DCC 57 Wyvern Mountain - 3.5E Conversion

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meomwt
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DCC 57 Wyvern Mountain - 3.5E Conversion

Post by meomwt »

These notes summarise the changes I made to convert Wyvern Mountain from a Fourth Edition to a 3.5 Edition D&D Module. Caveat At the time of writing these notes, I have not subjected the modules to the rigours of actual play: the first session with the adventure is due tonight.

The challenges presented herein are higher level than the suggested level range for the 4E version. This is due to the number of Player-Characters round my table: NINE if everyone can make it. A couple of CR1 orcs won’t make the grade against the sheer weight of numbers that this group can throw up. The starting range of the characters is Levels 3 and 4, and I expect them to gain a level (or two) in the dungeon.

On the whole, the changes were not too difficult, as most of the monsters can be found in the Monster Manual. I changed the humanoid tribe working in the mountain from goblins to orcs, purely because we have been playing DCC28 Into The Wilds which features a lot of Goblins and I wanted a different enemy in the mix. The bat-riding goblins appearing as Wandering Monsters on the Iceheart Trail are there for a reason – foreshadowing the next adventure that the group will be thrown on.

Adapting NPC’s is more problematic, as Fourth Edition treats them as “monsters” rather than “characters” and gives them a more limited selection of powers. This reduces the size of the stat-block, of course, but can make enemy tactics too similar from round to round.

Some of the unique NPC’s in these notes “break” the “rules” of Third Edition D&D. But they aren’t broken in an overpowered way, just altered to give a better play balance, or to enhance the flavour of the encounter and the environment. One example is Kaldroth, the witch-doctor in Area 2-1. Mechanically, he is a Favoured Soul, but he has spells in his selection which would normally be arcane spells (and one which is a re-skinned arcane spell!), to make the character a more interesting opponent. This is a sort-of throwback to the Witch-Doctor kit from the AD&D 2nd Edition sourcebook The Complete Humanoid which allowed a limited selection of arcane and divine spells for this class.

Monsters in the text have been advanced using the MonsterForge v3.0 tool: humanoid NPC’s have mostly been generated using HeroForge. Both are Excel-based spreadsheets created by fans and are available to download from http://nzcomputers.net/heroforge/default35.asp Some humanoids on the Iceheart Trail use an abbreviated Stat-block inspired by a Quick NPC Generation method which had been posted over at EN World. I’ve used it a couple of times already and it seems to be OK.

Some monsters have been created by applying templates to existing creatures. The Ice Dragonne (a Wandering Monster from the Iceheart Trail areas) is one such: the “Stone Ogre” in Area 2-3 is another. This was built after one player said he’d never encountered a stone ogre.

DM Rule 63: Players always have the best ideas for things to throw against them!

Dvalinna, the final Boss in Area 3-7 should be a Dragon Lich (of sorts). Unless I’m missing something, I couldn’t see a “standard” 3.5E monster which gave me this option. Nae bother: I just used MonsterForge to build an undead dragon (using the Ghost Template), then modified some of the characteristics and called the result a Dragon Lich. Feel free to modify as you see fit, or re-skin to another template. She should be a significant challenge for the heroes in your dungeon.

Sharp-eyed types may notice that the text blocks for the traps seems to mirror the 4E layout rather than standard 3.5E. This is because I am lazy and copied the original text out of my copy of the module, then turned it into a 3.5E set of rules. As it happens, 4E does a good job of adding flavour to the traps by putting in better descriptions of triggers and so on, so I kept those. I have changed the trap at Area 1-6 as an Ice Storm seemed thematically more appropriate than a Lightning Bolt. It also forced me to think more clearly how to describe and disarm the trap (again, part of the 4E heritage).

Some creatures (mainly the leaders) have been built with the Trailblazer rules, available from Bad Axe Games at http://www.badaxegames.com/. They suggest that PC’s get Action Points to be able to do cool stuff (use an ability again, even if the resource is exhausted or auto-confirm a crit, for example), and so some Bad Guys can get Action Points as well. If you don’t want to use these, simply ignore them. Also from Trailblazer, certain Bad Guys get more hit points than usual, so as to make combat last longer and seem more climactic. Again, this can be simply ignored if you don’t want to use this option.

As with all of the changes in these notes, you can modify them to suit your party. These notes reflect what I needed to do to (I hope) make it work around my table. To use these notes, you must also have a copy of the Wyvern Mountain module from Goodman Games. All of the flavour text, descriptions and maps are contained therein. For the most parts, any skill checks noted in that text can be converted fairly easily.

Any comments or suggestions on this document, please feel free to post in thread. I hope to be able to keep everyone informed as to how the adventure goes, and how my changes pan out.

I'm going to post each Level of the module in a separate post, so that it isn't a huge chunk of text in one go, and separating them out for people is much easier.
meomwt
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Re: DCC 57 Wyvern Mountain - 3.5E Conversion

Post by meomwt »

Level 1 The Iceheart Trail
Wandering Monsters
There is a 5% chance (1 on a d20) per hour that the characters come across a random encounter while traveling along the Iceheart Trail. This chance increases to 15% (1–3 on a d20) if the characters choose to leave the road and travel through the wilderness instead. If an encounter is called for, roll 1d8 and consult the following table. Higher up Dragon Hill than Encounter Area 1-3, add +2 to the roll.
Roll Encounter Roll Encounter
1–5 5 dwarven scouts (EL8)
6–7 1 wyverns (CR6, 1440XP)
8-9 3 goblin Ftr2 & Dire Bats (EL7)
10 Ice Dragonne (EL7)

Wyvern MM-259
Size/Type: Large Dragon
Hit Dice: 7d12+14 (59 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, scent
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Skills: Hide +7, Listen +13, Move Silently +11, Spot +16
Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack
CR: 6 (1440 XP)
Alignment: Usually neutral

Dire Bat MM-62 CR 2 (360 XP)
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12, Move Silently +11, Spot +8
Feats: Alertness, Stealthy
CR: 2
Alignment: Always neutral


Goblin Bat Riders
Race Goblin 360XP
Gender Male Class Fighter Hit Points 16 Fort 5
Level 2 Init +2 BAB +2 Ref 1
Spot 2 STR 2 Alignment NE Will 1
Heal 2 DEX 2 Armour Studded Leather AC 15
Listen 2 CON 2 Melee Atk +5 Ranged +5
Jump 5 INT 0 Damage 5 Damage 3
Climb 5 WIS 0
Handle Bat 5 CHA 0

Dwarven Scouts Mountain King Scouts
Race Dwarf 720XP
Gender Male
Alignment NE
Class Rogue
Level 4 Init +6
Tumble 4 STR 2 DEX +2
Listen 4 CON 0
Hide 7 INT 2
Climb 7 WIS 0
Spot 7 CHA 0

Hit Points 16 Fort 1
BAB +3 Ref 6
Will 1
Armour Studded Leather AC 15
Melee Atk +5 Ranged +6
Damage 7 Damage 5
Sneak +7 +7

Mountain King Sergeant
Race Dwarf 960 XP
Gender Male
Align NE
Class Fighter
Level 5 Init +2
STR 2
DEX 2
Spot 5 CON 2
Jump 8 INT 0
Climb 8 WIS 0
CHA 0
Hit Points 40 Fort 7
BAB +5 Ref 2
Will 2
Armour Chain & Shield AC 18
Melee Atk +8 Ranged +8
Damage 11 Damage 7




Ice Beast Dragonne MM-89, Frostbite p138 CR 7 1920 XP
Size/Type: Large Construct (Cold) Alignment: Neutral
Hit Dice: 12d10+30 (96 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Full Attack: Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce (charge + full attack), roar (DC 15 Will save or fatigued, exhausted in 30’ – recharge on 5 or 6),
Special Qualities: Construct traits, damage reduction 5/magic, darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 19, Dex 15, Con --, Int --, Wis 10, Cha 1
Skills: none
Feats: Improved Natural Armor, Blind-Fight, Combat Reflexes, Improved Initiative, Track

Area 1–1 Early Warning (EL 5, XP 960)
The bridge is rickety but sturdy. Characters walking down the direct center of the bridge have no issues crossing (apart from the trap); characters walking along its edge must make an Balance check (DC 20) or face falling 70 feet to the ground below.
Ravine Wall: Break DC 43, Climb DC 25.
Those who bypass the bridge by climbing through the ravine can spot the two traps on the bridge from their position below it with relative ease (Spot, DC 15).

Collapsing Bridge Trap CR4 (720 XP)
Spot DC 24: The character notices that the wooden planks in the center of the bridge are loose. For every 5’ closer to the trap that the character approaches, the DC of the check reduces by 2, to a minimum of 18 at a distance of 5’.
Trigger: When a creature enters one of the squares covered by the trap.
Immediate Reaction All creatures in the area of effect find that the planks under their feet fall away. They will fall 70’ to the bottom of the ravine unless they can make a REF save DC24 to grab ropes on the side of the bridge, or solid planking on the edge of the hole.
Target: All creatures in the area of effect
Damage: 7d6 falling damage
Countermeasures An adjacent character can tie the planks together or tie ropes under the planks with a successful Disable Device check DC24
A character can attempt to leap over the trapped squares, requiring a DC 20 Jump check with a running start, or a DC 30 Jump check from a standing start.
There is a narrow path around the trapped squares of the bridge that can be negotiated with a DC 20 Balance check. A character failing this check by 5 or less triggers the trap, a character failing by 5 or more falls from the bridge into the ravine below (7d6 falling damage).

Flare Trap CR1 (240XP)
Spot DC 18: The character notices that slow-burning torch and mechanism the flings it on the otherside of the bridge.
Trigger: The trap is triggered automatically if the bridge trap is triggered. In addition, there is a trip wire the far end of the bridge that will trigger the trap.
If the trap is triggered, an nearby character can throw himself in front of the trap to prevent the torch from being flung into the air with a successful DC 18 Tumble or Jump check (or a REF Save DC18). However, if the character is successful, he suffers damage as indicated below. Failing the check by more than 5 means that the character has failed to prevent the signal flare being launched into the sky, and in addition takes 2d4 points of Fire Damage and 6 points of impact damage, from being struck a glancing blow by the torch.
Target: None, or the creature who trips the tripwire.
Attack: +6 ranged touch
Hit: 2d6 Fire Damage, 1d6 Impact damage from the wood of the torch.
Countermeasures The torch can be removed, or the tripwire isolated from the catapult, on a Disable Device Check of DC 22.

Area 1–2 The Eyes of the Mountain King (EL 5, XP 1,680)
Tactics: Allow the scouts a Spot check opposed by the PCs’ stealth check (assuming they’re trying to be quiet). If the scouts notice the PCs, they move behind the boulders across from the orc corpse and hide. If they remain undetected there, they get a surprise round of attacks against the PCs.
If the scouts do not detect the PCs, the party instead encounters them as they patrol past the boulders.
Dwarven Scout
2 Mountain King Scouts
Race Dwarf 360 XP
Gender Male
Alignment NE
Class Rogue
Level 2 Init +6
Tumble 2 STR 2
Knowledge 2 DEX 2
Use Rope 2 CON 0
Hide 5 INT 2
Climb 5 WIS 0
Spot 5 CHA 0
Hit Points 12 Fort 0
BAB +1 Ref 4
Will 0
Armour Leather AC 14
Melee Atk +3 Ranged +4
Damage 6 Damage 4
Sneak +3 +3

Mountain King Sergeant
Race Dwarf 960 XP
Gender Male
Align NE
Class Fighter
Level 5 Init +2
STR 2
DEX 2
Spot 5 CON 2
Jump 8 INT 0
Climb 8 WIS 0
CHA 0
Hit Points 40 Fort 7
BAB +5 Ref 2
Will 2
Armour Chain & Shield AC 18
Melee Atk +8 Ranged +8
Damage 11 Damage 7



Area 1–3 The Outcasts of Dragon Hill (EL 6, XP 1,680)
Tactics: The grimlocks start off hidden on the ledge above the Iceheart Trail. Their position gives them a +4 bonus to their Hide check. They first push a large boulder down into the middle of the party as they pass. The boulder does not cause major damage (+3 to hit designated targets, 2d6 points of damage & 1 d6 damage for fragmentation in adjacent 5’ squares, DC 18 Reflex save for half), but is intended mostly to scatter the party.
Any creature backing onto the 5-foot stretch of road closest to the ledge must make a Reflex Save (DC = 10+ damage dealt) after each successful melee attack against them or be pushed off the edge of the road. Characters falling off the ledge plummet 40 feet to the ledge below and suffer 4d6 falling damage.
Degenerate Grimlock (5) MM 140 CR 1 240XP ea
Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Attack: Battleaxe +4 melee (1d8+3/x3)
Full Attack: Battleaxe +4 melee (1d8+3/x3)
Space/Reach: 5 ft./5 ft.
SQ Blindsight 40 ft., immunities, scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills: Climb +4, Hide +13, Listen +5, Spot +3 (Hide skill includes bonus for terrain)
Feats: Alertness, Track
Treasure: Standard coins; standard goods (gems only); standard items
Alignment NE

Grimlock Leader: Male Grimlock Ftr2/MonH2; CR 3; Med Monstrous Humanoid; 480XP
HD 2d8+2d10+12; hp 41; Elite Leader -> 82hp
Init +7; Spd 30 ft/x4; AL NE;
AC 20 (+3 rusty chainmail , +3 dex, +4 natural), touch 13, flat-footed 18;
Full Atk +9 One-handed (1d8+4;20/x3) Battleaxe,
+7 Thrown (1d6+4;20/x2) Javelin(Thrown);
SQ: Immunity to gaze attacks, visual effects, illusions, & other attack forms that rely on sight;
Blindsight 40 ft., Scent
Saves Fort +6, Ref +6, Will +3;
Abilities Str 18 (+4), Dex 16 (+3), Con 17 (+3), Int 10 (0), Wis 11 (0), Cha 6 (-2)
Skills: Climb¹ +9, Jump¹ +4, Spot¹ +5; Hide +13 in mountain/ underground settings
Feats: Improved Initiative(PH 96), Track(PH 101)², Weapon Focus(PH 102) (Battleaxe), Power Critical(CW 103) (Battleaxe), Improved Toughness(MM4 203).
Action Points: 1
Skill Challenge (Interrogating the Grimlocks): Level 5 (960 XP); 4 successes before 2 failures; Intimidate, plus Strength, Knowledge.
Intimidate (DC 17): The grimlocks only respond to threats and violence; it’s the only thing they truly understand.
Knowledge (monster or arcane), DC 15 The PC knows that the grimlocks can be cowed by displays of magic (of which they are scared) and puts on a showy display of power (really just a prestidigitation or similar cantrip) which serves to reinforce the group’s power in the eyes of the Grimlocks. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Intimidate check.
Strength (ability check DC 13): When interrogating the grimlocks, if a PC displays a significant feat of strength (lifting a boulder, breaking a sword on a knee, etc.), the grimlocks are mightily impressed with the character. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Intimidate check.
Failure: The heroes fail to impress the grimlocks, and the degenerate humanoids refuse to tell them anything.
Critical Success: If the heroes succeed on all 4 Intimidate check without a single failure, the grimlocks are both cowed and awed by them. The grimlocks tell the PCs anything they want to know, and, in addition, offer to serve the PCs. The grimlocks will aid the PCs in their next combat encounter, but after this, their feral and evil nature reasserts itself, and they abandon the PCs and leave the area.

Area 1–4 The Watchtower (EL 7, XP 1,920)

Zenarre Shadowaxe XP 1920
Dire Wolf & Eagle animal companions
Zenarre Shadowaxe: Female Dwarf (Hill) Rgr7; CR 7; Medium Humanoid (dwarf);
HD 7d8+7; hp 45; Elite Leader -> 90hp Action Points 1
Init +3; Spd 20 ft/x4; AL NE;
AC 17 (+3 stud’d leather, +3 dex, +1 Shield/ 2-Weapon Def Feat), touch 13, flat-footed 14;
Base Atk/Grapple +7/+9;
Full Atk +10/+5 One-handed (1d6+2;18-20/x2) Rapier,
+10/+5 One-handed (1d6+2;19-20/x2) Short Sword,
+8/+3 Two-Weapon (primary) (1d6+2;18-20/x2) Rapier,
+8/+3 Two-Weapon (secondary) (1d6+1;19-20/x2) Short Sword,
+10/+5 Two-handed (1d6+2;20/x3) Composite Shortbow [+2];
Damage bonuses: Humanoid (human) (+7 bonus) Humanoid (orc) (+5 bonus)
SA&SQ ; +1 racial bonus on attack rolls against orcs and goblinoids
+4 dodge bonus against creatures of the giant type
+2 racial bonus on Appraise and Craft checks that deal with stone or metal.
Saves Fort +6, Ref +8, Will +3;
+2 racial bonus on Fortitude saves against poison;
+2 racial bonus on saving throws against spells and spell-like effects
Abilities Str 14 (+2), Dex 17 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 8 (-1);
Skills: Climb¹ +11, Handle Animal +9, Heal¹ +11, Hide¹ +12, Jump¹ +5, Spot¹ +11, Survival¹ +11;
Feats: Endurance(PH 93)², Track(PH 101)², Two-Weapon Fighting(PH 102)², Two-Weapon Defense(PH 102), Improved Two-Weapon Fighting(PH 96)², Weapon Finesse(PH 102), Improved Favored Enemy(CW 101);
× Darkvision 60 feet.
× Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
× Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
× Wild Empathy(Ex): You can make a check (1d20+8) to improve the attitude of an animal. You must be within 30 feet of it; and it generally takes one minute to perform the action.
× Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures; you gain the listed bonus to Bluff; Listen; Sense Motive; Spot; and Survival checks; as well as weapon damage rolls.
× Humanoid (human) (+7 bonus) × Humanoid (orc) (+5 bonus)
× Spells: You can now cast Ranger spells. Your caster level is 3.
Memorised: Entangle, Magic Fang

Dire Wolf Animal Companion
Size/Type: Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Link, low-light vision, scent, share spells
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +3, Listen +7, Move Silently +5, Spot +7, Survival +2
Feats: Alertness, Run, Track, Weapon Focus (bite)
CR: 3
Treasure: None
Alignment: Always neutral

Eagle Animal Companion
Size/Type: Small Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+0
Attack: Talons +7 melee (1d4+1)
Full Attack: 2 talons +7 melee (1d4+1) and bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Devotion, evasion, link, low-light vision, share spells
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse
Organization: Solitary or pair
CR: 1/2
Treasure: None
Alignment: Always neutral

Skill Challenge (Parleying with Zenarre): Level 3 (480 XP); 4 successes before 2 failures; Diplomacy, plus Knowledge (Nature), Knowledge (Local).
Diplomacy (DC 12): If the PCs treat Zenarre with respect due to her status as a representative of the Mountain King, she is much easier to deal with. However, she expects tit for tat, and will not divulge any information unless the PCs offer information in return. She is unfazed by lies (Bluff) or threats (Intimidate).
Knowledge (Nature) (DC 17): If a PC displays some knowledge about the natural world, or inquires about Zenarre’s eagle or wolf, she is likely to react favorably to the individual. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Diplomacy check.
Knowledge (Local) (DC 17): If a PC is able to engage Zenarre with local knowledge relating to the politics between Wildsgate and the Mountain King, or the situation between the goblins, orcs and other movements of monsters, Zenarre will react favorably to the individual. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Diplomacy check.
Failure: The heroes offend Zenarre, or lead her to believe that they are a threat to the Mountain King, combat resumes.

Area 1–6 The Dragon’s Gate
Ice Storm Trap CR4 (720XP)

Search DC 18: The character notices the funnels built into the wall decoration from which the Ice Storm blasts are emanated.
Trigger: The levers are set in an incorrect sequence
Effect Ice Storm spell, 30’ cone Target: All creatures in cone.
Attack: Reflex Save DC 25 for half damage
Hit: 5d6+5 damage (3d6 +3 bludgeoning, 2d6+2 cold damage – as per Ice Storm spell)
Countermeasures An adjacent character can disable the trap with a DC 24 Disable Device check (filling the funnels with stone and wax, for example).
meomwt
Ill-Fated Peasant
Posts: 7
Joined: Wed Aug 24, 2011 3:21 am

Re: DCC 57 Wyvern Mountain - 3.5E Conversion

Post by meomwt »

Level 2 The Lair of the Ice Queen
Hewn Stone Walls: 3 ft. thick; Break DC 43; Climb DC 20.
Typical Stone Door: Break DC 25 (stuck), DC 28 (locked).
Area 2–1 The Gloomeye Stronghold (EL 8, XP 3,240)
The painting near the northwest staircase covers the doorway to the secret passage coming from area 1–6. A successful Search check (DC 20) reveals the presence of the doorway.

Kaldroth, Orc Witchdoctor Mechanically a Favoured Soul, his spell arsenal has a couple of arcane spells in there for added nastiness. His spells are cold-based to reflect the chilly terrain the dungeon is set in
Male Orc (Frostblood) Favoured Soul 6; CR 6; Medium Humanoid (dragonblood);
AL NE; HD 6d8; hp 39; Elite -> 78hp Action Points 1
Init +0; Spd 30 ft/x4;
AC 16 (+5 armor [+1 chain shirt], +1 masterwork buckler), touch 10, flat-footed 16;
Base Atk/Grapple +4/+5;
Full Atk +6 One-handed (1d8+1;20/x3) Warhammer;
Saves Fort +5, Ref +5, Will +8;
Abilities Str 13 (+1), Dex 10 (+0), Con 10 (+0), Int 10 (+0), Wis 16 (+3), Cha 12 (+1);;
Skills: Concentration +9, Spellcraft +9;
Feats: Combat Casting(PH 92), Endurance(PH 93)², Weapon Focus(PH 102) (Warhammer²), Improved Toughness(MM4 203);Soul of the North(CAr 83) cast chill touch, Ray of frost, resistance once/ day
× Darkvision 60 feet.
× Bonus Feat: Endurance
× Resistance to Cold 10
× Energy Resistance(Ex): You gain resistance 10 to Fire.
Spells/ day (DC= 13+lvl): 6 orisons/6/5/3
Spells known: 3rd Level – Dispel Magic, Lightning Bolt, Prayer
2nd Level – Acid Arrow, Hold Person, Scare, Silence, Spiritual Weapon,
1st Level - Cause Fear, Freezing Hands (Burning Hands, but with ice rather than flames projecting from the fingers) , Ray of Enfeeblement, Sanctuary, Shield of Faith, Enlarge Person

Gloomeye Orc Warrior (5)
Elite Guards: Male Orc War2; CR 2; Medium Humanoid; AL LE;
Init +0; Spd 20 ft/x4;HD 2d8+4; hp 17;
AC 14 (+3 hide armor, +1 shield), touch 10, flat-footed 14;
Full Atk +9 One-handed (1d8+6;20/x2) Heavy Mace,
+2 Thrown (1d6+6;20/x2) Javelin(Thrown);
Saves Fort +5, Ref +0, Will -1;
Abilities Str 22 (+6), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 8 (-1), Cha 6 (-2);;
Skills: Climb +7; Feats: Weapon Focus (PH 102) (Mace, Heavy);

Area 2–2The Observation Post (EL 6, XP 1,440)
The boiling cauldron in the southern end of the room (assuming Jogug Kor didn’t dump it on the unsuspecting PCs already) is filled with liquid ice, which Jogug had stolen from the Witch Doctor in his previous tribe. Anyone foolish enough to touch the ice in the cauldron without appropriate protection from either cold or frost takes 1d3 points of cold damage. Anyone thrown or pushed into the cauldron takes 4d6 points of cold damage.

Jogug Kor, Orc Battle Champion
Medium natural humanoid Male Orc (Frostblood) Bbn3/Ftr3; CR 6;
HD 3d10+3d12+18; hp 67; Solo -> hp = 67 x PC’s (See Trailblazer rules)
Init +5; Spd 30 ft/x4; AL NE;
AC 14 (+3 masterwork hide armor, +1 dex), touch 11, flat-footed 14; Rage AC 12 T9 FF12
Full Atk +13/+8 Two-handed (2d6+7;19-20/x2) Masterwork greatsword;
Raging +15/+10 Two-handed (2d6+10;19-20/x2) Masterwork greatsword;
+7/+2 Two-handed (1d8+3: 20/ x3) Mighty Composite Longbow
SA&SQ Fast Movement(Ex); Action Points: 1 per PC
Saves Fort +9, Ref +3, Will +5; Rage Fort +11, Ref +3, Will +7
Abilities Str 20 (+5), Dex 13 (+1), Con 16 (+3), Int 8 (-1), Wis 8 (-1), Cha 6 (-2);
Raging Str 24 (+7), Dex 13 (+1), Con 20 (+5), Int 8 (-1), Wis 8 (-1), Cha 6 (-2);
Skills: Jump¹ +12, Listen¹ +2, Survival¹ +2;
Feats: Endurance(PH 93)², Improved Initiative(PH 96), Weapon Focus(PH 102) (Greatsword), Steadfast Determination(PH2 83), Power Critical(CW 103) (Greatsword) +4 to rolls to confirm critical threats, Improved Toughness(MM4 203);
× Rage: Rage lasts up to 8 rounds.
× Base land speed of 30 feet. × Darkvision 60 feet.
× Vulnerability to Fire × Resistance to Cold 10
× Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. × Trap Sense(Ex): +1 to Reflex saves and AC against traps.

Area 2–3 Guardian of the Moonstaff (EL 6, XP 1,440)
Stone Ogre MM-198/ MM2-209
This large statue seems to have been fashioned in the shape of an Ogre. As you approach the Moonstaff, its eyes open and a yellow fire burns within them.
Size/Type: Large Construct (Augmented Giant)
Hit Dice: 4d12+33 (59 hp)
Initiative: -2
Speed: 30 ft. in hide armor (6 squares), base speed 40 ft.
Armor Class: 19 (-1 size, -2 Dex, +9 natural, +3 hide armor), touch 7, flat-footed 19
Base Attack/Grapple: +3/+17
Attack: Greatclub +13 melee (2d8+15) or javelin +0 ranged (1d8+10)
Full Attack: Greatclub +13 melee (2d8+15) or javelin +0 ranged (1d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slow
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, magic immunities
Saves: Fort +6, Ref -1, Will +1
Abilities: Str 31, Dex 6, Con --, Int 0, Wis 10, Cha 1
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
CR: 6 XP 1440
Alignment: Always neutral evil

Area 2–4 Cathedral of the Winter Sky (EL 8, XP 2,440)
Mron, Shaman of Gruumsh
Male Orc Clr5; CR 5; Medium Humanoid; AL LE;
HD 5d8; hp 28; Elite -> 56hp Action Points 1
Init -1; Spd 20 ft/x4;
AC 14 (+5 Masterwork Chainmail armor, -1 dex), touch 9, flat-footed 14;
Full Atk +5 (1d6+2;20/x2) Staff of Weakness; 1d6 Str Damage, Fort DC 10+dam resists
Saves Fort +4, Ref +0, Will +7;
Abilities Str 12 (+1), Dex 8 (-1), Con 10 (+0), Int 10 (+0), Wis 17 (+3), Cha 12 (+1);;
Skills: Concentration¹ +8, Spellcraft +8;
Feats: Divine Armor(PH2 88),
Expend a Rebuke Attempt to gain DR5/-
Domain Spontaneity(CD 80) (Strength);
Expend a Rebuke Attempt to spontaneously cast a Strength Domain Spell.
× Darkvision 60 feet.
× Spontaneous Casting: Can spontaneously cast Inflict spells; by sacrificing a pre-prepared spell of equal or higher level.
× Restricted Spells: cannot cast Chaotic or Good spells.
× Domains:
× Destruction: You can smite an opponent once per day, gaining a +4 bonus to your attack and +5 to damage.
× Strength: You can perform a feat of strength once per day, adding +5 to your Strength score for one round as a free action.
Spells: (5/4/3/2); 3rd - Magic Vestment (D), Bestow Curse, Dispel Magic; 2nd – Bull’s Strength (D), Spiritual Weapon, Rigor Mortis, Frost Breath; 1st – Enlarge Person (D), ad lib

Gloomeye Orc Warrior (4) XP 360
Elite Guards: Male Orc War2; CR 2; Medium Humanoid; AL LE;
HD 2d8+4; hp 17;
Init +0; Spd 20 ft/x4;
AC 14 (+3 hide armor, +1 shield), touch 10, flat-footed 14;
Base Atk/Grapple +2/+8;
Full Atk +9 One-handed (1d8+6;20/x2) Heavy Mace,
+2 Thrown (1d6+6;20/x2) Javelin(Thrown);
Saves Fort +5, Ref +0, Will -1;
Abilities Str 22 (+6), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 8 (-1), Cha 6 (-2);;
Skills: Climb +7;
Feats: Weapon Focus(PH 102) (Mace, Heavy);

Area 2–5 The Ballista Tower (EL 4, XP 720)
Patch of Green Slime (CR4) 720 XP
This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

Area 2–7 The Ice Queen’s Hall of Warriors (EL 9, XP 4,320)
Gloomeye Orc Elite (4) XP 360
Barbarian Guards: Male Orc Bbn2; CR 2; Medium Humanoid;
HD 2d12+4; hp 23;
Init +0; Spd 30 ft/x4; AL NE;
AC 15 (+5 chainmail armor), touch 10, flat-footed 15;
Base Atk/Grapple +2/+8;
Full Atk +9 Two-handed (2d4+9;18-20/x2) Falchion,
+2 Thrown (1d6+6;20/x2) Javelin(Thrown);
SA&SQ Fast Movement(Ex);
Saves Fort +5, Ref +0, Will -1;
Abilities Str 22 (+6), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 8 (-1), Cha 6 (-2);;
Skills: Climb¹ +6, Jump¹ +6, Survival¹ +4;
Feats: Weapon Focus(PH 102) (Falchion);
× Base land speed of 30 feet. × Darkvision 60 feet.
× Rage: You can fly into a screaming frenzy once per encounter; up to 1 time per day. This gives +4 to Strength and Constitution; +4 hit points; and a +2 morale bonus to Will saves; but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 7 rounds.
× Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.

Tenozak Dreadbane XP 2880
Male Ogre Bbn5/Gnt4; CR 8; Large Giant;
HD 4d8+5d12+36; hp 94; Elite: 188 hp Action Points: 1
Init +1; Spd 35 ft/x4; AL NE;
AC 18 (+3 Hide armor, +1 dex, -1 size, +5 natural), touch 10, flat-footed 18;
Base Atk/Grapple +8/+18;
Full Atk +14/+9 Two-handed (3d6+9;19-20/x2) Greatsword,
+9/+4 One-handed (1d8+6;20/x2) Throwing Hammer;
SA&SQ Fast Movement(Ex);
Saves Fort +12, Ref +3, Will +4;
Abilities Str 22 (+6), Dex 12 (+1), Con 18 (+4), Int 8 (-1), Wis 14 (+2), Cha 8 (-1);;
Skills: Climb¹ +15, Intimidate¹ +4, Survival¹ +7;
Feats: Power Attack(PH 98), Cleave(PH 92), Great Cleave(PH 94), Weapon Focus(PH 102) (Greatsword);
Racial Abilities:
× Space/Reach: 10'/10'
× Low-Light Vision & Darkvision 60 feet.
Class Abilities:
× Rage: You can fly into a screaming frenzy once per encounter; up to 2 times per day. This gives +4 to Strength and Constitution; +18 hit points; and a +2 morale bonus to Will saves; but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 9 rounds.
× Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
× Improved Uncanny Dodge(Ex): You can no longer be flanked; except by a level 9 rogue.
× Trap Sense(Ex): +1 to Reflex saves and AC against traps.

Area 2–8 Mystery of the Silver Moon (EL 4, XP 720)
Silver Moonshard Trap CR4 (720XP)
Search DC 21: The character notices that the shards seem conspicuously loose.
Initiative +5
Trigger: A character shines the light from the Moonstaff on an incorrect sequence of moon mosaics.
Immediate Reaction Close 25 foot square, centred on square where the Moonstaff is inserted in the dais. Target: All creatures in burst.
Attack: +11 Hit: 4d6+4 damage, FORT save DC 19 or blinded by the shards (1d6 rounds)
Countermeasures An adjacent character can disable the trap with a DC 21 Disable Device check. Removing the Moonstaff from the dais immediately deactivates the trap.
meomwt
Ill-Fated Peasant
Posts: 7
Joined: Wed Aug 24, 2011 3:21 am

Re: DCC 57 Wyvern Mountain - 3.5E Conversion

Post by meomwt »

Dragon Hill Level 3 - The Legacy of the White Dragon
Area 3–1 The Downward Spiral (EL 8, XP 1,920)
Barghest (2)
Barghest MM-23 CR 5 XP960 each
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger)
Hit Dice: 8d8+16 (52 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Att/Grapple: +8/+12
Full Attack: Bite +12 melee (1d6+4) and 2 claws +7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Feed, spell-like abilities
Special Qualities: Change shape, damage reduction 5/magic, darkvision 60 ft., scent
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 19, Dex 15, Con 15, Int 14, Wis 14, Cha 14
Skills: Bluff +13, Diplomacy +6, Disguise +7 (+9 acting), Hide +13, Intimidate +15, Jump +15, Listen +13, Move Silently +13, Search +11, Sense Motive +12, Spot +13, Survival +11 (+13 following tracks)
Feats: Combat Reflexes, Improved Initiative, Track
CR: 5
Alignment: Always lawful evil

Area 3–3 The Chamber of Immortality (EL 6, XP 1,800)
Vargouille (5)
Vargouille MM-254
Size/Type: Small Outsider
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Att/Grapple: +1/-3
Full Attack: Bite +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Kiss, poison, shriek
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: Hide +11, Intimidate +3, Listen +5, Move Silently +7, Spot +5
Feats: Stealthy, Weapon Finesse
CR: 2
Alignment: NE

Area 3–4 The False Tomb (EL 6, XP 1,300)
Mindkiller Trap CR 4 XP 720
Search DC 25: The character notices a small glyph carved into the lid of the sarcophagus, barely distinguishable from the other decorations.
Knowledge (Arcana) DC 21 or Spellcraft DC 24: The character notices the glyph.
Initiative +5
Trigger: A character removed the lid of the sarcophagus.
Target: The creature that opened the sarcophagus.
Attack: +10 Touch Hit: 5d6 psychic damage, and the target is knocked unconscious unless making a successful WILL save DC 24.
Countermeasures An adjacent character can disable the glyph with a DC 25 Disable Device check.
Flame Jet CR3 XP 480
Search DC 22: The character notices 6 small, recessed nozzles beneath the body of the dark elf.
Initiative +5 Trigger: A character moves the body of the dark elf.
Immediate Reaction Close The nozzles explode jets of flame which cover a 30’ square in fire (similar to a Fireball spell) Target: All creatures in blast
Attack: automatic if in area of effect Hit: 6d6 fire damage (REF save DC 24 for half).
Countermeasures: An adjacent character can disable a single nozzle with a DC 22 Disable Device check (carefully inserting a stone plug or other blocking material into the trap), reducing the blast radius by 1 for each nozzle disabled: the save DC for taking reduced damage also reduces by 1 for every successfully blocked nozzle.

Area 3–5 The Chamber of Pain (EL 7, XP 1920)
Grick MM-139 Total XP 1920
Size/Type: Medium Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 14
Base Att/Grapple: +3/+5
Full Attack: 4 tentacles +5 melee (1d4+2) and bite +0 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., scent
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: Climb +10, Hide +5, Listen +6, Spot +6
Feats: Alertness, Track, Improved Natural Armour
CR: 3
Treasure: None
Alignment: NE


Area 3–6 The Minions of Skelya (EL 8, XP 2880)
Zombie Wyvern MM-259
Size/Type: Large Undead (Augmented Dragon)
Hit Dice: 14d12+3 (94 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 60 ft. (clumsy)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Att/Grapple: +7/+16
Full Attack: Sting +11 melee (1d6+5 plus poison) or talon +11 melee (2d6+5) or bite +11 melee (2d8+5), or slam +11 melee (1d8+5)

Space/Reach: 10 ft./5 ft.
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., immunity to paralysis and sleep, low-light vision, scent, single actions only
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 21, Dex 10, Con --, Int --, Wis 10, Cha 1
Feats: Toughness
CR: 4
Alignment: Usually neutral

Area 3–7 Heir to the Dragon’s Legacy (EL 10, XP 5760)
Dvalinna Young Adult White Dragon (Lesser Dragon Lich) based on Ghost Dragon
Size/Type: Large Undead (Cold, Augmented Dragon)
Hit Dice: 17d12 (110 hp) -> 330 or 440hp, depending on average level of party
Initiative: +0
Speed: 60 ft. (12 squares), burrow 30 ft., swim 60 ft., fly 200 ft. (perfect)
Action Points: 1 per PC
Armor Class: 25 (-1 size, +14 natural, +2 deflection), touch 11, flat-footed 25
Base Attack: +17/--
Attack: Bite +16 melee (2d6+4)
Full Attack: Bite +16 melee (2d6+4) and 2 claws +11 melee (1d8+2) and 2 wings +11 melee (1d6+2) and tail slap +11 melee (1d8+6)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon (5d6 dmg; DC 20, recharge 4-6 on 1d6), corrupting gaze, corrupting touch, draining touch, frightful moan, frightful presence (DC 17), horrific appearance, malevolence, telekinesis
Special Qualities: Blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., fog cloud, icewalking, immunity to cold, paralysis, and sleep, low-light vision, rejuvenation, spell resistance 16, turn resistance +4, vulnerability to fire
Saves: Fort +10, Ref +10, Will +10
Abilities: Str 19, Dex 10, Con --, Int 8, Wis 11, Cha 14
Skills: Concentration +0, Diplomacy +2, Escape Artist +0, Hide +4, Intimidate +2, Knowledge (arcana) -1, Listen +8, Move Silently +0, Search +7, Sense Motive +0, Spot +8, Swim +12, Use Magic Device +2
Feats: --
CR: 10 Alignment NE
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