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

Mystery Man

First Post
Chapter III - The Bloodstone Mines

Random Encounters

There is a 10% chance of a random encounter every hour. Roll d100
1-6 - 1 Nalfeshnee, 1 hezrou, 2d4+1 Vrocks
7-24 - 1 Marilith
25-31 - 1 Adult Blue Dragon
32-45 - 1 golem (greater), stone
46-55 - 1d3+1 Iron Golems
56-71 - 2 bebeliths
72-90 - 1d4+2 stone giants plus 1 stone giant elder
91-100 - 2d10 level 1 orc fighters [sblock]Orc Ftr1
CE Medium Humanoid
Init +5 Spd 20
Senses Darkvision (Ex): 60 ft. Listen +0, Spot +0

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AC 18 (FF 18, Touch 10) plus Dodge
hp 12 (Disabled -2/Dying -14/Injury 12)
Saves: Fort +4, Ref +1, Will +0 (Generated from: Orc, Chaotic Evil, Fighter, 1st Level.chr )

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Atk +5 base melee, +2 base ranged; Grapple +5;
+7 Melee (Sword, bastard, Masterwork 1d10+6/crit 19-20/x2)
+2 Ranged (Crossbow, heavy 1d10/crit 19-20/x2)
SQ: Light Sensitivity (Ex),
Fighter Features: Bonus Feat,
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Abilities: STR 19, DEX 13, CON 14, INT 8, WIS 10, CHA 6
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Sword, bastard.
Skills: Balance -8, Climb -3, Escape Artist -8, Handle Animal +0, Hide -8, Intimidate +0, Jump -9, Move Silently -8, Ride +3, Swim -17.
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Weapons: Crossbow, heavy; Sword, bastard, Masterwork. Armor: Splint mail. Shields: Shield, heavy steel. (Spell Failure 55%). Goods: Coin: gp (140).
[/sblock]


Assuming the Encounters above have been run since the beginning (and the PC's are still alive) the encounters now will start at an average of EL17-18 and above entering the Bloodstone Mines...
 
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Mystery Man

First Post
Chapter III - The Bloodstone Mines

First shaft

Knowledge Dungeoneering (spelunking) DC 15 - That elevator is gonna break if you get on it...!

Duh :uhoh:
 

Mystery Man

First Post
Chapter III - The Bloodstone Mines

First Vein

El 14
22 Phase Spiders
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Treasure 1200 SP
2500 GP
Brooch of Shielding
Gem of Brightness
 

Mystery Man

First Post
Chapter III - The Bloodstone Mines

Pool of Dark Water

Swim check DC 20. Failure, see text. Also one might want to consider drowning rules as well. Excape Artist DC 20 to pull self out of rushing water.

Drowning

Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

I would also throw in a Search DC 25 to figure out the ruse. Spell craft on the continual light spell etc.
 
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Mystery Man

First Post
Chapter III - The Bloodstone Mines

Equipment Storage

Carts -
rusty and slow, DC 20 STR to move, 5' per round

Pump - Knowledge Engineering (DC 20) pump needs oil but still works. 10X10X10 volume of water every 10 minutes.
 
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Mystery Man

First Post
Chapter III - The Bloodstone Mine
5. Downshaft

Shaft 120' 8% chance every 5 feet of a rung breaking. If a rung breaks Balance Check DC 17 not to fall. There is a 10% chance of a random encounter envestigating the noise. Use random encounter chart.
 

Mystery Man

First Post
[font=Avantgarde, sans-serif]Chapter III - The Bloodstone Mines
[/font][font=Avantgarde, sans-serif]
6. Stone giant Lair[/font]
[font=Avantgarde, sans-serif] EL 16+[/font]

[font=Avantgarde, sans-serif]Secret Door DC 17
[/font]


[font=Avantgarde, sans-serif]Stone giant elder plus 12 Stone giants
[/font]


[font=Avantgarde, sans-serif]
[/font]


[font=Avantgarde, sans-serif]Stone Giant Elder CR 15
Stone Giant/sorcerer 6
CE Large Giant
Init +8; Senses Darkvision (Ex): 60 ft., Low-light Vision (Ex) Listen +1, Spot +24
---------------------------------
AC
32, touch 28, flat-footed[/font]
27
[font=Avantgarde, sans-serif]hp 190 (20HD)
Fort +11, Ref +10, Will +10
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Speed
40
Melee +22/+17/+12 (+2 Greatclub 2d8+12/crit 20/x2)
Ranged +16/+11/+6 (Rock 2d8+10/crit 20/x2)
Base Atk 20; Grp 24
Atk Options Rock Throwing, Rock Catching

[font=Avantgarde, sans-serif]Sorcerer Spells Known [/font][font=Avantgarde, sans-serif]CL 16th 15% arcane spell failure[/font]
[/font]

  • [font=Avantgarde, sans-serif]3rd (7/day)Fireball[/font]
  • [font=Avantgarde, sans-serif] 2nd (6/day)Gust of Wind, Scorching Ray[/font]
  • [font=Avantgarde, sans-serif] 1st (7/day)Burning Hands, Cause Fear, Feather Fall, Magic Missile[/font]
  • [font=Avantgarde, sans-serif] 0 (6/day) Arcane Mark, Ray of Frost, Read Magic, Touch of Fatigue[/font]
[font=Avantgarde, sans-serif] Spell-like Abilities 1/day - transmute mud to rock (as CL16)
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Abilities
STR 24, DEX 18, CON 21, INT 10, WIS 12, CHA 16
SQ Familiar, Spells, Spell like abilities
Feats Combat Casting, Empower Spell, Greater Spell Focus: Evocation, Improved Initiative, Simple Weapon Proficiency, Spell Focus: Evocation, Weapon Focus: Greatclub
Skills Bluff +5, Climb +8, Concentration +13, Hide +0, Intimidate +8, Jump +11, Knowledge (Arcana) +3, Move Silently +6, Spellcraft +5, Spot +24
Possessions +2 Greatclub: Bane: Humanoid. Armor: +2 Studded leather of Fire Resistance. (Spell Failure 15%). Goods: Coin: gp (3827). Magic: Boots of Speed; Bracers of Armor +4; Ring of Protection +3; Ring Gates; Ring of Wizardry III.
[/font]

[font=Avantgarde, sans-serif]Other treasure is 10,000gp in art objects 10 minutes to sort through and find stuff worthy to loot.
[/font]
 

Mystery Man

First Post
Chapter III - The Bloodstone Mines

11. Lair of the Basilisk EL 15

A truly Ugly and Horrendly huge half fiend, half green dragon BASILISK
Large Outsider Hit Dice: 18d12+108 (225 hp) Initiative: +0 Speed: 20 ft. AC: +23 (-1 Size, +0 Dex, +14 Natural,+0 Armor)
Flatfooted: 23, Touch: 9 Attacks: Bite +33 Melee Damage: Bite 2d6+18 Face/Reach: 5ft. by 5ft. / 5ft. Special Attacks: Petrifying Gaze (Su) , Breath Weapon DC: 25 , Breath Weapon Type: 30 ft. Cone of Corrosive Gas , Spell-like Abilities – Blasphemy, Desecrate, Unhallow, Darkness, Unholy Blight, Horrid Wilting, Poison, Contagion, Summon Monster IX; Unholy Aura; Smite Good (Su). Special Qualities: Darkvision (Ex): 60 ft., Low-light Vision (Ex), Immunity: Acid (Ex), Sleep Effects (Ex), Paralysis (Ex), Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 28 Saves: Fort +21, Ref +15, Will +11 Abilities: Str 35, Dex 10, Con 23, Int 8, Wis 12, Cha 25 Skills: Hide -3, Listen +7, Spot +7 Feats: Alertness, Blind-Fight, Great Fortitude, Improved Natural Attack: Bite, Iron Will, Lightning Reflexes, Weapon Focus: Bite Languages: Climate/Terrain: Warm Desert Organization: Challenge Rating: 14 Treasure: Coins: None , Goods: None , Items: None Alignment: Always Neutral Advancement: 7-10 HD (Medium); 11-18 HD (Large)



COMBAT

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 28.

Breath Weapon: 30 ft. cone of corrosive gas, DC 25

Spell-like Abilities -1/day – Blasphemy (Will DC 24), Desecrate, Darkness, Unholy Blight (Wil DC 21), Horrid Wilting (Fort DC 25), Poison (Fort Dc 20), Contagion (Fort DC 20), Summon Monster IX


Treasure - Goods: Jeweled gold crown (6,000 gp); Silver ewer (20 gp); Fire opal pendant on a fine gold chain (2,200 gp); Sapphire pendant on gold chain (2,500 gp); Silver-plated steel longsword with jet jewel in hilt (200 gp); Brass mug with jade inlays (400 gp); Brass mug with jade inlays (400 gp); Black velvet mask with numerous citrines (60 gp); Solid gold idol (10 lb.) (600 gp), 520 PP, 600 GP
Magic: Potion: Protection from Arrows (3) (300 gp).
 
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Mystery Man

First Post
Ch. III - Bloodstone Mines, Lower Tunnels

12. Chamber of the Golems EL 18

Orders to attack non Duergar, can also be summoned by alarm gong in area 13

Two advanced HD (30) Iron golems

Golem (Iron) (CR 16, HD 30d10)
N Huge Construct
Init -2 Spd 20
Senses Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +0, Spot +0 AC 31 (FF 31, Touch 6)
hp 205 (Disabled 0/Dying ---/Injury --)
Saves: Fort +6, Ref +4, Will +6
Immunity: Magic (Ex), Damage Reduction (Su): 15/Adamantine, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Stun (Ex), Immunity: Disease (Ex), Immunity: Death Effects (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Necromancy (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Critical hits (Ex), Immunity: Ability Drain (Ex), Immunity: Ability Damage (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), Immunity: Energy Drain (Ex), Immunity: Fortitude Save-Based Attacks (Ex),
Atk +35/Grapple +45; Face 10'x10'; Reach 10';
+35 Melee (2 Slam 4d8+15/crit 20/x2);
SA: Breath Weapon (Su) , Breath Weapon DC: 19 , Breath Weapon Type: 10 ft. Cloud of Poisonous Gas
SQ: Racial Traits: Construct, No Natural Healing (Ex), Cannot be Raised or Resurrected
Abilities STR 41, DEX 7, CON --, INT --, WIS 11, CHA 1
Special Attacks: Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.
Special Qualities: Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.
Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
 

Mystery Man

First Post
Ch. III - Bloodstone Mines, Lower Tunnels
13. Duergar Guard EL 14

24 4hd psionic duergar

Psionic Duergar Fighter CR5 Durgar fighter 4
CE Medium Humanoid (Dwarf, psionic)
Init +1 Senses Listen +2, Spot +2, Darkvision 120 ft.
Languages Common, Dwarven, Undercommon
---------------------------
AC 17, touch 11, flat-footed 16
hp 44 (4 HD)
Immune Poison, Paralysis, Phantasms Resist +2 Save vs. Spells and Spell-like effects
Fort +7 Ref +2 Will +4
Weakness Light Sensitivity
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Speed 20
Melee +8 Melee (Dagger, Masterwork 1d4+3/crit 19-20/x2) (1d6+4 expanded)
+9 Melee (Greataxe, Masterwork 1d12+6/crit 20/x3) (3d6+7 expanded)
Ranged +7 Ranged (Crossbow, light, Masterwork 1d8/crit 19-20/x2) (2d6 expanded)
Space/Reach 5 ft./5 ft. (10 ft./10 ft. expanded)
Base Atk/Grp +7/+7 (+7/+12 expanded)
Attack Options Power Attack
Combat Gear Bolts, crossbow (10); Crossbow, light, Masterwork; Dagger, Masterwork; Greataxe, Masterwork
Psi-Like Abilities 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level 3
------------------------------
Abilities Str 16 (18 expanded), Dex 13, Con 16, Int 8, Wis 12, Cha 6
SQ Stability (Ex), Stonecunning (Ex), +1 Attack vs. Orcs and Goblinoids, +4 Dodge Bonus to AC vs. Giants, Light Sensitivity (Ex), +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), Immunity: Phantasms (Ex),Paralysis (Ex), Poison (Ex), Darkvision (Ex): 120 ft., +2 Saves vs. Spells and Spell-like Effects, Naturally Psionic: 3 Bonus PP
Feats Armor Proficiency: (heavy, medium, light), Weapon Specialization: Greataxe, Naturally Psionic 3, Weapon Focus: Greataxe, Weapon Focus: Crossbow, light, Tower Shield Proficiency, Simple Weapon Proficiency, Power Attack, Shield Proficiency, Iron Will.
Skills Balance -4, Climb -2, Escape Artist -4, Handle Animal +1, Hide -4, Jump -6, Listen +2, Move Silently +0, Ride +3, Spot +2, Swim -7
Possessions Weapons: Bolts, crossbow (10); Crossbow, light, Masterwork; Dagger, Masterwork; Greataxe, Masterwork. Armor: Chainmail, Masterwork. Shields: Shield, light steel. (Spell Failure 35%). Goods: Coin: gp (133). Magic: Bracers of Armor +1.
 

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