Return to the Tomb of Horrors

Well,

PC's aren't quite there yet, actually it will be some time before they finally assail skull city, now resting atop the Dread Plateau, but when they do, I will post conversions as I do them.

Bear in mind it will be heavily campaign specific.
 

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Katerek said:
Well,

PC's aren't quite there yet, actually it will be some time before they finally assail skull city, now resting atop the Dread Plateau, but when they do, I will post conversions as I do them.

Bear in mind it will be heavily campaign specific.

Anything ever come of this? My group's started the module (though from a weird angle, and with lots of changes)...
 

Ferranifer

FERRANIFER
Vampire (former human) Necromancer 20

(Stats include spells already cast, including shield, mind blank, contingency/stoneskin, unheavened, detect scrying, ultimate concentration, globe of invulnerability, and energy immunity (extended).)

Hit Dice: 20d12 (162 hp)
Initiative: +10
Speed: 30’
Armor Class: 36 (+4 deflection, +6 armor, +6 dex, +6 natural, +4 shield), touch 20, flat-footed 30
Base Attack/Grapple: +10/+13
Attack: Slam (1d6+3 plus energy drain)
Full Attack: Slam +x/x (1d6+3 plus energy drain)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24), spells
Special Qualities: Alternate form, arcane sight, contingency (stoneskin activates when damaged by a weapon), DR 10/silver and magic, darkvision 60’, detect magic, detect scrying, familiar, fast healing 5, gaseous form, globe of invulnerability, immunity to magic missiles (from shield), fire and acid (from energy immunity spell), mind blank, read magic, repulsion (DC 25), resistance to cold 10 and electricity 10, see invisibility, spider climb, tongues, turn resistance +8, ultimate concentration, undead traits, vampire weaknesses
Saves: Fort +10, Ref +16, Will +19 (Note: Ferranifer gets a +4 profane bonus on saves vs. the spells or spell-like abilities of Good outsiders from unheavened.)
Abilities: Str 16, Dex 23 (with gloves +4), Con -, Int 29 (with headband +4), Wis 17, Cha 18
Skills: Balance +8, Bluff +15, Concentration +30 (with ultimate concentration), Decipher Script +20, Hide +14, Jump +5, Knowledge (architecture and engineering) +12, Knowledge (arcana, religion, the planes) +32, Listen +19, Move Silently +14, Search +17, Sense Motive +11, Spellcraft +35, Spot +19, Survival +3 (+5 on other planes), Tumble +18, Use Magic Device +14 (+18 on checks involving scrolls)
Feats: Alertness, Chain Spell, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Transdimensional Spell
Challenge Rating: 22
Gear: Amulet of the void, headband of intellect +4, Ferranifer’s brooch, ring of protection +4, bracers of armor +6, cloak of resistance +4, gloves of dexterity +4, vile spell ring, wand of lightning bolt (30 charges), wand of magic missile (5 missiles, maximized) (20 charges), wand of dispel magic (25 charges), wand of slow (9 charges), wand of detect magic (27 charges), scroll (true strike, arcane eye, cruel disappointment), scroll (soul’s treasure lost, wall of eyes), potions of cat’s grace, inflict serious wounds (3d8+15) (3). (Note: several of the above items and spells are in the Book of Vile Darkness.)
Alignment: Chaotic Evil

Permanent Spell Effects- arcane sight, tongues, read magic, see invisibility.

Spells: 5/8/7/7/7/7/6/6/6/6; base save DC is 19 + spell level (21 + spell level for Necromancy); opposition schools- Illusion and Enchantment.

Note: Ferranifer’s damaging spells do one point of Vile damage per spell level due to her vile spell ring.

Typical Spells Prepared:

0 level (DC 19/21 necromancy)- acid splash, preserve organ#, prestidigitation, touch of fatigue (2);

1st level (DC 20/22 necromancy)- bite spirit*, magic missile (2), metamorphose liquids, ray of enfeeblement*, shield**, true strike, unseen servant;

2nd level (DC 21/23 necromancy)- darkness, Melf’s acid arrow, speak with undead*, unheavened**#, web, wither limb*# (2);

3rd level (DC 22/24 necromancy)- clairaudience/clairvoyance**, dispel magic, gentle repose*, lightning bolt, Melf’s acid arrow (transdimensional), Melf’s acid arrow (extended), negative energy ray* (empowered);

4th level (DC 23/25 necromancy)- animate dead*, detect scrying**, dimension door, grim revenge*#, ice storm, negative energy ray* (maximized), wrack*#;

5th level (DC 24/26 necromancy)- cloudkill, dismissal, fireball
(empowered), magic jar*, magic missile (quickened), stop heart*#, ultimate concentration**;

6th level (DC 25/27 necromancy)- blackmantle*, circle of death*, contingency**, globe of invulnerability**, greater dispel magic, repulsion**;

7th level (DC 26/28 necromancy)- banishment, dimensional anchor (chained), negative energy ray* (empowered), finger of death*, greater teleport (2);

8th level (DC 27/29 necromancy)- bestow greater curse#, energy immunity (extended)**, greater scrying, gutwrench*#, horrid wilting*, mind blank**;

9th level (DC 28/30 necromancy)- blackfire* (2), energy drain*, finger of death* (heightened), incendiary cloud (transdimensional), prismatic sphere, wail of the banshee*.

*Necromancy spell.
**Already cast.
#From the Book of Vile Darkness.

Ferranifer’s Brooch: This brooch pin of obsidian bears an etched fang. If an undead wears it, it increases her turn resistance by +4. If a living creature dons the pin, they must immediately make a Fortitude save, DC 20, or die (as if subjected to a finger of death spell). If the wearer survives, the brooch has no further effect unless removed and then donned again.

Blackfire
Necromancy [Evil]
Level: Sor/wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Target: One living creature
Duration: 4 round
Saving Throw: Fort negates
Spell Resistance: Yes

This spell causes the victim’s very soul to catch fire, burning with a visible black flame of negative energy. An affected victim takes an initial 1d4 points of Constitution drain. Each round she may make another Fortitude save to avoid taking a further 1d4 points of Constitution drain. A victim slain in this fashion cannot be recovered short of a true resurrection spell. Blackfire may be dispelled or suppressed normally, and may also be extinguished with an energetic damaging spell such as fireball or lightning bolt of at least 8 dice in strength (though this will, of course, damage the victim as well). The black flames cannot be smothered by normal means. A cleric who channels positive energy sufficient to turn an undead equal to the blackfire’s caster level will also be able to put it out (but failure puts the cleric at risk of catching fire). A death ward spell on the victim will also put the flame out.

Any creature within 5’ of the black flames must make a Fortitude save of its own or catch fire, just as if initially affected by the spell.

Material component: Ash of victims that died in a normal fire mixed with ashes of a vampire that died in the sunlight.
 

The Dim Triad

ABSALOM
Male Human Vampire Fighter 15 (Medium undead)
Hit Dice: 15d12+8 (140 hp)
Initiative: +6
Speed: 20’
Armor Class: 35 (+7 natural, +10 armor, +6 shield, +2 dex), touch 12, flat-footed 32
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d6+12 plus energy drain) or +4 shock bastard sword +29 melee (1d10+15/17-20 plus lethality)
Full Attack: Slam +24/19/14 melee (1d6+12 plus energy drain); or +4 shock bastard sword +29/24/19 melee (1d10+15/17-20 plus lethality); or +4 shock bastard sword +23/18/13 melee (1d10+15/17-20 plus lethality) and heavy steel shield +14 melee (1d4+9)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 18), create spawn, energy drain (DC 18)
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, hide in plain sight, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 29 (including gauntlets), Dex 14, Con -, Int 12, Wis 14, Cha 13
Skills: Bluff +9, Hide +10, Jump +26, Listen +12, Move Silently +10, Search +9, Sense Motive +10, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Improved Shield Bash, Improved Shield Use, Iron Will, Lethality (bastard sword), Lightning Reflexes, Power Attack, Quickdraw, Resilience, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword),
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Eel (+4 shock cold iron bastard sword), Turtle (heavy steel shield +3), full plate +2, gauntlets of ogre power, potions of inflict serious wounds (3d8+15) (3), potion of haste



BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 27 (+6 natural, +5 armor, +6 dex) plus 10% miss chance, touch 16, flat-footed 21
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +3 keen longsword +17 melee (1d8+7); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or +3 keen longsword +17/12 melee (1d8+7); or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +7, Ref +17, Will +7
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Headband of intellect +2, keen longsword +3, boots of speed, Blaesing’s cloak of compensation (+3 resistance bonus to Fort and Will saves, dimension door as a standard action 1/day, grants 10% miss chance), masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, ring of spell turning, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot), bracers of armor +5


HARROW
Female Elf Vampire Fighter 4/Evoker 5/Eldritch Knight 6 (Medium undead)
Hit Dice: 15d12 (110 hp)
Initiative: +8
Speed: 30’ plus lock-step
Armor Class: 33 (+9 natural, +5 armor, +5 shield, +4 dex), touch 14, flat-footed 29 plus dodge
Base Attack/Grapple: +12/+17
Attack: Slam +17 melee (1d6+7 plus energy drain) or Drowspite +20 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19 ranged (1d8+6/x3) plus power attack
Full Attack: Slam +17/12/7 melee (1d6+7 plus energy drain) or Drowspite +20/15/10 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19/14/9 ranged (1d8+6/x3) plus power attack
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 19), create spawn, energy drain (DC 19), spells
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 21, Dex 18, Con -, Int 20, Wis 13, Cha 14
Skills: Appraise +5 (+7 if related to weapons), Bluff +10, Concentration +18, Craft (weaponsmithing) +21, Diplomacy +4, Handle Animal +3, Hide +12, Intimidate +9, Knowledge (arcana) +18, Listen +11, Move Silently +12, Ride +11, Search +13, Sense Motive +9, Spellcraft +25, Spot +11, Swim +12, Survival +1 (+3 when following tracks)
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Improved Initiative, Improved Trip, Lightning Reflexes, Lock-Step, Power Attack, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Still Spell, Weapon Focus (falchion), Weapon Specialization (falchion)
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Bracers of armor +5, buckler +4, Drowspite (keen falchion+2, elfbane), amulet of natural armor +3, mighty (+3) composite longbow +3, adamantine dagger +1, potion of inflict light wounds (1d8+5), scroll (disintegrate).

Spells (5 7 6 5 5 4); opposition schools- Necromancy and Conjuration; base save DC = 15 + spell level (16 + spell level for evocation). Typical Spells Prepared:

0 level (DC 15, evocation 16)- Detect magic, flare*, prestidigitation, ray of frost*, resistance;

1st level (DC 16, evocation 17)- Expeditious retreat, magic missile (2)*, shocking grasp (2)*, true strike (2);

2nd level (DC 17, evocation 18)- Invisibility, mirror image, scorching ray (2), touch of idiocy, vertigo;

3rd level (DC 18, evocation 19)- Displacement, fireball (2)*, fly, haste;

4th level (DC 19, evocation 20)- Dispel magic (still), ice storm*, mass enlarge person, stoneskin;

5th level (DC 20, evocation 21)- Cone of cold*, seeker missiles (2)*, wall of force*.

*Evocation spell.
 

Note that these conversions are not in line with WotC's requirements for posting a converted module, but are more in line with what's required to help temper the pcs for later challenges from the ELH. I figured there was no harm in posting them this way rather than posting a conversion of the entire module, however.

How has anyone else who has done it converted Moilian zombies? James McMurray, you looking?? ;)
 


While I'm not sure how to handle the Moilians, in the conversion I'm working on giving Epic treatment, I think I have a good way to handle the Vestige.

I plan on using a fully advanced, paragon, Caller in Darkness from the Psionics Handbook. It should be close.

Good luck!
 

Reis_Thunderwood said:
While I'm not sure how to handle the Moilians, in the conversion I'm working on giving Epic treatment, I think I have a good way to handle the Vestige.

I plan on using a fully advanced, paragon, Caller in Darkness from the Psionics Handbook. It should be close.

Good luck!

Yeah, as soon as I bought the PsiHB, I thought, "Hey, that's the vestige!"

I think that's a good way to go...

Last night the group I'm running had a long battle with waves of reinforcements, and they defeated Ferranifer, the Dim Triad, a balor, a crawling head, Ngise (16th-level pale master) and Drake (16th-level necromancer)... in one fight. Yikes!
 

THE MOTHER OF ALL FOUR-ARMED GARGOYLES

Advanced Four-Armed Gargoyle Fighter 14
Large Magical Beast
Hit Dice: 26d10+234 (425 hp)
Initiative: +2
Speed: 40’, fly 60’ (average)
AC: 19 (+8 natural, +2 dex, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +26/+39
Attack: Claw +36 melee (1d6+17/19-20 plus power critical plus lethality) plus mastery
Full Attack: 4 claws +36 melee (1d6+17/19-20 plus power critical plus lethality) plus mastery and bite +35 melee (1d8+6) and horn +34 melee (1d8+4)
Space/Reach: 10’/10’
Special Qualities: DR 10/magic, darkvision 60’, freeze
Saves: Fort +26, Ref +14, Will +10
Abilities: Str 29, Dex 14, Con 28, Int 6, Wis 11, Cha 8
Skills: Hide +3 (+11 when against a background of worked stone), Listen +12, Spot +12
Feats: Cleave, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw), Improved Critical (claw), Improved Multiattack, Improved Sunder, Iron Will, Lethality (claw), Multiattack, Power Attack, Power Critical (claw), Weapon Focus (bite, claw), Weapon Mastery (claw), Weapon Specialization (bite, claw)
Challenge Rating: 20
Alignment: Chaotic Evil
 

http://www.enworld.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid



d20 System™ Conversion of:

“Return to the Tomb of Horrors”



An ESD copy of the above product can be obtained from: www.svgames.com/dnd1162esd.html



This material was converted by: John P. Gregory (moon_wizard@yahoo.com) and is hosted at EN World in compliance with Wizards of the Coast, Inc. ESD Conversion Agreement v1.0.



Moilian Zombie: CR 5; Medium Undead; HD 9d12; hp 62; Init +4; Spd 20 ft.; AC 14 (-1 Dex, +5 natural); Atk +9 melee (1d8, slam); SA Life drain, wave of frost; SQ Slow death, turn resistance +4, undead traits, vulnerability (fire, acid); AL CE; SV Fort +3, Ref +2, Will +6; Str 21, Dex 8, Con -, Int 3, Wis 10, Cha 1.

Skills and Feats: Improved Initiative, Toughness.

SA – Life Drain (Su): Each round that a living creature is within 20 feet of the zombie, the creature must make a Fortitude save (DC 20) or lose 1d10 hit points. The zombie transfers hit points to itself, up to its maximum (excess hit points are lost). This damage will not heal naturally, but can be healed magically. Anyone slain in this manner has a 15% chance of animating as a Moilian zombie within 24 hours of death.

SA – Wave of Frost (Su): Can project a wave of frost at all opponents within 30 feet, inflicting 2d6 points of damage (Reflex save (DC 13) for half). If a creature fails the first save, they must make a second Fortitude save (DC 15) or be frozen in place by ice for 1d4+1 rounds.

SQ – Slow Death (Ex): A Moilian zombie remains animated for as many days as it has hit points. The zombie loses one hit point per day until it reaches 0, at which point it lapses into quiescence.

SQ –Vulnerability (Ex): Only fire and acid deal damage which cannot be healed through the life drain ability.
 

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