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<blockquote data-quote="Seravin" data-source="post: 1846701" data-attributes="member: 6783"><p>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.</p><p>It uses the 3.0 conversion guidelines. </p><p>The levels don't match the module on purpose. </p><p>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.</p><p></p><p>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.</p><p>Before the next game I had an epiphany. "Self." Said I. "This is a city full of clerics. Does that mean anything?" </p><p>And self replied. "Raise Dead." <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>The second encounter was more brutal. Two of the five characters were down to 1hp before that fight was over.</p><p></p><p><strong>Hurlgaboorg</strong>, 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.</p><p>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.</p><p>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.</p><p>Possessions: Lg Steel Shield, (2)Potion of CSW (poisoned)</p><p>Weapons: +2 Sword, long;</p></blockquote><p></p>
[QUOTE="Seravin, post: 1846701, member: 6783"] 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. [b]Hurlgaboorg[/b], 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; [/QUOTE]
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