Hmm. I had forgotten that I had converted the City of the Glass Pool just before my players went in. Here's a sample of one of the dukes.
It uses the 3.0 conversion guidelines.
The levels don't match the module on purpose.
Per the conversion booklet I added up the levels, did whatever divisionary math that was required (divide the second class by 2 then add?), and then reassigned the levels as I thought appropriate. In this case I thought it was more appropriate for the Duke's to keep their spellcasting ability, so I raised their spellcasting level to the minimum required to cast their highest available spells. Remaining levels went to thief. I think it worked out well.
It's worth noting that the first time my players went up against these guys, the dukes all died. Sadly the characters were in a hurry though and had to leave.
Before the next game I had an epiphany. "Self." Said I. "This is a city full of clerics. Does that mean anything?"
And self replied. "Raise Dead."
The second encounter was more brutal. Two of the five characters were down to 1hp before that fight was over.
Hurlgaboorg, Male Kuo-Toa Monstrous Humanoid2/Clr9/Rog6: Medium Monstrous Humanoid (Aquatic); HD 2d8+2 (Monstrous Humanoid), 9d8+9 (Cleric), 6d6+6 (Rogue); hp 102; Init +4; Spd 20, Swim 50; AC 22; Atk +15 base melee, +16 base ranged; +15 (1d4+4, Bite); +19/+14 (1-10+4, +1 Pincer Staff); +20/+15 (1d8+4, +2 Sword, long); SA: Lightning bolt (Su), Pincer staff (Ex); SQ: Keen sight (Ex), Slippery (Ex), Adhesive (Ex), Resistance: Electricity (Ex), Light blindness (Ex), Amphibious (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Hold spells (Ex); AL NE; SV Fort +11, Ref +17, Will +15; STR 17, DEX 18, CON 13, INT 14, WIS 18, CHA 8.
Skills: Concentration +21, Escape Artist +19, Listen +6, Search +6, Sense Motive +24, Spellcraft +18, Spot +10, Tumble +18, Use Magic Device +19. Feats: Alertness, Combat Casting, Combat Reflexes, Great Fortitude, Improved Critical: Sword, short, Lightning Reflexes, Power Attack, Quick Draw.
Spells Prepared (Clr 6/5/5/4/3/1): 1st - Cause Fear x2, Comprehend Languages, Cure Light Wounds x2, Inflict Light Wounds (d); 2nd - Cure Moderate Wounds, Darkness x2, Hold Person x2, Shatter (d); 3rd - Blindness/Deafness x2, Contagion (d), Locate Object, Prayer; 4th - Divination, Greater Magic Weapon, Inflict Critical Wounds (d), Tongues; 5th - Dispel Good (d), Flame Strike.
Possessions: Lg Steel Shield, (2)Potion of CSW (poisoned)
Weapons: +2 Sword, long;