Forgotten Temple of Tharizdun

cerebus

First Post
Hello, O Great and Powerful Comversion-Masters:

I am running a 3.5 game, and I want to take my group through Forgotten Temple of Tharizdun starting this Sunday. Has anyone converted this, or should I just get crackin' converting it myself? Thanks for any and all responses.
 

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Needing it too

Hello all. I guess instead of saying I am decloaking I should make a sucking sound and plop down from the ceiling. :D I too am going to use The forgotten temple. I plan on using it as the unnamed Tharizdun outpost that the priests in the moathouse are from in RttToEE. If anyone has started on it or has any ideas on converting it, please share them.
 

Wow, that is exactly what I am using it for. My PCs started their assault last week, and so far, it's just been the mooks that were easy to convert. [sblock]The Norkers were in a fairly recent issue of Dungeon magazine, and I just made the mountain giant a hill giant with barbarian levels. So far the only thing I am having trouble with is the "giant" troll. I suppose I'll just give him Barb levels, too. [/sblock] I guess I'll just wing the rest.
 

Do you know what issue of the dungeon has the norker? As for the giant troll, the slayers guide to trolls has a giant troll in it. I hope it helps. I am suprised noone has done the full conversion. If you wouldn't mind sending me whatever conversions you have already done, Cerberus, I will work on a full version. My party still has to hit the moathouse so I have some time.
 

Giant troll? Increase its HD by 100% and its size to Huge. This gives you a Huge 12-HD troll. BAB of +9, base Fort +8, and base Ref and Will +4. Add Str +8, Con +4, natural AC +3. Adjust DEX by -2, and apply a -2 size penalty to AC and attacks. Size also grants a +8 bonus to grapple and a -8 penalty to Hide. Adjust ability scores, feats, and skills for increased HD.

For example:

Giant Troll: CR 7; Huge Giant; HD 12d8+96; hp 150; Init +1; Spd 30 ft.; AC 17 (–2 size, +1 Dex, +8 natural), touch 9, flat-footed 16; Base Atk +9; Grp +28; Atk Claw +18 melee (1d8+11); Full Atk 2 claws +18 melee (1d8+11) and bite +13 melee (1d8+5); Space/Reach 15 ft./15 ft.; SA rend (3d6+16); SQ darkvision 90 ft., low–light vision, regeneration 5, scent; AL (Usually) CE; SV Fort +16, Ref +5, Will +5; Str 32, Dex 12, Con 28, Int 6, Wis 9, Cha 6.
Languages: Giant
Skills and Feats: Climb +12, Listen +7, Spot +7. Alertness, Improved Sunder, Iron Will, Power Attack, Track.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 3d6+16 points of damage.
 


Mountain giant is CR26 giant in Monster Manual II. Ouch. A hill giant with Bar levels is a nice compromise.

Nice thing about intelligent monsters, esp humanoid shaped ones, is that advancing them is easy by adding a class.
 

ZuulMoG said:
Mountain giant is CR26 giant in Monster Manual II. Ouch. A hill giant with Bar levels is a nice compromise.

Nice thing about intelligent monsters, esp humanoid shaped ones, is that advancing them is easy by adding a class.

Or use this one....its the Mountain Giant from the 1E Fiend Folio, adjusted slightly for 3E/3.5 (because giants got a power boost from previous editions; also made it Huge, even though in 1E and 2E it stood 14 feet tall, which is Large size in 3e/3.5):


Giant, Mountain
Huge Giant

Hit Dice: 16d8+80 (152 hp)
Initiative: –1
Speed: 30 ft. in armor (6 squares); base speed 40 ft.
Armor Class: 22 (-2 size, -1 Dex, +12 natural, +3 hide), touch 7, flat-footed 22
Base Attack/Grapple: +12/+30
Attack: Greatclub +21 melee (3d8+10) or rock +10 ranged (2d8+10)
Full Attack: Greatclub +21/+16/+11 melee (3d8+10) or rock +10 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing, summon giants
Special Qualities: Low-light vision, rock catching
Saves: Fort +15, Ref +4, Will +7
Abilities: Str 31, Dex 8, Con 21, Int 14, Wis 14, Cha 10
Skills: Balance -4*, Climb +17*, Craft (any one) +14, Diplomacy +8, Escape Artist -4*, Hide -12*, Intimidate +8, Jump +21*, Listen +12, Move Silently -4*, Spot +20, Swim +4*, Tumble -2*
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Environment: Temperate mountains
Organization: Solitary, gang (2–4), or tribe (1–4 plus 75% noncombatants, 6–9 ogres, 4–9 trolls, and 1–4 hill giants)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: —

* Skills include adjustment for armor.

Combat
Rock Throwing (Ex):
The range increment is 140 feet for a mountain giant’s thrown rocks.
Summon Giants (Sp): Once per day, a mountain giant can summon 2d6+3 ogres, 1d6+3 trolls, or 1d4 hill giants with a 35% chance of success.
 
Last edited:

Grazzt said:
made it Huge, even though in 1E and 2E it stood 14 feet tall, which is Large size in 3e/3.5):

don't feel bad about that, IIRC all the standard giants got taller from 2E to 3E. :)
 

WereCat7 said:
Do you know what issue of the dungeon has the norker? As for the giant troll, the slayers guide to trolls has a giant troll in it. I hope it helps. I am suprised noone has done the full conversion. If you wouldn't mind sending me whatever conversions you have already done, Cerberus, I will work on a full version. My party still has to hit the moathouse so I have some time.

One of the issues dealing with Rary had the norker stats in it.

Mike
 

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