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d20 System™ Conversion of:

“Dungeon Module G1: Steading of the Hill Giant Chief”


An ESD copy of the above product can be obtained from: www.svgames.com/tsr9058esd.html
This material was converted by: Daniel R. Collins (www.superdan.net) and is hosted at EN World in compliance with Wizards of the Coast, Inc. ESD
Conversion Agreement v1.0.
Revised 09/08/02
Pathfinder Revision 05/30/19
CONVERSION NOTES
The Game Master should carefully consider the strength of any player characters which are sent into this adventure.
AD&D modules of this era expected much larger party sizes than the standard d20 System™ adventure -- the original text for
this module recommends a group of 9 characters with an average level of at least 9th. Note also that since this module was
published, the D&D ruleset significantly increased the strength of hill (and other) giants: from an original 8d8+1-2 HD (37 hp)
to the current 12d8+48 HD (102 hp) -- that is, nearly tripling their hit points.
Judged by Encounter Levels, the average keyed area herein is about 8th-level. However, many EL 11 encounters exist,
and the central assembly in the Great Hall (see area 11.) is EL 17 -- suggesting that 13th-level adventurers, minimum, are
needed if they are to conduct a direct assault, and the party numbers only 4 player characters.

Alternative: Ambitious GM's may consider using giants' original AD&D number of Hit Dice for their campaign, retaining
d20 System™ ability bonuses and all other statistical methods (possibly also reducing Strength a bit). For example, a hill
giant would have 8d8+32 HD (68 hp); Strength of 23; attacks of greatclub +11/+6 (2d6+9), rock +5/+0 (2d6+6); saves of Fort
+10, Ref +1, Will +2; and a Challenge Rating of about 5. Climb and Jump bonuses would be reduced by 3 points, and the
Weapon Focus feat would be lost. (At the same time, dire bears become brown bears and dire wolves become 3HD wolves.)
Note that this approach merely doubles the hill giants' original hit points, instead of tripling them -- and reduces all
appropriate CR and EL ratings by 2 factors.

Alternative: A simpler modification that a GM might consider is to reduce the hill giants' prodigious rock throwing range
increment from 120 feet down to 40 feet. Their total (indoor) throwing range is then the same as in the original adventure.

Sleeping Monsters: Monsters listed as sleeping, are, as usual, considered to be helpless and subject to coup de grace
attacks. Significant noise made in their area should allow them a Listen check to wake up, with a -10 circumstance penalty to
the check (those listed as merely "dozing" should have only a -5 penalty). Surviving a round of attacks will also allow sleeping
creatures to awaken.

NOTES FOR THE DUNGEON MASTER


Outer Walls: 3 ft. thick; Hardness 5; hp 360; Break DC 40; Climb DC 22.
Inner Walls: 2 ft. thick; Hardness 5; hp 240; Break DC 35; Climb DC 22.
Strong Doors: 1 ft. thick; Hardness 5; hp 120 hp; Break DC 38*.
* Opening any door, even if not stuck/locked, requires a Strength check (DC 17).

Upper Works: Due to the dampness of the area, all wooden structures in the stronghold have fire resistance 5 (and note
that as usual for any object, they only take half-damage from fire-based energy attacks in the first place). Setting the building
on fire requires destroying an entire 10-ft.-by-10-ft. section with fire (see hp above), at a minimum -- if successful, the building
will then burn for a week, as detailed in the adventure.

Giant's Bag Contents: For searches of assorted giant's bag and chest contents, use the current Core Rules. For
example, a hill giant's bag will contain 2d4 throwing rocks, plus 1d4+4 rolls on the "Giants' Bags" table, plus any treasure
indicated for the giant.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
KEY TO THE UPPER LEVEL

WANDERING MONSTERS (EL 5 to 11)


Note the wandering monster tables in the original adventure; check for encounters every 10 minutes. See standard
monster statistics in the Appendix, and special individuals in Area 11. of this conversion document.

1. ENTRY AND CLOAK ROOM (EL 8)


A. Giants, Hill (2): hp 107, 98; sleeping.
B. Giant, Hill: hp 87; sleeping.

2. SUB-CHIEF'S ROOM (EL 4)


Giant, Hill, Female: hp 94; sleeping.

3. DORMITORY (EL 10)


Wearing these creatures' garb allows a Medium-size character to potentially masquerade as a young giant -- allow
Disguise checks at +5 (as if changing only minor details, with no penalty for changing race or age).

Giants, Hill, Adolescent (12): hp 68, 64, 58 (x3), 52, 50 (x2), 48 (x2), 44, 42.

4. BARRACKS (EL 7)
Giants, Hill (2): hp 105, 104; sleeping.

5. MAIDS' CHAMBER (EL 9)


The iron chest contains potions of cure serious wounds, charisma, cure light wounds, and cursed poison (Fort DC 16,
1d10 Con).

Giants, Hill, Female (4): hp 104, 90, 84, 82.

6. HALL OF THE CHIEF


One of the shields is a +3 large steel shield.
Finding the gem in the skull requires a Search check (DC 15).

7. CHAMBER OF THE CHIEF'S WIFE (EL 7)


Dire Bear: Large Animal; CR 7; HD 12d8+48; hp 106; Init +1; Spd 40 ft.; AC 17; Atks 2 claws +18 (2d4+10), bite +13
(2d8+5); Face/Reach 5x10 ft./5 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +12, Ref +9, Will +9.
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills and Feats: Listen +7, Spot +7, Swim +13.

8. CHIEF'S CHAMBER
Finding the secret door requires a Search check (DC 20).

9. ARMS ROOM
Finding the 5 javelins of lightning requires a Search check (DC 15).

10. SMALL DINING ROOM


Finding the hidden door requires a Search check (DC 15).
Finding the hidden scroll tubes in 10A. requires a Search check (DC 20).

11. LONG HALL/GREAT HALL (EL 17)


The noise in this area gives a -4 circumstance penalty to all Listen checks.

Chief Nosnra, Hill Giant, War2: Large Giant; CR 8; HD 14d8+84; hp 172; Init -1; Spd 30 ft.; AC 20 (hide); Atks huge
greatclub +20/+15/+10 (2d6+13), rock +10/+5/+0 (2d6+9), huge heavy crossbow +9/+4/-1 (2d8); Face/Reach 5x5 ft./10 ft.;
Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
SA Rock throwing; SQ Rock catching; AL CE; SV Fort +17, Ref +3, Will +4.
Str 29, Dex 9, Con 23, Int 10, Wis 10, Cha 11.
Skills and Feats: Climb +12, Intimidate +4, Jump +12, Spot +4; Cleave, Power Attack, Weapon Focus (greatclub).

Chief's Wife, Female Hill Giant: hp 108; use male hill giant statistics.

Sub-Chief, Hill Giant, War1: Large Giant; CR 8; HD 13d8+65; hp 131; Init -1; Spd 30 ft.; AC 20 (hide); Atks huge greatclub
+18/+13 (2d6+12), rock +9/+4 (2d6+8); Face/Reach 5x5 ft./10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV Fort +15,
Ref +3, Will +4.
Str 27, Dex 8, Con 20, Int 6, Wis 10, Cha 11.
Skills and Feats: Climb +10, Jump +10, Spot +5; Cleave, Power Attack, Weapon Focus (greatclub).

Giant, Cloud: Huge Giant (Air); CR 11; HD 17d8+102; hp 186; Init +1; Spd 50 ft.; AC 21; Atks gargantuan morningstar
+22/+17/+12 (4d6+18), rock +12/+7/+2 (2d8+12); Face/Reach 10x10 ft./15 ft.; SA Rock throwing, spell-like abilities; SQ Rock
catching, scent; AL NE; SV Fort +16, Ref +6, Will +6.
Str 35, Dex 13, Con 23, Int 12, Wis 12, Cha 13.
Skills and Feats: Climb +16, Jump +16, Listen +10, Spot +10; Alertness, Cleave, Great Cleave, Power Attack.

Giants, Stone (3): Large Giant (Earth); CR 8; HD 14d8+56; hp 132, 127, 120; Init +2; Spd 30 ft.; AC 25 (hide); Atks huge
greatclub +17/+12 (2d6+12), rock +12/+7 (2d8+8); Face/Reach 5x5 ft./10 ft.; SA Rock throwing, and see text; SQ Rock
catching; AL N; SV Fort +13, Ref +6, Will +4.
Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11.
Skills and Feats: Climb +10, Hide +0*, Jump +10, Spot +3; Combat Reflexes, Point Blank Shot, Power Attack, Precise
Shot.

Giants, Hill (22): hp 113, 107 (x3), 105, 104 (x5), 102 (x5), 101 (x3), 96, 92, 87 (x2).
Ogres (8): hp 38, 36, 35 (x3), 34, 33, 27.
Dire Bear: hp 122; see area 7. above for complete statistics.

12. ARSENAL ROOM


No conversions are needed in this area.

13. WEAPONS ROOM


Finding either of the magic warhammers requires a Search check (DC 15).

14. MAIN GUEST CHAMBER


The magic sword in this area is effectively covered by a permanent image; it requires the usual interaction and Will save
(DC 19) to see it properly.

Magic Sword: +2 giant bane longsword; speech (Common, Giant, Gnome); detect evil at will, range 120 ft.; Ego 8; AL NG;
Int 14, Wis 11, Cha 11.

15.-16. COMMON ROOMS


No conversions are needed in these areas.

17. KITCHEN (EL 11)


Giants, Hill, Female (5): hp 90 each.
Ogres (11): hp 19 each.
Orcs (29): hp 4 each.

18. KITCHEN WORKROOM


No conversions are needed in this area.

19. SERVANTS' QUARTERS (EL 7)


Giant, Hill: hp 111.
Giants, Hill, Female (6): hp 90 each; will not fight.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
20. ORC SLAVE QUARTERS (EL 1)
Orcs (2): hp 2 each.

21. OGRE QUARTERS (EL 7)


Finding the hidden sack requires a Search check (DC 20). The sack contains a potion of bull's strength and a cursed
potion of delusion (GM determines exact type).

Good Padlock: Hardness 10; hp 30; Open Lock DC 30.


Ogres (5): hp 33, 30, 25, 23, 22.

22. OPEN COMPOUND (EL 11)


Dire Wolves (14): hp 62, 58, 56, 52 (x2), 50, 48 (x3), 46 (x2), 42, 38, 36.

23.-25. GUARD/BARRACKS ROOMS


No conversions are needed in these areas.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
KEY TO THE DUNGEON LEVEL
"B", Boulder Wall: 4 ft. thick; Hardness 8; hp 360; Break DC 50; Climb DC 15.

WANDERING MONSTERS (EL 6 to 7)


Note the wandering monster tables in the original adventure; check for encounters every 10 minutes. See ogre and orc
statistics in the Appendix; orc poison is the deathblade variety (DC 20, 1d6/2d6 Con).

1. MARSHALLING AREA
No conversions are needed in this area.

2. CHAMBER OF THE KEEPER (EL 8)


The Keeper, Hill Giant: hp 120; Spd 40 ft.; AC 21 (chain shirt); Atks +3 greataxe +19/+14 (1d12+13); Climb and Jump +10;
Weapon Focus (greataxe); all other statistics as a normal hill giant.

Dire Apes (2): Large Animal; CR 3; HD 5d8+10; hp 39, 36; Init +2; Spd 30 ft., climb 15 ft.; AC 15; Atks 2 claws +8 (1d6+6),
bite +3 (1d8+3); Face/Reach 5x5 ft./10 ft.; SA Rend 2d6+12; SQ Scent; AL N; SV Fort +6, Ref +6, Will +5.
Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7.
Skills and Feats: Climb +14, Move Silently +9, Spot +9.

3. CELL BLOCK (EL 4)


Bugbears (2): hp 19, 16.

i. Merchant, Human Exp1: insane.


ii. Engineer, Human Exp1: noncombatant.
iii. Elf Ftr3/Wiz6: see below for statistics.
iv. Skeletons, Medium (3): see below for statistics.
v. Orcs (5): hp 4 each.

Elf Ftr3/Wiz6: Medium Humanoid (Elf); CR 9; HD 3d10+6d4+18; hp 51 (now 23); AL CG.


Str 17, Dex 16, Con 15, Int 17, Wis 14, Cha 11.
(Other statistics as determined by the GM.)

Skeletons, Medium (3): Medium Undead; CR 1/3; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 13; Atks longsword +0 (1d8); SQ
Undead, immunities; AL N; SV Fort +0, Ref +1, Will +2.
Str 10, Dex 12, Con -, Int -, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.

4.-8. BUGBEAR QUARTERS COMPLEX (EL 12)


4. Bugbears (12): hp 22, 20, 17 (x4), 16 (x6).
5. Bugbears (12): use statistics above; sleeping.
6. Bugbears (12): use statistics above; sleeping.
7. Bugbears (4): hp 21 each; AC 16; bastard sword +4 (1d10+3); with captain (see below).
8. Bugbears (6): hp 23, 19 (x3), 18, 15.

Captain, Bugbear War1: Medium Humanoid (Goblinoid); CR 3; HD 4d8+4; hp 26; Init +1; Spd 30 ft.; AC 17 (studded); Atks
bastard sword +7 (1d10+6); SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +4, Will +1.
Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +5, Hide +3, Listen +4, Move Silently +6, Spot +3; Alertness.

9.-14. SLAVES' QUARTERS (EL 7)


Areas marked by a "W" each have one bugbear guard, as follows.

Bugbears (5): hp 18 each.

9. Orcs (24): unarmed orc slaves, very poor morale (EL 6).
10. Orcs (30): unarmed orc slaves, very poor morale (EL 7).
11. Orcs (24): unarmed orc slaves, very poor morale (EL 6).
12. Orcs (48): unarmed orc laborers, fair morale (EL 9).
13. Orcs (24): unarmed orc laborers, fair morale (EL 7).
Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
14. Orcs (16): unarmed orc laborers, good morale (EL 6).

15. TORTURE CHAMBER (EL 8)


Giants, Hill (2): hp 105, 101; sleeping (dozing).

16. ARMORY AND SMITHY (EL 12)


Avoiding the precarious stack of helmets requires a Reflex save (DC 10).

Giants, Fire (2): Large Giant (Fire); CR 10; HD 15d8+75; hp 148, 139; Init -1; Spd 30 ft.; AC 21 (chain); Atks huge
greatsword +20/+15/+10 (2d8+15), rock +10/+5/+0 (2d6+10 and 2d6 fire); Face/Reach 5x5 ft./10 ft.; SA Rock throwing; SQ
Rock catching, fire subtype; AL LE; SV Fort +14, Ref +4, Will +5.
Str 31, Dex 9, Con 21, Int 10, Wis 10, Cha 11.
Skills and Feats: Climb +11, Jump +11, Spot +7; Cleave, Great Cleave, Power Attack, Sunder.

Dwarves (6): chained, noncombatants.

Dwarf Ftr8: Medium Humanoid (Dwarf): CR 8; HD 8d10+24; hp 70; AL LG.


Str 19, Dex 10, Con 17, Int 8, Wis 11, Cha 6.
(Other statistics as determined by the GM.)

17. WEIRD ABANDONED TEMPLE (EL 6)


Note that a PC touching the pillars becomes nauseated (2d6 rounds).
Touching the curved wall (once activated) causes insanity unless a Will save (DC 16) is made. Any victim becomes
permanently confused; the effect can only be removed with a heal, limited wish, miracle, or wish spell.

Scarab of Insanity: With a command word, this item casts the confusion spell (Will DC 16), at a range of 0 ft. (the user is
immune). It has 50 charges.
Caster Level: 7th. Prerequisites: Craft Wondrous Item, confusion; Market Price: 20,000 gp; Weight: -.

18. VESTRY (?)


No conversions are needed in this area.

19. NATURAL CAVERN (EL 12)


Leaders, Orc War2 (3): Medium Humanoid (Orc); CR 1; HD 2d8; hp 11, 10, 9; Init +0; Spd 30 ft.; AC 14 (scale mail); Atks
greataxe +4 (1d12+3); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, Ref +0, Will -1.
Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
Skills and Feats: Climb +1, Listen +2, Spot +2; Alertness.

Guards, Orcs War1 (12): hp 8 each; Str 17; various weapons.


Orcs (63): hp 5 each; various weapons.

20. TROGLODYTE CAVERN (EL 11)


Troglodytes (20): Medium Humanoid (Reptilian); CR 1; HD 2d8+4; hp 19, 18 (x2), 17 (x2), 16, 14 (x6), 13, 12 (x5), 11, 10;
Init -1; Spd 30 ft.; AC 15; Atks longspear +1 (1d8), bite -1 (1d4), or javelin +1 (1d6); SA Stench, darkvision 90 ft.; AL CE; SV
Fort +5, Ref -1, Will +0.
Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10.
Skills and Feats: Hide +6*, Listen +3; Multiattack, Weapon Focus (javelin).

Troglodytes, Females (13): hp 17, 15 (x3), 14, 13, 12, 11 (x2), 10, 9 (x2), 8; Str 8, Con 12; otherwise, use male statistics
above.

Troglodytes, Young (7): hp 4 each; noncombatants.

21. LIZARDS' LAIR (EL 10)


Lizards, Giant, Adult (2): Large Animal; CR 7; HD 10d8+50; hp 97, 90; Init +1; Spd 30 ft., swim 30 ft.; AC 15; Atks bite +13
(2d6+10); AL N; SV Fort +12, Ref +8, Will +4.
Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2.
Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
Skills and Feats: Climb +13, Hide +2*, Listen +4, Move Silently +5, Spot +4.

Lizards, Giant, Young (4): CR 4; HD 6d8+30; hp 55, 52, 50, 49; Atks bite +10 (2d6+10); SV Fort +10, Ref +6, Will +3; all
other statistics as above.

22. PARTIALLY CLEARED PASSAGE TO CISTERN


Following the length of the stream requires a Swim check (DC 20) to avoid 2d6 points of damage.

23. CAVERN OF THE CARRION CRAWLERS (EL 7)


Check the 30% chance for 1-3 additional monsters every 10 minutes.
Any successful Search check (DC 20) turns up a result from the treasure table.

Carrion Crawlers (2 or more): Large Aberration; CR 4; HD 3d8+6; hp 24, 21; Init +2; Spd 30 ft., climb 15 ft.; AC 17; Atks 8
tentacles +3 (paralysis), bite -2 (1d4+1); Face/Reach 5x10 ft./5 ft.; SA Paralysis; SQ Scent; AL N; SV Fort +3, Ref +3, Will
+5.
Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6.
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness.

24. STORAGE ROOM


Huge Padlock: Hardness 10; hp 60; Open Lock DC 30.

25. WINE CELLAR (EL 2)


For the padlock, use the same statistics as area 24. above.
Tasting the exceptional wine requires a Will save (DC 22) to avoid drinking until helpless.

26.-27. GALLERY/CHAMBER UNDER CLEARANCE


No conversions are needed in these areas.

28. QUARTERS FOR STONE GIANT MINERS (EL 11)


Giants, Stone (3): hp 126, 121, 113; for other statistics, see the Upper Level, area 11.

29. EMPTY CHAMBER (EL 4)


Iron Bars Trap: CR 4; +12 melee (6d6); Search (DC 20); Disable Device (DC 20). Note: Damage applies only to those
underneath the bars. Bars block the passageway (4 in. thick; Hardness 10; hp 120; Break DC 25).

30. PRISON (EL 10)


For the iron bars, use the statistics for area 29. above.

Manticores (4): Huge Magical Beast; CR 5; HD 6d10+24; hp 83, 79, 75, 69; Init +2; Spd 30 ft., fly 50 ft. (clumsy); AC 16;
Atks 2 claws +9 (2d4+5), bite +7 (1d8+2), 6 spikes +6 (1d8+2); Face/Reach 10x20 ft./10 ft.; SA Spikes; SQ Scent; AL LE; SV
Fort +9, Ref +7, Will +3.
Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9.
Skills and Feats: Listen +9, Spot +9* Feat: Multiattack.

31. MINOR TREASURE ROOM (EL 6)


Scything Blade Trap: CR 2; +12 melee (2d8, crit x3); Search (DC 21); Disable Device (DC 20). Note: On a critical hit, apply
specific damage to the hand area.

Cursed Potion of Poison: Fort DC 16, 1d10 Con.

Poison Needle Traps (2): CR 5; +12 melee (1, plus deathblade poison); Search (DC 22); Disable Device (DC 20). Note:
Deathblade poison (DC 20, 1d6/2d6 Con). The second trap is only encountered if the false bottom in the appropriate chest is
found, with a Search check (DC 20).

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
32. SECRET ROOM
Finding the secret doors (and spy holes) here requires a Search check (DC 20).

33. THE CHIEF'S TREASURE ROOM (EL 7)


Finding the secret door here requires a Search check (DC 20).
Each of the two illusions is a permanent image, and they require the usual interaction and Will save (DC 19) to see through.
The items on the wall are +2 arrows (11), a +3 longspear, and two magic swords (see below).

Spiked Pit Trap, 10 Ft. Deep: CR 7; no attack roll necessary (1d6), +10 melee (1d4 spikes for 1d4+1 points of damage plus
deathblade poison with each hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20). Note: Deathblade
poison (Fort DC 20, 1d6/2d6 Con).

Iron Box: 2 in. thick; Hardness 10; hp 60; Break DC 28; Open Lock 30.

1st Magic Sword: +1 flaming burst longsword; empathy; locate object at will, range 240 ft.; Ego 12; AL CG; Int 10, Wis 18,
Cha 16.

2nd Magic Sword: +1 flaming burst longsword; not intelligent.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
APPENDIX
Giant, Hill: Large Giant; CR 7; HD 12d8+48; hp 102; Init -1; Spd 30 ft.; AC 20 (hide); Atks huge greatclub +16/+11 (2d6+10),
rock +8/+3 (2d6+7); Face/Reach 5x5 ft./10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV Fort +12, Ref +3, Will +4.
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +9, Jump +9, Spot +4; Cleave, Power Attack, Weapon Focus (greatclub).

Giant, Hill, Female: Large Giant; CR 6; HD 12d8+36; hp 90; Init -1; Spd 30 ft.; AC 20 (hide); Atks huge greatclub +15/+10
(2d6+9), rock +8/+3 (2d6+6); Face/Reach 5x5 ft./10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV Fort +11, Ref +3,
Will +4.
Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +8, Jump +8, Spot +4; Cleave, Power Attack, Weapon Focus (greatclub).

Giant, Hill, Adolescent: Medium Giant; CR 3; HD 8d8+16; hp 52; Init -1; Spd 30 ft.; AC 21 (hide); Atks greatclub +12/+7
(1d10+7); AL CE; SV Fort +8, Ref +1, Will +2.
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +6, Jump +6, Spot +3; Cleave, Power Attack, Weapon Focus (greatclub).

Dire Wolf: Large Animal; CR 3; HD 6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14; Atks bite +10 (1d8+10); Face/Reach 5x10 ft./5
ft.; SA Trip; SQ Scent; AL N; SV Fort +8, Ref +7, Will +6.
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*.

Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; Init -1; Spd 30 ft.; AC 16 (hide); Atks huge greatclub +8 (2d6+7), large javelin +1
(1d8+5); Face/Reach 5x5 ft./10 ft.; AL CE; SV Fort +6, Ref +0, Will +1.
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +4, Listen +2, Spot +2; Weapon Focus (greatclub).

Bugbear: Medium Humanoid (Goblinoid); CR 2; HD 3d8+3; hp 16; Init +1; Spd 30 ft.; AC 17 (leather, small shield); Atks
morningstar +4 (1d8+2), javelin +3 (1d6+2); SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +4, Will +1.
Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.
Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.

Orc: Medium Humanoid (Orc); CR 1/2; HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 12 (leather); Atks unarmed +3 (1d3+2 subdual),
club +3 (1d6+3), heavy crossbow +1 (1d10); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, Ref +0, Will -1.
Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
Skills and Feats: Listen +2, Spot +2; Alertness.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
PATHFINDER APPENDIX

Male Barbarian Hill Giant CR 10


XP 9,600
Barbarian hill giant (Pathfinder RPG Bestiary 150, Pathfinder RPG Monster Codex 246)
CE Large humanoid (giant)
Init -1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 20, touch 8, flat-footed 20 (+3 armor, -1 Dex, +9 natural, -1 size)
hp 85120 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities improved uncanny dodge, rock catching; DR 3/—
Raging
AC 18, touch 6, flat-footed 18 (+3 armor, -1 Dex, +9 natural,-2 rage, -1 size)
hp 115150 (10d8+70)
Fort +14, Ref +2, Will +6
Defensive Abilities improved uncanny dodge, rock catching; DR 3/—
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +16/+11 (2d8+13) or
2 slams +15 (1d8+9)
Ranged rock +6 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (18 rounds/day), rock throwing (120 ft.)
Raging
Speed 40 ft.
Melee greatclub +16/+11 (2d8+13)
or 2 slams +15 (1d8+9)
Ranged rock +6 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (ooooo ooooo ooooo ooo rounds/day),
rock throwing (120 ft.)
--------------------
Statistics
--------------------
Str 29, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +17; CMD 26
Raging
Str 35, Dex 8, Con 25, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +18; CMD 27
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Acrobatics -2 (+2 to jump), Climb +14, Intimidate +14, Perception +6
Languages Giant
Other Gear hide shirt, greatclub
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (18 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Female Hill Giant CR 7


XP 3,200
Hill giant (Pathfinder RPG Bestiary 150)
CE Large humanoid (giant)
Init -1; Senses low-light vision; Perception +6
--------------------
Defense
Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
--------------------
AC 20, touch 8, flat-footed 20 (+3 armor, -1 Dex, +9 natural, -1 size)
hp 85 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +14/+9 (2d8+10) or
2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
--------------------
Statistics
--------------------
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Acrobatics -2 (+2 to jump), Climb +12, Intimidate +12, Perception +6
Languages Giant
Other Gear hide shirt, greatclub
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Adolescent Hill Giant (12) CR 6


XP 2,400 each
Young hill giant (Pathfinder RPG Bestiary 150, 295)
CE Medium humanoid (giant)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+2 armor, +1 Dex, +7 natural)
hp 65 each (10d8+20)
Fort +9, Ref +4, Will +3
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +13/+8 (1d10+7) or
2 slams +12 (1d6+5)
Ranged rock +9 (1d6+7)
Special Attacks rock throwing (120 ft.)
--------------------
Statistics
--------------------
Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +12; CMD 23
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Acrobatics +1 (+5 to jump), Climb +11, Intimidate +10, Perception +6
Languages Giant
Other Gear leather armor, greatclub
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.
Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
OPEN GAMING QUICK STATISTICS
Saves Skills
Monster CR AC HD hp © Init © Spd F R W Lis Spt Attacks and Qualities

Appendix Roster
Giant, Hill 7 20 12d8+48 -1 30 +12 +3 +4 0 +4 huge greatclub +16/+11 (2d6+10), rock +8/+3 (2d6+7); rock
throwing, rock catching
Giant, Hill, Fem. 6 20 12d8+36 -1 30 +11 +3 +4 0 +4 huge greatclub +15/+10 (2d6+9), rock +8/+3 (2d6+6); rock
throwing, rock catching
Giant, Hill, Ado. 3 21 8d8+16 -1 30 +8 +1 +2 0 +3 greatclub +12/+7 (1d10+7)
Dire Wolf 3 14 6d8+18 +2 50 +8 +7 +6 +6 +6 bite +10 (1d8+10); trip; scent
Ogre 2 16 4d8+8 -1 30 +6 0 +1 +2 +2 huge greatclub +8 (2d6+7), large javelin +1 (1d8+5)
Bugbear 2 17 3d8+3 +1 30 +2 +4 +1 +3 +3 morningstar +4 (1d8+2), javelin +3 (1d6+2); darkvisn. 60 ft.
Orc -1 12 1d8 0 20 +2 0 -1 +2 +2 unarmed +3 (1d3+2 s), club +3 (1d6+3), hvy crossbow +1
(1d10); darkvision 60 ft., light sensitivity

Upper Level
Chf Nosnra, War2 8 20 14d8+84 172 -1 30 +17 +3 +4 0 +4 huge greatclub +20/+15/+10 (2d6+13), rock +10/+5/+0
(2d6+9), huge hvy crossbow +9/+4/-1 (2d8); rock throwing,
rock catching

Chief's Wife 7 20 12d8+48 108 -1 30 +12 +3 +4 0 +4 huge greatclub +16/+11 (2d6+10), rock +8/+3 (2d6+7); rock
throwing, rock catching

Sub-Chief, War1 8 20 13d8+65 131 -1 30 +15 +3 +4 0 +4 huge greatclub +18/+13 (2d6+12), rock +9/+4 (2d6+8); rock
throwing, rock catching

Giant, Cloud 11 21 17d8+102 186 +1 50 +16 +6 +6 +10 +10 gar mngst +22/+17/+12 (4d6+18), rock +12/+7/+2 (2d8+12);
rock throwing, spell-like abilities; rock catching, scent

Giant, Stone 8 25 14d8+56 +2 30 +13 +6 +4 0 +3 huge greatclub +17/+12 (2d6+12), rock +12/+7 (2d8+8);
rock throwing; rock catching
Dire Bear 7 17 12d8+48 +1 40 +12 +9 +9 +7 +7 2 claws +18 (2d4+10), bite +13 (2d8+5); imp. grab; scent

Lower Level
The Keeper 7 21 12d8+48 120 -1 40 +12 +3 +4 0 +4 +3 greataxe +19/+14 (1d12+13), rock +8/+3 (2d6+7); rock
throwing, rock catching

Dire Ape 3 15 5d8+10 +2 30 +6 +6 +5 +1 +9 2 claws +8 (1d6+6), bite +3 (1d8+3); rend 2d6+12; scent
Giant, Fire 10 21 15d8+75 -1 30 +14 +4 +5 0 +7 huge gtswd +20/+15/+10 (2d8+15), rock +10/+5/+0 (2d6+10
& 2d6 fire); rock throwing; rock catching, fire subtype
Skeleton, Medium -2 13 1d12 +5 30 0 +1 +2 0 0 2 claws +0 (1d4); undead, immunities
Cap., Bugbr War1 3 18 4d8+4 26 +1 30 +4 +4 +1 +4 +3 bastard sword +7 (1d10+4); darkvision 60. ft.
Leader, Orc War2 1 14 2d8 0 30 +3 0 -1 +2 +2 greataxe +4 (1d12+3); darkvision 60 ft., light sensitivity
Troglodyte 1 15 2d8+4 -1 30 +5 -1 0 +3 0 longspear +1 (1d8), bite -1 (1d4), stench (30 ft., DC13, -2
morale), darkvision 90 ft.
Lizard, Giant, Adult 7 15 10d8+50 +1 30 +12 +8 +4 +4 +4 bite +13 (2d6+10)
Lizard, Giant, Yng 4 15 6d8+30 +1 30 +10 +6 +3 +4 +4 bite +10 (2d6+10)
Carrion Crawler 4 17 3d8+6 +2 30 +3 +3 +5 +6 +6 8 tentacles +3(par), bite -2(1d4+1); paralysis (DC13); scent
Manticore 5 16 6d10+24 +2 50 +9 +7 +3 +9 +9 2 claw +9 (2d4+5), bite +7 (1d8+2), 6 spike +6 (1d8+2); scnt

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis
Dungeon Module G1: Steading of the Hill Giant Chief, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20
System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns,
including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by
Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of W IZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current
version of this policy can be obtained at: http://www.wizards.com/d20/files/ESDpolicy.rtf

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with
the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you
must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: www.svgames.com/tsr9058esd.html

OPEN GAME LICENSE Version 1.0a

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15. COPYRIGHT NOTICE


Dungeon Module G1: Steading of the Hill Giant Chief, © 1978 Wizards of the Coast, Inc.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.
d20 System™ Conversion of Dungeon Module G1: Steading of the Hill Giant Chief, ©2002 Daniel R. Collins. All rights reserved.

Pathfinder Conversion from “d20 System™ Conversion of G1: Steading of the Hill Giant Chief by Daniel R. Collins”, by Nogard Revlis

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