +2d6, stench
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Abilities Str 20, Dex 22, Con —, Int 12, Wis 16, Cha 19
SQ trapfinding, trap sense +1, turn resistance +2, undead traits
Feats Combat Reflexes, Improved Initiative, Multiattack, Toughness
Skills Balance +14, Climb +13, Diplomacy +7, Escape Artist +9, Hide +20, Jump +13, Listen +9, Move Silently +20, Sense Motive +6, Spot +15, Tumble +9
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Ghoul Fever (Su): Disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Evasion (Ex): If these ghasts make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage.
Turn Resistance (Ex): These ghasts are treated as undead with 10 HD for purposes of turn, rebuke, command, or bolster attempts.

Treasure: The ghasts have a sack which contains 3 pieces of jewelry (worth 5,000, 3,000, and 1,800 gp) and 2 tubes. One is a scroll of 3 divine spells (cure light wounds, tongues, summon monster V). The other tube contains a map showing the northeast passage leading to the tertiary route leading to area S/T-17 (not detailed in this adventure). Draw this in on the players’ map.
 
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Garnfellow

Explorer
Trog Cavern Area 13: Ghast Cave (EL 7)

Creatures: Four ghasts with 300 gp and 18 gems (10 gp each).

GHASTS (2) CR 3
CE Medium undead
Init +3; Senses darkvision 60 ft; Listen +2, Spot +8
Languages Undercommon
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AC 17, touch 13, flat-footed 14
hp 29 (4 HD)
Fort +1, Ref +4, Will +6
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Spd 30 ft
Melee bite +5 (1d8+3 plus paralysis) and 2 claws +3 (1d4+1 plus paralysis)
Base Atk +2; Grp +5
SA ghoul fever, paralysis, stench
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Abilities Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
SQ undead traits, +2 turn resistance
Feats Multiattack, Toughness
Skills Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
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Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
 
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Galivek

Explorer
What ever happened?

I found Garnfellow's amazing string of posts detailing the rules conversion of the Drow modules to 3.5ed, and then suddenly they stop as of June 2005. Are there plans to complete the project?
 

Garnfellow

Explorer
Galivek said:
I found Garnfellow's amazing string of posts detailing the rules conversion of the Drow modules to 3.5ed, and then suddenly they stop as of June 2005. Are there plans to complete the project?

Thanks for the bump; your timing is outstanding. A couple months back I had posted a few updates that got swallowed in the Great EnWorld Apocalypse of 2006.

Long story short, my retro campaign has been running steaily along, and the PCs are currently tearing the heck out of Snurre's Hall -- so my need to get D1-2-3 together is quite great. I should be posting some more this weekend, starting with the random underworld encounter tables.
 

Rhun

First Post
Garnfellow said:
Thanks for the bump; your timing is outstanding. A couple months back I had posted a few updates that got swallowed in the Great EnWorld Apocalypse of 2006.

Long story short, my retro campaign has been running steaily along, and the PCs are currently tearing the heck out of Snurre's Hall -- so my need to get D1-2-3 together is quite great. I should be posting some more this weekend, starting with the random underworld encounter tables.


I would be more than happy to help as much as I can with the conversion process as well...eventually, I will need to convert these things for my groups if I can keep the campaigns running that long.
 

Galivek

Explorer
Sweet!

I think there is a HUGE demand out there for the work you are doing, judging from the popularity of the original modules and the discussions I have read. I'm pleased to see that you are still engaged. I can't wait to run the finished product with my group!
 

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