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Maure Castle 4E conversion.
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<blockquote data-quote="beeflv30" data-source="post: 4504035" data-attributes="member: 61225"><p>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.</p><p></p><p>I am almost done The Great Hall.</p><p></p><p>AREA 4:Fighter frescoes [EL 11]. XP:3,200</p><p>Switch the four fighter frescoes with four human berserker battle champions.</p><p>Advance the level of the berserkers to level 9.</p><p>Init +5 senses;perception +4</p><p>hp 204 bloodied 102</p><p>AC 22 Fort 22 Ref 19 Will 19</p><p>Saving throws +2</p><p>Speed 7</p><p>Action point 1</p><p>Greataxe</p><p>+12 vs ac; 1d12+6 damage (Crit 1d12+18)</p><p>Hand axe </p><p>ranged 5/10 +12 vs ac;1d6+5 damage</p><p>Skills athletics +11 endurance +11</p><p>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.</p><p></p><p>Area 5: Chamber of mad scribbles</p><p>Remove the decipher script check and leave only the arcana check at the same dc listed in the book (DC 30).</p><p>Player still makes 3 checks.</p><p>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). </p><p>Success: The reader gains a +4 bonus to arcana checks for three days.</p><p></p><p>Area 6:Bodak lair EL[13] XP:4,600</p><p>Instead of Bodaks use the following:</p><p>2 Boneclaws</p><p>Immolith</p><p>Bodak skulk</p><p>Tactics:this was built using the double line template in the DMG (p. 59).</p><p> This group also wanders the Great Hall, meaning they still have a 50% chance of not being in this area when the pcs arrive.</p><p></p><p>Area 7.B Room of misplaced fortunes. </p><p>Do not read the room description to players.</p><p>Lv 16 lurker (Elite). XP:350</p><p>Trap:Taking the form of a circular room. This trap attempts to shed those of their magic items.</p><p>Perception DC 25:The player notices nine shallow holes aligned at perfect intervals about the periphery of the chambers stone floor.</p><p>Trigger:When a living creature enters the area.</p><p>Attack: Opportunity action</p><p>+19 vs Will (After the trap is triggered have players roll initiative).</p><p>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.</p><p>After effect:The target is dazed (save ends).</p><p>Countermeasures:</p><p>*An adjacent ally who is not dominated can attempt a DC 25 acrobatics or thievery check to catch or grab dropped items</p><p>*Individual holes can be delayed with a DC 30 thievery check.</p><p></p><p>Area 8:The amber pool [EL12] xp3,500</p><p>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).</p><p></p><p>That is all for now I will post more soon.</p><p>Also if you have any ideas for The Terrible Iron Golem let me know. </p><p>Thanks.</p></blockquote><p></p>
[QUOTE="beeflv30, post: 4504035, member: 61225"] 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. [/QUOTE]
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