D&D 3E/3.5 H2 Mines of Bloodstone conversion to 3.5 (For anyone who cares..)

Mystery Man

First Post
Chapter I, A Hard Winter

Once Bitten, Twice Shy
EL 16

What's going on:
Gather info DC 20
-Brother Aldric has been acting strange lately
-Aldric refuses to see anyone during the day, always at night
-Attacks are alway in the vicinity of the Abbey (although this should become apparent after repeated "Horror in the Night" encounters)

If PC's investigate at night repeat "Horror in the Night" encounter.

Abbey
-Strong wooden Door - Thickness 4 in, Hardness 5, 20 hp, Break DC 23, Open Lock 25
-Secret trap door behing altar Search DC 25 Iron door, Thickness 2 in., Hardness 10, Hitpoint 60, Break DC 28, Open locks DC 28
-Chest under altar trapped- Chest hardness 5, hitpoints 15, Break DC 23, Open lock DC 25 Trapped, CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster.
Contains:
Eversmoking Bottle, ring of featherfalling, (1) Scroll of resurrection.

If PC's attempt to search during the day, Aldric will not be about but they will find a coffin in the cellar. Any attempts to open it will result is rousing Aldric and will fight to the death.
If at night Aldric summons 1d10+3 worgs and 2d10 dire rats and attempts to escape using gaseous form, if escape fails he will fight until either captured or killed.

Aldric the Vampire CR 13
Augmented humaniod Cleric 11
CE Medium Undead
Init +1 Senses Listen +4, Spot +7
Languages Common
---------------------------
AC 26, touch 11, flat-footed 25, dodge
hp 88 (11 HD)
DR 10/Silver and Magic, Turn Resistance +4, Fast Healing 5, Resistance to cold and electricity 10
Fort +7 Ref +6 Will +11
Weakness garlic, holy symbol, running water, daylight
-----------------------------
Speed 20 ft.
Melee slam +12/+7 (1d6+4 plus energy drain)
Base Atk Grp +12/+12
Attack Options Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain
Special Actions rebuke undead 7/day, spontanious casting, spells, domain access (2), Death domain power, Evil domain power, alternate form, gaseous form
Combat Gear Ring of Force Shield
Cleric Spells Prepared (CL 11th)
6,6+1/5+1/5+1/4+1/2+1/1+1
6th - Create Undead (d), Quicken Bull's Strength
5th - Slay Living (d), Quickened Divine Favor
4th - Divine Power, Poison, Spell Immunity, Unholy Blight (d)
3rd - Animate Dead (d), Deeper Darkness, Dispel Magic, Protection from Entergy, Water Walk
2nd - Darkness, Death Knell (2), Desecrate (d), Owl's Wisdom, Undetectable Alignment
1st - Cause Fear (2), Doom, Entropic Shield, Protection from Good (d), Protection from Law
------------------------------
Abilities STR 19, DEX 12, CON --, INT 12, WIS 18, CHA 19
SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Feats Alertness, Combat Reflexes, Divine Might (CW), Divine Vigor (CW), Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell
Skills Balance +0, Bluff +7, Climb +3, Concentration +12, Diplomacy +14, Disguise +7, Escape Artist +0, Gather Information +7, Heal +11, Hide +0, Intimidate +7, Jump +3, Knowledge +4 (Arcana, Religion, Planes), Move Silently +0, Spellcraft +10, Swim +3
Possessions +2 Breastplate, Caster's Shield, Amulet of Natural Armor +2, Bracers of Armor +4, Circlet of Persuasion, Cloak of Charisma +2, Ring of Force Shield, Periapt of Wisdom +4
 
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Mystery Man

First Post
Nightfall said:
*is just wondering one thing...* Are you using Orcus or not?!!

I plan too, but...

There's a couple of different options that I'd like to explore looking ahead to Throne of Bloodstone. Naturally Orcus is going to be incredibly powerful on his home turf so I was thinking it would make more sense to have the "Orcus" summoned in the Mines to be more of an aspect of, or an avatar of Orcus rather than the real deal. And save the real deal, the big man himself for the last module. I'd love some input on this.
 

Nightfall

Sage of the Scarred Lands
Sounds good. If you'd like use Dicefreaks version (but slightly modified) for the full scale Orcus, and for the aspect and/or avatar, use the combined versions of ToH Orcus and BoVD Orcus, using the better of the two's stats and other parts to make him that much more bad ass.
 

Mystery Man

First Post
Nightfall said:
Sounds good. If you'd like use Dicefreaks version (but slightly modified) for the full scale Orcus, and for the aspect and/or avatar, use the combined versions of ToH Orcus and BoVD Orcus, using the better of the two's stats and other parts to make him that much more bad ass.

Well I wanted to use the dicefreaks version but I cant seem to find their website.
 

Mystery Man

First Post
On to chapter 2!

Chapter II: The Big Valley

Blizzard!

From the SRD on severe weather focusing on Blizzards:
[sblock]Storms
The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a -4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. See Table: Wind Effects for possible consequences to creatures caught outside without shelter during such a storm. Storms are divided into the following three types.

Snow

Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground.

Heavy Snow

Heavy snow has the same effects as normal snowfall, but also restricts visibility as fog does (see Fog, below). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4×5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm, below). Snow has the same effect on flames as moderate wind.

Sleet

Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground.

Strong Wind

Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged attack rolls and on Listen checks.

Severe Wind

In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a -4 penalty. This is the velocity of wind produced by a gust of wind spell.[/sblock]

If a PC does a spellcraft - DC 22 to recognize a control weather spell.
Spellcraft DC 25 to know to use control weather to make the storm subside (that's if they just don't try it themselves, I'm open to better ideas) :)
 

Mystery Man

First Post
Chapter II - Valley Encounters

1. Aldric the Vampire EL 14
see stats above, run encounter as you see fit. Any low level mooks that may be tagging along with the party are majorly screwed here. :]

2. Avalanche! EL7

Survival DC 15 to recognize the signs of impending avalanche. Avalanche info from the SRD:[sblock]
Avalanches (Cr 7)

The combination of high peaks and heavy snowfalls means that avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it’s also possible to have an avalanche of rock and soil.

An avalanche can be spotted from as far away as 1d10×500 feet downslope by a character who makes a DC 20 Spot check, treating the avalanche as a Colossal creature. If all characters fail their Spot checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm).

A landslide or avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried.

Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

The typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width.

To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. Avalanches of snow and ice advance at a speed of 500 feet per round, and rock avalanches travel at a speed of 250 feet per round. [/sblock]

3. Remorhaz (2) EL 13

Remorhaz Lair: dungheap search DC 15, emeralds and rubies worth 3000gp, figurine of wonderous power: Ebony Fly

Remorhaz (Advanced to 21HD)
Size/Type: Gargantuan Magical Beast
Hit Dice: 21d10+147 (262 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +18/+42
Attack: Bite +30 melee (4d6+18)
Full Attack: Bite +30 melee (4d6+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.
Saves: Fort +19, Ref +13, Will +8
Abilities: Str 34, Dex 13, Con 25, Int 5, Wis 12, Cha 10
Skills: Listen +14, Spot +16
Feats: Awesome Blow, Cleave, Dodge, Improved Bull Rush, Improved Natural Armor, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: Cold desert
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan)
Level Adjustment:

A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds.
Remorhazes cannot speak.
Combat
Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey.
Improved Grab (Ex)
To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite 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 attempt to swallow the opponent the following round.
Swallow Whole (Ex)
When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Heat (Ex)
An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based.
Skills
Remorhazes have a +4 racial bonus on Listen checks.

4. Worgs EL11

11 12HD Large Fiendish Worgs.

Worg
Fiendish Worg (CR 7 HD 12d10+48)
NE Large Magical Beast
Init +5 Spd 50
Senses Scent (Ex); Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +9, Spot +9
________________________________________
AC 14 (FF 13, Touch 10)
hp 114 (Disabled -4/Dying -19/Injury 19)
Saves: Fort +14, Ref +9, Will +6
Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 17, Resistance: Fire (Ex): 10, Resistance: Cold (Ex): 10
________________________________________
Atk +18 Grapple +23;
Melee +18 Melee (Bite 1d8+10/crit 20/x2);
SA: Trip (Ex) , Smite Good (Su)
SQ:
________________________________________
Abilities STR 25, DEX 13, CON 19, INT 6, WIS 14, CHA 10
Feats: Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Track.
Skills: Hide + 3, Jump + 15, Listen + 9, Move Silently + 5, Spot + 9.
________________________________________
Special Attacks: Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
 
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Mystery Man

First Post
Chapter II: The Big Valley

Cavern of the Dwarves

Burnt Othur Vapor Trap
This trap is located in a high traffic area in the dwarven fortress, behing the wall. The gas is released by a small hole in the wall disguised to blend in by a permanent image spell, the magical properties hidden by a magic aura and undetectable alignment has been cast on it.
; mechanical; proximity trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search DC 40; Disable Device DC 21.

Find traps, locate object, augery or some other type of divination could provide a clue.

If this trap is found and disabled add +5 to any diplomacy rolls when dealing with the dwarves.
 
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Mystery Man

First Post
Chapter II: The Big Valley
Centaur Village

Optional Encounter EL 17+

Banak the Ghost CR 16
Ghost Cleric 14
CE Medium Undead (augmented human)
Init +2 Senses Listen +12, Spot +12 Aura Horrific Appearance
Common
---------------------------
AC 16 (touch 12, FF 14) Dodge, incorporeal
hp 95
Immune Critical hits, non-lethal damage, paralisys, Fort save based attacks, disease, poison, stunning, Ability damage, sleep effects, death effects, mind affecting effects, massive damage, energy drain, ability drain Resist Turn resistance +4
Fort +9 Ref +6 Will +13
-----------------------------
Speed 30 ft. fly (perfect)
Melee +15/+10 Heavy Mace +2 (1d8+5)
Base Atk/Grp +12/+12
Attack Options Corrupting Gaze, Corrupting touch, Frightful Moan, Malevolence, Telekinesis
Special Actions Manifestation, Corrupting Gaze, Corrupting touch, Frightful Moan, Malevolence, Telekinesis
Spells Prepared (6/6+1/6+1/5+1/5+1/3+1/3+1/2+1): 1-Bane, Cause Fear, Divine Favor, Entropic Shield, Obscuring Mist, Protection from Law (d), Shield of Faith ; 2-Darkness, Death Knell, Desecrate (d), Desecrate, Inflict Moderate Wounds, Owl`s Wisdom, Silence ; 3-Contagion, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good (d), Magic Circle against Good ; 4-Dismissal, Divination, Giant Vermin, Inflict Critical Wounds, Spell Immunity, Unholy Blight (d) ; 5-Dispel Law (d), Divine Favor (Quicken Spell), Slay Living, True Seeing ; 6-Animate Objects (d), Blade Barrier, Create Undead, Hold Person (Quicken Spell) ; 7-Blasphemy (d), Dispel Magic, Greater (), Inflict Serious Wounds (Quicken Spell).
Spell-Like Abilities 1/day - Imbued by Orcus with the spell-like abilty to summon 1d3+1 Glabrezu's
------------------------------
Abilities STR 14, DEX 14, CON --, INT 12, WIS 19, CHA 16
SQ Rejuvination, Turn Resistance
Feats Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Brew Potion, Dodge, Maximize Spell, Power Attack, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Mace, heavy.
Skills Concentration +16, Diplomacy +10, Heal +8, Intimidate +8, Knowledge (Arcana) +6, Knowledge (Religion) +13, Spellcraft +17
 
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Mystery Man

First Post
Chapter III : The Bloodstone Mines

General Description

Hewn Stone Floors Rough and uneven, hewn floors are usually covered with loose stones, gravel, dirt, or other debris. A DC 10 Balance check is required to run or charge across such a floor. Failure means the character can still act, but can’t run or charge in this round.

Cave-Ins And Collapses (Cr 8)

Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, even if they survive they may be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-radius slide zone extending beyond the bury zone. A weakened ceiling can be spotted with a DC 20 Knowledge (architecture and engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.

A weakened ceiling may collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding the ceiling up.

Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.

Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.

Characters who aren’t buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. You may allow a buried character to free himself with a DC 25 Strength check.
 

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