| Post/Author/DateTime | Post |
|---|---|
| Jimithingmi08-06-03, 11:10 PM | OK...I shelled out my dough for the 3.5 books today. I'm also planning on starting up my CotSQ campaign soon. I'm just entering the Deep Wastes so I have a LONG way to go. And I'm now realizing something. This Mega-Module is now out of synch in a lot of places with 3.5. EL's for encounters are off, many spells, tactics and NPC's will have changed. This is an open call to anyone and a plea to anyone who might read this at WOTC. PLEASE PLEASE PLEASE provide us with some sort of conversion guide for CotSQ. With all of the NPC's, new monsters, new items and random encounters its going to be important and I'm not sure if I can spend the time to do it. I'd even pay for it in some sort of Web download form even though it would be nice if it was fee. I'm really enjoying the module but I'm not sure I can handle all the work that's ahead of me with it now. Its taken me 2 hours to restat out just a few of the Deep Waste random encounters. I'm afraid that this module might have to end up on the shelf and I'll have wasted a good chunk of money. If that's the case...I'll find it hard to justify buying any of these mega-modules again :( Please help...I'm begging you!! |
| Saasiel08-06-03, 11:32 PM | Here, here! I also possess said accessory, and while I love it to death, with the advent and recent addition of ver. 3.5 D&D to my games, it seems that we are in critical need of a DECENT conversion guide. Please WotC, hear out your loyal fans. |
| Chronic Alcoholic08-26-03, 08:10 PM | Bumpity bump bump bump |
| Shyhawk08-26-03, 10:35 PM | :sad: |
| Crust08-27-03, 04:53 PM | Changing 3.0 to 3.5 is an effortless task. There are only a small handful of new spells, and none of them are really necessary in City. Skills and feats work relatively the same, and ELs are a minor dilemma. Just change things as you go. There's certainly no reason for anyone to create a revised 3.5, and there's certainly no reason for you to waste time reading it. |
| Archade08-28-03, 12:12 PM | I've been working on converting all the statblocks to 3.5, as the players adventure through ... why not get people to post a conversion or two each, and voila! I'll remind myself to post what I've done thus far tonight ... |
| FineasBoggs08-28-03, 02:55 PM | Well lucky for you then that they aren't making any more mega modules...or just plain modules. Makes it easy to not buy them. :D I actually just bought it for the game infor included. Faerunian Dragon Template was worth it. Of course I don't ever pay retail, so it's not that big a deal. http://webpages.charter.net/acamphuysen/zhent_symbol.gif Long Live The Black Network!!! |
| Archade09-11-03, 02:38 AM | Here's what I have started so far ... let me know if there's a desire for more (I've already converted a *lot* more ... ================================== City of the Spider Queen Running the Adventure Faerzress and the Underdark Faerzress should add +4 to all subjects¡¦ saving throws. The revised Scry does detail the spell having a magical sensor, so this is a specific situational bonus to a saving throw. [3.5 Revised Scry Spell ¡V my personal extrapolation of Faerzress effect] The effects of faerzress can be detected with a Knowledge (Arcana) DC 25 check, as well as a Knowledge (Dungeoneering) or Knowledge (Local ¡V Underdark) check. [3.5 Revised Knowledge Skills] Playing the Villains Smart Heroes Noticed Scrying Dorina is allowed a DC 20 Intelligence check to detect a scrying attempt on herself. She has an Int modifier of +2. [3.5 Revised magical sensor / scrying rules]. She also gets a chance to detect the Scrying attempt with a DC 30 Spellcraft check after she attempts her Will Save. Irae¡¦s Responses Scrying Irae will attempt to scry ¡§the person who killed my daughter¡¨. The subject will gain a +10 to their Will Save [3.5 Revised Scry Spell] True Ressurection [3.5 Revised True Resurrection Spell ¡V my personal opinion is that Irae would still use True Resurrection, even with the increased material component cost of 25,000gp. Assume that Irae has the holy water and powdered diamonds at hand to do this.] Summon Monster (EL 9-11) Irae summons either a Vrock (demon, CR 9) or a Barbed Devil (Hamatula, CR 11), then orders it to teleport to the party¡¦s location and attack it. With the faerzress, each summoned creature must make a Spellcraft DC 25 check to arrive on target (the Vrock has Spellcraft +15 and the Barbed Devil has no Spellcraft skill at all, but gets an untrained roll of +1. [3.5 Revised Summon Monster Spell & Revised Monsters ¡V Horned Devils (Cornugons) and Ice Devils (Gelugons) are no longer on the Summon Mosnter lists, as their CR is now higher than even the Summon Monster IX choices. Originally EL 12-13] Planar Ally (EL 14) [3.5 Revised Planar Ally spells ¡V to summon the Naleshnee, Irae will now have to use the Greater Planar Ally spell, which will bind the Nalfeshee to the task for 17 hours, at a cost to Irae of 7000gp in sacrifices. The Nalfeshnee automatically makes its¡¦ Spellcraft check to Teleport to the party¡¦s vicinity. No real game change. Originally EL 16.] The Dordiren Crypts Dordiren Crypt Features Floors The floors on the crypt level (D7-D14) are hewn from the natural cavern floors. A DC 10 Balance check is required to run or charge across such a floor. Failure means the character can still act, but can¡¦t run or charge in this round. [3.5 Clarified Balance rules and terrain movement] The floors in the underdark level (D15-20) are natural stone floors. It takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths. [3.5 Clarified Balance rules and terrain movement] D2. Vampire Mausoleum (EL 11) ƒÝ Chahir; male human vampire Sor8; CR10; Medium undead (augmented humanoid); HD 8d12+3 (hp 66); Init +8; Spd 30 ft; AC 23, touch 15, flat-footed 19, BAB/Grapple +4; Grapple +6; Atk/Full Atk +6 melee (1d6+3 plus energy drain, slam); Space/Reach 5 ft/5 ft; SA Blood drain, children of the night, create spawn, dominate (DC 20), energy drain (DC 20); SQ +2 alternate form, DR 10/silver and magic, Darkvision 60 ft, fast healing 5, gaseous form, resistances (cold and electricity 10), spider climb, turn resistance +4, undead traits; AL CE; SV Fort +3, Ref +9, Will +11; Str 14, Dex 18, Con ¡V, Int 10, Wis 14, Cha 22. Skills & Feats: Bluff +14, Concentration +17, Hide +12, Knowledge (Arcana) +11, Knowledge (Nobility) +1, Listen +12, Move Silently +12, Search +8, Sense Motive +10, Spellcraft +11, Spot +12; Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Simple Weapon Proficiency, Toughness. Sorcerer Spells Known (6/8/8/6/4 per day; save DC16 + spell level): 0 ¡V arcane mark, daze, detect magic, mage hand, open/close, ray of frost, read magic, resistance; 1st ¡V mage armor, magic missile, ray of enfeeblement, sleep, true strike; 2nd ¡V darkness, Melf¡¦s acid arrow, mirror image; 3rd ¡V haste, lightning bolt; 4th ¡V improved invisibility Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms listed here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire¡¦s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim¡¦s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master¡¦s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire¡¦s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Dominate (Su): A vampire can crush an opponent¡¦s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire¡¦s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Energy Drain (Su): Living creatures hit by a vampire¡¦s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire spawn can climb sheer surfaces as with a spider climb spell Turn Resistance (Ex): A vampire has +4 turn resistance. Undead Traits: A vampire spawn is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects (unless they specifically affect undead), and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or death from massive damage. A quth-maren cannot be raised, and resurrection works only if it is willing. A vampire spawn has Darkvision (60-foot range). Vampire Weaknesses: Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don¡¦t harm the vampire¡Xthey merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all. Slaying a Vampire: Reducing a vampire¡¦s hit points to 0 or lower incapacitates it but doesn¡¦t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire¡¦s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature¡¦s head and fill its mouth with holy wafers (or their equivalent). Possessions: 150 gp, Bracers of armor +2, Ring of protection +1, Wand of magic missile (3rd), Cloak of resistance +1 [3.5 Revised Vampire template ¡V note that his Damage Reduction is very hard to beat now. Also, Chahir somehow ended up with 2 extra skill points, which I put into Knowledge (nobility)]. |
| Zanan09-11-03, 04:04 AM | Originally posted by Archade I've been working on converting all the statblocks to 3.5, as the players adventure through ... why not get people to post a conversion or two each, and voila! I'll remind myself to post what I've done thus far tonight ... Please, do not forget to mark your articles as spoilers for those who play the game from beyond the DM's screen ;). And while doing conversions, please check my "revision" of the named product (see second article) HERE (http://www.dnd-gate.de/gate2/media/forum/myforum.php?url=http://www.dnd-gate.de/gate2/de/forum/Forum.html&f=4&t=32295) . There are some things that need change before playing the adventure, I'd say. |