I am going to convert Maure Castle from dungeon 112 for the paragon tier of my campaign, I will be using dungeon 112,124,and 139 for this project. I would not mind suggestions and input with what I post in this thread.
I am almost done The Great Hall.
AREA 4:Fighter frescoes [EL 11]. XP:3,200
Switch the four fighter frescoes with four human berserker battle champions.
Advance the level of the berserkers to level 9.
Init +5 senses;perception +4
hp 204 bloodied 102
AC 22 Fort 22 Ref 19 Will 19
Saving throws +2
Speed 7
Action point 1
Greataxe
+12 vs ac; 1d12+6 damage (Crit 1d12+18)
Hand axe
ranged 5/10 +12 vs ac;1d6+5 damage
Skills athletics +11 endurance +11
Tactics: The frescoes aim to flank any pc's with a suprise round. On their first normal round, they continue to attempt to flank pc's ,or if they have one flanked they use their great axes to hit a flanked foe followed by spending an action point to continue their assault.
Area 5: Chamber of mad scribbles
Remove the decipher script check and leave only the arcana check at the same dc listed in the book (DC 30).
Player still makes 3 checks.
On a failure the player suffers the effect of Confusion, 3d10+8 psychic damage and the stated effect in the power, the player can be moved up to 6 squares before the attack (Phb pg168).
Success: The reader gains a +4 bonus to arcana checks for three days.
Area 6:Bodak lair EL[13] XP:4,600
Instead of Bodaks use the following:
2 Boneclaws
Immolith
Bodak skulk
Tactics:this was built using the double line template in the DMG (p. 59).
This group also wanders the Great Hall, meaning they still have a 50% chance of not being in this area when the pcs arrive.
Area 7.B Room of misplaced fortunes.
Do not read the room description to players.
Lv 16 lurker (Elite). XP:350
Trap:Taking the form of a circular room. This trap attempts to shed those of their magic items.
Perception DC 25:The player notices nine shallow holes aligned at perfect intervals about the periphery of the chambers stone floor.
Trigger:When a living creature enters the area.
Attack: Opportunity action
+19 vs Will (After the trap is triggered have players roll initiative).
Hit:The target is dominated (Save ends). And begins to drop magic items into the shallow holes, use the table on page 22 of Dungeon #112 to see how the player disposes his items.
After effect:The target is dazed (save ends).
Countermeasures:
*An adjacent ally who is not dominated can attempt a DC 25 acrobatics or thievery check to catch or grab dropped items
*Individual holes can be delayed with a DC 30 thievery check.
Area 8:The amber pool [EL12] xp3,500
Hetfish(10): As a Rot scarab swarm except it's speed is just swim 16 squares, it has resist fire 10, and rename swarm of mandibles with swarm of fire; +12 vs reflex; 1d8+5 fire damage,and ongoing 5 fire damage (save ends).
That is all for now I will post more soon.
Also if you have any ideas for The Terrible Iron Golem let me know.
Thanks.
I am almost done The Great Hall.
AREA 4:Fighter frescoes [EL 11]. XP:3,200
Switch the four fighter frescoes with four human berserker battle champions.
Advance the level of the berserkers to level 9.
Init +5 senses;perception +4
hp 204 bloodied 102
AC 22 Fort 22 Ref 19 Will 19
Saving throws +2
Speed 7
Action point 1
Greataxe
+12 vs ac; 1d12+6 damage (Crit 1d12+18)
Hand axe
ranged 5/10 +12 vs ac;1d6+5 damage
Skills athletics +11 endurance +11
Tactics: The frescoes aim to flank any pc's with a suprise round. On their first normal round, they continue to attempt to flank pc's ,or if they have one flanked they use their great axes to hit a flanked foe followed by spending an action point to continue their assault.
Area 5: Chamber of mad scribbles
Remove the decipher script check and leave only the arcana check at the same dc listed in the book (DC 30).
Player still makes 3 checks.
On a failure the player suffers the effect of Confusion, 3d10+8 psychic damage and the stated effect in the power, the player can be moved up to 6 squares before the attack (Phb pg168).
Success: The reader gains a +4 bonus to arcana checks for three days.
Area 6:Bodak lair EL[13] XP:4,600
Instead of Bodaks use the following:
2 Boneclaws
Immolith
Bodak skulk
Tactics:this was built using the double line template in the DMG (p. 59).
This group also wanders the Great Hall, meaning they still have a 50% chance of not being in this area when the pcs arrive.
Area 7.B Room of misplaced fortunes.
Do not read the room description to players.
Lv 16 lurker (Elite). XP:350
Trap:Taking the form of a circular room. This trap attempts to shed those of their magic items.
Perception DC 25:The player notices nine shallow holes aligned at perfect intervals about the periphery of the chambers stone floor.
Trigger:When a living creature enters the area.
Attack: Opportunity action
+19 vs Will (After the trap is triggered have players roll initiative).
Hit:The target is dominated (Save ends). And begins to drop magic items into the shallow holes, use the table on page 22 of Dungeon #112 to see how the player disposes his items.
After effect:The target is dazed (save ends).
Countermeasures:
*An adjacent ally who is not dominated can attempt a DC 25 acrobatics or thievery check to catch or grab dropped items
*Individual holes can be delayed with a DC 30 thievery check.
Area 8:The amber pool [EL12] xp3,500
Hetfish(10): As a Rot scarab swarm except it's speed is just swim 16 squares, it has resist fire 10, and rename swarm of mandibles with swarm of fire; +12 vs reflex; 1d8+5 fire damage,and ongoing 5 fire damage (save ends).
That is all for now I will post more soon.
Also if you have any ideas for The Terrible Iron Golem let me know.
Thanks.
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