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Has anyone updated "Gates of Firestorm Peak" to 3E?
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<blockquote data-quote="the Jester" data-source="post: 1373340" data-attributes="member: 1210"><p>Anyone gonna play this module, shoo! This is dm stuff!</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p></p><p></p><p></p><p>A few notes:</p><p></p><p>Room 2a: The wall is 10' high, Climb DC 25. When a character reaches the spikes and barbs, it requires a full-round action and a Climb check DC 30 to negotiate them without sufering 1d6 damage.</p><p></p><p>The two groups of four duergar each consist of two F4s and two F2/Rog2s.</p><p></p><p></p><p>Room 2b: The duergar are eight f1s. The reinforcements are 4th-level fighters.</p><p></p><p>Room 3: Pit Trap (CR 3; Reflex DC 20 avoids; damage is 2d6 plus 3d4 debris).</p><p></p><p>Room 4a: Derek's sword is a +1 goblinoid bane weapon.</p><p></p><p>Room 4b:Water Trap (CR 3; Search DC 24, Disable Device DC 24; to raise the slab a crack requires a Str check, DC 26; a DD check DC 29 will prematurely reset it.</p><p></p><p>Room 6: Fire skeletons, each wielding a greatsword [3.0]: CR 3, large undead; HD 4d12 hp 29, 25; init +5, spd 40', AC 16 (+1 dex, -1 size, +6 natural), Atk +4 melee (2d8+3 huge greatsword), SA 8d6 firebal; SQ undead, immune to fire, 1/2 dmg from cold, slashing and piercing; turn resistance +2; AL N; SV Fort +1, Ref +2, Will +4; Str 14, Dex 12, Con -, Int -, Wis 10, Cha 11.</p><p></p><p>Room 7: Crypt things are in the FF (I believe?)</p><p></p><p>Room 10: Collapsing stone trap (CR 1; search DC 21, disable DC 24; Reflex save, DC 0, to cling to the chute; Climb DC 1 to escape).</p><p></p><p>Room 11: I used four large scorpions.</p><p></p><p>Room 13: The dream requires a Will save (DC 16) to avoid 1 point of Wis drain.</p><p></p><p>Room 14: I used 8 dire bats.</p><p></p><p>Room 20: I treated steeders as large spiders with a huge jump (? 240' is what I have written down, but I don't think that can be right... can it? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" />)</p><p></p><p>Room 22: Anyone entering the water above the pit, they must make a Ref save (DC 25) to avoid all the bear traps; failure indicates one or more snap shut (two if the pc failed a DC 20, three if the pc failed to hit DC 15). Characters must make a Swim check using their dex bonus rather than str to grab a breath before being dragged under. Escaping a trap requires a Disable Device, Escape Artist or str check (I used DC 30, but the pcs never got here, and in retrospect that's prolly too high- I suggest about DC 25).</p><p></p><p>Room 28: Due to the changes in <em>enlarge</em> you'll need to rethink this area. (In 3.0 it still worked on objects; I just shortened the necessary enlargement to accomodate the smaller max enlarge in 3e).</p><p></p><p>Room 29: Darkscape: Fort DC 17; initial dmg unconsciousness and hallucinations; secondary dmg 1d10 wis dmg.</p><p></p><p>Room 31: I used 12 4th-level fighters mounted, plus the 12 steeders, plus 10d10+20 1st-level duergar warriors, experts and commoners (split 30/50/20), plus four 3rd-level clerics, plus special npcs.</p><p></p><p>Room 37: Search DC 21 turns up the parchment.</p><p></p><p>Room 39: I made Gaskel an expert 2/fighter 4. </p><p></p><p>Room 42: Open locks DC 28 (chest)- holds a <em>tome of clear thought +1</em> in illithid braille, earrings and oil of timelessness.</p><p></p><p>Room 47a: A cleric must channel enough positive or negative energy to turn a 3 HD undead to open the door.</p><p></p><p>Room 49: Blast glyph (5d8)- search/disable DC 28. I made the efreet insane and gave him str 27, con 18. </p><p></p><p>More later as I turn up more of my notes... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 1373340, member: 1210"] Anyone gonna play this module, shoo! This is dm stuff! . . . . . . . . . . . . . . . . . . . . A few notes: Room 2a: The wall is 10' high, Climb DC 25. When a character reaches the spikes and barbs, it requires a full-round action and a Climb check DC 30 to negotiate them without sufering 1d6 damage. The two groups of four duergar each consist of two F4s and two F2/Rog2s. Room 2b: The duergar are eight f1s. The reinforcements are 4th-level fighters. Room 3: Pit Trap (CR 3; Reflex DC 20 avoids; damage is 2d6 plus 3d4 debris). Room 4a: Derek's sword is a +1 goblinoid bane weapon. Room 4b:Water Trap (CR 3; Search DC 24, Disable Device DC 24; to raise the slab a crack requires a Str check, DC 26; a DD check DC 29 will prematurely reset it. Room 6: Fire skeletons, each wielding a greatsword [3.0]: CR 3, large undead; HD 4d12 hp 29, 25; init +5, spd 40', AC 16 (+1 dex, -1 size, +6 natural), Atk +4 melee (2d8+3 huge greatsword), SA 8d6 firebal; SQ undead, immune to fire, 1/2 dmg from cold, slashing and piercing; turn resistance +2; AL N; SV Fort +1, Ref +2, Will +4; Str 14, Dex 12, Con -, Int -, Wis 10, Cha 11. Room 7: Crypt things are in the FF (I believe?) Room 10: Collapsing stone trap (CR 1; search DC 21, disable DC 24; Reflex save, DC 0, to cling to the chute; Climb DC 1 to escape). Room 11: I used four large scorpions. Room 13: The dream requires a Will save (DC 16) to avoid 1 point of Wis drain. Room 14: I used 8 dire bats. Room 20: I treated steeders as large spiders with a huge jump (? 240' is what I have written down, but I don't think that can be right... can it? :eek:) Room 22: Anyone entering the water above the pit, they must make a Ref save (DC 25) to avoid all the bear traps; failure indicates one or more snap shut (two if the pc failed a DC 20, three if the pc failed to hit DC 15). Characters must make a Swim check using their dex bonus rather than str to grab a breath before being dragged under. Escaping a trap requires a Disable Device, Escape Artist or str check (I used DC 30, but the pcs never got here, and in retrospect that's prolly too high- I suggest about DC 25). Room 28: Due to the changes in [i]enlarge[/i] you'll need to rethink this area. (In 3.0 it still worked on objects; I just shortened the necessary enlargement to accomodate the smaller max enlarge in 3e). Room 29: Darkscape: Fort DC 17; initial dmg unconsciousness and hallucinations; secondary dmg 1d10 wis dmg. Room 31: I used 12 4th-level fighters mounted, plus the 12 steeders, plus 10d10+20 1st-level duergar warriors, experts and commoners (split 30/50/20), plus four 3rd-level clerics, plus special npcs. Room 37: Search DC 21 turns up the parchment. Room 39: I made Gaskel an expert 2/fighter 4. Room 42: Open locks DC 28 (chest)- holds a [i]tome of clear thought +1[/i] in illithid braille, earrings and oil of timelessness. Room 47a: A cleric must channel enough positive or negative energy to turn a 3 HD undead to open the door. Room 49: Blast glyph (5d8)- search/disable DC 28. I made the efreet insane and gave him str 27, con 18. More later as I turn up more of my notes... ;) [/QUOTE]
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Has anyone updated "Gates of Firestorm Peak" to 3E?
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