T1-4, A1-4, GDQ1-7 conversions anywhere?

Post/Author/DateTimePost
#1

zombiegleemax

Oct 20, 2004 12:55:42
I'm planning on running these epic mods for my Monday night group, and I recall that someone somewhere had converted most, if not all of these.

Does anyone know where I can find the conversions online?

Ta
#2

bastrak

Oct 20, 2004 15:06:01
Conversions of A1-4 and T1-4 can be found in EN World's conversion library. Personally I prefer doing my own conversions but these are no doubt useful if you don't have the time. Incidentially they are for 3.0, rather than 3.5 as I recall.

There are conversions for G1-3 as well I think but I have yet to hear of a conversion of all of GDQ1-7. I'm currently doing one for 3.5.
#3

Mortepierre

Oct 21, 2004 2:57:43
Most of the conversions you seek are here:

http://www.enworld.org/forums/local_links.php?action=links&catid=16

(copy/paste the link directly into your browser or you won't go to the right webpage, damn these new boards!)
#4

zombiegleemax

Oct 22, 2004 12:31:17
There are conversions for G1-3 as well I think but I have yet to hear of a conversion of all of GDQ1-7. I'm currently doing one for 3.5.

I can't wait. Please make sure you post it on ENWorld.
#5

Elendur

Oct 22, 2004 13:41:38
Are you doing a strict stat conversion or are you trying to balance the encounters? i.e. what is your conversion philosophy?
#6

bastrak

Oct 22, 2004 14:13:15
I can't wait. Please make sure you post it on ENWorld.

Guess I better join ENworld. I've only been a guest there up to now. I have a A1-4 Scourge of the Slavelords 3.5 conversion ready I guess I could post there.

GDQ1-7 has a long way to go still. I'm currently converting G1.

Are you doing a strict stat conversion or are you trying to balance the encounters? i.e. what is your conversion philosophy?

Generally a fairly strict conversion using monsters from MM I-III, FF, MoF or in the few cases where the monster has yet to be converted Tome of Horrors. Where this would result in overpowering encounter difficulty I tone the encounter down. The starting level I am using for GDQ1-7 is 12-14, which I feel is more reasonable than the old 1e starting level of 8-14 given how powerful 3.5 giants are.
#7

sterlingheart_paganpummel

Oct 26, 2004 0:42:52
unfortunatly I didnt save the newest update when ir eformatted adn so lsot a bit of the Shrine I'd already done...but only a page or two so I'll get busy with the rest soon...Presented in two posts


3.5 Descent into the Depths of the Earth
(Converted by Jeff Wrbelis)

A few notes: This is a Greyhawk module, and with sticking to the stats presented in the original adventures, the characteristics scores for Drow encountered are calculated using G. Gygax’s ability score ranges listed under the drow entry at the back of each adventure. In addition, for those who wish to keep the Greyhawk drow much closer to the original, the additional level-based spells from the first addition stats are also included. 3.5 DM’s who want to keep the stats lower powered to the 3.5 monster Manual should simply disregard the bonus class/gender based spells original Greyhawk drow possess (with the exception of the ‘All Drow’ spells, which have remained unchanged). These include the following:

All drow, 1/day: Dancing Lights, Darkness, Faerie Fire

Any drow with 4 or more class levels, 1/day: Detect Magic, Detect good (Know Alignment was dropped in 3.0), Levitate

Female Drow only, 1/day: Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion

These spells are cast as a sorcerer of the drow’s total class level, or as a sorcerer at the minimum level required to use the spell in question.

Ability Scores: The average ability score for Greyhawk drow females and males are listed below (rounded down). These are before any adjustment for character levels.

Female: Str 11, Dex 17, Con 10, Int 15, Wis 13, Cha 14
Male: Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12

Racial Abilities: +2 to Will saves vs spells & spell-like abilities, +2 to Enchantment magic saves, immune to magical Sleep, Darkvision 120’, Spell Resistance: 11+ class levels. +2 racial bonuses to listen, search and spot checks. Coming within 5’ of a secret door entitles the drow to a free spot check. Greyhawk drow are very stealthy (according to their original write up), gaining a +4 racial bonus to hide and move silently checks. Drow struck with bright light (such as sunlight, or a Daylight spell) are blinded for 1 round, and remained dazzled as long as they stay within the area of the illumination. Although there is no official rule for it, female drow might gain a +5 racial bonus to their intimidate checks vs. male drow, at your discretion (this would go a ways to countering the high intimidation score male fighters have, without neutering them against other males).

Greyhawk drow weapons, Cloak and boots: Greyhawk drow weapons receive their magic-like pluses from the weird radiations of the drow homeland, as well as their mixture of adamantine alloy. As noted in the module, these items irreversibly rot when exposed to sunlight (Faerzress weapons from the Realms have borrowed upon this). Though fine weapons, Greyhawk drow arms are not always necessarily masterwork quality, nor do their magic-like abilities require them to be. Drow cloaks grant a +5 competence bonus to hide checks. Drow boots grant a +5 competence bonus to move silently checks. The bonuses for cloak and boots, as well as armor check penalty, have already been added to drow skill totals. All drow, unless otherwise noted, are assumed to be wearing the boots and cloak their race is noted for (for some hefty Hide/move silent mods for these elves). Greyhawk drow wear a fine mesh of black elven chain mail armor, similar to that found in the 3.5 DMG (does not impeded the drow’s normal 30’ movement speed, has an arcane spell failure of 20%, Max Dex bonus +4, armor check pent: -2, light armor, weighs 20 lbs). The armor check penalty for this chain mail has been added to the skill rank totals. All Greyhawk drow receive proficiency in the shortsword, hand crossbow (exotic weapon) and either dart or javelin as bonus weapon proficiencies. Drow hand crossbows are of the Small variety. Greyhawk Drow knockout poison requires a primary and secondary DC 15 Fort save or unconscious for 2d4 hours. Drow carry 1d4-1 doses each, and each dose is sufficient to cover 1 shortsword or 1 dagger, or 10 hand crossbow bolts.

No special prestige classes have been added to any of the higher level drow the pc’s may encounter (feel free to add them), though a few have modified ability scores above the norm. Multi-class drow have been given their flat levels in the appropriate classes, with no xp calculation from the conversion book. (I.e. a 5th ftr/7th level wiz 1st edition drow is exactly that in this module, not a recalculated 9th level character). Where bonus spells appear (or 1st edition spells had their levels altered) I substituted or added spells that would be useful for the drow’s assigned duties. Encounter levels have been estimated, using the guide on page 49 of the 3.5 DMG. However, when the table was obviously wrong, an estimate of true EL has been provided. Fore example, Encounter Area 4 (Gargoyle Lair) features 15 of the flying beasts. According to the EL table, that’s a level 19 encounter (a bit over-rated, IMHO). I felt it wanted an EL 11 encounter.

Full melee attacks are listed, accounting for Str, magic, two weapon fighting, weapon finesse, weapon focus, and modifiers to Finesse while using shield in off hand. Weapon Specialization and off hand damage mods are already factored in as well. Masterwork bucklers (in the absence of rules clarification) still provide the -1 to hit weight penalty listed in the buckler description, but their quality prevents the additional -1 penalty (since they are masterwork) that a normal bucker’s armor check penalty forces on a person using weapon finesse.

Kuo-Toan: There are a few differences between 1st ed. and 3.5 Kuo-Toan. Lightning generated by Kuo-Toan whips has been halved in power from 1st edition, but the requirements to generate the bolt have been lessened, as well as their frequency increased, so the module sticks with 3.5 for this effect. However, some other abilities of the 1st edition Kuo-Toan were also completely deleted. Fish Empathy, 75 % improbability water elemental creatures will attack them if a whip is near, Magic Missiles inflict but 1 hp/missile, Immunity to Illusion, Blindsight within 10’ (due to air vibrations). While most of these dropped abilities are minor, a few together warrant an additional +1 CR above what is listed in the 3.5 monster manual. All encounters in this conversion assume each Greyhawk Kuo-Toa has these missing abilities and the CR will reflect this in the monster write-ups and CR levels.



Encounter Area D3 (EL Variable):
(Male Contingent: ten 3rd level fighters, two 4th level fighters, one 6th level fighter, one Ftr5th/Wiz7th)
(Female Contingent: Eight 2nd level fighters, two 3rd level fighters, one 6th Cleric of Lolth, one 9th Cleric of Lolth)

Drow Male Contingent: ten 3rd level male drow fighters
CR 4 ea.; HD 3d10; hp 21; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 17; Full Atk +1 Shortsword (1d6) +7 melee or 2 at +5/+5 melee +1 Shortsword (d6) & +1 Dagger (offhand 1d4-1); hand crossbow +6 ranged (1d3 + poison)/ Grapple: +2; Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
Saves: Fort +3, Ref +4, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
SA/SQ: SR 14, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse
Skills: Climb +1, Handle Animal +5, Hide +10, Intimidate +7, Jump +0, Listen +2, Move Silently +10, Ride +1, Spot +2
Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, masterwork buckler, 10 poisoned bolts
Spell-like abilities: (as 3rd level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire

Drow Male Leaders: two 4th level fighters
CR 5 ea.; HD 4d10; hp 26; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 22, T: 16, FF: 18; Full Atk 1 at +10 melee +2 Shortsword (1d6+1) or 2 at +8/+7 +2 Shortsword (1d6+1) & +2 Dagger (offhand 1d4); javelin +3 ranged (1d6-1 + poison)/Grapple: +3; Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
Saves: Fort +4, Ref +5, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
SA/SQ: SR 15, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
Skills: Climb +3, Handle Animal +5, Hide +11, Intimidate +8, Jump +0, Listen +2, Move Silently +11, Ride +3, Spot +2
Possessions: +2 Shortsword, +2 Dagger, +2 Elven Chain mail, Hand Crossbow, masterwork buckler, 3 poisoned javelins
Spell-like abilities: (as 4th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate

Drow Male Commander: 6th level fighter
CR 7 ; HD 6d10; hp 37; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 25, T: 20, FF: 21; Full Atk 2 at +14/+9 melee +4 Shortsword (1d6+5) or 3 at +12/+7/+9 or +4 Shortsword (x2) (1d6+5) & +2 Dagger (offhand 1d4); hand crossbow +10 ranged 1d3 + poison,)/Grapple: +5; Str 8, Dex 19, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
Saves: Fort +5, Ref +5, Will +2 (+4 vs. spells, +6 vs. enchantment magic);
SA/SQ: SR 17, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Combat Expertise, Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
Skills: Climb +3, Handle Animal +5, Hide +11, Intimidate +10, Jump +5, Listen +2, Move Silently +11, Ride +3, Spot +2
Possessions: +4 Shortsword, +2 Dagger, +3 Elven Chain mail, +3 masterwork buckler, Hand Crossbow, 10 poisoned bolts
Spell-like abilities: (as 6th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate


Drow Male Noble Liaison: 5th level fighter/7th level mage
CR 13 ; HD 5d10 + 7d4; hp 49; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 24, T: 18, FF: 19; Full Atk 2 at +15/+10 melee Shortsword (1d6+3) or 3 at +13/+8/+12 +2 +2 Shortsword (x2) (1d6+3) & +2 Dagger (offhand 1d4+1); hand crossbow +12 ranged (1d3 + poison)/Grapple: +7; Str 8, Dex 19, Con 10, Int 16, Wis 10, Cha 12; AL CE ;
Saves: Fort +6, Ref +7, Will +6 (+8 vs. spells, +10 vs. enchantment magic);
SA/SQ: SR 23, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Combat Casting,, Improved Critical (shortsword), Improved initiative, Spell Focus (Evocation), Two-weapon defense, Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
Skills: Climb +5, Concentration +12, Hide +11, Intimidate +9, Jump +5, Knowledge (arcane) +9, Listen +3, Move Silently +11, Ride +5, Spellcraft +11, Spot +3
Possessions: +2 Shortsword, +2 Dagger, +4 Elven Chain mail, Rope of Entanglement, Hand Crossbow, 10 poisoned bolts
Spell-like abilities: (as 12th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate
Spells Prepared: (4/5/4/3/1); save DC = 13+ spell level (*14 for evocation):
0 – Detect Magic, Detect Poison, Message (x2)
1st – *Magic Missile (x2), Sleep, Ray of Enfeeblement, Ventriloquism
2nd – Mirror Image (1d4+2), Protection from Arrows, See Invisibility, Spider Climb
3rd – Dispel Magic, *Lightning Bolt, Slow
4th – *Ice Storm









Drow Female Contingent: eight 2nd level female drow fighters,
CR 3 ea.; HD 2d10; hp 15; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 21, T: 15, FF: 18; Full Atk 1 at +5 melee +1 Shortsword (1d6+1) or 2 at +3/+3 +1 Shortsword (1d6+1) & +1 Dagger (offhand 1d4+1); +5 ranged (hand crossbow) (1d3+poison)/Grapple: +2; Str 11, Dex 16, Con 10, Int 15, Wis 13, Cha 14; AL CE ;
Saves: Fort +3, Ref +3, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
Skills: Climb +2, Handle Animal +3, Hide +10, Intimidate +7, Jump +3, Listen +3, Move Silently +10, Ride +1, Spot +3
Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, +1 masterwork buckler, Hand Crossbow, 10 poison bolts
Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion

Drow Female Contingent: two 3rd level fighters
CR 4 ea.; HD 3d10; hp 21; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 21, T: 15, FF: 18; Full Atk 1 at +7 melee +1 Shortsword (1d6+1) or 2 at +5/+4 +1 Shortsword (1d6+1) & +1 Dagger (offhand 1d4+1); +3 ranged (javelins) (1d6 + poison)/Grapple: +3; Str 11, Dex 16, Con 10, Int 15, Wis 13, Cha 14; AL CE ;
Saves: Fort +3, Ref +4, Will +2 (+4 vs. spells, +6 vs. enchantment magic);
SA/SQ: SR 14, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
Skills: Climb +4, Handle Animal +3, Hide +10, Intimidate +8, Jump +3, Listen +3, Move Silently +10, Ride +2, Spot +3
Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, +1 masterwork buckler, 3 poisoned javelins
Spell-like abilities: (as 3rd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion

Drow Female Contingent Canon: one 6th level Cleric of Lolth (Domains chosen: Destruction/Evil)
CR 7; HD 6d8; hp 30; Init +6; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 18, FF: 21; Full Atk 1 at +5 melee +1 Heavy Mace (1d8+1); +6 ranged touch (Staff-sling**)/Grapple: +4; Str 11, Dex 15, Con 10, Int 15, Wis 17, Cha 14; AL CE ;
Saves: Fort +5, Ref +4, Will +8 (+10 vs. spells, +12 vs. enchantment magic);
SA/SQ: SR 17, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, Light weakness, Rebuke Undead
Feats: Combat Casting, Improved initiative, Exotic Weapon (Staff-sling)
Skills: Concentration +9, Diplomacy +8, Heal +7, Hide +9, Intimidate +2, Knowledge (Religion) +11, Listen +5, Move Silently +9, Spellcraft +10, Spot +5
Possessions: +1 Heavy Mace, +3 Elven Chain mail, +3 masterwork buckler, Staff-sling**, 3 glass globes***
Spell-like abilities: (as 6th level sorcerer, DC: 12 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect Magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion

Spells Prepared: (5/4+1/4+1/3+1; save DC = 13 + spell level):
0 – Detect poison, Guidance, Mending, Read Magic, Resistance
1st – Bane, Cause Fear, Cure Light Wounds (x2), *Inflict Light Wounds
2nd – Hold Person (x2), *Desecrate, Resist Energy (she chooses fire if uncertain), Silence
3rd – Animate Dead, Invisibility Purge, *Magic Circle against Good, Remove Disease

*Domain Spell.
*Sling-staff: Cost: 10gp, Dmg: ---, Crit: ---, Range: 30’ (30’ min., Max. 90’, no hit penalties out to 60’), Wt: 4 lbs., Type: B
*** Glass Globes, Ranged touch attack: Luminous irritant; 10’ diameter burst. Those in the burst are automatically illuminated, such that they suffer a loss of 1d4 armor class until the luminous material is washed off, or 20-50 minutes have elapsed. In addition, everyone within the cloud’s burst area must make a Reflex save, DC 18, or be both blinded (-2 AC, -4 search, Str and Dex checks, no Dex to ac, foes gain total concealment) and dazed (no actions, but no ac pen) for 1d4+6 turns, due to scratching furiously. If the ranged touch attack misses, use the grenade missiles rules.





















Drow Female Contingent Evil High Priestess Vlondril: 9th level Cleric of Lolth (Domains chosen: Destruction/Trickery)
CR 10; HD 9d8+9; hp 53; Init +7; Spd 30ft/Fly 30 ft. (Good); Face/Reach: 5’/5’ ; AC 26, T: 20, FF: 23; Full Atk 2 at +10/+5 melee +4 Heavy Mace (1d8+4)/Grapple: +6; Str 11, Dex 17, Con 12, Int 15, Wis 18, Cha 14; AL CE;
Saves: Fort +9, Ref +6, Will +10 (+12 vs. spells, +14 vs. enchantment magic)
SA/SQ: SR 20, Darkvision 120’, immune to Sleep, save bonuses. Elf abilities, light weakness, Rebuke Undead
Feats: Combat Casting, Improved initiative, Great Fortitude, Spell Penetration
Skills: Concentration +12, Diplomacy +8, Heal +7, Hide +10, Intimidate +2, Knowledge (Religion) +14, Listen +5, Move Silently +10, Spellcraft +14, Spot +5
Possessions: +4 Heavy Mace, +4 Elven Chain mail, +3 masterwork buckler, Lurker Cloak**
Spell-like abilities: (as 9th level sorcerer, DC: 12 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect Magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion

Spells Prepared: (6/5+1/5+1/4+1/4+1/1+1; save DC = 14 + spell level):
0 – Detect poison, Guidance (x2), Mending, Read Magic, Resistance
1st – Bless, Cause Fear (x2), Cure Light Wounds (x2), *Disguise Self, Protection from Good
2nd – Augury (x2), Hold Person (x2), *Invisibility, Silence
3rd – Deeper Darkness, *Nondetection, Prayer, Remove Disease, Speak with Dead
4th – *Confusion, Cure Critical Wounds, Freedom of Movement, Poison, Tongues
5th – Cure Light Wounds, Mass, *Inflict Light Wounds, Mass
*Domain Spell.
**Lurker Cloak: This cloak allows the user to assume the form of a small Lurker Above (detailed in the City of the Spider Queen web enhancement). The wearer’s wing span becomes 2’ longer than his height, and he may levitate up or down 20’ per round, fly at 30’/round with Good maneuverability and takes half damage from bludgeoning weapons while in this form. When attached to a ceiling in rocky areas with little vegetation, the user gains a +12 bonus to Hide checks. The user’s armor class remains unchanged. The wearer is effectively too small to make a real Lurker Above’s special Smother or Constrict attacks. Changing to Lurker form is a standard action.

ENCOUNTER ARTEA M12 (EL 10)
(2 Mind Flayers, 12 Wererats, 1 male drow expert (merchant), two poison needle traps)

Poison needled traps, 1 per coffer (CR 6): Attack +8 ranged (1 hp + Wyvern Poison DC 17 2d6 Con Primary, 2d6 Con secondary); Search DC 22, Disable DC 20

Two Mind Flayers
CR 8 ea.; HD 8d8+8; hp 43 & 38; Init +6; Spd 30ft.; Face/Reach: 5’/5’ ; AC 15, T: 12, FF: 13; Full Atk 4 Tentacles +8 (1d4+1)/Grapple: +7; Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17; AL LE;
Saves: Fort +3, Ref +4, Will +9;
SA/SQ: Mind Blast (60’ cone, DC 17 Will or stunned 3d4 rds.), Psionics, Improved Grab, Extract, SR 25, telepathy 100’
Feats: Combat casting, Improved Initiative, Weapon Finesse
Skills: Bluff +11, Concentration +11, Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +9, Knowledge (Local) +12, Listen +11, Move Silently +10, Sense Motive +7, Spot +11
Possessions: See text.
Mind Blast: 60’ cone, DC 17 Will or stunned 3d4 rds.
Psionics: (at will): Charm Monster (DC 17), Detect Thoughts (DC 15), Levitate, Plane Shift, Suggestion (DC 16)
Improved Grab: On a successful tentacle attack, the Mind Flayer may start a free grapple. If it wins one tentacle is attached. Any round a Mind Flayer starts with one tentacle attached, it may try a single grapple check to get all its tentacles attached. An opponent may try a grapple or escape artist check to break free, but the Mind Flayer gets +2 circumstance bonus for each attached tentacle at the beginning of the victim’s round. Only, Small, Medium or Large foes may be attacked with the tentacles, though Huge or larger foes can be attacked this way if the Mind Flayer can somehow reach their head.
Extract: Any round a Mind Flayer has all 4 tentacles attached, he may attempt to make a successful grapple and automatically extract the victim’s brain.

Twelve Wererats (1st level warriors, presented in Hybrid Form)
CR 2 ea.; HD 2d8+3; hp 12; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 16, T: 13, FF: 13; Full Atk +6 melee +1 Shortswords (1d6+2) and -1 melee Bite (1d6+disease)/Grapple: +2; Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8; AL LE;
Saves: Fort +6, Ref +5, Will +4;
SA/SQ: Alternate form, *Curse of Lycanthropy, Damage reduction 10/silver, **Disease, Low-light vision, Rat empathy, Scent
Feats: Alertness, Dodge, Iron Will, Weapon Finesse
Skills: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
Possessions: +1 Shortsword and See text.
* Bite inflicts Lycanthropy on failed Fort DC 12 save;
** Disease: Filth Fever; Fort DC 12, Incubation 1d3 days, damage 1d3 Dex, 1d3 Con.








Male Drow Level 1 Expert (Merchant)
CR 1; HD 1d6; hp 3; Init +3; Spd 30ft.; Face/Reach: 5’/5’; AC 13, T: 13, FF: 10; Full Atk Fist -1 melee/Grapple: -1;
Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE;
Saves: Fort +0, Ref +3, Will +2;
SA/SQ: SR 12, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Diligent (+2 Appraise/Decipher Script Checks)
Skills: Appraise +8, Bluff +5, Decipher Script +8, Diplomacy +5, Forgery +6, Gather Information +5, Hide +7, Knowledge (Underdark Geography) +6, Move Silently +7, Sense Motive +4
Possessions: See text.

KEY-TO THE CAVERNS AND WARRENS OF THE TROGLODYTES

DM’S NOTE: Although many of these encounters are fairly low level, DM’s should bear in mind that many of these caverns are fairly close to others, and what might appear to be a fairly easy encounter can turn into a series of ever-enlarging battles, should the characters fail to take the appropriate caution.

1) Entrance to Grand Cavern
B) (EL 4) Three bugbear sentries
CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Heavy masterwork morningstar +6 Melee (1d8+4) or +5 Ranged (Masterwork throwing spear 1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
Saves: Fort +2, Ref +4, Will +1;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar)
Skills: Climb +0, Hide +2, Listen +4, Move Silently +4, Spot +4
Possessions: Ring mail jacket (acts as studded leather), heavy wood shield, masterwork heavy morningstar, two heavy throwing spears. In the original text, these ‘Heavy’ morningstars were listed as giving a damage bonus of +2.


D) (EL 3) One 2nd level male drow fighter
CR 3; HD 2d10; hp 15; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 18; Full Atk 1 at +4 melee +1 Shortsword (1d6) or 2 at +2/+2 +1 Shortsword (1d6) & +1 Dagger (offhand 1d4); + hand crossbow 5 ranged (1d3+poison)/Grapple: +2;
Str 8, Dex 15, Con 10, Int 14, Wis 10, Cha 12; AL CE;
Saves: Fort +3, Ref +2, Will +0 (+2 vs. spells, +4 vs. enchantment magic);
SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
Skills: Climb +2, Handle Animal +3, Hide +9, Intimidate +7, Jump +3, Listen +3, Move Silently +9, Ride +1, Spot +3
Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, +1 masterwork buckler, Hand Crossbow, 10 poison bolts
Spell-like abilities: (as 2nd level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire

2) South Gallery (EL 2) 14 Piercers
CR 1/6; HD 1d8; hp 4; Init -3; Spd 5 ft./Climb 5 ft.; Face/Reach: 2.5’x2.5’/0’; AC 16, T: 7, FF: 19; Full Atk Slam +2 Melee (1d6)/Grapple: +2; Str 10, Dex 4, Con 11, Int --, Wis 10, Cha 9; AL N;
Saves: Fort +2, Ref -3, Will +0;
SA/SQ: Acid (underbelly causes 1d6 acid if it touches flesh), Darkvision 60’, Improved Critical (19-20), Vermin (Immune to mind-influencing spells or affects)
Feats: N/A
Skills: Hide +4 (+19 with natural stone background), Listen +13, Spot +3

3) Glittering Cave (EL 7) One Trapper
CR 7; HD 12d8+48; hp 102; Init +5; Spd 10 ft.; Face/Reach: 15’x15’/10’; AC 16, T: 9, FF: 15; Full Atk Slam +17 Melee (2d4+15)/Grapple: +27; Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14; AL N;
Saves: Fort +8, Ref +5, Will +10;
SA/SQ: Darkvision 60’, Immune to blunt attacks, Fire and cold; Smother (Slam allows free grapple check against target (No attack of opportunity). Success means the foe is wrapped up. Wrapped foes must hold their breath the following round or start to take suffocation damage. Each round, the wrapped victim takes slam damage automatically. An successful opposed grapple or escape artist check will break the hold. Wrapped creatures many only fight with tiny weapons, and only if the tiny weapon was in hand when the grapple occurred. Wrapped foes take full damage from any attacks aimed at the trapper.
Feats: Alertness, Blind Fighting, Improved Initiative
Skills: Hide +20 (+24 against stone background), Listen +12, Move Silently +12, Spot +12
Possessions: See text.








4) Side Cavern (EL 11) 15 Gargoyles
CR 4 ea.; HD 4d8+19; hp 37; Init +2; Spd 40 ft./Fly 60 ft. (average); Face/Reach: 5’/5’; AC 16, T: 12, FF: 14; Full Atk two claws +6 Melee (1d4+2) & one bite +4 melee (1d6+1) & one gore +4 melee (1d6+1)/Grapple: +6;
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7; AL CE;
Saves: Fort +5, Ref +6, Will +4;
SA/SQ: Damage Reduction 10/magic, Darkvision 60’, Freeze (Spot DC 20 to notice its alive)
Feats: Multiattack, Toughness
Skills: Hide +7 (+15 against stone background), Listen +4, Spot +4
Possessions: See text.

5) Spur Cavern (EL 12) One Purple Worm (“very large”)
CR 12; HD 16d10+112; hp 265; Init -2; Spd 20 ft./Burrow 20 ft./Swim 20 ft.; Face/Reach: 20’/15’; AC 19, T: 4, FF: 19;
Full Atk Bite +25 Melee (2d8+12) & Sting +20 melee(2d6+6+poison)/Grapple: +40;
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8; AL N;
Saves: Fort +17, Ref +8, Will +4;
SA/SQ: Improved Grab, Poison*, Swallow Whole**, Tremorsense 60’
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Skills: Listen +18, Swim +20
Possessions: See text.
* DC 25 Fort, Initial 1d6 Str, Secondary 2d6 Str
** Grapple check after grab. If successful, swallowed opponents suffer 2d8+12 crushing damage, and 8 pts. Of acid damage each round. Light slashing/piercing weapon that deals 25 hp to AC 17 gizzard cuts a way free. Gizzard can hold 8 medium sized creatures.

6) Cave (EL 13)
Four male 2nd level fighters, one male 4th level fighter, eight female 3rd level fighters, one female 8th level fighter, one Nightmare

Drow Males: four 2nd level male drow fighters,
CR 3 ea.; HD 2d10; hp 15; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 19, T: 14, FF: 16; Full Atk 1 at +4 melee or 2 at +3/+3 +1 Shortsword (1d6) or +1 Shortsword (1d6) & +1 Dagger (offhand 1d4); +5 ranged (hand crossbow) (1d3)/Grapple: +1;
Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
Saves: Fort +3, Ref +3, Will +0 (+2 vs. spells, +4 vs. enchantment magic);
SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
Skills: Climb +1, Handle Animal +3, Hide +10, Intimidate +7, Jump +3, Listen +3, Move Silently +10, Ride +1, Spot +3
Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, 10 bolts
Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, , Suggestion

Drow Male Commander: 4th level fighter
CR 5 ea.; HD 4d10; hp 26; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 22, T: 16, FF: 18; Full Atk 1 at +10 melee or 2 at +8/+6 +2 Shortsword (1d6+1) or +2 Shortsword (1d6+1) & +1 Dagger (offhand 1d4); +7 ranged (hand crossbow) (1d3 + poison) Grapple: +3; Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
Saves: Fort +4, Ref +5, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
SA/SQ: SR 15, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
Skills: Climb +3, Handle Animal +5, Hide +11, Intimidate +8, Jump +0, Listen +2, Move Silently +11, Ride +3, Spot +2
Possessions: +2 Shortsword, +1 Dagger, +2 Elven Chain mail, masterwork buckler, Hand Crossbow, 10 poison bolts
Spell-like abilities: (as 4th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate


Drow Female Fighters: eight 3rd level female drow fighters
CR 4 ea.; HD 3d10; hp 21; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 17; Full Atk 1 at +8 melee or 2 at +6/+6 +1 Shortsword (1d6+1) or +1 Shortsword (1d6+1) & +1 Dagger (offhand 1d4+1); four have+7 ranged (hand crossbow) (1d3)and four have +3 ranged (javelins)(1d6)/Grapple: +3;
Str 10, Dex 18, Con 10, Int 15, Wis 13, Cha 14; AL CE;
Saves: Fort +3, Ref +5, Will +2 (+4 vs. spells, +6 vs. enchantment magic);
SA/SQ: SR 14, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse
Skills: Climb +2, Handle Animal +5, Hide +11, Intimidate +8, Jump +1, Listen +2, Move Silently +11, Ride +2, Spot +2
Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, 10 bolts
Spell-like abilities: (as 3rd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion






Drow Feale Commander: 6th level fighter
CR 7 ; HD 6d10; hp 37; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 18, FF: 19; Full Atk 2 at +13/+8 melee or 3 at +11/+6/+8 +2 Shortsword (1d6+4) or +2 Shortsword (x2) (1d6+4) & +2 Dagger (offhand 1d4+2); or 1 death lance charge attack at +9 (+’s for charging added)(1d8+1+1d6 negative energy +Enervation)/Grapple: +6; Str 10, Dex 19, Con 10, Int 15, Wis 13, Cha 14; AL CE ;
Saves: Fort +5, Ref +5, Will +3 (+5 vs. spells, +7 vs. enchantment magic);
SA/SQ: SR 17, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
Feats: Improved initiative, Mounted Combat, Ride-by Attack Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
Skills: Climb +3, Handle Animal +4, Hide +11, Intimidate +10, Jump +4, Listen +2, Move Silently +11, Ride +5, Spot +2
Possessions: Death Lance (*Death Spear, Lesser, see below)+2 Shortsword, +2 Dagger, +2 Elven Chain mail, +2 masterwork buckler, Nightmare Mount
Spell-like abilities: (as 6th level sorcerer, DC: 12 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion

* Lesser Death Spears (From City of the Spider-Queen) ar +1 Long spears that inflict an Enervation spell, as well as +1d6 of negative energy damage, on a successful hit. This Spear currently holds 6 charges.


Nightmare Mount
CR 5; HD 6d8+18; hp 45; Init +6; Spd 40 ft./fly 90 ft. (Good); Face/Reach: 10’/5’; AC 24, T: 11, FF: 22; Full Atk 2 hooves +9 melss (1d8 +4 +1d4 fire), 1 bite +4 melee (1d8+2)/Grapple: +14; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12; AL NE;
Saves: Fort +8, Ref +7, Will +6;
SA/SQ: Astral Projection, Darkvision 60’, Etherealness, Flaming Hooves, Smoke (15’ cone, usable once each round as free action, all within must save vs. DC 16 Fort or take -2 to attack/damage until 1d6 minutes after leaving the cone. The smoke a Nightmare gives off provides 50% concealment to foes 5’-9’’ away, and total concealment to foes at 10’ or greater
Feats: Alertness, Improved initiative, Run
Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the Planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
Possessions: See text.


7) Sunken Cave (EL 15)

Asberdies the Lich: CR 22; HD 20d12; hp 130; Init +8; Spd 30ft.; Face/Reach: 5’/5’; AC 22, T: 17, FF: 18; Full Atk Touch attack +10/+5 (1d8+5, Will DC 20 for half, + DC 20 Fort save or *permanent paralysis)/Grapple: +10; Str 10, Dex 18, Con ---, Int 22, Wis 14, Cha 10; (the base stats were taken from the DMG for Wizard (except Dex. To keep closer to the module Lich’s AC) and then modified by both level and the Lich template in the monster manual) AL NE;
Saves: Fort +6, Ref +10, Will +14;
SA/SQ: Damage Reduction 15/bludgeoning and magic, Darkvision 60’, **Fear Aura, Immune to cold, electricity, polymorph and mind-affecting effects, Paralyzing Touch, Turn Resistance +4, Undead traits
Feats: Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Focus (Evocation), Improved Counterspell, Improved Initiative, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus (Evocation)
Skills: Concentration +23, Craft (Alchemy) +27, Decipher Script +19, Diplomacy +2, Gather Information +2, Hide +12, Knowledge (Arcana) +29, Knowledge (Geography) +13, Knowledge (History) +14, Knowledge (Local) +13, Knowledge (Nobility and Royalty) +13, Knowledge (The Planes) +16, Listen +10, Move Silently +12, Search +14, Sense Motive +10, Spellcraft +31, Spot +10
Possessions: +3 Ring of Protection, See text.
* Permanently paralyzed foes appear dead (DC 20 Spot or DC 15 Heal to notice life). The affect cannot be dispelled, but Remove Paralysis or magic the can remove a curse will cancel the effect.

**Fear Aura (60’ rad.): Creatures under 5 HD must Will DC 20 save or be affected as if by Fear spell. Save = 24hr. immunity.

Spells Prepared: (4/6/6/5/5/5/5/4/4/4); save DC = 16 (18 for Evocation) + spell level):
0 – Detect Magic, Read Magic, Mage Hand, Open/Close
1st – Burning Hands, Charm Person, Magic Missile (x2), Ray of Enfeeblement, Ventriloquism
2nd – Invisibility, Mirror Image, Resist Energy, See Invisibility, Web (x2)
3rd – Dispel Magic, Fireball, Fly, Lightning Bolt, Major Image
4th – Bestow Curse, Confusion, Charm Monster, Dimension Door, Polymorph
5th – Cloud Kill, Cone of Cold, Hold Monster, Teleport, Wall of Force
6th – Flesh to Stone, Globe of Invulnerability, Repulsion, Shadow Walk, Summon Monster VI
7th – Hold Person-Mass, Limited Wish, Mordenkainen’s Sword, Reverse Gravity
8th – Bigby’s Clenched Fist, Charm Monster-Mass, Otto’s Irresistible Dance, Monster Summoning VII
9th – Meteor Swarm, Power Word: Kill, Prismatic Sphere, Time Stop






8) Side Cavern (EL 12) 23 Gargoyles
CR 4 ea.; HD 4d8+19; hp 37; Init +2; Spd 40 ft./Fly 60 ft. (average); Face/Reach: 5’/5’; AC 16, T: 12, FF: 14; Full Atk two claws +6 Melee (1d4+2) & one bite +4 melee (1d6+1) & one gore +4 melee (1d6+1)/Grapple: +6;
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7; AL CE;
Saves: Fort +5, Ref +6, Will +4;
SA/SQ: Damage Reduction 10/magic, Darkvision 60’, Freeze (Spot DC 20 to notice its alive)
Feats: Multiattack, Toughness
Skills: Hide +7 (+15 against stone background), Listen +4, Spot +4
Possessions: See text.

9) Cavern Stable (EL 9) 6 pack lizards
CR 3; HD 8d8+40; hp 76; Init +1; Spd 30 ft./climb 30ft.; Face/Reach: 10’/ 5’; AC 15, T: 10, FF: 15; Full Atk Bite +12 melee (2d6+10)/Grapple: +16; Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2; AL N;
Saves: Fort +11, Ref +7, Will +3;
SA/SQ: --
Feats: --
Skills: Move Silently +5, Spot +4
Possessions: See text.

10-13) COMPLEX OF LOW CAVES (EL Variable)

10) (EL 10) 32 Ghouls
CR 1 ea.; HD 2d12; hp 13; Init +2; Spd 30 ft.; Face/Reach: 5’/5’; AC 14, T: 12, FF: 12; Full Atk Bite +2 melee (1d6+1+paralysis), 2 claws +0 melee (1d3+paralysis)/Grapple: +2; Str 13, Dex 15, Con ---, Int 13, Wis 14, Cha 12; AL CE;
Saves: Fort +0, Ref +2, Will +5;
SA/SQ: Darkvision 60’, Ghoul fever, paralysis, undead traits, +2 turn resistance
Feats: Multiattack
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Possessions: See text.
Ghoul Fever: DC 12 Fort, incubation: 1 day, damage 1d3 Con, 1d3 Dex
Paralysis: Fort DC 12 or paralyzed 1d4+1 rounds. Elves are immune.

11) (EL 6) 4 Ghasts
CR 3 ea.; HD 4d12+3; hp 29; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 17, T: 12, FF: 14; Full Atk Bite +5 melee (1d8+3+paralysis), 2 claws +3 melee (1d4+1+paralysis)/Grapple: +2; Str 17, Dex 17, Con ---, Int 13, Wis 14, Cha 16; AL CE;
Saves: Fort +1, Ref +4, Will +6;
SA/SQ: Darkvision 60’, Ghoul fever, paralysis, stench, undead traits, +2 turn resistance
Feats: Multiattack, Toughness
Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
Possessions: See text.
Ghoul Fever: DC 15 Fort, incubation: 1 day, damage 1d3 Con, 1d3 Dex
Paralysis: Fort DC 15 or paralyzed 1d4+1 rounds. Elves are NOT immune.
Stench: Creatures within 10’ DC 15 Fort or sickened 1d6+4 minutes. Successful save = 24 hr. immunity from same Ghast’s stench. Delay or neutralize poison removes the effect (and this won’t affect creatures immune to poison at all)

12) (EL 5) 2 Ghasts
Same stats as 11)

13) (EL 6) 4 Ghasts
Same stats as 11)


14) Giant Slug (EL 6) One Giant Slug
CR 6; HD 12d8+12; hp 87; Init +0; Spd 20 ft./Burrow 10 ft.; Face/Reach: 20’/ 10’; AC 16, T: 8, FF: 16; Full Atk Bite +11 melee (2d6+6)/Grapple: +19; Str 19, Dex 10, Con 12, Int -, Wis 10, Cha 2; AL N;
Saves: Fort +9, Ref +4, Will +4;
SA/SQ: Blindsight 60’, Immune to Blunt, Spit acid, Vermin traits (not affected by mind-affecting spells/powers). Giant slugs are susceptible to salt, taking 1d8 damage per pound of salt it contacts.
Feats: ---
Skills: Listen +10
Possessions: See text.
Acid: 5’x5’x40’ stream, 4d6 damage, Reflex DC17 for ½ damage. Immune to own acid or other slug’s acid.








15) 100’ High Shelf (EL 7) Two Hieracosphinx
CR 5 ea.; HD 9d10+18; hp 67 ea.; Init +2; Spd 30 ft./Fly 90ft. (poor); Face/Reach: 10’/5’; AC 19, T: 11, FF: 17; Full Atk Bite +13 melee (1d10+5), 2 claws +8 melee(1d6+2), may rake with each back claw (1d6+2) at +13 melee when pouncing
Grapple: +18; Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10; AL CE;
Saves: Fort +8, Ref +8, Will +5;
SA/SQ: Darkvision 60’, Low-light vision, Pounce, Rake
Feats: Alertness, Cleave, Flyby Attack, Power Attack (to +9)
Skills: Listen +10, Spot +14
Possessions: See text.

16-18) Troll Caves (EL Variable)

16) (EL 13) 10 trolls
CR 5 ea.; HD 6d8+36; hp 63 ea.; Init +2; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +9 melee(1d6+6), bite +4 melee (1d6+3), automatically rends for 2d6+9 if both claws hit/Grapple: +14; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6; AL CE;
Saves: Fort +11, Ref +4, Will +3;
SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
Feats: Alertness, Iron Will, Track
Skills: Listen +5, Spot +6
Possessions: See text.
*Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

17) (EL 14) 16 trolls
Same stats as the trolls in Area 16.

18) (EL 15) 18 trolls
Same stats as the trolls in Area 16.

19-23) Cave Warren (EL variable)
The bugbears in these areas have been equipped with the equivalent of chain shirts and masterwork morningstars.

19) (EL 5) 8 bugbears
CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork morningstar +6 Melee (1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
Saves: Fort +2, Ref +4, Will +1;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar)
Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork morningstar.

20) (EL 5) 8 bugbears
Same stats as Area 19.

21) (EL 5) 8 bugbears
Same stats as Area 19.

22) (EL 6) 12 bugbears
Same stats as Area 19.

23) (EL 6) 14 bugbears
Same stats as Area 19.

19) Huge Cave (EL Variable) 10 bugbear warriors, 45 female bugbears, 62 young bugbears
10 bugbears, Same stats as Area 19.
45 female bugbears (based loosely on hobgoblins) CR 1/2; HD 1+1; hp 5; Init +; Spd ft.; Face/Reach: / ; AC 14, T: 11, FF: 13; Full Atk Bite +1 melee (1d4+1)/Grapple: +2; Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
Saves: Fort +1, Ref +2, Will +0;
SA/SQ: Darkvision 60’
Feats: Alertness
Skills: Climb +1, Hide +1, Listen +2, Move Silently +5, Spot +2
Possessions: No armor or weapons & See text.

62 young (based loosely on goblin stats)
CR 1/4; HD 1; hp 4; Init +1; Spd 30 ft.; Face/Reach: 5’/ 5’; AC 14, T: 11, FF: 13; Full Atk Bite +0 melee (1d3)/Grapple: 0+; Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 9; AL CE;
Saves: Fort +0, Ref +2, Will +-1;
SA/SQ: Darkvision
Feats: Alertness
Skills: Climb +0, Hide +1, Listen +1, Move Silently +5, Spot +1
Possessions: None & See Text.
#8

sterlingheart_paganpummel

Oct 26, 2004 0:43:47
25) Chief’s Den (EL 6) Grubblik the chief, his son, 2 large females (fight as males), one spider.

Grubblik the chief (4th level warrior)
CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk Masterwork morningstar +12/+7 Melee (1d8+4)/Grapple: +10; Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE;
Saves: Fort +7, Ref +5, Will +5;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Iron Will
Skills: Climb +1, Hide +1, Intimidate +8, Jump +4, Listen +4, Move Silently +3, Spot +4, Swim +3
Possessions: Chain Shirt, Heavy steel shield, masterwork morningstar.

Bruzblid the chief’s son (3rd level warrior)
CR 4; HD 6d8+12; hp 42; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Masterwork morningstar +10 (1d8+3)/Grapple: +10; Str 17, Dex 12, Con 14, Int 10, Wis 11, Cha 12; AL CE;
Saves: Fort +6, Ref +5, Will +2;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Power Attack (to +5)
Skills: Climb +1, Hide +2, Intimidate +7, Jump +3, Listen +4, Move Silently +4, Spot +4, Swim +2
Possessions: Chain Shirt, Light steel shield, masterwork morningstar.

2 large females
CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork morningstar +6 Melee (1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
Saves: Fort +2, Ref +4, Will +1;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar)
Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork morningstar.

Hidden tiny spider (Hidden in lid, roll Hide Check vs. searchers Spot check)
CR 1/4; HD 1/2d8; hp 2; Init +3; Spd 20 ft./Climb 10 ft.; Face/Reach: 6”/0’; AC 15, T: 15, FF: 12; Full Atk Bite +5 melee (1d4-3+poison/Grapple: -12; Str 3, Dex 17, Con 10, Int --, Wis 10, Cha 2; AL N;
Saves: Fort +2, Ref +3, Will +0;
SA/SQ: Darkvision 60’, *Poison, Tremorsense 60’, Vermin traits (immune to mind-affecting effects)
Feats: Weapon Finesse
Skills: Climb +11, Hide +15, Jump -4, Spot +4
Possessions: See text.
*The poison on this little vermin is exceedingly deadly for its size, requiring a DC 18 Fort save or the victim suffers 1d6 Con for both primary and secondary (1 min later) damage.

26) (EL 6) 12 bugbears
Same stats as Area 19.

27) (EL Sub-Chief’s Cave
Ruddik the Sub-chief (4th level warrior)
CR 5; HD 7d8+7; hp 42; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk Masterwork morningstar +11/+6 Melee (1d8+4)/Grapple: +9; Str 17, Dex 12, Con 13, Int 10, Wis 12, Cha 12; AL CE;
Saves: Fort +6, Ref +5, Will +5;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Iron Will
Skills: Climb +0, Hide +1, Intimidate +8, Jump +3, Listen +4, Move Silently +3, Spot +4, Swim +2
Possessions: Chain Shirt, Heavy steel shield, masterwork morningstar.

The Sub-chief’s two personal guards (2nd level bugbear warriors)
CR 3 ea.; HD 5d8+5; hp 31 ea.; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Masterwork morningstar +6 Melee (1d8+2)/Grapple: +4; Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
Saves: Fort +2, Ref +4, Will +1;
SA/SQ: Darkvision 60’, Scent
Feats: Alertness, Weapon Focus (Morningstar), Power Attack (to +4)
Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
Possessions: Scale mail jacket (acts as studded leather), heavy steel shield, masterwork morningstar.

28-30) (EL variable) Troglodyte Caves

T= Unit Den (EL 1) 1 male, 1 female and 2 hatchlings:

Trog Male CR 1; HD 2d8+4; hp 13; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Club +2 melee and claw -1 melee (1d4) and bite -1 melee (1d4); or: 2 claws +1 melee (1d4) and bite -1 melee (1d4);/Grapple: +1;
Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10; AL CE;
Saves: Fort +5, Ref -1, Will +0;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Multiattack, Weapon Focus (Stone Club)
Skills: Hide +5 (+13 in rocky/underground settings), Listen +3
Possessions: Stone club

Trog Female CR 1/2; HD 1d8+2; hp 6; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk 2 claws +1 melee (1d4) and bite -1 melee (1d4)/Grapple: +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10; AL CE;
Saves: Fort +4, Ref -1, Will +0;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Multiattack
Skills: Hide +5 (+13 in rocky/underground settings), Listen +3
Possessions: None

Trog Hatchling CR 1/4; HD 1d8; hp 4; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk 2 claws +1 melee (1d4-1) and bite -2 melee (1d4-1)/Grapple: -1; Str 9, Dex 9, Con 11, Int 8, Wis 9, Cha 10; AL CE;
Saves: Fort +2, Ref -1, Will -1;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Multiattack
Skills: Hide +5 (+13 in rocky/underground settings), Listen +2
Possessions: None

All Trogs have Stench: All living non-trogs within 30’ must save vs. Fort DC 13 or be sickened (-2 to all attacks, damage, saves, skill and ability checks) for ten rounds. A save = 24 hr. immunity to that trog’s stench. Delay Poison or Neutralize Poison will remove the effect immediately. Creatures immune to poison are unaffected and those with poison resistance get whatever bonus is applicable to their poison saves.

28) Long Cave (EL 7) 36 Male Trogs
Young Trog Male CR 1; HD 2d8+4; hp 13; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Battleaxe +1 melee (1d8) and claw -1 melee (1d4) and bite -1 melee (1d4); or: 2 claws +1 melee (1d4) and bite -1 melee (1d4); Javelin +2 ranged (1d6)/Grapple: +1; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10; AL CE;
Saves: Fort +5, Ref -1, Will +0;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Multiattack, Weapon Focus (Javelin)
Skills: Hide +5 (+13 in rocky/underground settings), Listen +3
Possessions: Steel battleaxe, 1 masterwork javelin

29) Gen Leaders (EL 5) (four 1st level Trog warriors, two 2nd level Trog warriors)
Four Trog Male 1st level warriors CR 2 ea.; HD 3d8+9; hp 26; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Great Axe +4 melee (1d12+3) and bite +2 melee (1d4+1); or: 2 claws +4 melee (1d4+2) and bite +0 melee (1d4+1); Javelin +4 ranged (1d6+2)/Grapple: +4; Str 14, Dex 9, Con 16, Int 8, Wis 10, Cha 10; AL CE;
Saves: Fort +7, Ref -1, Will +0;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Improved initiative, Multiattack, Weapon Focus (Great Axe)
Skills: Hide +5 (+13 in rocky/underground settings), Intimidate +5, Listen +3
Possessions: Steel bardiche (treat as Great Axe)

Two ‘Elder’ Trog Male 2nd level warriors CR 3 ea.; HD 4d8+12; hp 33; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Great Axe +6 melee (1d12+4) and bite +3 melee (1d4+1); or: 2 claws +6 melee (1d4+3) and bite +4 melee (1d4+1); Javelin +6 ranged (1d6+3)/Grapple: +6; Str 16, Dex 9, Con 16, Int 8, Wis 10, Cha 10; AL CE;
Saves: Fort +8, Ref -1, Will +0;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Improved initiative, Multiattack, Weapon Focus (Great Axe)
Skills: Hide +5 (+13 in rocky/underground settings), Intimidate +6, Listen +3
Possessions: Steel bardiche (Great Axe)

30) Communal Cave (EL 1) 8 female Trogs
Stats are the same as females in ‘T’ above.




31) Eastern Cavern (EL variable) Shrieker and Violet Fungus
1d4 Shriekers CR 1 ea.; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; Face/Reach: 5’/0’; AC 8, T: 5, FF: 8; Full Atk N/A/Grapple: -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1; AL N;
Saves: Fort +4, Ref --, Will -4;
SA/SQ: Low-light vision, Plant Traits, Shriek
Feats: N/A
Skills: N/A
Possessions: See text.
Shriek: Movement or light source within 10’ causes the shirker to emit a piercing sound for 1d3 rds.

1d4 Violet Fungus CR 3 ea.; HD 2d8+6; hp 15; Init -1; Spd 10 ft.; Face/Reach: 5’/10’; AC 13, T: 9, FF: 13; Full Atk 4 tentacles +3 melee (1d6+2 + poison)/Grapple: +3; Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9; AL N;
Saves: Fort +6, Ref -1, Will +0;
SA/SQ: Low-light vision, Plant Traits, Poison
Feats: N/A
Skills: N/A
Possessions: See text.
Poison: Injury/Fort DC 14 or suffer 1d4 Con and 1d4 Str initial, 1d4 Con and 1d4 Str secondary

32-35) Trolls Dens (EL variable) (Scent Check DC 10 to smell troll-stench over the reek of Fungus for areas 33-35)

32) Chief’s Den (EL 11) Chief and five consorts
The Chief, 2nd Level Troll Fighter CR 7; HD 6d8+48 + 2d10+16; hp 106; Init +6; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +13 melee(1d6+8), bite +8 melee (1d6+4), automatically rends for 2d6+12 if both claws hit
Grapple: +18; Str 26, Dex 14, Con 26, Int 6, Wis 10, Cha 12; AL CE;
Saves: Fort +14, Ref +4, Will +4;
SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
Feats: Alertness, Cleave, Improved Initiative, Iron Will, Power Attack (to +6), Track
Skills: Intimidate +6, Jump +8, Listen +6, Spot +6
Possessions: See text.
*Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

Five 1st level Female Troll Fighters CR 6 ea.; HD 6d8+36 + 1d10+6; hp 79 ea.; Init +6; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +11 melee(1d6+7), bite +6 melee (1d6+3), automatically rends for 2d6+10 if both claws hit
Grapple: +16; Str 24, Dex 14, Con 23, Int 6, Wis 9, Cha 10; AL CE;
Saves: Fort +13, Ref +4, Will +3;
SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
Feats: Alertness, Improved Initiative, Iron Will, Power Attack (to +5), Track
Skills: Intimidate +5, Listen +5, Spot +6
Possessions: See text.
*Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

33) (EL 12) Eight Trolls
CR 5 ea.; HD 6d8+36; hp 63 ea.; Init +2; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +9 melee(1d6+6), bite +4 melee (1d6+3), automatically rends for 2d6+9 if both claws hit./Grapple: +14; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6; AL CE;
Saves: Fort +11, Ref +4, Will +3;
SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
Feats: Alertness, Iron Will, Track
Skills: Listen +5, Spot +6
Possessions: See text.
*Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

34) (EL 13) Ten Trolls
Same stats as the trolls in Area 33.

35) (EL 13) Ten Trolls
Same stats as the trolls in Area 33.










36-38) Additional Troglodyte Warren (EL variable)

T= Unit Den (EL 1) 1 male, 1 female and 2 hatchlings, see Area 28-30 for stats.

36) Guard’s Quarters (EL 6)
Four large Trog Male 1st level warriors CR 2 ea.; HD 3d8+9; hp 26; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Battleaxe +4 melee (1d8+2) and bite +2 melee (1d4+1); or: 2 claws +4 melee (1d4+2) and bite +0 melee (1d4+1); Javelin +5 ranged (1d6+2)/Grapple: +4; Str 14, Dex 9, Con 16, Int 8, Wis 10, Cha 10; AL CE;
Saves: Fort +7, Ref -1, Will +0;
SA/SQ: Camouflage, Darkvision 90’, Stench,
Feats: Improved Initiative, Multiattack, Weapon Focus (Battleaxe)
Skills: Hide +5 (+13 in rocky/underground settings), Intimidate +5, Listen +3
Possessions: Metal Battleaxe, one masterwork javelin

37) Guard’s Quarters #2 (EL 6)
4 large trogs (same stats as Area 36)

38) Trog Chieftain’s Lair (EL 4)
The Chief, Trog Male 4th level warrior CR 5; HD 6d8+18; hp 48; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk +2 Bastard Sword +10 melee (1d10+5) and bite +6 melee (1d4+3); or: 2 claws +8 melee (1d4+3) and bite +6 melee (1d4+3); Masterwork javelin +9 ranged (1d6+2) or Javelin of Lighting (5d6, Reflex DC 14 for half)/Grapple: +8; Str 17, Dex 9, Con 16, Int 8, Wis 12, Cha 12; AL CE;
Saves: Fort +10, Ref +0, Will +2;
SA/SQ: Camouflage, Darkvision 90’, Stench, magic javelins
Feats: Exotic Weapon (Bastard Sword), Improved initiative, Multiattack, Exotic Weapon (Reach Flail), *Spirited Charge
Skills: Climb +4, Hide +5 (+13 in rocky/underground settings), Intimidate +7, Listen +3
Possessions: +2 Bastard Sword, four masterwork javelins, two Javelins of Lightening (roll 1d6, on 1-2, his first cast is a Javelin of Lightning, as he does not know the difference yet), access to two-handed flail, see below; also: See text.

*When mounted on his wyvern and wielding the two handed flail from Area #39, the trog chief’s close empathy with his mount grant him a bonus feat equivalent to Spirited Charge, such that his flail will inflict double damage when his mount performs a Flyby attack. With such a charge, the Trog Chief gets one attack, at +11, and inflicts 2d10+6 damage.
The chief does not gain any of the other feats that normally are required for Spirited Charge. Thus he may not block damage to his mount, as with Mounted Combat, and he must ready his action to strike when the wyvern does its Flyby attack (i.e. the wyvern is in charge in mid-air, as the chief does not have the ride-by attack feat).

39) Side Gallery (EL 7) Two Wyverns
CR 6 ea.; HD 7d12+14; hp 59; Init +1; Spd 20 ft./ fly 60 ft.; Face/Reach: 10’/5’; AC 18, T: 10, FF: 17; Full Atk Sting +10 (1d6+4 + poison) and Bite +8 melee (2d8+4) and 2 Wings +8 melee (1d8+2) and 2 Talons +8 melee (2d6+4)/Grapple: +15;
Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9; AL N;
Saves: Fort +7, Ref +6, Will +6;
SA/SQ: Darkvision 60’, Improved Grab, Immunity to sleep and paralysis, Low-light vision, Poison, Scent
Feats: Ability Focus (poison), Alertness, Flyby attack, Multiattack
Skills: Hide +7, Listen +13, Move Silently +11, Spot +16
Possessions: *Masterwork Heavy ‘huge’ (Reach) Flail & see text.
Poison: DC 17 Fort, Initial & Secondary 2d6 Con each.

*This masterwork Huge Reach Heavy Flail is a unique weapon belonging to the Trog Chief. It weighs 13 lbs. and has a reach of 10’ and inflicts 1d10 points of damage.



Journey to the Shrine:
Encounter Area W-27

Thoopshib 13th level Kuo-Toan Monk (“Monitor”)
CR 15; HD ; hp ; Init +; Spd 60 ft.; Face/Reach: /; AC 18, T: 12, FF: 12; Full Atk +/Gpl: +; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL LE;
Saves: Fort +11, Ref +11, Will +13 (15 vs. Enchantment);
SA/SQ: Blindsight within 10’, Fish Empathy, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
Monk Abilities: Evasion, Fast Movement, Still Mind (+2 vs mind & enchantment), Ki Strike (Magic/Lawful), Slow Fall (60’), Purity of Body (immune to normal diseases), Wholeness of body (heal up to 26 hp/day), Improved Evasion, Diamond Body (immune to poisons), Abundant Step (Dimension Door 6th level, Diamond Soul (SR 23)
Feats: Stunning Fist, Combat Reflexes, Improved Trip
Skills:
Possessions:
Spells Prepared: (//////; save DC = + spell level):
0 –
1st –
2nd –

*Domain Spell.

Giant Gar (Dire Gar)