Hey everyone. I've been running the older PS modules for a group using 3.5 rules for a few months now and they've been going pretty well, so I thought I'd share my conversion notes with the community. Given, I knocked these together into a finished product in about 4 hours, so there are probably quite a few errors or omissions (Please feel free to point any you see out and I'll fix them, especially if you've played, DMed, or own the module). I think I may have accidentally submitted this to the site as an article, too, but I wanted to get feedback first from those that know better
I'll start out with Harbinger House, because it's always been a favorite of mine, and if you guys like it, I'll put up as many as I can adapt.
(Oh, standard warning, there's probably a lot of spoilers ahead, so if you think you're gonna be a PC in this, don't look. Also, without the actual adventure booklet in your hands, this is pretty worthless. You have been warned.)
Harbinger House
General: All NPC groups that have their race listed as VAR in the adventure are statted as Humans here. Feel free to modify an individual’s stats on the fly by, for instance, making them a dwarf by removing one feat and one skill and giving them Dwarf traits and Ability Score modifiers (Use any race you feel is appropriate to mix things up. The planes are a cosmopolitan place).
Chapter 1
p. 10
Nari the Succubus
Use the stats for a succubus from the Monster Manual, but add a Ring of Protection +3 and a Necklace of Fireballs Type VI.
Sougad Lawshredder
Male Human Prime, Ftr 11
Medium Humanoid
HD: 11d10+22 (77 hp)
Init.: +3
Speed: 30ft (20ft in Armor)
AC: 21 (+2 Dex, +9 Armor) Touch 12, FF 19
Base Attack/Grapple: +11/+14
Attack: +2 Lawbane Greatsword +16 (2d6+9, 18-20/x2)
Full Attack: +2 Lawbane Greatsword +16/+11/+6 (2d6+9, 18-20/x2)
Space/Reach: 5ft./5ft.
SA: Spell-Like Abilities
SQ: SR 16
Saves: Fort +9 Ref +6 Will +4
Abilities: Str 17 Dex 17 Con 15 Int 17 Wis 8 Cha 12
Skills: Climb +18, Escape Artist +9, Intimidate +15, Jump +20, Knowledge (Local) +8, Knowledge (The Planes [Specialty: Outlands]) +7, Tumble +12
Feats: Cleave, Diehard, Endurance, Great Cleave, Greater Weapon Focus (Greatsword), Improved Critical (Greatsword), Iron Will, Power Attack, Run, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Equipment: +4 Chainmail, +2 Lawbane Greatsword (Outlands)*
AL: CE
Spell Like Abilities: At Will – Detect Law, Shocking Grasp (DC 14). 3/day – Cause Fear (DC 14). 1/day – Dimension Door. Caster level 11th. The Save DCs are Intelligence-based.
*Note that Sougad’s weapon has a unique enchantment that causes it to function as a Bane weapon against any being of a Lawful alignment. For purposes of value count this as a +3 modifier to price.
p. 11
Trolan the Mad
Male Aasimar* Planar, Brd 10
Medium Humanoid
HD: 10d6 (36 hp)
Init.: +4
Speed: 30ft
AC: 18 (+4 Dex, +4 Deflection) Touch 18, FF 14
Base Attack/Grapple: +7/+8
Attack: +1 Shortsword +12 (1d6+2, 19-20/x2)
Full Attack: +1 Shortsword +12/+7 (1d6+2, 19-20/x2)
Space/Reach: 5ft./5ft.
SA: Spell-Like Abilities, Spells, Bardic Music
SQ: SR 15, Resistances (Acid 5, Cold 5, Electricity 5), Darkvision 60ft., Bardic Knowledge, Aura of Trust
Saves: Fort +3 Ref +11 Will +8
Abilities: Str 13 Dex 18 Con 10 Int 13 Wis 13 Cha 19
Skills: Bluff +17, Concentration +13, Diplomacy +17, Knowledge (The Planes [Specialties: Elysium, Outlands, Ysgard]) +14, Perform (Sing) +20, Sleight of Hand +17, Tumble +17
Feats: Dodge, Mobility, Skill Focus (Perform (Sing)), Weapon Finesse,
Equipment: Ring of Protection +4, Short Sword +1 (Outlands)
AL: CG
Spells: Bard Spells Known (3/4/4/3/1; save DC 14 + spell lvl)
0 – Dancing Lights, Mage Hand, Mending, Open/Close, Prestidigitation, Resistance
1 – Cure Light Wounds, Expeditious Retreat, Hypnotism, Ventriloquism
2 – Calm Emotions, Enthrall, Heroism, Hypnotic Pattern
3 – Charm Monster, Dispel Magic, Glibness, Sculpt Sound
4 – Rainbow Pattern, Zone of Silence
Spell Like Abilities: At Will – Eagle’s Splendor. 6/day – Charm Person (DC 15). 3/day – Good Hope, Suggestion (DC 16). 1/day – Daylight. Caster level 10th. The Save DCs are Charisma-based.
Aura of Trust (Su): Trolan the Mad is constantly surrounded by an aura of trust and friendship. Anyone within 10 ft. of Trolan must make a successful DC 15 Will save in order to attack or target him with hostile spells. A successful save makes the subject immune to this effect for 24 hours. The aura is also broken if Trolan takes any hostile actions toward the subject. This effect otherwise resembles the spell Sanctuary.
*Note: I thought that Trolan was better represented as an Aasimar given his penchant for good and his background. He was originally a Tiefling, and if you wish to keep him as such the just remove his resistances, Daylight ability, and +2 bonus to Listen and Spot, and replace them with Resist (Cold 5, Fire 5, Electricity 5), Darkness ability, and a +2 to Bluff and Hide. Do not change his Ability Scores, SR, or other Spell-like Abilities.
Crimjak the Marquis Cambion
Male Tanar’ri, Wiz 5
Medium outsider (Chaotic, Evil)
HD: 6d8+5d4+33 (78 hp)
Init.: +3
Speed: 30ft
AC: 19 (+3 Dex, +6 Natural) Touch 13, FF 16
Base Attack/Grapple: +8/+12
Attack: +3 Longsword +15 (1d8+7, 19-20/x2)
Full Attack: +3 Longsword +15/+10 (1d8+7, 19-20/x2)
Space/Reach: 5ft./5ft.
SA: Sneak attack +2d6, spell-like abilities
SQ: Damage reduction 5/cold iron or good, darkvision 60 ft., immunities (electricity, poison), resistances (acid 5, cold 5, fire 5), telepathy 100ft.
Saves: Fort +8 Ref +9 Will +11
Abilities: Str 19 Dex 16 Con 17 Int 18 Wis 14 Cha 16
Skills: Balance +11, Bluff +13, Concentration +17, Hide +16, Intimidate +14, Knowledge (The Planes [Specialties: The Abyss, Baator, The Grey Waste]) +18, Listen +11, Move Silently +16, Search +13, Spellcraft +18, Spot +12, Tumble +12
Feats: Iron Will, Lightning Reflexes, Power Attack, Stealthy, Scribe Scroll
Equipment: Spellbook, +3 Longsword (The Abyss)
AL: CE
Spells: Wizard Spells Known (4/4/3/2; save DC 14 + spell lvl)
0 – Daze, Prestidigitation, Ray of Frost, Read Magic
1st – Shield, Shocking Grasp, Sleep, True Strike
2nd – Melf's Acid Arrow, Scorching Ray, Web
3rd – Fireball, Slow
Spell-like Abilities: At will – charm monster (DC 16), darkness, desecrate, detect magic, fear (DC 16), greater teleport (self plus 50 lb. of objects only), levitate, polymorph (self only). Caster level 8th. Saving throws are Charisma-based.
Narcovi
Female Dwarf Planar, Harmonium, Ftr 9
Medium Humanoid
HD: 9d10+18 (73 hp)
Init.: +0
Speed: 20ft
AC: 19 (+9 Armor) Touch 10, FF 19
Base Attack/Grapple: +9/+11
Attack: +3 Longsword +14 (1d8+5, 19-20/x2)
Full Attack: +3 Longsword +14/+9 (1d8+5, 19-20/x2)
Space/Reach: 5ft./5ft.
SQ: Immune to Charm spells and effects unless caster lvl is 13 or higher, Darkvision 60ft., Stonecunning, +2 to saves vs. spells and spell-like effects
Saves: Fort +8 Ref +5 Will +7
Abilities: Str 14 Dex 10 Con 14 Int 17 Wis 14 Cha 10
Skills: Gather Information +9, Intimidate +12, Knowledge (Local [Sigil]) +9, Search +9, Sense Motive +6
Feats: Combat Expertise, Hardhead, Improved Disarm, Iron Will, Lightning Reflexes, Lockdown, Power Attack, Quickdraw, Skill Focus (Gather Information)
Equipment: +3 Longsword (Outlands), +2 Half Plate (Outlands), Notebook, Manacles
AL: LG
p. 13
Sense Motive or Wisdom check DC 15 to notice passersby are nervous. DC 20 to determine they are actually in fear of the Dabus’ actions
Dabus
Medium Outsider
HD: 4d8+8 (26 hp)
Init.: +1
Speed: 30ft
AC: 13 (+1 Dex, +2 Natural) Touch 11, FF 12
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d4+1), or hand axe +5 melee (1d6+1/x3)
Full Attack: 2 Slams +5 melee (1d4+1), or hand axe +5 melee (1d6+1/x3)
Space/Reach: 5ft./5ft.
SQ: Darkvision 60ft, Hover, Rebus
Saves: Fort +6 Ref +5 Will +8
Abilities: Str 13 Dex 12 Con 15 Int 14 Wis 15 Cha 13
Skills: Concentration +9, Craft (any two) +9, Disable Device +9, Knowledge (architecture, Sigil local) +9, Listen +12, Move Silently +3, Search +9, Sense Motive +9, Spot +9
Feats: Iron Will, Skill Focus (Listen)
CR: 2
AL: Always N
Hover (Ex): Dabus move by floating off the ground, thus they are immune to all effects that affect the ground beneath them, such as the grease or soften earth and stone spells. Yet, they are also not considered flying, thus effects that affect flying creatures (e.g. gust of wind spell) won’t send them spinning out of control. Since the dabus are never encountered out of Sigil, it is not known whether this is a special property of the city or a racial ability.
Rebus (Ex): Dabus do not speak, but communicate by displaying rebus, cryptic symbolic images which appear in the air. A “listener” must make a Sense Motive check to understand the message (DC 15 for simple message, DC 20 for more complex message). Failure by 10 points or more means a false message is conveyed.
A character with the Speak Knowledge (Rebus) skill automatically understands the message.
p. 14
Male bashers’ initial attitude is friendly, or indifferent if the party includes a paladin or priest. Female cutter’s initial attitude is indifferent, or unfriendly if the party includes a paladin or priest.
p. 16
The sword that A’kin offers is a Sword of the Planes, as listed in the Magic section of the Dungeon Master’s Guide.
p. 17
The PCs can gain clues about the troubles by making Gather Information checks with a DC of 15 taking 1 hour. For every 5gp spread around, the DC is decreased by 1 and the time to make the check reduced by 10 minutes, to a minimum of DC 10 and 10 minutes with 25gp or more. Each successful check reveals one of the rumors listed.
p. 19
Two of the spells mentioned as part of the ritual no longer exist in 3.5 ed. Use the following spells and components instead whenever mentioned.
Confusion (3 nutshells) --> No change
Chaos (Bronze disk and iron rod) --> Insanity (no components mentioned in PHB, so just use the bronze disk and iron rod)
Death Spell (1000gp of powered black pearl) --> Circle of Death (500gp of powdered black pearl)
p. 20
A DC 15 Search check at the Hovel on Blood Boil finds the disc and rod.
A DC 22 Spellcraft check reveals that the disc and rod are the components for an Insanity spell. A DC 27 check reveals that they were not completely consumed as normal casting would cause.
2 successful DC 17 Search checks at the Bunkhouse on Hovel Row reveal the crushed black pearl and the used Vrock feather.
A DC 15 Appraise or Craft (Alchemy) check tells that the black powder is crushed black pearl. An original gp value cannot be determined because most of it was consumed.
A DC 24 Spellcraft check reveals that black pearl dust is the component for a Circle of Death spell. A DC 29 check reveals that it was not completely consumed as normal casting would cause.
A DC 20 Knowledge (The Planes) check reveals that the feather is from a Vrock.
If the PCs learn of the 3 nut shells from Julius of the 9th Test, a DC 20 Spellcraft check reveals that they are the components for a Confusion spell.
A DC 15 Spot check as they leave The Ascention spots Urchend hiding nearby
p. 21
Factol Hashkar starts out at an initial attitude of unfriendly, or indifferent if the PCs are working for one of the lawful factions or if the group contains a Guvner. If necessary, Factol Hashkar can be considered to have a Sense Motive of +18 and can Discern Lies as the spell.
A DC 12 spot check notices the lone Dabus.
p. 22
In either instance, the white powder can be identified as Talc with a DC 15 Craft (Alchemy) check.
Kesto Brighteyes has an initial attitude of indifferent, or friendly if the PCs are officially investigating for a faction. He will only reveal what he really saw if his attitude is influenced to helpful or better.
A DC 15 Search check finds the footprint.
p. 24
Narcovi’s initial attitude is unfriendly if the PCs have given her any reason to suspect them. Otherwise, it is indifferent.
p. 25
Chaosmen
Male and Female Human Planars, Xaositects, Ftr 2
Medium Humanoid
HD: 2d10 (12 hp)
Init.: +5
Speed: 30ft
AC: 15 (+1 Dex, +4 Armor) Touch 11, FF 14
Base Attack/Grapple: +2/+3
Attack: Spear +3 (1d8+1, 20/x3)
Space/Reach: 5ft./5ft.
Saves: Fort +3 Ref +1 Will -1
Abilities: Str 13 Dex 12 Con 11 Int 10 Wis 8 Cha 12
Skills: Climb +6, Intimidate +6, Jump +6
Feats: Improved Init., Improved Overrun, Power Attack, Run
AL: CN
Equipment: Spear, Scale Mail
Picking the lock to Penbrum’s Parchments and Papers requires a DC 30 Open Locks check, or it can be busted down (Strength check DC 25, or hardness 5 and 20 hp) but this will probably alert a nearby Harmonium patrol.
Use the stats for the Average Cranium Rat Swarm on p. 168 of the Fiend Folio for the rats in the warehouse.
p. 27
Kolz
Male Human Planar, Mercykillers, Ftr 4
Medium Humanoid
HD: 4d10+4 (28 hp)*
Init.: +1
Speed: 30ft
AC: 15 (+1 Dex, +4 Armor) Touch 11, FF 14
Base Attack/Grapple: +4/+6
Attack: Shortsword +7 (1d6+2, 19-20/x2)
Space/Reach: 5ft./5ft.
Saves: Fort +5 Ref +4 Will +1
Abilities: Str 14 Dex 12 Con 12 Int 10 Wis 11 Cha 10
Skills: Gather Information +3, Listen +5, Search +3, Spot +5
Feats: Alertness, Blind Fight, Endurance, Lightning Reflexes, Power Attack, Weapon Focus (shortsword)
AL: LG
Equipment: Spear, Scale Mail
*Note: Sougad could quite easily slay Kolz in a single attack if lucky, so allow the PCs at least 3 rounds to save Kolz, regardless of his hit points. After that, it’s his problem.
Spotting Sougad ahead of time is a Spot check, opposed by his Hide with a +4 bonus for concealment.
p. 28
Indep Bashers
Male and Female Human Planars, Free League, Ftr 3
Medium Humanoid
HD: 3d10 (18 hp)
Init.: +2
Speed: 30ft
AC: 17 (+2 Dex, +5 Armor) Touch 12, FF 15
Base Attack/Grapple: +3/+4
Attack: Either Light Mace +4 (1d6+1) or Battle Axe +4 (1d8+1, 20/x3)
SQ: Faction Free (Gain +2 to saves vs. Faction related abilities)
Space/Reach: 5ft./5ft.
Saves: Fort +3 Ref +6 Will +3
Abilities: Str 13 Dex 14 Con 11 Int 10 Wis 13 Cha 12
Skills: Climb +2, Intimidate +7, Jump +2
Feats: Dodge, Faction Free, Iron Will, Lightning Reflexes, Mobility
AL: Various N
Equipment: Chain Mail, and either a Mace or a Battle Axe
p. 29
Tarrin
Male Human Planar, Revolutionary League, Rog 8
Medium Humanoid
HD: 8d6 (30 hp)
Init.: +3
Speed: 30ft
AC: 17 (+3 Dex, +4 Armor) Touch 13, FF 14
Base Attack/Grapple: +6/+7
Attack: +4 Dagger +13 (1d4+5, 19-20/x2)
Full Attack: +4 Dagger +13/+8 (1d4+5, 19-20/x2)
SA: Sneak Attack +3d6
SQ: Evasion, Uncanny Dodge, Trapfinding, Trap Sense +1
Space/Reach: 5ft./5ft.
Saves: Fort +4 Ref +8 Will +3
Abilities: Str 13 Dex 16 Con 10 Int 12 Wis 13 Cha 11
Skills: Bluff +11, Disable Device +14, Escape Artist +14, Knowledge (Factions and Guilds) +12, Move Silently +16, Sleight of Hand +16, Spot +12, Tumble +14, Use Rope +16
Feats: Deft Hands, Great Fortitude, Stealthy, Weapon Finesse
AL: CN
Equipment: +4 Dagger (Outlands), +1 Studded Leather (Outlands)
p. 30
The Cultists don’t really need a stat block. Consider them to have an AC of 11 and 5 hp each, with an unarmed attack of +1 (1d3 nonlethal). Use the stats for the Indep Bashers above for the Bullies, but remove the Faction Free feat and replace it with Power Attack, and replace the armor and weapons with studded leather and short swords.
p. 31
During the chase, have the PCs make either a Jump or Climb check to cross from one building to another, depending on how far apart and how tall the buildings are. If you don’t want to plan the route ahead of time, just use a DC of 1d10 +10 for any given Climb and d6+10 for any given Jump. A missed jump check results in a fall of 1d4 x 10 feet and the PC must either leave the chase or find a way back to the roofs. Mix the chase up with occasional taunting or attacks from Sougad. Sougad will probably stay a few buildings ahead, but if the PCs look like they are tiring of the chase, or if they catch up to Sougad, proceed to the fight.
Chapter 2
p. 35
The Spot check to notice Nari is DC 16.
p. 36
Search DC 15 to find the nutshells at the first murder site.
p. 40
Sougad’s target has 37 hp and an AC of 12. As before, make sure that the PCs have a round or 3 to act before the victim is slain. The fire acts on an Initiative of 15 starting on round 3, and deals 2d6 points of fire damage to the temple and anyone in its area of effect. It burns the top story until it deals 30 or more points of damage, then moves to the lower story. After 60 total points of damage to the temple, or on the round after Sougad kills his target, the upper floor collapses. Anyone within 15ft of Sougad at this time must make a DC 15 Reflex save or be hit by flaming debris, dealing 3d6 damage and pinning the character. Every round they remain pinned they take 1d6 fire damage. They can free themselves with a DC 20 Strength or DC 25 Escape Artist check, or other PCs can free them with a DC 20 Strength check.
When Sougad slays this victim, he gains the Spell Like Ability Greater Teleport (self and 50 lbs. of gear only) usable once per day.
p. 42
Searching the body without being cut by Razorvine is a DC 15 Dexterity check. Failure means that the PC takes 1d6 slashing damage, -1 for every point of Natural Armor or Armor bonus to AC (use the higher of the 2 values if the PC has both). If they fail by 5 or more points, they fall into the Razorvine and take 3d6 slashing damage, modified as above, and becomes tangled, requiring a DC 15 Escape Artist or DC 20 Dexterity check to escape. Each failure deals another 1d6 slashing damage.
p. 43
See p.45 notes for Pastor Browen’s stats.
Xero Baox*
Male Tiefling Planar, Revolutionary League, Rog5/Ftr5/Asn2
Medium Humanoid
HD: 5d10+7d6+12 (70 hp)
Init.: +7
Speed: 30ft
AC: 17 (+3 Dex, +4 Armor) Touch 13, FF 14
Base Attack/Grapple: +9/+11
Attack: +2 Longsword +13 (1d8+4, 19-20/x2), or Composite Longbow with Normal Arrow +14 (1d8+2, 20/x3), or with +3 Arrow +17 (1d8+5. 20/x3)
Full Attack: +2 Longsword +13/+8 (1d8+4, 19-20/x2), or Composite Longbow with Normal Arrow +14/+9 (1d8+2, 20/x3)
SA: Sneak Attack +4d6, Death Attack, Spells, Spell like abilities
SQ: Resistances (Cold 5, Fire 5, Electricity 5), Evasion, Improved Uncanny Dodge, Trapfinding, Trapsense +1, Poison Use, Save +1 vs Poison,
Space/Reach: 5ft./5ft.
Saves: Fort +6 Ref +11 Will +4
Abilities: Str 14 Dex 17 Con 12 Int 12 Wis 11 Cha 8
Skills: Bluff +11, Climb +15, Disguise +9, Escape Artist +9, Hide +15, Intimidate +12, Jump +13, Move Silently +13
Feats: Dodge, Improved Init, Iron Will, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Stealthy
AL: CE
Equipment: +2 Longsword (Outlands), Composite Longbow (+2), 20 Arrows, +3 Arrow, Chain Shirt
Spell Like Abilities: 1/day – Darkness. Caster level 12th. The Save DCs are Charisma-based.
Death Attack: Study for 3 rounds, then make a Sneak Attack. If it hits, the target must make a DC 13 Fort save or either die or be paralyzed for 1d6+2 rounds (Assasin’s choice). If the target saves, then the attack is still a normal Sneak Attack.
Spells: Assassin Spells Known (4/day ; Save DC 11 + spell lvl)
1st – Feather Fall, Jump, Sleep, True Strike
*Note: I replaced the Arrow of Bard Slaying in the adventure with the Assassin’s Death Attack class feature. The DC is low (13) but Trolan only has a +3 to Fort saves anyway, so it’s still pretty fatal if it hits him. When Xero makes his first attack on Trolan, he studies him for 3 rounds then makes a Death Attack with the intent to kill, using his single +3 Arrow. He cannot use the True Strike spell with this attack as casting it would alert Trolan to his presence and interrupt the 3 rounds of study for his Death Attack.
Anarchists
Male or Female Human Planars, Revolutionary League, Ftr 7
Medium Humanoid
HD: 7d10+7 (49 hp)
Init.: +1
Speed: 30ft
AC: 15 (+1 Dex, +4 Armor) Touch 11, FF 14
Base Attack/Grapple: +7/+8
Attack: Shortsword +9 (1d6+3, 19-20/x2)
Full Attack: Shortsword +9/+4 (1d6+3, 19-20/x2)
Space/Reach: 5ft./5ft.
Saves: Fort +7 Ref +3 Will +4
Abilities: Str 13 Dex 12 Con 12 Int 10 Wis 11 Cha 11
Skills: Climb +7, Intimidate +10, Jump +7
Feats: Blind Fight, Cleave, Improved Sunder, Iron Will, Power Attack, Quick Draw, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
AL: CN
Equipment: Short Sword, Scale Mail
p.44
Note: If you choose to use my interpretation of Trolan as an Aasimar, then the flavor text on this page should be altered as follows. Otherwise, use it as is.
“The man before you stands just a bit over five feet tall, with a thin form and obvious grace. His face shines with the glow of the planetouched. Tapered ears, eyes of pure blue with a golden rimmed radiance, and the slightest hint of silver in his skin mark him for what he is – an aasimar, a child of the planes. . .”
The aura of trust mentioned on this page is reflected in a special ability listed with Trolan’s stats above.
p. 45
Sgt. Quarz
Male Human Planar, Transcendent Order, Ftr 10
Medium Humanoid
HD: 10d10+20 (80 hp)
Init.: +5
Speed: 30ft
AC: 16 (+1 Dex, +5 Armor) Touch 11, FF 15
Base Attack/Grapple: +10/+13
Attack: +2 Halbred +15 (1d10+4, 19-20/x3)
Full Attack: +2 Halbred +15/+10 (1d10+4, 19-20/x3)
SA: Cadence Strike
SQ: Cipher Trance
Space/Reach: 5ft./5ft.
Saves: Fort +9 Ref +4 Will +6
Abilities: Str 16 Dex 12 Con 14 Int 14 Wis 13 Cha 12
Skills: Concentration +8, Intimidate +14, Listen +9, Spot +9
Feats: Alertness, Cadence Strike, Cipher Trance, Combat Expertise, Combat Reflexes, Extra Cipher Trance, Improved Critical (Halberd), Improved Disarm, Improved Init, Iron Will
AL: CN
Equipment: +2 Halbred (Outlands), Chain Mail
Cipher Trance (Ex): 3/day as a free action Sgt. Quart may enter a trance in which he gains +4 Dexterity for 4 rounds. During this trance, he may not use the delay or ready actions. Multiple Trances do not stack.
Cadence Strike (Ex): Sgt. Quarz may expend one of his daily uses of Cipher Trance to make a Cadence Strike as part of a normal attack action before the attack is rolled. If the attack hits, it is automatically considered a critical hit.
Wall Watch Bashers
Male Human Planar, Ftr 4
Medium Humanoid
HD: 4d10+3 (27 hp)
Init.: +1
Speed: 30ft
AC: 16 (+1 Dex, +5 Armor) Touch 11, FF 16
Base Attack/Grapple: +4/+5
Attack: Halbred +5 (1d10+1, 20/x3)
Space/Reach: 5ft./5ft.
Saves: Fort +4 Ref +2 Will +2
Abilities: Str 13 Dex 12 Con 11 Int 10 Wis 12 Cha 11
Skills: Climb -1, Jump +4, Listen +6, Spot +6
Feats: Alertness, Power Attack, Quick Draw, Toughness, Weapon Focus (Halberd)
AL: Various
Equipment: Halberd, Chain Mail
Pastor Brown
Male Human Planar, Clr 12
Medium Humanoid
HD: 12d8 (60 hp)
Init.: -1
Speed: 30ft
AC: 17 (-1 Dex, +8 Armor) Touch 9, FF 17
Base Attack/Grapple: +9/+10
Attack: +3 Morningstar +14 (1d8+4, 20/x2)
Full Attack: +3 Morningstar +14/+9 (1d8+4, 20/x2)
SA: Spells, Spell-like Abilities, Rebuke Undead
SQ: SR 17
Space/Reach: 5ft./5ft.
Saves: Fort +8 Ref +5 Will +11
Abilities: Str 12 Dex 8 Con 10 Int 12 Wis 18 Cha 8
Skills: Concentration +15, Knowledge (Religion) +18, Spellcraft +16
Feats: Combat Casting, Diehard, Endurance, Empower Spell, Lightning Reflexes, Weapon Focus (Morning Star)
AL: CE
Equipment: Full Plate, +3 Morningstar (Outlands), Unholy Symbol of an unknown God
Spell Like Abilities: 3/day – Fog Cloud, Gust of Wind (DC 16). 2/day – Ice Storm. Caster level 12th. The Save DCs are Wisdom-based.
Domains: Destruction (1/day, declare a smite attack before rolling to hit. Gain +4 to hit and +12 to damage); Madness (-1 to all Wisdom based Skill checks and Will saves. 1/day gain a +6 bonus to any one Wisdom based Skill check or Will save, if declared before the roll is made)
Spells: Priest Spells Known (6/6+1/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell lvl)
Domain spells*
0 – Detect Magic, Guidance, Light, Read Magic, Resistance, Virtue
1st – Bane, Cause Fear, Deathwatch, Divine Favor, Entropic Shield, Shield of Faith, Confusion, Lesser*
2nd – Bull’s Strength, Cure Moderate Wounds, Death Knell, Hold Person, Silence, Shatter*
3rd – Bestow Curse, Dispel Magic, Invisibility Purge,
Magic Circle Against Law, Magic Vestment, Rage*
4th – Cure Critical Wounds, Empowered Bear’s Endurance, Poison, Spell Immunity, Confusion*
5th – Command, Greater, Flame Strike, Slay Living, Inflict Light Wounds, Mass*
6th – Harm, Phantasmal Killer*
Chapter 3
p. 49
Abbreviated statistics for low level unimportant NPCs in the House:
Average Barmy AL:CN or CE
Human Commoner 1, Hp 4, Fists +1 (1d3+1 nonlethal, 20/x2), Fort +1, Ref +0, Will -1
Godsman AL:LN
Human Expert 1, Hp 5, Fists +1 (1d3+1 nonlethal, 20/x2), Fort +1, Ref +0, Will +3
Dretch
Use the statistics for the Dretch in the Monster Manual
p. 50
Finding the hidden passage between areas 4 and 4a requires a DC 20 Search check, or Trolan can point it out. Trolan’s healing is 1d8+5 for those who mistreated him, and 2d8+10 for those who treated him well.
Substitute the following for the items in Area 5.
2 Potions of Cure Light Wounds
1 Potion of Cure Moderate Wounds
1 Elixer of Mental Wholeness (Cures the user of all temporary ability damage to either Int, Wis, or Cha, or ends any one Insanity or Madness effect they are suffering from, be it magical or physical in nature)
1 Elixer of Insanity (Causes Insanity as the spell, Will DC 20 Negates)
p. 52
Aztral of the Many Faces
Male Human Planar, Ftr 4
Medium Humanoid
HD: 4d10+4 (28 hp)
Init.: +8
Speed: 30ft
AC: 14 (+4 Dex) Touch 14, FF 10
Base Attack/Grapple: +4/+4
Attack: Spoon +4 (1d2, 20/x2)
SA: Absorption
SQ: SR 14
Space/Reach: 5ft./5ft.
Saves: Fort +5 Ref +5 Will +0
Abilities: Str 11 Dex 18 Con 13 Int 14 Wis 8 Cha 11
Skills: Climb +7, Intimidate +7, Jump +7, Tumble +7
Feats: Dodge, Blind Fight, Improved Init, Mobility, Quick Draw, Spring Attack
AL: CE
Equipment: Spoon
Absorption (Su): Once per round as a move action, Aztral may attempt to absorb the personality of a target, which gets a DC 20 Will save to resist. If successful, Aztral becomes a copy of the target, with the target’s hit points, speed, armor class, attacks, damage, saves, ability scores, skills, feats, class and race related abilities, and spellcasting ability. Treat him as identical to the target at the time the ability is used for purposes of Spell save DCs, spells available, level checks and such. Aztral does not appear to change in any way visually, but his shirt will be as tough as plate mail if his target is wearing it, or his spoon may deal damage as a greatsword. Aztral may hold a personality for up to 1d6 rounds, although he may choose to abandon or replace one before that time is up. When Aztral changes back to his standard personality (as in the statistics above) any damage, nonlethal damage, ability drain or damage, level drain, or other debilitating effects he suffered while in another form are applied. (This does not occur if he manages to jump directly from one alternate personality to another without having to revert to ‘normal’) This may result in death if it renders him to -10 hp or 0 Con, or unconsciousness if his nonlethal damage is greater than his current hp or if any of his other stats reach 0.
p. 53
Galkin Farseer
Male Human Planar, Bleak Cabal, Ftr 10
Medium Humanoid
HD: 10d10+20 (80 hp)
Init.: +7
Speed: 30ft
AC: 13 (+3 Dex) Touch 13, FF 10
Base Attack/Grapple: +10/+13
Attack: +1 Shortsword of Speed +14 (1d6+4, 19-20/x2)
Full Attack: +1 Shortsword of Speed +14/+14/+9 (1d6+4, 19-20/x2)
SA: Spelltouched: Lightning Bolt
SQ: SR 15
Space/Reach: 5ft./5ft.
Saves: Fort +9 Ref +6 Will +3
Abilities: Str 16 Dex 16 Con 14 Int 15 Wis 10 Cha 12
Skills: Climb +5, Concentration +8, Jump +15, Listen +6, Spot +6
Feats: Blind Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Init, Improved Trip, Mobility, Spring Attack, Whirlwind Attack
AL: CN
Equipment: +1 Shortsword of Speed (Outlands)
Spelltouched (Su): Once per turn as a standard action, Galkin may attempt to become a Lightning Bolt as the spell. If he succeeds on a DC 15 Concentration check he may travel in any direction as a living bolt of lightning. This behaves for all intents and purposes as if he had just cast the Lightning Bolt spell, dealing 10d10 electricity damage to all in his path (Ref DC 15 half) except that he is instantly teleported to either the end of the spell’s range (120 feet in the chosen direction) or where it ends at a wall, whichever comes first. He may not choose to stop somewhere in the middle. Galkin may be counterspelled when changing (Spellcraft DC 20 to identify), and if the attempt is successful Galkin remains where he was, deals no damage, and must wait until next turn to try again. If Galkin fails at a Concentration check to transform, he must wait 1d4 rounds to try again.
Vorina
Female Human Planar, Society of Sensation, Clr 9
Medium Humanoid
HD: 9d8+32 (77 hp)
Init.: +3
Speed: 30ft
AC: 13 (+3 Dex) Touch 13, FF 10
Base Attack/Grapple: +6/+5
Attack: Fists +5 (1d3-1, 20/x2)
Full Attack: Fists +5/+0 (1d3-1, 20/x2)
SA: Spells, Spell like abilities, Turn Undead
SQ: SR 14, Sensory Touch
Space/Reach: 5ft./5ft.
Saves: Fort +10 Ref +8 Will +9
Abilities: Str 9 Dex 16 Con 18 Int 12 Wis 16 Cha 17
Skills: Concentration +16, Diplomacy +15, Heal +20
Feats: Dodge, Lightning Reflexes, Mobility, Self Sufficient, Sensory Touch, Skill Focus (Heal)
AL: CG
Spell Like Abilities: 3/day – Create Food and Water, Plant Growth, Purify Food and Drink. 2/day – Heal. Caster level 9th. The Save DCs are Wisdom-based.
Sensory Touch: Once per day you may transfer 9 hp of nonlethal damage from yourself to another living creature at the rate of 2 points healed per point taken. You may also reduce a creature’s level of fear or fatigue by bearing the increase yourself. For instance, you can reduce a panicked individual to frightened by becoming shaken, or someone who is exhausted can be reinbigorated if you choose to become exhausted instead. You can use this ability to bring yourself past the normal limits of hit points, fear, and fatigue, but taking such an extremem burden knocks you unconscious for at least one hour. Either use of this ability requires a touch attack as a standard action that provokes an attack of opportunity.
Domains: Good (Good spells cast at +1 Caster Level), Healing (Healing spells cast at +1 Caster Level)
Spells: Priest Spells Known (6/5+1/5+1/4+1/2+1/1+1; save DC 13 + spell lvl)
Domain spells*
0 – Detect Poison, Guidance, Mending (2), Resistance, Virtue
1st – Bless, Bless Water, Comprehend Languages, Endure Elements, Remove Fear, Protection from Evil*
2nd – Calm Emotions, Delay Poison, Make Whole, Restoration, Lesser (2), Aid*
3rd – Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Cure Serious Wounds*
4th – Death Ward, Neutralize Poison, Cure Critical Wounds*
5th – Break Enchantment, Cure Light Wounds, Mass*
p. 54
Gazing into Teela’s mirror requires the PC to make a DC 18 Will save or be forced to look into the mirror for 1d4 turns, taking 1d4 points of negative energy damage per turn. After 1d4 rounds, the PC may make another Will save to look away. Another PC may try to pull the afflicted PC away, but they must beat the afflicted PC’s Strength check as they fight to stay at the mirror.
Teela
Feale Human Planar, Dustmen, Necromancer 9
Medium Humanoid
HD: 9d4-9 (18 hp)
Init.: +1
Speed: 30ft
AC: 15 (+1 Dex, +4 Armor) Touch 11, FF 14
Base Attack/Grapple: +4/+4
Attack: Rod of Withering +5 Touch Attack (1d4 Str and 1d4 Con damage, Drain on critical, Fort DC 17 negates all loss)
SA: Spells, Spell like abilities
SQ: SR 14, Immune (Any spell or effect that alters emotional state or grants a morale modifier)
Space/Reach: 5ft./5ft.
Saves: Fort +4 Ref +4 Will +7
Abilities: Str 11 Dex 12 Con 8 Int 17 Wis 12 Cha 9
Skills: Concentration +11, Knowledge (Arcana) +15, Knowledge (The Planes [Specialties: Negative Energy, Hades, The Abyss]) +15, Knowledge (Religion) +15, Spellcraft +15
Feats: Eschew Materials, Greater Spell Focus (Necromancy), Great Fortitude, Iron Will, Numb, Scribe Scroll, Spell Focus (Necromancy)
AL: CE
Equipment: Bracers of Armor +4, Rod of Withering, Spellbook
Spell Like Abilities: 3/day – Cause Light Wounds (DC 14), Vampiric Touch (DC 16). 2/day – Enervation (DC 17).1/day – Harm (DC 18). Caster level 9th. The Save DCs are Intelligence-based.
Familiar: Teela had a familiar, but she killed it at some point and has chosen not to summon another.
Spells: Wizard Spells Known (5/6/6/5/3/2; save DC 13 + spell lvl, 15+ spell lvl for Necromancy*), Banned Schools are Illusion and Transmutation.
0 – Acid Splash, Arcane Mark, Daze, Ray of Frost, Touch of Fatigue (2)*
1st – Burning Hands, Cause Fear*, Grease, Ray of Enfeeblement (2)*, Shield
2nd – False Life*, Ghoul Touch*, Melf’s Acid Arrow, Spectral Hand*, Touch of Idiocy, Scorching Ray
3rd – Dispel Magic, Protection from Energy, Ray of Exhaustion*, Stinking Cloud, Vampiric Touch*
4th – Bestow Curse*, Evard’s Black Tentacles, Fear*
5th – Feeblemind, Waves of Fatigue*
The creature in Teela’s bath is a Grey Ooze as in the Monster Manual. The room also contains a significant infestation of Brown Mold, as detailed on p. 76 of the Dungeon Master’s Guide.
p. 55
Gorg Redeyes
Male Bariaur Planar, Free League, Brd 3
Medium Monstrous Humanoid
HD: 3d6+3+3 (18 hp)
Init.: +1
Speed: 40ft
AC: 11 (+1 Dex) Touch 11, FF 10
Base Attack/Grapple: +2/+4
Attack: Dagger +4 (1d4+2, 19-20/x2), or Charge +4 (2d6+3, 20/x2)
SA: Petrifying Gaze, Spells, Powerful Charge
SQ: SR 16, Darkvision 60ft, Bardic Music, Bardic Knowledge
Space/Reach: 5ft./5ft.
Saves: Fort +4 Ref +4 Will +3
Abilities: Str 14 Dex 12 Con 13 Int 13 Wis 10 Cha 16
Skills: Craft (Sculpting) +7, Knowledge (Architecture and Engineering) +7, Perform (Storytelling) +9, Sense Motive +6, Sleight of Hand +7, Spellcraft +7, Tumble +7
Feats: Great Fortitude, Toughness
AL: CN
Equipment: Dagger
Powerful Charge (Ex): A bariaur often begins a battle by charging at an opponent, lowering its head to smash its rams’ horns against a foe. In addition to the normal benefits and hazards of a charge, this allows the bariaur to make a single bludgeoning attack that deals 2d6 + 3 damage.
Petrifying Gaze (Su): 3/day: Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Spells: Bard Spells Known (3/2; save DC 13 + spell lvl)
0 – Dancing Lights, Flare, Lullaby, Mage Hand, Prestidigitation, Resistance
1st – Charm Person, Cure Light Wounds, Expeditious Retreat
Tomin
Male Human Planar, Believers of the Source, Ftr 7
Medium Humanoid
HD: 7d10+14 (56 hp)
Init.: +2
Speed: 30ft
AC: 14 (+2 Dex, +2 Deflection) Touch 14, FF 12
Base Attack/Grapple: +7/+10
Attack: +1 Bastard Sword +11 (1d10+4, 19-20/x2)
Full Attack: +1 Bastard Sword +11/+6 (1d10+4, 19-20/x2)
SA: Figments
SQ: SR 12, Immune (Charm and Illusion spells)
Space/Reach: 5ft./5ft.
Saves: Fort +9 Ref +8 Will +8
Abilities: Str 17 Dex 15 Con 15 Int 13 Wis 14 Cha 12
Skills: Intimidate +11, Listen +7, Spot +7
Feats: Cleave, Combat Expertise, Exotic Weapon Specialization (Bastard Sword), Improved Bull Rush, Improved Disarm, Iron Will, Lightning Reflexes, Power Attack
AL: CE
Equipment: +1 Bastard Sword (Outlands), Cloak of Figments (Grants Tomin a +2 Deflection bonus to AC and a +2 morale bonus on saves, disintegrates if removed from Tomin. He may create a new Cloak of Figments as a full round action.)
Figments (Su): As a standard action, Tomin may summon forth figments of his imagination to do his bidding. He may call either 4 small figments, 2 medium figments, or 1 large figment per use. These figments are not real, but they could be. Each PC must make a Will save to disbelieve a figment when it appears. If any PC fails their save, then that figment is real and can deal damage to any PC as any creature could. If all PCs pass their save for a given figment it does not go away, it just cannot hurt anyone. Tomin may have no more than 14 HD of figments in existence at any given time. Figments dissolve back into Tomin’s subconscious after 1d6 rounds, or sooner if he wills it.
Small Figment
Small Outsider
HD: 2d8+2 (12 hp)
Init.: +2
Speed: 30ft
AC: 15 (+1 Size, +2 Dex, +2 Deflection) Touch 15, FF 13
Base Attack/Grapple: +2/+2
Attack: Bite +2 (1d6)
Full Attack: Bite +2 (1d6), and 2 Claws -3 (1d4)
SQ: Darkvision 60ft, DR 5/magic, Mindless
Space/Reach: 5ft./5ft.
Saves: Fort +4 Ref +5 Will +4
Abilities: Str 10 Dex 14 Con 12 Int -- Wis 12 Cha 14
AL: N
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Medium Figment
Medium Outsider
HD: 5d8+10 (35 hp)
Init.: +1
Speed: 30ft
AC: 13 (+1 Dex, +2 Deflection) Touch , FF
Base Attack/Grapple: +5/+7
Attack: Bite +7 (1d8+2)
Full Attack: Bite +7 (1d8+2) and 2 Claws +2 (1d6+1)
SQ: Darkvision 60ft, DR 5/magic, Mindless
Space/Reach: 5ft./5ft.
Saves: Fort +6 Ref +5 Will +5
Abilities: Str 14 Dex 12 Con 14 Int -- Wis 12 Cha 14
AL: N
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Large Figment
Large Outsider
HD: 8d8+24 (64 hp)
Init.: +0
Speed: 30ft
AC: 11 (-1 Size, +2 Deflection) Touch 11, FF 11
Base Attack/Grapple: +8/+12
Attack: Bite +12 (2d6+4)
Full Attack: Bite +12/+7 (2d6+4), 2 Claws +7 (1d8+2)
SQ: Darkvision 60ft, DR 10/magic, Mindless
Space/Reach: 10ft./10ft.
Saves: Fort +9 Ref +6 Will +7
Abilities: Str 18 Dex 10 Con 16 Int -- Wis 12 Cha 14
AL: N
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
p. 56
Each round that a PC is near Kaydi they must make a Will save DC 15. On success, they suffer 1 point of Wisdom damage. On a failed save, they suffer damage depending on how close to Kaydi they are: 10 to15ft – 1d4 Wis; 5 to 10ft – 1d6 Wis; Less than 5ft – 1d8 Wis. A character reduced to 0 Wisdom falls asleep. When removed from the area of exposure, the Wisdom damage regenerates at a rate of 1 point per round. Awakening Kaydi only requires taking a standard action to shake her.
Kaydi has 6 hp, an AC of 5, and SR 15 if it is really necessary.
The powers of Demipower Kaydi are Deep Slumber (DC 20, No HD limit) and Nightmare (DC 22).
p. 58
Searching the cabinet in Area 27 (Search DC 16) reveals 2 scrolls of Stone to Flesh, one Divine and one Arcane.
p. 59
Chance
Male Human Planar, The Fated, Rog 8
Medium Humanoid
HD: 8d6 (32 hp)
Init.: +12
Speed: 30ft
AC: 17 (+4 Dex, +3 Armor) Touch 14, FF 13
Base Attack/Grapple: +6/+12
Attack: +1 Shortsword +15 (1d6+3, 19-20/x2)
Full Attack: +1 Shortsword +15/+10 (1d6+3, 19-20/x2)
SA: Sneak Attack +4d6
SQ: SR 13, Extreme Luck, Field of Bad Luck, Trapfinding, Evasion, Trap Sense +2, Improved Uncanny Dodge
Space/Reach: 5ft./5ft.
Saves: Fort +8 Ref +14 Will +7
Abilities: Str 15 Dex 18 Con 11 Int 14 Wis 8 Cha 15
Skills: Appraise +17, Balance +19, Bluff +17, Disguise +17, Escape Artist +19, Hide +19, Listen +14, Move Silently +19, Profession (Gambler) +17, Sleight of Hand +19, Tumble +19
Feats: Great Fortitude, Improved Init, Iron Will, Weapon Finesse
AL: CE
Equipment: +1 Shortsword (Outlands), Studded Leather
Extreme Luck (Su): Chance is ridiculously lucky and receives a +4 to all d20 rolls (figured into above stats) and causes all d20 rolls made against him to suffer a -4 penalty. This includes attacks, skill use, caster level checks and anything else that might affect him negatively, but does not include damage rolls.
Field of Bad Luck (Su): Anyone within 15ft of chance is subject to fits of bad luck. Each round, everyone in the area must make a DC 18 Will save. If they fail, then one of the following unlucky events occurs to the PC:
Attacks wrong target near Chance
Drops whatever they’re holding
Trips and falls prone
Pants fall around ankles (10ft speed until they spend an action pulling them up)
Casts wrong spell
Critically misses or critically fails automatically
Fails to cast a spell as though they had Arcane spell failure 100%
Drinks wrong potion
Anything else the DM deems appropriate and amusing. . .
Chance’s room contains 4 Potions of Cure Light Wounds, 2 Potions of Cure Moderate Wounds, a Luckstone, and a Lucky Charm (while carried by a PC, that PC may reroll any one d20 roll she makes each day before the outcome is revealed)
The trap in area 30 deals 3d6 fire damage in a 15ft cone out of the magic mouth if anyone approaches within 15ft (Reflex save DC 13 half). It resets every round.
p. 62
Use the Statistics for Manes from either the Book of Vile Darkness or The Fiendish Codex I: Hordes of the Abyss.
Convincing Trolan to help fight is a DC 20 Diplomacy check that takes 2 full rounds.
If Sougad kills his 13th victim, then he gains the Spell Like Ability Insanity (DC 20) usable once per day. His sword also increases in enchantment to a +3 Lawbane Greatsword (Outlands).
p. 63
The Focrux has 40 hp, SR 25, Resistance (Acid/10, Cold/15, Electricity/10, Fire/15, Sonic/5), and DR 5/Adamantine. It can be shattered with a successful Strength check DC 25. If a magic weapon is used to attempt to shatter the Focrux, add its enchantment bonus to the Strength check. Every 5 points of damage the Focrux receives reduces the DC of the Strength check by 2. If it is destroyed, the entire room suffers 4d10 points of damage, half of which is slashing and half is force (Reflex save DC 20 for half).
p. 64
Convincing the Cult of the Lady to abandon their plans without Trolan’s help is a DC 30 Diplomacy check. The DC is reduced to 25 if the Planarity is used to replay Nari’s scheme for the crowd. Operating the Planarity requires either a DC 20 Wisdom Check or a DC 25 Use Magic Device Check.
That's awesome - thanks for this I'm sure I can find some use for it ...