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Notes from my Return to the Tomb of Horrors conversion
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<blockquote data-quote="the Jester" data-source="post: 1932716" data-attributes="member: 1210"><p>And here are notes from the Fortress of Conclusion. I used the sample demilich in the ELH for Acererak himself. </p><p></p><p>Without further ado...</p><p></p><p>***</p><p></p><p><strong>DESATYSSO’S RENEWING REWARD:</strong></p><p></p><p>When pcs find Desatysso, he’s strung up and laced shut as described in room 3 of the Fortress of Conclusion. As the pcs have never heard of him, they may want to know his story; he journeyed through the Tomb of Horrors decades ago, before the Black Academy existed, and found his way through Moil and to the Fortress as described. He wants only release now, even if it is the release of death.</p><p></p><p>A character that kills Desatysso must make a Fort save, DC 40, or be strung up as described! Only Epic-level magic can dispel this effect safely.</p><p></p><p><strong>THE OVERSEER OF AGONY</strong></p><p>Advanced Babau Fighter 2/Assassin 10</p><p>Large Outsider (Chaotic, Evil)</p><p>Hit Dice: 8d8+2d10+10d6+x</p><p>Initiative: +7</p><p>Speed: 30’</p><p>Armor Class: 28 (-1 size, +3 dex, +10 natural, +6 armor), touch 12 (incorporeal touch 18), flat-footed 28 (25 against rogues of 14th or higher level)</p><p>Base Attack/Grapple: +17/+29</p><p>Attack: Claw +x melee (1d8/19-20 plus improved grab) plus power attack</p><p>Full Attack: 2 claws +x melee (1d8/19-20 plus improved grab), bite +x melee (1d8) (all plus power attack)</p><p>Space/Reach: 10’/10’</p><p>Special Attacks: Death attack, poison use, sneak attack +7d6, spell-like abilities, spells, summon tanar’ri </p><p>Special Qualities: DR 10/cold iron or good, darkvision 60’, hide in plain sight, immunity to electricity and poison, improved uncanny dodge, protective slime, resistance to acid 10, cold 10, fire 10 and sonic 20, SR 15, telepathy 100’, uncanny dodge</p><p>Saves: Fort +19 (+24 vs. poisons), Ref +15, Will +10</p><p>Abilities: Str 27, Dex 16, Con 24, Int 17, Wis 13, Cha 16</p><p>Skills: Climb +21, Concentration +16, Disable Device +14, Disguise +20 Escape Artist +14, Hide +31, Intimidate +24, Listen +30, Move Silently +31, Open Lock +13, Search +22, Sleight of Hand +14, Survival +1 (+3 following tracks), Use Rope +0 (+2 bindings)</p><p>Feats: Ability Focus (death attack), Cleave, Improved Critical (claw), Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack, Stunning Fist, Weapon Focus (claw)</p><p>Challenge Rating: 19</p><p>Treasure: Key to the dretch’s chains, blood-encrusted platinum necklace set with a black diamond (20,000 gp value), ring of improved grab (primary natural attack only), bracers of armor +6, ring of sonic resistance 20</p><p>Alignment: Chaotic evil</p><p></p><p></p><p>Spell-Like Abilities (Sp): At will- darkness, dispel magic, see invisibility, greater teleport (self plus 50 lbs of objects only). Caster level 7th.</p><p></p><p>Protective Slime (Su): Any weapon or creature that touches the Overseer takes 1d10 points of acid damage, ignoring hardness (magic weapons get a Ref save, DC 21, to avoid this)</p><p></p><p>Assassin Spells/Day: 4 4 4 3. Spells Known: 1st level- ghost sound, jump, obscuring mist, true strike; 2nd level- alter self, cat’s grace, fox’s cunning, invisibility; 3rd level- false life, magic circle against good, nondetection, sadism (BoVD); 4th level- freedom of movement, glibness, modify memory, stop heart.</p><p></p><p>***</p><p></p><p><strong>THE HALL OF ARTISTIC SPLENDOR</strong></p><p></p><p>The demons guarding the secret doors are Apok (a terrible advanced vrock), Terristigulth (a zovvut sorcerer 16), Laahkrooh (a myrmyxicus- see the FF) and Felgunnt, a nalfeshnee barbarian 7.</p><p></p><p><strong>APOK</strong></p><p>Advanced Vrock</p><p>Huge Outsider (Chaotic, Evil, Tanar’ri)</p><p>Hit Dice: 30d8+290</p><p>Initiative: +1</p><p>Speed: 30’, fly 50’ (average)</p><p>Armor Class: 27 (+1 dex, -2 size, +14 natural, +4 deflection), touch 13, flat-footed 26</p><p>Base Attack/Grapple: +30/+48</p><p>Attack: Claw +x melee (3d6+x plus 1 vile)</p><p>Full Attack: 2 claws and bite and 2 talons</p><p>Space/Reach: 15’/15’</p><p>Special Attacks: Dance of ruin (Ref DC 28), spell-like abilities, spores, stunning screech (DC 34), summon tanar’ri</p><p>Special Qualities: DR 10/good, darkvision 60’, immunity to electricity and poison, resistance to acid 10, cold 10 and fire 10, SR 27, telepathy 100’</p><p>Saves: Fort +26, Ref +18, Will +20</p><p>Abilities: Str 36, Dex 13, Con 29, Int 14, wis 16, Cha 16</p><p>Skills: (50)Concentration +42, Diplomacy +5, Hide +6, Intimidate +36, Knowledge (arcana, religion) +27, Knowledge (the planes) +25, Listen +44, Move Silently +14, Search +25, Sense Motive +26, Spellcraft +35, Spot +44, Survival +3 (+5 following tracks), Tumble +16</p><p>Feats: Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Natural Attack (claw), Improved Toughness, Multiattack, Power Attack, Vile Natural Attack (claw), Weapon Focus (claw)</p><p>Epic Feats: Epic Prowess</p><p>Challenge Rating: 19</p><p>Treasure: Sack holding 2566 pp and three unusual and disturbing-looking gems called demon eyes (worth around 1000 each to a standard buyer, or as much as 5000 gp each to someone aware of their nature), potions of cure serious wounds, bull’s strength, barkskin +3, ring of protection +4</p><p>Alignment: Chaotic evil</p><p></p><p><strong>TERRISTIGULTH</strong></p><p>Zovvut Sorcerer 16</p><p>Hit Dice: 10d8+16d4+104</p><p>Initiative: </p><p>Speed: 30’, fly 50’ (average)</p><p>Armor Class: (+1 dex, +9 natural, +5 deflection)</p><p>Base Attack/Grapple: +18/+21</p><p>Attack: Claw +13 melee (1d12+3)</p><p>Full Attack: 2 claws +13 melee (1d12+3)</p><p>Space/Reach: 5’/5’</p><p>Special Attacks: Draining gaze (DC 21), spell-like abilities (DC 16 + spell level), spells</p><p>Special Qualities: Contingency (brings fiendish quickening into play as soon as anyone attacks or casts a spell at Terristigulth), create spawn, DR 10/good, darkvision 60’, immunity to poison and electricity, resistance to acid 10, cold 10 and fire 10, SR 31</p><p>Saves: Fort (12), Ref (12)+4, Will (17)</p><p>Abilities: Str 21, Dex 13, Con 19, Int 14, Wis 16, Cha 22</p><p>Skills: Bluff +33, Concentration +31, Diplomacy +17, Hide +14, Intimidate +13, Listen +22, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +31, Spot +22</p><p>Feats: Alertness, Dodge, Greater Spell Focus (evocation), Improved Concentration, Mobility, Spell Focus (evocation), Spell Penetration, Spring Attack</p><p>Epic Feats: Epic Reflexes</p><p>Challenge Rating: 20</p><p>Treasure: Girdle of Dark Might (gives +4 enhancement bonus to str, con, cha; evil aligned, Ego 24; Int 10, Wis 16, Cha 12; communicates dark messages of evil to its wearer only), ring of protection +5, ring of displacement (12 rounds/day, standard action to activate)</p><p>Alignment: Chaotic evil</p><p></p><p>Spell-Like Abilities (Sp): At will- clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 lbs of objects only). Caster level 12th; save DC 16 + spell level.</p><p></p><p>Spells Per Day: 6 8 8 7 7 7 7 5 3. Base Save DC = 16 + spell level (18 + spell level for Evocations). Spells Known: 0 level- acid splash, arcane mark, detect magic, ghost sound, mage hand, prestidigitation, quicksober, ray of frost,* wizard glue; 1st level- bite spirit, burning hands,* magic missile,* ray of enfeeblement, shield; 2nd level- command undead, gust of wind, Melf’s acid arrow, mirror image, scorching ray*; 3rd level- cruel disappointment (BoVD), fireball,* hold person, slow; 4th level- damning darkness,* shout,* shroud of ash, wrack; 5th level- cone of cold,* dismissal, dread blast,* seeker missiles*; 6th level- chain lightning*, contingency,* fiendish quickening; 7th level- fiendish clarity, prismatic spray;* 8th level- puncture.</p><p></p><p>Strategy: As soon as he’s attacked, Terristigulth’s contingency will be triggered. He’ll try to keep himself at a distance and fire off his powerful spells, trying out such lovelies as prismatic spray, puncture, cone of cold and dread blast. If he gets hit in the first round, he’ll teleport to gain some distance to try to buff up with mirror image and shield. He’ll try to slow the group within a couple of rounds and try to dismiss the toughest-seeming fighter-type. With his resistances and SR, he’s likely to be much less worried by spellcasters.</p><p></p><p><strong>DREAD BLAST</strong></p><p>Evocation [Evil]</p><p>Level: Clr 6, Sor/Wiz 5</p><p>Components: V, S, DF</p><p>Casting Time: 1 standard action</p><p>Range: Close (25’+ 5’/2 levels)</p><p>Effect: 5’ wide line of energy</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p></p><p>This spell inflicts 4d6 points of vile damage on all creatures within the line. See the Book of Vile Darkness for information on vile damage.</p><p></p><p><strong>FELGUNNT</strong></p><p>Nalfeshnee Barbarian 7</p><p>Huge Outsider (Chaotic, Evil)</p><p>Hit Dice: 14d8+7d12+168 (+42 when in rage)</p><p>Initiative: +1</p><p>Speed: 30’, fly 40’ (poor)</p><p>Armor Class: 27 (-2 size, +1 dex, +18 natural), 9 touch, 26 flat-footed (-2 when in rage)</p><p>Base Attack/Grapple: +21/+40</p><p>Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage)</p><p>Full Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage) and 2 claws +27 melee (1d8+5) (+29 for 1d8+6 when in rage)</p><p>Space/Reach: 15’/15’</p><p>Special Attacks: Rage 2/day, smite, spell-like abilities, summon tanar’ri</p><p>Special Qualities: DR 10/good and 2/-, darkvision 60’, evasion, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, SR 22, telepathy 100’, true seeing, uncanny dodge</p><p>Saves: Fort +24 (+26 when in rage), Ref +12 (+14 vs. traps), Will +17 (+19 when in rage) </p><p>Abilities: Str 32, Dex 13, Con 27, Int 19, Wis 22, Cha 20</p><p>Skills: Balance +3, Bluff +22, Concentration +35, Diplomacy +16, Disguise +5 (+7 acting), Hide -1, Intimidate +29, Jump +13, Knowledge (arcana) +23, Listen +38, Move Silently +10, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +26 (+28 following tracks), Tumble +12, Use Magic Device +22 (+24 scrolls)</p><p>Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (bite), Instantaneous Rage, Multiattack, Power Attack, Weapon Focus (bite)</p><p>Challenge Rating: 21</p><p>Treasure: Cloak of evasion, gold bracers set with sapphires (severely bent to fit- worth 3000 gp in current condition or 7500 gp if fixed up), bag of holding IV, third eye concentrate, 12,135 gp, 9871 sp, 4220 pp, emerald (5000 gpv), five hematites (50 gp each)</p><p>Alignment: Chaotic evil</p><p></p><p>Smite (Su): 3/day create a nimbus of light around his body; one round later they burst in a 60’ radius; victims must make Will saves, DC 22, or be dazed for 1d10 rounds.</p><p></p><p>Spell-Like Abilities (Sp): At will- call lightning, feeblemind, greater dispel magic, slow, greater teleport, unholy aura. Caster level 12th; save DCs are 15 + spell level.</p><p></p><p><strong>WEIGHT OF THE WAIT</strong></p><p>Transmutation</p><p>Spellcraft DC: 48</p><p>Components: V, S, M</p><p>Casting Time: </p><p>Range: See text</p><p>Effect: See text</p><p>Duration: Until triggered</p><p>Saving Throw: Fort partial (see text)</p><p>Spell Resistance: Yes (see text)</p><p>To Develop: Seeds: Time (DC 30), afflict (DC 14). Factors: Contingent on special trigger (+25), change from personal to area (+15), 20’ radius (+2). Mitigating factors: increase casting time to 1 day (-22),10d6 backlash damage (-10), expensive material component (-8).</p><p></p><p>Casting weight of the wait requires you to prepare a special parchment with a clay seal (the material components of the spell). The clay seal must contain a pinch of ash from a magical tome, libram, or manual (a timeless work) worth at least 20,000 gp wholly destroyed in a fire by you. Once the spell is cast the sealed parchment begins to collect temporal energy. The spell stores three out of every four minutes that pass in a 20-foot radius. Creatures within this area do not notice anything strange near the scroll, although everything beyond the radius is obscured in a luminous gray haze. To those outside of the radius, objects and beings within appear frozen in place, as unmoving as statuary. The storage process slows down time, which flows only one-quarter as fast within the area of effect as it does outside.</p><p></p><p>If the enchanted scroll at the spell’s center is moved more than 10’ beyond its position at the time of casting, or if the seal is broken, the weight of all the accumulated time is released. Everything within a 20’ radius is immediately aged. For example, if an enchanted scroll had been accumulating time for 1000 years before opening, everything within 20’ is suddenly aged 750 years. A living being that makes its save ages only 1/20 as much as a creature that fails its save (in this case about 37 ½ years). Any creature whose age exceeds his allotted time dies.</p><p></p><p>Nonliving matter and magical effects are affected by the temporal burst as well. In the above example, spells with durations other than permanent likely run out, a torch would burn through its fuel in an instant, food will spoil, etc.</p><p></p><p>***</p><p></p><p><strong>The Temple of Elemental Oblivion:</strong> This encounter should include six negative energy elementals (EL 19 with the blackfire as an added element of fun). </p><p></p><p><strong>NEGATIVE ENERGY ELEMENTALS</strong></p><p>Large elementals</p><p>Hit Dice: 24d8+192 (300 hp)</p><p>Initiative: +5</p><p>Speed: 30’</p><p>Armor Class: 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19</p><p>Base Attack/Grapple: +18/+32</p><p>Attack: Slam +28 melee (4d8+10 plus energy drain)</p><p>Full Attack: 2 slams +28 melee (4d8+10 plus energy drain)</p><p>Space/Reach: 10’/10’</p><p>Special Attacks: Energy drain</p><p>Special Qualities: Blindsense 20’ radius, DR 10/-, elemental traits, immunity to cold</p><p>Saves: Fort +22, Ref +9, Will +9</p><p>Abilities: Str 30, Dex 13, Con 26, Int 6, Wis 13, Cha 6 </p><p>Skills: Hide +24</p><p>Feats: Ability Focus (energy drain), Dodge, Improved Initiative, Improved Natural Attack (slam), Mobility, Spring Attack, Weapon Focus (slam)</p><p>Epic Feats: Epic Prowess, Great Strength</p><p>Challenge Rating: 13</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p></p><p>***</p><p></p><p><strong>THE GRANDMOTHER OF ALL FOUR-ARMED GARGOYLES</strong></p><p>Advanced Four-Armed Gargoyle Fighter 14/Legendary Dreadnought 5</p><p>Large Magical Beast</p><p>Hit Dice: 26d10+5d12+291 (includes shrug off punishment) (515 hp)</p><p>Initiative: +2</p><p>Speed: 40’, fly 60’ (average)</p><p>AC: 19 (+8 natural, +2 dex, -1 size), touch 11, flat-footed 17 </p><p>Base Attack/Grapple: +29/+42 </p><p>Attack: Claw +40 melee (1d6+17/19-20 plus lethality) plus mastery</p><p>Full Attack: 4 claws +40 melee (1d6+17/19-20 plus lethality) plus mastery and bite +39 melee (1d8+6) and horn +38 melee (1d8+4)</p><p>Space/Reach: 10’/10’</p><p>Special Qualities: DR 10/magic and DR 3/-, darkvision 60’, freeze, unstoppable 1/day, unmovable 1/day</p><p>Saves: Fort +28, Ref +14, Will +12</p><p>Abilities: Str 29, Dex 15, Con 28, Int 6, Wis 11, Cha 8</p><p>Skills: Hide +2 (+10 when against a background of worked stone), Intimidate +19, Listen +3, Spot +3</p><p>Feats: Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw), Improved Bull Rush, Improved Critical (claw), Improved Multiattack, Improved Sunder, Lethality (claw), Multiattack, Power Attack, Weapon Focus (bite, claw), Weapon Mastery (claw), Weapon Specialization (bite, claw)</p><p>Epic Feats: Epic Prowess, Epic Weapon Focus (claw), Epic Weapon Specialization (claw)</p><p>Challenge Rating: 25</p><p>Alignment: Chaotic Evil</p><p></p><p>***</p><p></p><p><strong>TARNHEM</strong></p><p>Balor Ravager 5</p><p>Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)</p><p>Hit Dice: 20d8+5d10+275 (315 hp)</p><p>Initiative: +11</p><p>Speed: 40’, fly 90’ (good)</p><p>Armor Class<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />-1 size, +7 dex, +19 natural)</p><p>Base Attack/Grapple: +25/+41</p><p>Attack: Tarnhem’s Sword +45 melee</p><p>Full Attack: Tarnhem’s Sword +43/38/33/28 melee (2d6+19 plus 1d6 cold/19-20 vorpal) and slam +38/33/28 melee (1d10+7) plus possible two-weapon rend (1d10+22), or 2 slams +40 melee (1d10+15) plus possible two-weapon rend (1d10+22)</p><p>Space/Reach: 10’/10’</p><p>Special Attacks: Aura of fear (enemies within 20’ take -2 morale penalty to saves for 12 rounds) 2/day, cruelest cut (declare before attack; if it hits, deal 1d4 con damage) 1/day, death throes, entangle, pain touch (adds 1d4+5 to weapon damage) 2/day, spell-like abilities, summon tanar’ri</p><p>Special Qualities: DR 15/cold iron and good, darkvision 60’, flaming body, immunity to electricity and poison, resistance to acid 10 and cold 10, SR 28, telepathy 100’, true seeing</p><p>Saves: Fort +25, Ref +21, Will+21</p><p>Abilities: Str 40, Dex 25, Con 32, Int 24, Wis 24, Cha 28</p><p>Skills: Bluff +32, Concentration +34, Diplomacy +36, Disguise +9 (+11 acting), Hide +26, Intimidate +34, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +32 (+34 scrolls)</p><p>Feats: Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)</p><p>Epic Feats: Two-Weapon Rend</p><p>Challenge Rating: 25</p><p>Treasure: Tarnhem’s Sword (large silver +4 vorpal frost longsword)</p><p>Alignment: Chaotic evil</p><p></p><p>***</p><p></p><p><strong>TOAD WINTER-WIGHT</strong></p><p>As winter-wight, except:</p><p></p><p>Armor Class: 49 (+10, +1 size, +28)</p><p>Attack: Claw +37 (3d8+19)</p><p>Full Attacks: 2 claws +37 (3d6+19) and bite +29 (3d4+9) </p><p>Special Attacks: Rend (6d6+28)</p><p>Skills: Replace Knowledge (undead) with Hide +44</p><p>Saves: Ref +20</p><p>Abilities: Str 48, Dex 31, Con -, Int 10, Wis 22, Cha 28</p><p></p><p>***</p><p></p><p><strong>ACERERAK’S LIBRAM</strong></p><p></p><p>This potent magical work contains the following spells: ghost sound, levitate, magic mouth, web, lightning bolt, greater magical weapon, animate dead, permanency, programmed image, phase door, reverse gravity, greater teleport, antipathy, sympathy, temporal stasis, apocalypse from the sky (BoVD), create winter-wight.</p><p></p><p><strong>CREATE WINTER-WIGHT</strong></p><p>Necromancy [Evil]</p><p>Level: Corrupt 9</p><p>Components: V, S, F, Corrupt</p><p>Casting Time: 3 months</p><p>Range: Close (25’+5’/2 levels)</p><p>Effect: One winter-wight</p><p>Duration: Permanent</p><p>Saving Throw: Special</p><p>Spell Resistance: No</p><p></p><p>This spell turns a properly prepared body into a winter-wight. Preparation of the body requires many days of uninterrupted evil ritual. Create winter-wight can only be cast in conjunction with unique devices capable of focusing and concentrating negative energy into a skeleton as part of the preparation stages of the spell. Even with the use of this spell and the proper focusing devices, this spell has only a 1d10% chance to be effective. Failed attempts result in anything from mere dust to warped, fragmented undead of little mobility and wit. Depending on the focus, it is also possible to create an uncontrolled winter-wight.</p><p></p><p>Once properly animated, the winter-wight obeys the commands of its creator. The personality of the created creature may vary widely but is certain to combine calculating intelligence with cold cruelty.</p><p></p><p>Once animated, the winter-wight remains active until destroyed.</p><p></p><p>Focus components: the body and the focus device. Corruption cost: 3d4 points of constitution drain.</p><p></p><p>***</p><p></p><p><strong>THE PHYLACTERY OF THE APOTHEOSIS</strong></p><p></p><p>The phylactery itself is huge and resistant to harm; it has an AC of 20, hardness 12, hp 350 and SR 50. Each leg of the tripod on which it rests has AC 9, hardness 10, hp 144.</p><p></p><p>Touching the phylactery requires a Fort save, DC 48, to avoid soul trapping (this is a spell-like effect, caster level 29).</p><p></p><p>Once Acererak has soul trapped the three most worthy victims (likely to be Patyn, </p><p>Angelfire and Orbius) he will spend one round transferring each to the phylactery. Then he will move to directly above the phylactery and initiate the Apotheosis. Once this has begun, only the destruction of the phylactery will have any effect on the Apotheosis. The pcs have only ten rounds to destroy it or the Apotheosis will be completed and Acererak will join with the negative energy plane.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1932716, member: 1210"] And here are notes from the Fortress of Conclusion. I used the sample demilich in the ELH for Acererak himself. Without further ado... *** [b]DESATYSSO’S RENEWING REWARD:[/b] When pcs find Desatysso, he’s strung up and laced shut as described in room 3 of the Fortress of Conclusion. As the pcs have never heard of him, they may want to know his story; he journeyed through the Tomb of Horrors decades ago, before the Black Academy existed, and found his way through Moil and to the Fortress as described. He wants only release now, even if it is the release of death. A character that kills Desatysso must make a Fort save, DC 40, or be strung up as described! Only Epic-level magic can dispel this effect safely. [b]THE OVERSEER OF AGONY[/b] Advanced Babau Fighter 2/Assassin 10 Large Outsider (Chaotic, Evil) Hit Dice: 8d8+2d10+10d6+x Initiative: +7 Speed: 30’ Armor Class: 28 (-1 size, +3 dex, +10 natural, +6 armor), touch 12 (incorporeal touch 18), flat-footed 28 (25 against rogues of 14th or higher level) Base Attack/Grapple: +17/+29 Attack: Claw +x melee (1d8/19-20 plus improved grab) plus power attack Full Attack: 2 claws +x melee (1d8/19-20 plus improved grab), bite +x melee (1d8) (all plus power attack) Space/Reach: 10’/10’ Special Attacks: Death attack, poison use, sneak attack +7d6, spell-like abilities, spells, summon tanar’ri Special Qualities: DR 10/cold iron or good, darkvision 60’, hide in plain sight, immunity to electricity and poison, improved uncanny dodge, protective slime, resistance to acid 10, cold 10, fire 10 and sonic 20, SR 15, telepathy 100’, uncanny dodge Saves: Fort +19 (+24 vs. poisons), Ref +15, Will +10 Abilities: Str 27, Dex 16, Con 24, Int 17, Wis 13, Cha 16 Skills: Climb +21, Concentration +16, Disable Device +14, Disguise +20 Escape Artist +14, Hide +31, Intimidate +24, Listen +30, Move Silently +31, Open Lock +13, Search +22, Sleight of Hand +14, Survival +1 (+3 following tracks), Use Rope +0 (+2 bindings) Feats: Ability Focus (death attack), Cleave, Improved Critical (claw), Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack, Stunning Fist, Weapon Focus (claw) Challenge Rating: 19 Treasure: Key to the dretch’s chains, blood-encrusted platinum necklace set with a black diamond (20,000 gp value), ring of improved grab (primary natural attack only), bracers of armor +6, ring of sonic resistance 20 Alignment: Chaotic evil Spell-Like Abilities (Sp): At will- darkness, dispel magic, see invisibility, greater teleport (self plus 50 lbs of objects only). Caster level 7th. Protective Slime (Su): Any weapon or creature that touches the Overseer takes 1d10 points of acid damage, ignoring hardness (magic weapons get a Ref save, DC 21, to avoid this) Assassin Spells/Day: 4 4 4 3. Spells Known: 1st level- ghost sound, jump, obscuring mist, true strike; 2nd level- alter self, cat’s grace, fox’s cunning, invisibility; 3rd level- false life, magic circle against good, nondetection, sadism (BoVD); 4th level- freedom of movement, glibness, modify memory, stop heart. *** [b]THE HALL OF ARTISTIC SPLENDOR[/b] The demons guarding the secret doors are Apok (a terrible advanced vrock), Terristigulth (a zovvut sorcerer 16), Laahkrooh (a myrmyxicus- see the FF) and Felgunnt, a nalfeshnee barbarian 7. [b]APOK[/b] Advanced Vrock Huge Outsider (Chaotic, Evil, Tanar’ri) Hit Dice: 30d8+290 Initiative: +1 Speed: 30’, fly 50’ (average) Armor Class: 27 (+1 dex, -2 size, +14 natural, +4 deflection), touch 13, flat-footed 26 Base Attack/Grapple: +30/+48 Attack: Claw +x melee (3d6+x plus 1 vile) Full Attack: 2 claws and bite and 2 talons Space/Reach: 15’/15’ Special Attacks: Dance of ruin (Ref DC 28), spell-like abilities, spores, stunning screech (DC 34), summon tanar’ri Special Qualities: DR 10/good, darkvision 60’, immunity to electricity and poison, resistance to acid 10, cold 10 and fire 10, SR 27, telepathy 100’ Saves: Fort +26, Ref +18, Will +20 Abilities: Str 36, Dex 13, Con 29, Int 14, wis 16, Cha 16 Skills: (50)Concentration +42, Diplomacy +5, Hide +6, Intimidate +36, Knowledge (arcana, religion) +27, Knowledge (the planes) +25, Listen +44, Move Silently +14, Search +25, Sense Motive +26, Spellcraft +35, Spot +44, Survival +3 (+5 following tracks), Tumble +16 Feats: Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Natural Attack (claw), Improved Toughness, Multiattack, Power Attack, Vile Natural Attack (claw), Weapon Focus (claw) Epic Feats: Epic Prowess Challenge Rating: 19 Treasure: Sack holding 2566 pp and three unusual and disturbing-looking gems called demon eyes (worth around 1000 each to a standard buyer, or as much as 5000 gp each to someone aware of their nature), potions of cure serious wounds, bull’s strength, barkskin +3, ring of protection +4 Alignment: Chaotic evil [b]TERRISTIGULTH[/b] Zovvut Sorcerer 16 Hit Dice: 10d8+16d4+104 Initiative: Speed: 30’, fly 50’ (average) Armor Class: (+1 dex, +9 natural, +5 deflection) Base Attack/Grapple: +18/+21 Attack: Claw +13 melee (1d12+3) Full Attack: 2 claws +13 melee (1d12+3) Space/Reach: 5’/5’ Special Attacks: Draining gaze (DC 21), spell-like abilities (DC 16 + spell level), spells Special Qualities: Contingency (brings fiendish quickening into play as soon as anyone attacks or casts a spell at Terristigulth), create spawn, DR 10/good, darkvision 60’, immunity to poison and electricity, resistance to acid 10, cold 10 and fire 10, SR 31 Saves: Fort (12), Ref (12)+4, Will (17) Abilities: Str 21, Dex 13, Con 19, Int 14, Wis 16, Cha 22 Skills: Bluff +33, Concentration +31, Diplomacy +17, Hide +14, Intimidate +13, Listen +22, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +31, Spot +22 Feats: Alertness, Dodge, Greater Spell Focus (evocation), Improved Concentration, Mobility, Spell Focus (evocation), Spell Penetration, Spring Attack Epic Feats: Epic Reflexes Challenge Rating: 20 Treasure: Girdle of Dark Might (gives +4 enhancement bonus to str, con, cha; evil aligned, Ego 24; Int 10, Wis 16, Cha 12; communicates dark messages of evil to its wearer only), ring of protection +5, ring of displacement (12 rounds/day, standard action to activate) Alignment: Chaotic evil Spell-Like Abilities (Sp): At will- clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 lbs of objects only). Caster level 12th; save DC 16 + spell level. Spells Per Day: 6 8 8 7 7 7 7 5 3. Base Save DC = 16 + spell level (18 + spell level for Evocations). Spells Known: 0 level- acid splash, arcane mark, detect magic, ghost sound, mage hand, prestidigitation, quicksober, ray of frost,* wizard glue; 1st level- bite spirit, burning hands,* magic missile,* ray of enfeeblement, shield; 2nd level- command undead, gust of wind, Melf’s acid arrow, mirror image, scorching ray*; 3rd level- cruel disappointment (BoVD), fireball,* hold person, slow; 4th level- damning darkness,* shout,* shroud of ash, wrack; 5th level- cone of cold,* dismissal, dread blast,* seeker missiles*; 6th level- chain lightning*, contingency,* fiendish quickening; 7th level- fiendish clarity, prismatic spray;* 8th level- puncture. Strategy: As soon as he’s attacked, Terristigulth’s contingency will be triggered. He’ll try to keep himself at a distance and fire off his powerful spells, trying out such lovelies as prismatic spray, puncture, cone of cold and dread blast. If he gets hit in the first round, he’ll teleport to gain some distance to try to buff up with mirror image and shield. He’ll try to slow the group within a couple of rounds and try to dismiss the toughest-seeming fighter-type. With his resistances and SR, he’s likely to be much less worried by spellcasters. [b]DREAD BLAST[/b] Evocation [Evil] Level: Clr 6, Sor/Wiz 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25’+ 5’/2 levels) Effect: 5’ wide line of energy Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell inflicts 4d6 points of vile damage on all creatures within the line. See the Book of Vile Darkness for information on vile damage. [b]FELGUNNT[/b] Nalfeshnee Barbarian 7 Huge Outsider (Chaotic, Evil) Hit Dice: 14d8+7d12+168 (+42 when in rage) Initiative: +1 Speed: 30’, fly 40’ (poor) Armor Class: 27 (-2 size, +1 dex, +18 natural), 9 touch, 26 flat-footed (-2 when in rage) Base Attack/Grapple: +21/+40 Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage) Full Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage) and 2 claws +27 melee (1d8+5) (+29 for 1d8+6 when in rage) Space/Reach: 15’/15’ Special Attacks: Rage 2/day, smite, spell-like abilities, summon tanar’ri Special Qualities: DR 10/good and 2/-, darkvision 60’, evasion, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, SR 22, telepathy 100’, true seeing, uncanny dodge Saves: Fort +24 (+26 when in rage), Ref +12 (+14 vs. traps), Will +17 (+19 when in rage) Abilities: Str 32, Dex 13, Con 27, Int 19, Wis 22, Cha 20 Skills: Balance +3, Bluff +22, Concentration +35, Diplomacy +16, Disguise +5 (+7 acting), Hide -1, Intimidate +29, Jump +13, Knowledge (arcana) +23, Listen +38, Move Silently +10, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +26 (+28 following tracks), Tumble +12, Use Magic Device +22 (+24 scrolls) Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (bite), Instantaneous Rage, Multiattack, Power Attack, Weapon Focus (bite) Challenge Rating: 21 Treasure: Cloak of evasion, gold bracers set with sapphires (severely bent to fit- worth 3000 gp in current condition or 7500 gp if fixed up), bag of holding IV, third eye concentrate, 12,135 gp, 9871 sp, 4220 pp, emerald (5000 gpv), five hematites (50 gp each) Alignment: Chaotic evil Smite (Su): 3/day create a nimbus of light around his body; one round later they burst in a 60’ radius; victims must make Will saves, DC 22, or be dazed for 1d10 rounds. Spell-Like Abilities (Sp): At will- call lightning, feeblemind, greater dispel magic, slow, greater teleport, unholy aura. Caster level 12th; save DCs are 15 + spell level. [b]WEIGHT OF THE WAIT[/b] Transmutation Spellcraft DC: 48 Components: V, S, M Casting Time: Range: See text Effect: See text Duration: Until triggered Saving Throw: Fort partial (see text) Spell Resistance: Yes (see text) To Develop: Seeds: Time (DC 30), afflict (DC 14). Factors: Contingent on special trigger (+25), change from personal to area (+15), 20’ radius (+2). Mitigating factors: increase casting time to 1 day (-22),10d6 backlash damage (-10), expensive material component (-8). Casting weight of the wait requires you to prepare a special parchment with a clay seal (the material components of the spell). The clay seal must contain a pinch of ash from a magical tome, libram, or manual (a timeless work) worth at least 20,000 gp wholly destroyed in a fire by you. Once the spell is cast the sealed parchment begins to collect temporal energy. The spell stores three out of every four minutes that pass in a 20-foot radius. Creatures within this area do not notice anything strange near the scroll, although everything beyond the radius is obscured in a luminous gray haze. To those outside of the radius, objects and beings within appear frozen in place, as unmoving as statuary. The storage process slows down time, which flows only one-quarter as fast within the area of effect as it does outside. If the enchanted scroll at the spell’s center is moved more than 10’ beyond its position at the time of casting, or if the seal is broken, the weight of all the accumulated time is released. Everything within a 20’ radius is immediately aged. For example, if an enchanted scroll had been accumulating time for 1000 years before opening, everything within 20’ is suddenly aged 750 years. A living being that makes its save ages only 1/20 as much as a creature that fails its save (in this case about 37 ½ years). Any creature whose age exceeds his allotted time dies. Nonliving matter and magical effects are affected by the temporal burst as well. In the above example, spells with durations other than permanent likely run out, a torch would burn through its fuel in an instant, food will spoil, etc. *** [b]The Temple of Elemental Oblivion:[/b] This encounter should include six negative energy elementals (EL 19 with the blackfire as an added element of fun). [b]NEGATIVE ENERGY ELEMENTALS[/b] Large elementals Hit Dice: 24d8+192 (300 hp) Initiative: +5 Speed: 30’ Armor Class: 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +18/+32 Attack: Slam +28 melee (4d8+10 plus energy drain) Full Attack: 2 slams +28 melee (4d8+10 plus energy drain) Space/Reach: 10’/10’ Special Attacks: Energy drain Special Qualities: Blindsense 20’ radius, DR 10/-, elemental traits, immunity to cold Saves: Fort +22, Ref +9, Will +9 Abilities: Str 30, Dex 13, Con 26, Int 6, Wis 13, Cha 6 Skills: Hide +24 Feats: Ability Focus (energy drain), Dodge, Improved Initiative, Improved Natural Attack (slam), Mobility, Spring Attack, Weapon Focus (slam) Epic Feats: Epic Prowess, Great Strength Challenge Rating: 13 Treasure: None Alignment: Always neutral *** [b]THE GRANDMOTHER OF ALL FOUR-ARMED GARGOYLES[/b] Advanced Four-Armed Gargoyle Fighter 14/Legendary Dreadnought 5 Large Magical Beast Hit Dice: 26d10+5d12+291 (includes shrug off punishment) (515 hp) Initiative: +2 Speed: 40’, fly 60’ (average) AC: 19 (+8 natural, +2 dex, -1 size), touch 11, flat-footed 17 Base Attack/Grapple: +29/+42 Attack: Claw +40 melee (1d6+17/19-20 plus lethality) plus mastery Full Attack: 4 claws +40 melee (1d6+17/19-20 plus lethality) plus mastery and bite +39 melee (1d8+6) and horn +38 melee (1d8+4) Space/Reach: 10’/10’ Special Qualities: DR 10/magic and DR 3/-, darkvision 60’, freeze, unstoppable 1/day, unmovable 1/day Saves: Fort +28, Ref +14, Will +12 Abilities: Str 29, Dex 15, Con 28, Int 6, Wis 11, Cha 8 Skills: Hide +2 (+10 when against a background of worked stone), Intimidate +19, Listen +3, Spot +3 Feats: Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw), Improved Bull Rush, Improved Critical (claw), Improved Multiattack, Improved Sunder, Lethality (claw), Multiattack, Power Attack, Weapon Focus (bite, claw), Weapon Mastery (claw), Weapon Specialization (bite, claw) Epic Feats: Epic Prowess, Epic Weapon Focus (claw), Epic Weapon Specialization (claw) Challenge Rating: 25 Alignment: Chaotic Evil *** [b]TARNHEM[/b] Balor Ravager 5 Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 20d8+5d10+275 (315 hp) Initiative: +11 Speed: 40’, fly 90’ (good) Armor Class:(-1 size, +7 dex, +19 natural) Base Attack/Grapple: +25/+41 Attack: Tarnhem’s Sword +45 melee Full Attack: Tarnhem’s Sword +43/38/33/28 melee (2d6+19 plus 1d6 cold/19-20 vorpal) and slam +38/33/28 melee (1d10+7) plus possible two-weapon rend (1d10+22), or 2 slams +40 melee (1d10+15) plus possible two-weapon rend (1d10+22) Space/Reach: 10’/10’ Special Attacks: Aura of fear (enemies within 20’ take -2 morale penalty to saves for 12 rounds) 2/day, cruelest cut (declare before attack; if it hits, deal 1d4 con damage) 1/day, death throes, entangle, pain touch (adds 1d4+5 to weapon damage) 2/day, spell-like abilities, summon tanar’ri Special Qualities: DR 15/cold iron and good, darkvision 60’, flaming body, immunity to electricity and poison, resistance to acid 10 and cold 10, SR 28, telepathy 100’, true seeing Saves: Fort +25, Ref +21, Will+21 Abilities: Str 40, Dex 25, Con 32, Int 24, Wis 24, Cha 28 Skills: Bluff +32, Concentration +34, Diplomacy +36, Disguise +9 (+11 acting), Hide +26, Intimidate +34, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +32 (+34 scrolls) Feats: Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword) Epic Feats: Two-Weapon Rend Challenge Rating: 25 Treasure: Tarnhem’s Sword (large silver +4 vorpal frost longsword) Alignment: Chaotic evil *** [b]TOAD WINTER-WIGHT[/b] As winter-wight, except: Armor Class: 49 (+10, +1 size, +28) Attack: Claw +37 (3d8+19) Full Attacks: 2 claws +37 (3d6+19) and bite +29 (3d4+9) Special Attacks: Rend (6d6+28) Skills: Replace Knowledge (undead) with Hide +44 Saves: Ref +20 Abilities: Str 48, Dex 31, Con -, Int 10, Wis 22, Cha 28 *** [b]ACERERAK’S LIBRAM[/b] This potent magical work contains the following spells: ghost sound, levitate, magic mouth, web, lightning bolt, greater magical weapon, animate dead, permanency, programmed image, phase door, reverse gravity, greater teleport, antipathy, sympathy, temporal stasis, apocalypse from the sky (BoVD), create winter-wight. [b]CREATE WINTER-WIGHT[/b] Necromancy [Evil] Level: Corrupt 9 Components: V, S, F, Corrupt Casting Time: 3 months Range: Close (25’+5’/2 levels) Effect: One winter-wight Duration: Permanent Saving Throw: Special Spell Resistance: No This spell turns a properly prepared body into a winter-wight. Preparation of the body requires many days of uninterrupted evil ritual. Create winter-wight can only be cast in conjunction with unique devices capable of focusing and concentrating negative energy into a skeleton as part of the preparation stages of the spell. Even with the use of this spell and the proper focusing devices, this spell has only a 1d10% chance to be effective. Failed attempts result in anything from mere dust to warped, fragmented undead of little mobility and wit. Depending on the focus, it is also possible to create an uncontrolled winter-wight. Once properly animated, the winter-wight obeys the commands of its creator. The personality of the created creature may vary widely but is certain to combine calculating intelligence with cold cruelty. Once animated, the winter-wight remains active until destroyed. Focus components: the body and the focus device. Corruption cost: 3d4 points of constitution drain. *** [b]THE PHYLACTERY OF THE APOTHEOSIS[/b] The phylactery itself is huge and resistant to harm; it has an AC of 20, hardness 12, hp 350 and SR 50. Each leg of the tripod on which it rests has AC 9, hardness 10, hp 144. Touching the phylactery requires a Fort save, DC 48, to avoid soul trapping (this is a spell-like effect, caster level 29). Once Acererak has soul trapped the three most worthy victims (likely to be Patyn, Angelfire and Orbius) he will spend one round transferring each to the phylactery. Then he will move to directly above the phylactery and initiate the Apotheosis. Once this has begun, only the destruction of the phylactery will have any effect on the Apotheosis. The pcs have only ten rounds to destroy it or the Apotheosis will be completed and Acererak will join with the negative energy plane. [/QUOTE]
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