Return to the Keep on the Borderlands conversion? (SPOILERS)

Caedrel

First Post
Hello folks,

Just wondering if anyone knew where I could find a conversion to 3 or 3.5e of the AD&D adventure "Return to the Keep on the Borderlands"...

Many thanks,
Caedrel
 
Last edited:

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I have been working on this for some time. I am nowhere near complete. I have several NPCs converted. I would be glad to share what I have. Maybe we could split some of the effort to complete it. email me. Tim.
 

a taste, maybe?

Mendel the Merchant(Mendel the Slaver); medium humanoid (human, 6' tall obese) male; Wiz(Ench) 4; HD 4d4-4 HP 10; Spd 20'(obese); AC 10 (no armor); Init +0; BAB +2 Grapple -1; melee -1 (fist subdual 1d3-3(at least 1), ranged +2; SA: summon familiar, enchanter abilities: can cast one extra enchantment spell per day per spell level, +2 to Spellcraft checks in learning new enchantment spells, prohibited schools - conjuration and illusion; AL NE; Fort +0 Ref +1 Will +5; ST 5(-3) CN 8 (-1) DX 11 (0) IN 18(+4) WS 13 (+1) CH 16 (+3)
Skills and Feats: Appraise +5, Balance +0, Bluff +3, Climb -3, Concentration +3, Craft(writing) +4, Diplomacy +6, Disguise +3, Escape Artist +0, Forgery +4, Gather Information +6, Heal +1, Hide +0, Intimidate +6, Jump -3, Knowledge (arcana) +9, Listen +1(add +2 if familiar close), Move Silently +0(add +3 if familiar close), Profession (merchant) +6, Ride +0, Search +4, Sense Motive +3, Spellcraft +9(add +2 to checks in learning new enchantment spells), Spot +2(add +2 if familiar close), Survival +1, Swim -3, Use Rope +0, Alertness (if familiar close), Silent Spell, Still Spell, Scribe Scroll, Eschew Materials
Languages: Common, Draconic, Abyssal, Kobold, Orc
Equipment: traveler's outfit, familiar (cat), spellbook, magic items:
-Scroll: ghostform (TaB)(spl lvl 5th caster 9th, DC 10, personal, ethereal for 9 minutes)
-Scroll: feign death (TaB) (spl lvl 3 caster 5th, DC 6, touch willing, deathlike for 9 hours)
-Scroll: detect undead (spl lvl 1st caster 4th, range 60', concentration 4 minutes)
-Scroll: magic missile (spl lvl 1st caster 4th, 2 missiles at 1d4+1)
-Potion: comprehend languages (spl lvl 1st caster 4th, 40 minutes)
-Amulet of Controlling Undead (spl lvl 7th caster 13th, once per day, up to 26 HD for 13 minutes)
-Ring enchanted with conceal alignment (causes all know alignment spells cast on Mendel to give a false reading of NG)
-Sign of Ereshkigal (enables him to command the zombies and skeletons guarding the secret back entrance to the Hidden Temple)
"Chaan" Familiar big, fluffy, grey cat, natural armor bonus +2, alertness (for Mendel), improved evasion, share spells, empathic link, deliver touch spells, Mendel gets +3 bonus to Move Silently
Spellbook (0-all, 1st-3+4 for IN): 0-all(daze (ench)); 1st- animate rope, cause fear, charm person (ench), comprehend languages, detect undead, expeditious retreat, hypnotism (ench), magic missile, sleep (ench); 2nd- daze monster (ench), scorching ray, Tasha's hideous laughter (ench), touch of idiocy (ench)
Typical Spells Memorized (4+1/4+1/3+1)(Eschew Materials): 0-daze(ench bonus spell), resistance, touch of fatigue, message, open/close; 1- charm person(ench bonus spell), expeditious retreat, hypnotism, magic missile, sleep; 2-tasha's hideous laughter (ench bonus spell), charm person(Silent Spell), scorching ray, sleep(Still Spell)
 

Oo!

Thanks Imhotep/Tim,

I've been meaning to e-mail you about this - I'd love to work with you on it, except my need for it has been pushed back to I-don't-know-when, so I don't know how much time I'd be able to put into the conversion.

Still, I'd be happy to organise a big list of "everything to be converted", assign stuff between us and then see how we go.

Also, are you using 3.5? I can't really tell from Mendel's stat block; it's missing the Full Atk bit, but the NPCs generally aren't high enough level to have more than one iterative attacks yet...
 

I have a list of npc's/monsters that I have been working with to build from. Some NPCs are "borrowed" for my own ease, so I am hesitant to post them here.
 

No Problems

I have no problem with that - I wasn't thinking about posting all the stats here, but rather a list of all the NPCs' names and putting yours or my name against the ones we were working on, to prevent duplication of effort. When we felt we'd gotten enough done, we then send each other the respective Word / RTF documents and stick it all together.

I guess I'm continuing the conversation in this thread rather than e-mailing you because it keeps it visible in case anyone else wants to join in with effort. I'm happy to start e-mailing instead, if you prefer...

Cheers,
Caedrel / David
 

I agree with continuing to post here. I would like to attract other help as well. I will email you my list of npcs/monsters for you to look over. Anyone else can have it for the asking. Tim.
 


Keeping it alive...

Black Knight; medium humanoid (human) male; Despot 5th lvl; HD 5d10+10 HP 48; Init +0; AC 23 (10+0DX+10(+2 armor)+3(+1 shield)), FFAC 23 (10+10(+2 armor)+3(+1 shield)), Touch 10 (10+0DX); BAB +5 Grap +8(5(bab)+3(ST)); +9 melee (5(bab)+3(ST)+1(sword), 1d8+4/19-20/x2, longsword of wounding +1), +5 ranged (5(bab)+0(DX)); SA smite chaos 2/day, oppression SQ aura of fear, aura of law, detect chaos, divine grace, indomitable will, slippery mind; AL LE; Fort +6 Ref +4 Will +9; ST 17(+3) DX 10(+0) CN 15(+2) IN 10(+0) WS 14(+2) CH 17(+3)
Skills and Feats (*-6 armor check penalty, -2 shield check penalty): Appraise +0, Balance +0*, Bluff +3, Climb +3*, Concentration +5, Craft(any) +0, Diplomacy +6, Disguise +3, Escape Artist +0*, Forgery +0, Gather Information +3, Handle Animal +4, Heal +2, Hide +0*, Intimidate +4, Jump +3*, Knowledge(Heraldry) +2, Knowledge(Nobility & Royalty) +4, Knowledge(Religion) +4, Listen +2, Move Silently +0*, Ride +1, Search +0, Sense Motive +2, Spot +4, Survival +2, Swim +3*, Use Rope +0; Leadership score 9; Blindfighting, Endurance, Leadership, Mounted Combat
Languages: common
Equipment: +2 black full plate, +1 heavy steel shield, longsword of wounding, ring of spell turning, ring of sustenance, figuring of wonderous power (onyx dog), stone horse, +1 dagger, +1 lance
Spells available: alarm, bane, bless, curse water, command, cure light wounds, detect poison, divine favor, endure elements, magic weapon, profane weapon, protection from good, protection from chaos, resistance, virtue
Spells memorized: (SV 12+spell level)(1-1): command
SA Smite chaos (Su)- adds CH bonus to attack and does 1 extra point per level damage.
Oppression (Su)- make turning check (1d20 + CH mod) as if despot was cleric of three levels lower turning undead. The result of the check indicates how many targets within 60' (who must be able to understand despot's words) are potentially affected, and the turning damage indicates the total HD of targets affected. Chaotic alignments are affected first, lawful alignments are affected last. Within the alignment spectrum, closer targets are affected first. A target that is oppressed becomes sickened with guilt and depression (-2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 minute. If the despot has twice as many levels or more than any creature that is oppressed, that creature is instead nauseated (can take only single move actions each turn) for 1 minute. The despot can use this ability 3+CH bonus times per day.
SQ Aura of Fear (Su)- despot is immune to fear. Enemies within 10' rad have -4 moral penalty to saving throws against fear effect
Aura of Law (Su)- is equal to his despot level (see detect law spell)
Detect Chaos (Sp)- despot can detect chaos as the spell
Divine Grace (Su)- bonus to saving throws
Indomitable Will (Su)- despot is completely immune to all spells of the charm subschool
Slippery Mind (Ex)- If despot is affected by an enchantment spell or effect and fails his saving throw, he may attempt a second saving throw 1 round later. Failing the second saving throw does not grant further saving throws.
Magic Items:
Longsword of Wounding is a +1 weapon does 1 point of CN damage from blood loss. Critical hits do not increase CN loss.
Ring of Spell Turning. Up to 3 times per day upon command, ring will turn the next 9 levels of spells cast at the user.
Ring of Sustenance. Provides constant nourishment. Wearer only needs 2 hours of sleep per day.
Figurine of Wonderous Power (Onyx Dog) (DMG p 257). Usable 1/week for 6 hours
Stone Horse (Destrier) (DMG p 267). Normally a full size rough hewn statue
NOTES: He suspects that Kira is chaotic in nature, but cannot decern her true alignment because the Hidden Temple priests conscientiously cast undetectable alignment on her daily. Even if he finds out her true alignment, they will remind him of his promise to help them expand the influence of the Hidden Temple. Kira is integral to their plans. Killing her would not serve their interest. Of course, he would not have to take great pains to prevent her demise, if the situation arose.
 

Shamhat, medium humanoid (human) female Clr6; HD 6d8+12, HP 36; AL NE; AC 17(10+2DX+5bracers), FFAC 15(10+5bracers), Touch 12(10+2DX); Init+2 (+2DX); BAB+4, Grap+5(+4BAB+1ST); melee+5 (+4BAB+1ST)(scyth 2d4+3(+2mw+1ST)(p/s)/20X4(two hand); SA turn or rebuke undead, spell use, death domain granted power, evil domain granted power; Fort +7, Refl +7, Will +7; ST 12(+1) DX 14(+2) CN 14(+2) IN 16(+3) WS 16(+3) CH 17(+3)(21(+ vs evil humans)
Skills and Feats: Appraise +3, Balance +2, Bluff +5, Climb +1, Concentration +5, Craft(any) +3, Diplomacy +7, Disguise +4, Escape Artist +2, Forgery +3, Gather Information +5, Heal +4, Hide +2, Intimidate +5, Jump +1, Knowledge(arcana) +5, Knowledge(history) +5, Knowledge(religion) +5, Listen +3, Move Silently +2, Ride +2, Search +3, Sense Motive +7, Spellcraft +7, Spot +6, Survival +3, Swim +1, Use Rope +3, Endurance, Iron Will, Improved Turning, Leadership

Turning Check
Turn or Rebuke Undead as a 7th lvl Cleric(Improved Turning feat)
6 times per day (3+3CH)
Turning Check +3(+3CH)
Turning Damage +10 (6lvl+3CH+1Improved Turning feat)

Domains Death(DD), Evil(ED)
(s)=spell, (bs)=bonus spell, (ds)=domain spell, (e)=evil spell
Spells Memorized(0-5,1-4+1,2-4+1,3-3+1)(Save DC 13+spell level):0-detect magic(s), cure minor wounds(s), detect poison(s), read magic(s), virtue(s); 1-cause fear(s), command(s), comprehend languages(s), detect evil(s), cause fear(DD,ds) or protection from good(ED,ds); 2- align weapon(s), death knell(s,e), enthrall(s), silence(bs), death knell(DD,ds,e) or desecrate(ED,ds,e); 3-bestow curse(d), create food and water(s), deeper darkness(bs), animate dead(DD,ds,e) or magic circle against good(ED,ds,e)
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DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies
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EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
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Leadership Score: 9(6lvl+3CH) normally, 11(6lvl+5CH ring of human influence) with regard to evil humans)

Equipment:
ring of human influence (CH +4 vs evil humans (eagle's splendor), suggestion 1/day, charm person 1/day caster lvl 12, may take 20 on Diplomacy check 1/day)
phylactery of long years (age 3/4 of normal rate)
bracers of armor +5
scyth +2 2d4+2/20 X4
elixir of love (DMG p255)
Oil of Ethereal Jaunt (Caster lvl 13, range personal, duration 13 rounds)

gem of insight (+1 enhancement bonus to IN and WS, not currently working, has 2 years before will function again)(a ruby, hanging from a silver chain, apparent value 5000 GP)
amulet of life protection (protection against magic jar or similar magic, user's psyche enters amulet if slain and remains safe 7 days)(a black sapphire, has a red glow in the center when a life is trapped within, apparent value 5,000 GP)
Black dress
Pasty makeup
 

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