T1-4 Temple of Elemental Evil 3.5 Conversion Complete!


ToEE conversion


I'd very much like a copy of your ToEE 3.5 conversion mailed to me. You can send it to:




p.s. If you have a 3.5 conversion of both or either Scourge of the Slavelords and Queen of Spiders, I'd appreciate those as well.:)


Yes! Yes! Yes! please e-mail a copy of the v3.5 ToEE conversion if anyone has it! althrim(a)hotmail.com. Like psychomofo above, I'd really like a Scourge of the Slavelords and Queen of Spiders conversion as well.



Just Curious

What sorts of things have you guys added to Nulb? I scanned the map, added 10 numbers with Paint, and have keyed several interesting things so far, including:

Another bar (Lester Sharps Suds and Harps) run by a human bard who lost a hand leading the losing side in the Battle of Emridy Meadows. He sits upstairs and drinks, while his half-orc brother runs the bar (also an opium den/ 'crack'house), and makes and sells poisons on the side. (Located in first building on east side of street that party enters Nulb from Hommlett.)

A fishing boat charter captain (Duncan MacReady) that dumps passengers in the drink and throws weighted nets on them if they look rich enough to bother. (Strong possibility of TPK!) (Two buildings east down Imeryds Run from Lester Sharps.) (If one adds Grud's Fish Story (from the astoundingly fantastic PC game by Troika) to Entry 4, PCs have a reason to solicit this guy's establishment.)

A family of Hepmonaland halfling barbarian butchers that are by no means picky about what they cut up. (Building on west side of road leading to TOEE on road out of Nulb)

The prominently noted dead tree (near NE corner) is where a drow female was hung by her co-conspirators, and her banshee haunts the area around the tree.

I will gladly post these areas (with stat-blocks), and also a copy of the map with the extra numbers. If you add your own, we'll have Nulb fully fleshed out in no time. In fact, I'll number the whole darn map. Just make your areas, check the map, and when you post, pick a free number on the key. This could seriously rock if we do it right. I'm going to go through my areas and try to keep the EL's around 4-6. Be devious, be crafty, be eeevil.

5 Lester Sharps’ Suds and Harps

This two-story wooden building looks new compared to most of the crapholes in Nulb. At any time of day or night, raucous carousing can be heard within. At irregular intervals, exceptionally inebriated individuals are thrown bodily into the street, often lying there for hours. (Some never get up at all.) Several copies of the same placard, stained and grimy, are nailed on the wall in various places.

“Top dollar for glands, venom, or live specimens of poisonous creatures. Inquire with Targis Sharps, apothecary, within.”

The inside is hazy with smoke, mainly hemp. The owner, the aforementioned Mr. Sharps, is a retired human bard (8th level, see below). He is missing his left hand, lost in the Battle of Emridy Meadows to the well-placed swing of a paladin’s sword. His music had been bolstering the forces of evil that day, but his men faltered when he fled the field clutching his stump. Now he is embittered and brooding, and spends most of his time upstairs drinking, while his half-brother runs the bar. Targis Sharps (½ orc F2/R4/Ass3) has surprising acumen for the business of running a seedy dive, and the bar dispenses every form of intoxicant imaginable. He also does a brisk business in poisons on the side. At any given time, he will have 20-50 doses of poison available, ranging from paralytic (Dex) to lethal (Con). Such business is done only at night. If anyone is stupid enough to openly ask about the placard or the poison business, he will ramble on and on about his sideline producing anti-toxins, going into excruciating minutia of the processes involved, and feign total ignorance (and righteous indignation) of any trafficking in poisons. (“Just what’s served at the bar, friend.”)

Lester Sharps, Male Human Brd8: CR 7; HD 8d6-8(Bard); hp 23; Init +7; Spd 20; AC: 19 (Flatfooted: 17 Touch: 12)

Atk +4/-1 base melee, +4/-1 base ranged; +4/-1 (1d4+3, Dagger); AL N;

SV Fort +1, Ref +9, Will +5; STR 16, DEX 17, CON 9, INT 13, WIS 9, CHA 16.

Skills: Appraise +12, Bluff +14, Diplomacy +18, Disguise +14, Gather Information +14, Perform (String Instruments) +14, Sense Motive +10, Use Magic Device +14.

Feats: Enlarge Spell, Improved Initiative, Leadership, Still Spell.

Spells Known (Brd 3/4/3/2): 0 -- Dancing Lights, Ghost Sound, Know Direction, Lullaby, Message, Summon Instrument; 1st -- Cure Light Wounds, Hypnotism, Remove Fear, Ventriloquism; 2nd -- Blur, Delay Poison, Enthrall, Rage; 3rd -- Confusion, Fear, Haste.

Dagger (2 gp). Chainmail (150 gp). Shield, heavy steel (20 gp)

Targis Sharps, Male Half-Orc Ftr2/Rog4/Asn3: CR 9; HD 2d10+4d6+3d6+18; hp 54; Init +6; Spd 30;

AC: 17 (Flatfooted: 17 Touch: 12); Atk +11/6 base melee, +12/7 (1d4+5, Dagger of Venom); +10/5 (1d8, Crossbow, light, Masterwork); +11/6 (1d8+6, Longsword);

SQ: Darkvision (Ex): 60 ft.; RF: Orc Blood; AL CE;

SV Fort +9, Ref +9, Will +3; STR 19, DEX 15, CON 15, INT 15, WIS 12, CHA 11.

Skills: Bluff +9, Craft (Alchemy) +9, Craft (Trapmaking) +5, Disable Device +5, Disguise +4, Hide +11, Intimidate +11, Knowledge (Nature) +6, Move Silently +11, Spot +3, Survival +3, Use Magic Device +5.

Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Point Blank Shot, Rapid Reload: Crossbow, light, Rapid Shot

Spells Known (Asn --/3/1): 1st -- Disguise Self, Jump, True Strike; 2nd -- Alter Self, Invisibility.

Weapons: Crossbow, light, Masterwork (335 gp); Longsword (15 gp); Dagger of Venom (8,302 gp).

Armor: +2 Studded leather (4,175 gp)

6) MacReady’s Charter Boats and Guides

This building extends out onto the water about ten feet, with wide doors opening onto the Imeryds Run. The other side of the building has a weed-choked footpath leading to the street from a door with a picture of a fishing jaunt with poles in the water.

Within, visitors may find the proprietor, Duncan MacReady. There is a 33% chance he is out on the river, fishing or acting as a fishing guide. Duncan augments his income as a fisherman and charter boat captain by occasionally robbing and murdering his customers. He is friendly with Tolub and Grub, and can be found in the Boatman’s Tavern in the earlier part of most evenings. If PCs ask, he will gladly take them fishing on the river. His starting price is 25gp per passenger per day, but he can be bargained down to 5gp per passenger per day.

If they look at all prosperous, or if they bargained too sharply, he will attempt to make some extra money. He has a spacious room set up below with a lock-box for valuables, warning that if something goes overboard, it will be nigh impossible to recover. Of course, he has a sad story to relate about former customers, a minor noble lady and her husband, who were wroth with him when the lady’s necklace clasp broke and sent ‘a veritable fortune in gems’ into the drink. He offers to let the group use their own lock to secure the chest with (he’s got plenty of spare chests if he can’t pick it). He will not offer any warnings about armor or other gear, only loose items like jewelry, rings, and the like. His boat has two special ‘fishing platforms’, rigged to dump passengers into the river when Duncan activates the trap (Search DC 25, Spot DC 32). A barb-hooked, weighted net immediately follows the swimmers (Ranged touch attack +15, Dmg 1-6+ Victim’s Str bonus per round + Entanglement). Entangled creatures are at –2 to attack, and –4 to Dex. Because of the barbs on the hooks, and the number of extra hooks added by Duncan, the Escape Artist DC is 25, the same as the Strength check to burst the net’s ropes. These extra hooks make resetting the traps an all-day chore (4 hours per net). Both nets are attached to the boat via a rope, which is in turn attached to a winch in the middle of the deck. A Profession: Sailor total higher than 15 will reveal only that this winch is not part of the sails.

If Duncan decides to murder the PCs, tell them that while they are fishing, bait runs low (Duncan has been using it to ‘chum the water’) and Duncan is heading below for more. He asks if anyone wants another chilled ale or wine (he makes a point of putting some over the stern to cool in the river, and provides it free to anyone who accepts (it's all part of the fee, noble sirs and ladies). If any PC indicates that he freely imbibes, Duncan waits until intoxication sets in. http://www.geocities.com/chrisbjackson/drinking.html Moments later, there is a loud, cracking sound, and the platform tips under the PCs and dumps them in the river! Only trained swimmers have a chance at holding their breath during the plunge (at least 1 rank of swimming). If they make a Will save vs. DC 16, they have 2x Con rounds of breath in their lungs, and if they declare that they are swimming underwater away from the boat they may avoid entanglement. If they do not specifically declare that they are swimming away under water, they attempt to surface immediately, and face the net attack like everyone else. Those who fail and untrained swimmers have 1d10 rounds of air when they enter the water. Taking 10 on an Escape Artist check takes 15 rounds; taking 20 requires 30 minutes. It is not possible to take 10 or 20 on a Strength check.

In or under the water, targets are denied their Dex bonus to AC unless they have some effect that allows free movement. Swimming checks made while entangled are at –10. Concentration DC for spell casting is 15 (entanglement) + spell level + 10 + damage taken). At 0 rounds of air, victims fall unconscious (0hp). The next round they drop to –1hp, the round after that they die. The first round, victims are just under the surface, easy to hit with missiles. Each round after that that the average Swim check of everyone in the net is not higher than 5, they sink 5’. If the Swim check average of everyone in the net is 10 or more, they rise 5’. Each 5’ of depth offers cover as follows: 5’=25% cover, 10’=50% cover, 15’=90% cover. Every yard of depth subtracts 1 from missile weapon damage (-2 at 5, -3 at 10, -5 at 15).

With his victims helpless and sinking, Duncan will ply a light crossbow, taking sneak attacks on any of his helpless targets that look like spellcasters until they sink out of sight (>15’ deep). He waits ten minutes, then hauls the net back up with a winch, and jabs each body with a longspear. He drops a survivor back in and waits another half an hour unless they are totally helpless, in which case he jabs them repeatedly until they die, (possibly objectionable passage follows, Moderators please edit if needed)
although he might stoop to raping a very attractive female victim first (Cha 16+), giving her a chance to exact revenge

Duncan McReady, Male Human Rog5: CR 5 (EL7 on boat); HD 5d6+5(Rogue); hp 25; Init +3; Spd 20; AC: 16 (Flatfooted: 16 Touch: 13)

Atk +3 base melee, +6 base ranged; +5 x2 (1d8, Crossbow, repeating light, MW); +4 (1d8, Longspear, MW); AL NE

SV Fort +2, Ref +7, Will +1; STR 10, DEX 16, CON 13, INT 13, WIS 10, CHA 13

Skills: Appraise +9, Balance +11, Bluff +12, Craft (Trapmaking) +10, Diplomacy +6, Disguise +12, Gather Information +4, Hide +11, Intimidate +6, Listen +8, Move Silently +11, Swim +13.

Feats: Armor Proficiency: light, Point Blank Shot, Rapid Shot, Simple Weapon Proficiency, Skill Focus: Craft (Trapmaking)

Weapons: Crossbow, repeating light, Masterwork (550 gp); Longspear, Masterwork (305 gp); Bolts, repeating (23) Armor: Studded leather, Masterwork (175 gp). Goods: Trapmaker`s tools, Masterwork (55 gp). Magic: Ring: Swimming (2,500 gp); Wondrous: Circlet of Persuasion (4,500 gp); Potion: Water Breathing (5) (750 gp).

This encounter has strong potential to be a TPK, so it should only be used on parties that have had an easy time of it thus far.

7 Market Farm

The cleared area behind this single-story building is a small farm. Several pens contain sheep, goats, pigs, and numerous other typical farm animals. The front of the building is clearly intended as a storefront. The wide overhanging porch has a counter with a window behind it. During daylight hours numerous customers frequent the place, walking away leading animals, often directly across the street, but sometimes south out of town as well.

This farm provides animals for sacrifice at the temple, but many people also buy their food animals here and take them to the butcher’s shop across the street (area 8). There is no significant treasure or persons here, it is mentioned only for flavor.

8 Butcher’s Shop (EL9)

The Carveham family of halflings lives here doing brisk trade in the butchery of animals for Nulb and the Temple. They are generally Neutral Evil. Their work is without peer, and they frequently accept work on carcasses of abnormal types (aberration, draconic, humanoid). Meat sold over their counter is sold by cut, not animal. Most Nulbians prefer to bring their own animals here rather than buy off the shelf, but the Temple denizens are not so picky. The Water Temple sends a cart every third day and generally clears the shelves. Between the Temple and the Carvehams, the streets of Nulb are kept free of dead, and often merely unconscious, bodies. (Any untended PC body has a flat 33% chance per hour overnight of finding its way to the Carveham's.)

Oswald Carveham, the patriarch of the family, was born at sea on a ship that founder off Hepmonaland, and the survivors turned cannibal after a few years. He and a few others left on a passing ship, and he met Jezella in Highport. The two married and settled in Nulb after wandering a few years. Jezella was born in the wild city of Freeport and grew up twisted. Their children have been ‘raised’ almost feral. They are Hossak (male, 22), Cheela (female, 19), and Soremp (male, 14). All three have an alarming proficiency with thrown knives, and Hossak and Soremp frequently bring ‘free meat’ into the shop for sale. Cheela is attractive, but has little understanding of the concepts of beauty, love, or romance. On the other hand, she can take a songbird off a flagpole at fifty paces with a thrown dagger (on a good day), so she’s got that going for her…

While the locals have learned not to ask, curious PCs might notice (Heal vs. 20, Knowledge: Anatomy/Medicine 15) that some of the meat is humanoid and react negatively. (Eating sentient humanoids, especially members of one’s own species, is an evil act.) They will find the Carvehams more than willing to add them to the shelf if they don’t back off.

Oswald Carveham, Male Halfling, Lightfoot Bbn5/Rog2: CR 7; HD 5d12+2d6+14; hp 59; Init +8; Spd 30;

AC:18 (Flatfooted:18 Touch:15); BAB=+6, +13/8 Melee (1d3+5, +2 Dagger), +15/10 Ranged (1d3+6, +2 Dagger)

RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL N;

SV Fort +7, Ref +9, Will +1; STR 16, DEX 18, CON 15, INT 9, WIS 9, CHA 10.

Skills: Climb +5, Craft (Butcher) +6, Hide +8, Jump +7, Listen +11, Move Silently +6, Survival +9, Tumble +13.

Feats: Improved Initiative, Point Blank Shot, Weapon Finesse.

Weapons: +2 Dagger: Returning (18,302 gp).

Armor: Studded leather, Masterwork (175 gp).

Jezella Carveham, Female Halfling, Lightfoot Rog5/Bbn2: CR 7; HD 5d6+2d12+14; hp 47; Init +8; Spd 30;

AC:20 (Flatfooted:20 Touch:15); BAB=+5; Melee +6/+6 (1d3+1, Dagger, MW; 1d3, Dagger, MW); Ranged +11 (1d3+1, Dagger, MW); RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL CE;

SV Fort +7, Ref +9, Will +3; STR 12, DEX 18, CON 14, INT 14, WIS 12, CHA 15.

Skills: Bluff +10, Climb +3, Craft (Butcher) +10, Diplomacy +12, Escape Artist +14, Hide +18, Jump +10, Listen +13, Move Silently +16, Spot +2, Survival +11, Tumble +16.

Feats: Improved Initiative, Point Blank Shot, Two-Weapon Fighting.

Weapons: Dagger, Masterwork (302 gp); Dagger, Masterwork (302 gp).

Magic: Wondrous: Bracers of Armor +4 (16,000 gp); Wondrous: Amulet of Natural Armor +1 (2,000 gp).

The Carveham Boys (2), Male Halfling, Lightfoot Bbn5/Rgr2: CR 7; HD 5d12+2d8+7; hp 54; Init +8; Spd 30; AC:19 (Flatfooted:19 Touch:15); BAB=+7; +8/3/+8 (1d4+4+1d6, +1 Scimitar; 1d4+2+1d6, +1 Rapier); +13/8 (1d3+3, Dagger, Masterwork); +12/7 (1d4+5+1d6, +1 Scimitar); RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL NE;

SV Fort +9, Ref +9, Will +3; STR 16, DEX 19, CON 12, INT 10, WIS 13, CHA 16.

Skills: Climb +5, Craft (Butcher) +0, Hide +18, Survival +11, Move Silently +16.

Feats: Combat Reflexes, Improved Initiative, Point Blank Shot, Track, Two-Weapon Fighting.

Weapons: MW Daggers (2); +1 Scimitar: Flaming (8,315 gp); +1 Rapier: Frost (8,320 gp).

Armor: Mithril Shirt (1,100 gp). Magic: Potion: Cure Moderate Wounds (4) (400 gp).

Cheela Carveham, Male Halfling, Lightfoot Wtch6: CR 6; HD 6d4+18; hp 35; Init +3; Spd 20; AC:17 (Flatfooted:14 Touch:14); BAB=+3, +8 ranged (1d3, Dagger, Masterwork); RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL CN;

SV Fort +6, Ref +6, Will +7; STR 10, DEX 16, CON 16, INT 18, WIS 12, CHA 18.

Skills: Bluff +13, Climb +2, Concentration +12, Craft (Alchemy) +11, Craft (Leatherworking) +11, Hide +7, Jump -4, Listen +3, Move Silently +8, Profession (Apothecary) +10, Spellcraft +13.

Feats: Brew Potion, Simple Weapon Proficiency.

Spells Known (Witch 6/7/6/4): 0 -- Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mending, Read Magic, Resistance, Virtue; 1st -- Cause Fear, Charm Person, Command, Comprehend Languages, Cure Light Wounds, Doom, Endure Elements, Hypnotism, Identify, Silent Image, Sleep, Speak with Animals, Ventriloquism; 2nd -- Alter Self, Blindness/Deafness, Calm Emotions, Cure Moderate Wounds, Delay Poison, Detect Thoughts, Enthrall, Invisibility, Locate Object, Minor Image, Scare, Whispering Wind; 3rd -- Clairaudience/Clairvoyance, Contagion, Create Food and Water, Dispel Magic, Leomund`s Tiny Hut, Magic Circle against Good, Magic Circle against Law, Major Image, Rage, Remove Blindness/Deafness, Suggestion, Tongues.

Weapons: Dagger, Masterwork (302 gp). Magic: Wondrous: Bracers of Armor +3 (9,000 gp); Wondrous: Bag of Tricks, Rust (3,000 gp).

Checkers, Male Animal, Cat: CR 1/4; Tiny Animal; HD 6d8; hp 17; Init + 2; Spd 30; AC 17;

SQ: Low-light Vision (Ex), Scent (Ex); AL N;

SV Fort + 2, Ref + 4, Will + 6; STR 3, DEX 15, CON 10, INT 8, WIS 12, CHA 7.

Skills: Balance +10, Bluff +13, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +8, Spot +3.

Feats: Weapon Finesse.


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Does anyone have the conversions for Scourge of the Slavelords and Queen of Spiders? I downloaded TOEE 3.5. I'd love to run this series in 3.5.


Majin said:
Hi all this is just a quick note to announce that I have completed my 3.5 conversion of ToEE, and have sent it to Morrus to be posted in the Conversion Library. If anyone wants me to send them a copy while we're waiting for it to become available just send me an e-mail and I'll send a copy off to you! Comments & criticisms welcome. This is only the first in hopefully a long line of my 3.5 converted adventures and I'd like your feedback on how I should improve things on forthcoming releases. I may even take requests.

Right now the way ToEE came out converted pretty much as is, characters will be a much higher level coming out of the adventure then originally intended. I was thinking of moving right along the lines with Scourge of the Slave Lords, I haven't taken a look at it yet, but it may be too easy converted as is for characters of the level PC's will be after ToEE, so I may try to do Return to the Tomb of Horrors. In your e-mail you guys can vote for either of these or something else and from those responses I'll probably make my decision.

Anyway, hope you like the conversion!

Edit - Now in conversion library!
Thanks, Majin!

Peace and smiles :)



So how is it going to differ from "Return To The Temple Of Elemental Evil" that was already published a long time ago?
Hello and good day,

Could you please send a copy of the conversion to
tedbjorndal (at) gmail (dot) com
I would greatly appreciate it!


How timely. We're starting a ToEE campaign this weekend. Can you shoot one to me as well?

ragboy *no spam* @ gmail dot com

I'd be more interested in Scourge than Tomb.