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d20 System Conversion of:

Dungeon Module U3: The Final Enemy


An ESD copy of the above product can be obtained from: www.svgames.com/tsr9076esd.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

CONVERSION NOTES
The original adventure text indicates that it was "designed for 8-12 characters of experience levels 35"; keep this in mind when using it with the d20 System Core Rules, which are balanced for parties of
only 4 characters in general. The median Encounter Level turns out to be about 6th, but there are many
encounters of 11th level or even as high as 14th! A stealthy party may be able to accomplish the
necessary reconnaissance (always avoiding combat in these more dangerous areas) with a group of 4
6th-level characters, or alternatively around 8 4th-level PCs will be required.
Note that the sahuagin leaders in this adventure have been converted in a manner which maintains
the same overall Hit Dice. If compared to the leader-figures specified under the sahuagin "Organization"
entry in Core Rulebook III, their total levels (character levels plus monster Hit Dice) will, in fact, match up
properly. While the various sahuagin priestesses in the fortress have lost their highest level of prepared
spells under this conversion, their total number up of available spells has increased noticeably. The
author therefore considers this to be a balanced conversion methodology.

THE MISSION
VARIATIONS IN THE ABSENCE OF LIZARD MEN
If appropriate, the PCs will have access to two waterproofed scrolls. The first is an arcane scroll of
magic missile, unseen servant, knock, web, water breathing, and remove curse. The second is a divine
scroll of remove fear, aid, glyph of warding, and cure critical wounds.

THE JOURNEY TO THE FORTRESS (AND BACK)


At night, once every three hours, make a single roll for a normal sahuagin warrior to see any ship at
sea in the area of the fortress (Spot DC 10 + 4 per mile distance). By day, make the same roll every three
hours, but increase the difficulty (Spot DC 20 + 4 per mile distance). If any check succeeds, see the
"Sahuagin Attack at Sea" encounter in the Appendix.

THE MARSHLANDS
When visibility becomes poor (at night when mist is present), a Wilderness Lore check (DC 10 + 2 per
person in the group) must be made every hour of movement along a marsh trackway or else the whole
party gets lost in the marsh. Movement is then at a x1/2 penalty, with a 1 in 12 chance per 10 minutes of
someone falling into a bog pit. Re-locating the trackway requires another Wilderness Lore check (DC 20).
Bog Pit, 10 Ft. Deep: CR 1; no attack roll necessary; Reflex save (DC 20) avoids; Search (DC 20). Note:
A creature trapped in a bog pit can only get out via an Escape Artist check (DC 25) or help from the
outside. Otherwise, they suffer the effects of the standard drowning rules.
If adventurers are forced to survive off marsh water and/or foraged fruit, a Wilderness Lore check
must be made each day (DC 10). Failure indicates consumption of some form of tainted food or water; the
d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

characters must then make Fortitude saves (DC 16) to avoid contracting blinding sickness. Presence of a
druid with nature sense or use of the purify food and drink spell will negate this possibility. There is no
particular advantage in this respect to being accompanied by lizardfolk warriors.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

MARSHLAND ENCOUNTER TABLE (EL 3-7)


Every 3 hours during the day there is a 1 in 10 chance of encounter. For each encounter, roll 1d20: 13=crocodiles, 4-7=constrictor snakes, 8=giant lizard, 9-12=giant leeches, 13-14=viper snake,
15=hippopotami, 16-17=thork, 18=babblers, 19=black dragon, 20=human ranger.
Crocodiles (4): Medium Animal (Aquatic); CR 2; HD 3d8+9; hp 22; Init +1; Spd 20 ft., swim 30 ft.; AC 15;
Atks bite +6 (1d8+6), tail slap +6 (1d12+6); SA Improved grab; AL N; SV Fort +6, Ref +4, Will +2.
Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2.
Skills and Feats: Hide +7*, Listen +5, Spot +5.
Snakes, Constrictor, Large (2): Large Animal; CR 4; HD 6d8+6; hp 31; Init +3; Spd 20 ft., climb 20 ft.,
swim 20 ft.; AC 15; Atks bite +8 (1d4+7); Face/Reach 5x5 ft. (coiled)/10 ft.; SA Improved grab, constrict
1d4+7; SQ Scent; AL N; SV Fort +6, Ref +8, Will +3.
Str 21, Dex 17, Con 13, Int 1, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +16, Hide +7, Listen +9, Spot +9.
Leeches, Giant (5): Small Vermin (Aquatic); CR 1; HD 2d8; hp 9; Init +1; Spd 10 ft.; AC 12; Atks bite +3
(1d4-2); SA Attach, blood drain (1d2 Con/round), disease (Fort DC 12, filth fever); SQ Salt vulnerability
(as acid); AL N; SV Fort +3, Ref +1, Will +0.
Str 7, Dex 12, Con 10, Int -, Wis 10, Cha 1.
Skills and Feats: Hide +9*, Listen +4, Spot +4; Weapon Finesse (bite).
Skills: *A giant leech gains a +8 racial bonus to Hide checks in water.
Snake, Huge Viper: Huge Animal; CR 3; HD 4d8+4; hp 23; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; AC
15; Atks bite +5 (1d4 and poison); Face/Reach 15x15 ft. (coiled)/10 ft.; SA Poison (Fort DC 13, 1d6 Con);
SQ Scent; AL N; SV Fort +5, Ref +8, Will +2.
Str 10, Dex 19, Con 13, Int 1, Wis 12, Cha 2.
Skills and Feats: Balance, +12, Climb +12, Hide +3, Listen +9, Spot +9; Weapon Finesse (bite).
Hippopotami (2): Large Animal; CR 4; HD 8d8+24; hp 60; Init +1; Spd 20 ft., swim 30 ft.; AC 14; Atks bite
+9 (2d6+6); Face/Reach 5x10 ft./5 ft.; SQ Scent; AL N; SV Fort +9, Ref +7, Will +3.
Str 18, Dex 12, Con 16, Int 2, Wis 12, Cha 6.
Skills and Feats: Listen +6, Spot +6.
Thork (6): Large Magical Beast; CR 2; HD 3d10+6; hp 22; Init +4; Spd 15 ft., swim 15 ft.; AC 17; Atks bite
+4 (1d6+2); Face/Reach 5x5 ft./10 ft.; SA Breath weapon (steam cone 40 ft., Ref DC 13 half, 2d8
damage); AL N; SV Fort +5, Ref +7, Will +3.
Str 14, Dex 18, Con 14, Int 2, Wis 14, Cha 8.
Skills and Feats: Listen +4, Spot +4, Swim +3; Dodge.
Babblers (2): Large Monstrous Humanoid; CR 3; HD 5d8; hp 25; Init +1; Spd 40 ft.; AC 14; Atks 2 claws
+8 (1d6+4), bite +6 (1d8+2); Face/Reach 5x10 ft./5 ft.; SA Sneak attack +2d6; AL CE; SV Fort +2, Ref +5,
Will +6.
Str 18, Dex 13, Con 12, Int 10, Wis 14, Cha 11.
Skills and Feats: Hide +8*, Listen +7, Swim +9, Spot +7; Multiattack.
Skills: *Babblers receive a +8 racial bonus to Hide checks when moving on their bellies.
Dragon, Black, Very Young: Small Dragon (Water); CR 3; HD 7d12+7; hp 52; Init +0; Spd 60 ft., fly 100
ft. (average), swim 60 ft.; AC 17; Atks bite +9 (1d6+1), 2 claws +4 (1d4); SA Breath weapon (acid line 40
ft., Ref DC 14, 4d4); SQ Blindsight (60 ft.), immunities, keen senses, water breathing; AL CE; SV Fort +6,
Ref +5, Will +5.
Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Skills and Feats: Bluff +6, Escape Artist +7, Listen +7, Search +6, Spot +7; Hover, Flyby Attack.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

Axel, Human Rgr8: Medium Humanoid; CR 8; HD 8d10+16; hp 64; Init +3; Spd 20 ft.; AC 21; Atks
longsword +11/+6 (1d8+3), dagger +11/+6 (1d4+3), +1 longbow +11/+11/+6 (1d8+1); SA Favored
enemies (+2 vs. giants, +1 vs. dragons); AL CG; SV Fort +8, Ref +5, Will +4.
Str 17, Dex 16, Con 14, Int 15, Wis 15, Cha 12.
Skills and Feats: Animal Empathy +12, Hide +10, Listen +13, Move Silently +10, Search +13, Spot
+13, Wilderness Lore +13; Point-Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow).
Possessions: +1 chainmail, +2 small steel shield, longsword, dagger, +1 longbow.
Spells Prepared (2/1; base DC 12 + spell level): 1st -- delay poison, detect snares and pits; 2nd -hold animal.

THE ISLAND
Remember that movement on the island surface is at a x1/2 penalty.

ACCESS TO THE FORTRESS


If adventurers advance on the fortress during the night, the sahuagin guards in area 1 may make a
Spot checks (DC 18 at 200 ft. distance, automatic at 100 ft.) to see their approach.
If adventurers attack during the day, the sahuagin must make Listen checks (DC 25 at 200 ft., DC 15
at 100 ft.; alternatively, versus party's Move Silently checks, +5 for the doors, +1 per 10 ft. from the
entrance) to detect them.

THE FORTRESS -- STANDARD FEATURES


The GM should assume that the fortress is cold and requires hourly Fortitude checks (DC 15 +1 per
hour) to avoid 1d6 points of subdual damage, as per the Core Rules. This assumes that the adventurers
are not otherwise protected from exposure, of course.
Stone Doors: 4 in. thick; Hardness 8; hp 60; Break DC 28.
Bronze Gates: 2 in. thick; Hardness 10; hp 60; Lift DC 25; Break DC 28.
Hewn Stone Wall: 3 ft. thick; Hardness 8; hp 540; Break DC 50; Climb DC 22.
Manacles: Hardness 10; hp 10; Break DC 26; Escape Artist DC 30.
Stone Coffers: 3x2x2 ft.; Hardness 10; hp 30; Break DC 27; Open Lock DC 25.

UNDERWATER ADVENTURING
The GM running this adventure is encouraged to download and enforce the d20 System rules for
underwater adventuring available on page 5 of the online web enhancement available here:
http://www.wizards.com/dnd/article.asp?x=dnd/we/we20010713b

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

KEY TO THE SAHUAGIN FORTRESS

FORTRESS ENCOUNTER TABLE (EL 2-9)


Note the wandering monster table in the original adventure; check for encounters every 10 minutes.
See all monster statistics in the Appendix of this conversion document.

LEVEL ONE
1. CAUSEWAY, NORTH ENTRANCE AND GUARD POST (EL 7)
Warriors, Sahuagin (5): armed with halfspear and dagger.

2. GUARD POST (EL 8)


Warriors, Sahuagin (4): heavy crossbow, dagger.
Warrior, Sahuagin: halfspear, dagger.
Lieutenant, Sahuagin War1: halfspear, dagger.
Large Net Trap: CR 1; +5 melee (see note); Search (DC 20); Disable Device (DC 25). Note: Characters
in 10-ft. square are grappled by net (Str 18) if they fail a Reflex save (DC 14).

3.-11. QUARTERS/BARRACKS/ARMOURY/STORE ROOMS


No conversions are needed in these areas.

12. GUARD POST (EL 5)


Warriors, Sahuagin (3): dagger, 3 javelins: attacks +2 ranged (1d6+2).

13. SLAVE PEN


The notes in the adventure text for resuscitating Elmo still apply.
Old Elmo, Human Wiz5: in manacles.

14.-15. GUEST ROOMS


No conversions are needed in these areas.

16. LARDER
Reconstructing the skeletons in here requires a Heal check (DC 15).

NOISE
The locations of the daggers on the map indicate places where Listen checks (DC 20) can be made
to hear the construction in area 19. Reduce the check DC by -1 for each 10 ft. beyond the dagger-marks.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

17. STORE ROOM (EL 2)


Finding the secret door requires a Search check (DC 30).
Glyph of Warding: CR 2; blasts intruder and all within 5 ft. (3d8 electricity, save Reflex DC 14 half);
Search (DC 28); Disable Device (DC 28).

18. SECRET ROOM (EL 2)


The items in plain sight here are a cloak of the manta ray, +2 full plate, +1 chainmail, two +1 small
steel shields and one +3 large steel shield, a +2 longspear, and a +1 defending longsword.
Thrusting Blade Trap: CR 2; +15 melee (1d8/x3 crit); Search (DC 22); Disable Device (DC 21).
The following items are inside the coffer. The first bone tube contains a wand of polymorph other (11
charges). The brass jar holds four draughts of a potion of water breathing. The velvet bag contains a +1
ring of protection, a ring of freedom of movement, a ring of invisibility, and a cursed ring of delusion (GM
determines delusion type).
Spellbooks (1/5/3/2): 0 -- read magic; 1st -- charm person, erase, hypnotism, shield, unseen servant;
2nd -- arcane lock, bull's strength, continual flame; 3rd -- fireball, water breathing.
The four scrolls are as follows: a divine scroll of silence, a divine scroll of continual flame, an arcane
scroll of knock, and an arcane scroll of ice storm.

19. HALL (EL 8)


PCs may make Hide checks at a +5 bonus at the entrance here.
Warriors, Sahuagin (2): whips: -2 ranged (1d2 subdual, can trip or disarm).
Warriors, Sahuagin (5): dagger, 3 javelins: +2 ranged (1d6+2).
Lieutenant, Sahuagin War1: halfspear, dagger.
Slaves, Hobgoblin, Orcs (3), and Lizardfolk (6): in manacles.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

LEVEL TWO
20. HALL
No conversions are needed in this area.

21. SENIOR CHIEFTAN'S QUARTERS


The special underwater crossbow reduces the "ranged attacks underwater" penalty to only -1 per 20
feet (see "Underwater Adventuring" above), for anyone with the feat of Exotic Weapon Proficiency
(underwater heavy crossbow).

22. CHIEFTAN'S QUARTERS


No conversions are needed in this area.

23. CHIEFTAN'S QUARTERS (EL 4)


Finding the hidden key requires a Search check (DC 20).
The pouch contains as set of waterproofed masterwork thieves' tools.
Chieftain, Sahuagin Rgr2: halfspear, dagger.

24. FEMALES' QUARTERS (EL 12)


Females, Sahuagin (37): unarmed.
Hatchlings, Sahuagin (15): noncombatants.

25.-26. HATCHERIES
No conversions are needed in these areas.

27. BARRACKS (EL 11)


Warriors, Sahuagin (10): trident, net, dagger.
Warriors, Sahuagin (6): halfspear, dagger.
Warriors, Sahuagin (4): heavy crossbow, dagger.
Lieutenant, Sahuagin War1: halfspear, dagger.

28. LIEUTENANTS' QUARTERS (EL 3)


Lieutenant, Sahuagin War1: halfspear, dagger.

29. BARRACKS (EL 11)


Warriors, Sahuagin (12): trident, net, dagger.
Warriors, Sahuagin (4): halfspear, dagger.
Warriors, Sahuagin (4): heavy crossbow, dagger.
Lieutenant, Sahuagin War1: halfspear, dagger.

30. LIEUTENANTS' QUARTERS (EL 3)


Lieutenant, Sahuagin War1: halfspear, dagger.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

31.-33. CLERICS' QUARTERS


No conversions are needed in these areas.

34. CLERIC'S QUARTERS (EL 4)


The priestess receives a +5 circumstance bonus to Hide checks in the seaweed bed (Spot DC 25 to
see her there).
Priestess, Sahuagin Clr2: wand of inflict light wounds.

35. SENIOR CLERIC'S QUARTERS


No conversions are needed in this area.

36. HIGH PRIESTESS' QUARTERS (EL 4)


Finding any secret compartment here requires a Search check (DC 20).
Finding the obscured coffer requires a Search check (DC 15).
The necklace of prayer beads has one each bead of blessing, bead of healing, and bead of
summons.
Glyph of Warding: CR 2; targets intruder with blindness (Fortitude DC 14 negates); Search (DC 28);
Disable Device (DC 28).
Thrusting Blade Trap: CR 2; +15 melee (1d8/x3 crit); Search (DC 22); Disable Device (DC 21).

37. TEMPLE (EL 9)


Finding the chained key requires a Search check (DC 5) on the shark.
Priestesses, Sahuagin Clr2 (3): wand of inflict light wounds.
Senior Priestess, Sahuagin Clr3: wand of inflict moderate wounds.
Hatchlings, Sahuagin (4): noncombatants.
Shark, Huge: skills Listen +7, Spot +7.

38. VESTRY (EL 2)


Glyph of Warding: CR 2; targets intruder with contagion (Fortitude DC 14 negates, otherwise contract
slimy doom disease); Search (DC 28); Disable Device (DC 28).

39. ELITE GUARDS' BARRACKS (EL 6)


If combat occurs here, roll a Listen check (DC 25) each round for the Baron in area 42. to send
guards to investigate.
Elite Guards, Sahuagin War1 (2): halfspear, dagger.
Females, Sahuagin (2): unarmed.

40. ELITE GUARDS' BARRACKS (EL 1/4)


Lobster: see the Appendix for statistics.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

41. BANQUETING HALL


Hearing discussion from area 42 requires a Listen check (DC 0 near the middle of the room, DC 5
near the entrances to either side).

42. THRONE ROOM (EL 11)


Finding the gold-drop earring requires a Search check (DC 15).
The Baron, Sahuagin (Four-Armed) Rgr4: +1 trident, net of snaring.
The High Priestess, Sahuagin Clr6: staff of the squid.
Chieftain, Sahuagin Rgr2: halfspear, dagger.
Elite Guards, Sahuagin War1 (5): halfspear, dagger.
Elite Guard, Sahuagin War1: unarmed.
Female, Sahuagin: unarmed.
Shark, Large: see Appendix for stats.

43. MAID'S ROOM


Hearing noise from area 45. requires a Listen check (DC 12).

44. LIVING QUARTERS OF THE BARONESS


Hearing noise from area 45. requires a Listen check (DC 7).

45. SLEEPING QUARTERS OF THE BARONESS (EL 4)


The Baroness, Sahuagin Ari2: unarmed.
Maid to the Baroness, Sahuagin: unarmed.

46. BARON'S LIVING QUARTERS


No conversions are needed in this area.

47. BARON'S SLEEPING QUARTERS (EL 3)


Picking open the coffer requires an Open Lock check (DC 30).
The weapons in the coffer are a +3 heavy crossbow of distance and 12 +2 bolts.
Finding either secret door requires a Search check (DC 20).
Scything Blade Trap: CR 3; 3 scythes +15 melee (1d8/x3 crit); Search (DC 24); Disable Device (DC 23).

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

LEVEL THREE
48. BARRACKS (EL 9)
Warriors, Sahuagin (10): trident, net, dagger.
Lieutenant, Sahuagin War1: halfspear, dagger.

49. LIEUTENANTS' QUARTERS


No conversions are needed in this area.

50. TORTURE CHAMBER AND DUNGEON (EL 4)


Hearing noises at the intersection (from either direction) is basically an automatic Listen check (DC
0). Hearing noise from within cell 50B. also requires a Listen check (DC 5) from outside the door.
Warriors, Sahuagin (3): trident, dagger.
Borgas, Locathah: unarmed.
50A. Empty.
50B. Sea Lion: see Appendix for stats (EL 4).
50C. Dead giant eel; finding opening is a Search check (DC 5).
50D. Kysh, Triton: unarmed.
50E. Empty.

51. ARMOURY AND STORES (EL 2)


Finding the secret door here requires a Search check (DC 20).
Shark, Large: see Appendix for stats.

52. TREASURE CHAMBER (EL 6)


The bracers here are +5 bracers of armor.
Glyph of Warding: CR 2; blasts intruder and all within 5 ft. (3d8 electricity damage; save Reflex DC 14
half); Search (DC 28); Disable Device (DC 28).
Falling Block Trap: CR 5; +15 melee (5d6); Search (DC 20); Disable Device (DC 25). Note: Can strike
any characters in the area of the secret door. Blocks passageway afterwards; use stats for a standard
stone door if it needs to be battered down.

53. ARENA (EL 13)


Allow adventurers a +8 circumstance bonus to Hide and Move Silently checks in the upper part of this
area (but not the lower).
Warriors, Sahuagin (49): trident, net, dagger.
Lieutenants, Sahuagin War1 (5): halfspear, dagger.
The Senior Chieftain, Sahuagin Rgr3: halfspear, dagger.
Warriors, Sahuagin (2): unarmed.
Quartz Dome: 1 ft. thick; Hardness 8; hp 90; Break DC 35; Climb DC 15.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

54. BARRACKS (EL 11)


Warriors, Sahuagin (12): trident, net, dagger.
Warriors, Sahuagin (8): heavy crossbow, dagger.

55. LIEUTENANTS' QUARTERS (EL 5)


Lieutenants, Sahuagin War1 (2): halfspear, dagger.

56. BARRACKS (EL 11)


Warriors, Sahuagin (12): trident, net, dagger.
Warriors, Sahuagin (8): heavy crossbow, dagger.

57. LIEUTENANTS' QUARTERS (EL 6)


Lieutenants, Sahuagin War1 (2): heavy crossbow, dagger.
Lieutenant, Sahuagin War1: halfspear, dagger.

58. GUARD POST (EL 7)


Warriors, Sahuagin (4): heavy crossbow, dagger.
Warrior, Sahuagin: halfspear, dagger.
Large Net Trap: CR 1; +5 melee (see note); Search (DC 20); Disable Device (DC 25). Note: Characters
in 10-ft. square are grappled by net (Str 18) if they fail a Reflex save (DC 14).

59. GUARD POST (EL 7)


See area 58. above for the net trap outside this area.
Warriors, Sahuagin (4): heavy crossbow, dagger.
Warrior, Sahuagin: halfspear, dagger.

60. DRILL HALL, ASSEMBLY AREA AND SEA CAVE (EL 14)
The sahuagin in the seaweed bed (all except 11 warriors patrolling) receive a +5 circumstance bonus
to Hide checks (Spot DC 25 to see any of them).
Warriors, Sahuagin (35): trident, net, dagger.
Warriors, Sahuagin (21): halfspear, dagger.
Lieutenants, Sahuagin War1 (6): halfspear, dagger.
Chieftains, Sahuagin Rgr2 (2): halfspear, dagger.

61. OLD GUARD ROOM


No conversions are needed in this area.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

APPENDIX

POSSIBLE ASSOCIATES OF THE PLAYER CHARACTERS


Note: Since the presence of various nonhuman allies is dependent on activities in the previous
modules of the series, the reader is directed to the appropriate adventure conversions for full statistics.
Oceanus, Aquatic Elf Ftr2/Rog2: See the d20 System Conversion of Dungeon Module U1: The
Sinister Secret of Saltmarsh, for statistics on this character. (Experience since that time may have allowed
him to add one additional level in either class, at the DM's discretion.)
Pseudodragon: See the d20 System Conversion of Dungeon Module U1 (or the Core Rules), for
statistics on this creature.
Officer, Lizardfolk War1 (2): See the d20 System Conversion of Dungeon Module U2: Danger at
Dunwater, for statistics on lizardfolk officers.
Warrior, Lizardfolk (12): See the d20 System Conversion of Dungeon Module U2 (or the Core Rules)
for statistics on lizardfolk warriors.

MARINES
Note: The first two marines originally appeared in Dungeon Module U1; their statistics show them
each gaining a level since that time. If the two actually perished in previous adventures, use the same
statistics, but be sure to change the names.
Sergeant Will Stoutly, Human War3: Medium Humanoid; CR 2; HD 3d8+3; hp 23; Init +6; Spd 20 ft.; AC
17 (chainmail); Atks longsword +6 (1d8+3), dagger +6 (1d4+3); AL NG; SV Fort +4, Ref +3, Will +0.
Str 17, Dex 15, Con 12, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +4, Listen +1, Search +3, Spot +1, Swim +0; Alertness, Combat Reflexes,
Improved Initiative.
Corporal Tom Stoutly, Human War2: Medium Humanoid; CR 1; HD 2d8; hp 14; Init +7; Spd 30 ft.; AC
17 (chainmail); Atks longsword +5 (1d8+3), dagger +5 (1d4+3), light crossbow +5 (1d8); AL NG; SV Fort
+3, Ref +3, Will -1.
Str 17, Dex 17, Con 11, Int 9, Wis 8, Cha 9.
Skills and Feats: Climb +3, Listen +1, Spot +1, Swim -2; Alertness, Improved Initiative.
Corporal Ebenezer Smithson, Human War2: Medium Humanoid; CR 1; HD 2d8+2; hp 13; Init +7; Spd
20 ft.; AC 17 (chain); Atks longsword +6 (1d8+3), dagger +5 (1d4+3); AL NG; SV Fort +4, Ref +3, Will -1.
Str 16, Dex 16, Con 12, Int 10, Wis 8, Cha 8.
Skills and Feats: Listen +1, Search +2, Spot +1, Swim -3; Improved Initiative, Weapon Focus
(longsword).
Private Nathaniel Fisher, Human War1: Medium Humanoid; CR 1/2; HD 1d8+3; hp 10; Init +7; Spd 30
ft.; AC 15 (leather); Atks longsword +4 (1d8+2), dagger +3 (1d4+2); AL NG; SV Fort +5, Ref +3, Will -1.
Str 14, Dex 16, Con 16, Int 11, Wis 8, Cha 9.
Skills and Feats: Search +2, Spot +1, Swim +2; Improved Initiative, Weapon Focus (longsword).
Private Dan Fisher, Human War1: use stats given for Nathaniel, above.
Private Jeremiah Brown, Human War1: Medium Humanoid; CR 1/2; HD 1d8+4; hp 11; Init +7; Spd 30
ft.; AC 15 (leather); Atks longsword +6 (1d8+4), dagger +5 (1d4+4); AL NG; SV Fort +6, Ref +3, Will -2.
Str 19, Dex 16, Con 18, Int 6, Wis 7, Cha 6.
d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

Skills and Feats: Climb +6, Jump +6; Improved Initiative, Weapon Focus (longsword).

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

CAPTAIN AND CREW


Captain "Red" Lambert, Human War4: Medium Humanoid; CR 3; HD 4d8+8; hp 30; Init +2; Spd 20 ft.;
AC 17 (chainmail); Atks longsword +7 (1d8+3), dagger +7 (1d4+3), light crossbow +6 (1d8); AL N; SV Fort
+6, Ref +5, Will +1.
Str 16, Dex 15, Con 15, Int 12, Wis 10, Cha 12.
Skills and Feats: Climb +5, Listen +4, Profession (sailor) +5, Spot +4, Swim +0; Alertness, Lightning
Reflexes, Skill Focus (Profession (sailor)).
Mate Davy "The Duke" Jameson, Human War3: Medium Humanoid; CR 2; HD 3d8+6; hp 22; Init +2;
Spd 20 ft.; AC 17 (chainmail); Atks longsword +6 (1d8+3), dagger +6 (1d4+3), longbow +5 (1d8); AL N;
SV Fort +5, Ref +5, Will +1.
Str 17, Dex 14, Con 15, Int 11, Wis 10, Cha 11.
Skills and Feats: Climb +4, Listen +2, Profession (sailor) +3, Spot +2, Swim +0; Alertness, Lightning
Reflexes, Skill Focus (Profession (sailor)).
Bosun Horatio "Speedy" Drummer, Human War3: Medium Humanoid; CR 2; HD 3d8+6; hp 22; Init +4;
Spd 30 ft.; AC 16 (leather); Atks short sword +6 (1d6+3), dagger +6 (1d4+3), light crossbow +7 (1d8); AL
N; SV Fort +5, Ref +7, Will +1.
Str 16, Dex 18, Con 14, Int 12, Wis 10, Cha 9.
Skills and Feats: Climb +9, Listen +3, Profession (sailor) +5, Spot +4, Swim +4; Alertness, Lightning
Reflexes, Skill Focus (Profession (sailor)).
Sailors, Human War1 (8): Medium Humanoid; CR 1/2; HD 1d8; hp 6 each; Init +0; Spd 30 ft.; AC 12
(leather); Atks short sword +1 (1d6), dagger +1 (1d4), light crossbow +1 (1d8); AL N; SV Fort +2, Ref +0,
Will +0.
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +4, Listen +2, Profession (sailor) +4, Spot +2, Swim +1; Alertness, Skill Focus
(Profession (sailor)).

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

THE FORTRESS -- SAHUAGIN AND OTHER OCCUPANTS


SAHUAGIN
Note: For brevity, sahuagin statistics blocks have had standard special abilities removed and
summarized here. Remember that all sahuagin share the following extraordinary abilities:

Blood Frenzy (Ex): After being hit, gain +2 Str and Con, -2 AC.
Speak with Sharks (Ex): Telepathic to 150 ft.; uses Animal Empathy skill.
Underwater Sense (Ex): Locate creatures in 30 ft. Not fooled by figments.
Light Blindness (Ex): In daylight, blinded for 1 round; -1 morale penalty.
Amphibious (Ex): Can survive out of water for 1 hour per 2 Con points.
Freshwater Sensitivity (Ex): Fort save (DC 15) or -4 morale penalty.
Skills: * Add +4 to Hide, Listen, and Spot checks underwater.
Add +8 to Wilderness Lore and Profession (hunt) checks within 50 miles of home.

The Baron, Sahuagin (Four-Armed) Rgr4: Medium Humanoid (Aquatic); CR 6; HD 2d8+4d10+6; hp 45;
Init +9; Spd 30 ft., swim 60 ft.; AC 20; Atks +1 trident +9 (1d8+5), net of snaring +10 touch (entangle) [or
claw +7 (1d2+2)], 2 daggers +7 (1d4+2), 2 rakes +7 (1d4+2), bite +7 (1d4+2); AL LE; SV Fort +8, Ref +6,
Will +3.
Str 18, Dex 20, Con 12, Int 20, Wis 15, Cha 7.
Skills and Feats: Animal Empathy +5, Hide +14*, Knowledge (nature) +9, Listen +13*, Move Silently
+9, Profession (hunt) +7, Search +9, Spot +13*, Wilderness Lore +7*; Improved Initiative, Multiattack,
Multidexterity, Multiweapon Fighting, Track, Weapon Focus (trident).
Possessions: Net of snaring, +1 trident, daggers (2), platinum armband (value 100 gp), leather
harness with platinum buckles (value 25 gp), belt pouch (7 pp, diamond worth 500 gp, key to personal
coffer).
Spells Prepared (1): 1st -- resist elements.
The Baroness, Sahuagin Ari2: Medium Humanoid (Aquatic); CR 3; HD 4d8+4; hp 25; Init +0; Spd 30 ft.,
swim 60 ft.; AC 15; Atks 2 rakes +3 (1d4+1), 2 claws +1 (1d2), bite +1 (1d4); AL LE; SV Fort +3, Ref +0,
Will +5.
Str 12, Dex 11, Con 12, Int 16, Wis 14, Cha 13.
Skills and Feats: Animal Empathy +5, Gather Information +3, Hide +5*, Intimidate +5, Knowledge
(arcana) +5, Listen +10*, Profession (hunt) +3, Spot +10*, Wilderness Lore +4*; Multiattack, Skill Focus
(Intimidate).
Possessions: Platinum armband (value 100 gp), platinum-drop earrings with pearls (250 gp the pair),
leather harness with platinum buckles (value 25 gp), belt pouch (7 pp and pearl woth 200 gp).
The High Priestess, Sahuagin Clr6: Medium Humanoid (Aquatic); CR 8; HD 8d8; hp 38; Init +2; Spd 30
ft., swim 60 ft.; AC 19 (+2 Dex, +5 natural, +2 deflection); Atks 2 rakes +8 (1d4+3), 2 claws +6 (1d2+1),
bite +6 (1d4+1), or +7 ranged; AL LE; SV Fort +8, Ref +4, Will +9.
Str 17, Dex 14, Con 11, Int 14, Wis 18, Cha 11.
Skills and Feats: Animal Empathy +2, Concentration +6, Diplomacy +6, Hide +7*, Knowledge
(religion) +8, Listen +10*, Profession (hunt) +5, Spellcraft +8, Spot +10*, Wilderness Lore +4*; Craft
Wand, Dodge, Multiattack, Weapon Focus (trident).
Possessions: Staff of the squid (30 charges), +2 ring of protection, platinum armband (value 100 gp),
leather harness with platinum buckles (value 25 gp), pouch (5 pp and a ruby worth 250 gp).
Spells Prepared (5/4*/4*/3*; base DC 14 + spell level): 0 -- cure minor wounds, detect magic, detect
poison, guidance, resistance; 1st -- bane, bless, cause fear, command, magic weapon*; 2nd -- death
knell, hold person (2), silence, spiritual weapon*; 3rd -- bestow curse, cure serious wounds, deeper
darkness, magic circle against good*.
*Domain Spells. Domains: Evil (cast evil spells at +1 caster level), War (free Weapon Focus (trident)).

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

The Senior Priestess, Sahuagin Clr3: Medium Humanoid (Aquatic); CR 5; HD 5d8; hp 27; Init -1; Spd
30 ft., swim 60 ft.; AC 14; Atks 2 rakes +3 (1d4), 2 claws +1 (1d2), bite +1 (1d4); AL LE; SV Fort +6, Ref
+0, Will +7.
Str 11, Dex 9, Con 11, Int 8, Wis 17 (19), Cha 7.
Skills and Feats: Animal Empathy +0, Concentration +3, Hide +4*, Listen +9*, Profession (hunt) +5,
Spot +9*, Wilderness Lore +4*; Combat Casting, Multiattack, Weapon Focus (trident).
Possessions: Wand of inflict moderate wounds (24 charges, 2d8+3 damage), leather harness with
gold buckles (value 5 gp), gold and coral armband (value 50 gp), platinum chain (value 20 gp) set with a
+2 periapt of wisdom, pouch (10 pp and a key).
Spells Prepared (4/3*/2*; base DC 14 + spell level): 0 -- cure minor wounds, detect magic, guidance,
resistance; 1st -- bane, cure light wounds, obscuring mist, protection from good*; 2nd -- darkness, hold
person, spiritual weapon*.
*Domain Spells. Domains: Evil (cast evil spells at +1 caster level), War (free Weapon Focus (trident)).
The Priestesses, Sahuagin Clr2 (4): Medium Humanoid (Aquatic); CR 4; HD 4d8; hp 22; Init +0; Spd 30
ft., swim 60 ft.; AC 15; Atks 2 rakes +4 (1d4+2), 2 claws +2 (1d2+1), bite +2 (1d4+1); AL LE; SV Fort +6,
Ref +0, Will +5.
Str 14, Dex 11, Con 11, Int 14, Wis 15, Cha 12.
Skills and Feats: Animal Empathy +4, Concentration +2, Hide +5*, Knowledge (arcana) +4,
Knowledge (religion) +4, Listen +8*, Profession (hunt) +3, Spellcraft +4, Spot +8*, Wilderness Lore +2*;
Combat Casting, Multiattack, Weapon Focus (trident).
Possessions: Wand of inflict light wounds (15 charges, 1d8+1 damage), leather harness, gold
armband (value 20 gp), pouch (2-8 gp).
Spells Prepared (4/3*; base DC 12 + spell level): 0 -- cure minor wounds, detect magic, guidance,
resistance; 1st -- bless, cure light wounds, obscuring mist, protection from good*.
*Domain Spells. Domains: Evil (cast evil spells at +1 caster level), War (free Weapon Focus (trident)).
The Senior Chieftain, Sahuagin Rgr3: Medium Humanoid (Aquatic); CR 5; HD 2d8+3d10+5; hp 32; Init
+2; Spd 30 ft., swim 60 ft.; AC 17; Atks halfspear +6 (1d6+3) and dagger +5 (1d4+1) [or 2 claws +7
(1d2+3)], 2 rakes +5 (1d4+1), bite +5 (1d4+1); AL LE; SV Fort +7, Ref +3, Will +1.
Str 16, Dex 14, Con 13, Int 13, Wis 10, Cha 13.
Skills and Feats: Animal Empathy +3, Hide +10*, Listen +9*, Profession (hunt) +4, Spot +9*,
Wilderness Lore +3*; Ambidexterity, Multiattack, Two-Weapon Fighting, Track, Weapon Focus (halfspear).
Possessions: Halfspear, dagger, gold armband with amber beads (value 75 gp), belt pouch (8 pp,
pearl worth 150 gp, key to personal coffer).
Chieftains, Sahuagin Rgr2 (4): Medium Humanoid (Aquatic); CR 4; HD 2d8+2d10+4; hp 24; Init +5; Spd
30 ft., swim 60 ft.; AC 20; Atks halfspear +6 (1d6+4) and dagger +5 (1d4+2) [or 2 claws +7 (1d2+4)], 2
rakes +5 (1d4+2), bite +5 (1d4+2); AL LE; SV Fort +7, Ref +5, Will +2.
Str 18, Dex 20, Con 13, Int 17, Wis 14, Cha 7.
Skills and Feats: Animal Empathy +4, Hide +12*, Listen +10*, Profession (hunt) +5, Spot +10*,
Wilderness Lore +4*; Ambidexterity, Multiattack, Two-Weapon Fighting, Track, Weapon Focus (halfspear).
Possessions: Halfspear, dagger, leather harness with gold buckles (value 5 gp), gold armband with
coral beads (value 50 gp), pouch (10 pp).
Elite Guards, Sahuagin War1 (8): Medium Humanoid (Aquatic); CR 3; HD 3d8+6; hp 20; Init +3; Spd 30
ft., swim 60 ft.; AC 18; Atks halfspear +6 (1d6+4) [or trident +6 (1d8+4), or 2 claws +6 (1d2+4)], 2 rakes
+4 (1d4+2), bite +4 (1d4+2) [or net +5 touch (entangle)]; AL LE; SV Fort +6, Ref +3, Will -1.
Str 18, Dex 16, Con 15, Int 15, Wis 9, Cha 9.
Skills and Feats: Animal Empathy +2, Hide +8*, Listen +5*, Profession (hunt) +1, Spot +5*,
Wilderness Lore +0*; Multiattack, Power Attack.
Possessions: Various weapons, leather harness, electrum armband (value 10 gp), pouch (5 pp).

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

Lieutenants, Sahuagin War1 (23): Medium Humanoid (Aquatic); CR 3; HD 3d8+3; hp 17; Init +2; Spd 30
ft., swim 60 ft.; AC 17; Atks halfspear +7 (1d6+4) [or 2 claws +6 (1d2+4)], 2 rakes +4 (1d4+2), bite +4
(1d4+2); AL LE; SV Fort +6, Ref +2, Will +1.
Str 18, Dex 15, Con 13, Int 15, Wis 13, Cha 9.
Skills and Feats: Animal Empathy +2, Climb +8, Hide +7*, Listen +7*, Profession (hunt) +2, Spot +7*,
Wilderness Lore +1*; Multiattack, Weapon Focus (halfspear).
Possessions: Halfspear, dagger, leather harness with electrum buckles (value 3 gp), gold armband
(value 20 gp), pouch (8 gp).
Warriors, Sahuagin (219): Medium Humanoid (Aquatic); CR 2; HD 2d8+2; hp 11; Init +1; Spd 30 ft.,
swim 60 ft.; AC 16; Atks trident +3 (1d8+2) [or halfspear +3 (1d6+2), dagger +3 (1d4+2), or 2 claws +3
(1d2+2)], 2 rakes +1 (1d4+1), and bite +1 (1d4+1); or heavy crossbow +2 (1d10), or net +2 touch
(entangle); AL LE; SV Fort +4, Ref +1, Will +1.
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9.
Skills and Feats: Animal Empathy +2, Hide +6*, Listen +7*, Profession (hunt) +2, Spot +7*,
Wilderness Lore +1*; Multiattack.
Possessions: Various weapons, leather harness, pouch (2-8 sp).
Maid to the Baroness, Sahuagin: hp 10; other statistics as females (below).
Possessions: Leather harness with tiny pearls (value 15 gp), silver necklace with coral beads (value
50 gp), pouch (5 sp).
Females, Sahuagin (40): Medium Humanoid (Aquatic); CR 1; HD 2d8; hp 8; Init +0; Spd 30 ft., swim 60
ft.; AC 15; Atks 2 rakes +2 (1d4+1), 2 claws +0 (1d2), bite +0 (1d4); AL LE; SV Fort +3, Ref +0, Will +0.
Str 12, Dex 11, Con 10, Int 12, Wis 11, Cha 9.
Skills and Feats: Animal Empathy +2, Hide +5*, Listen +6*, Spot +6*; Multiattack.
Possessions: Leather harness, pouch (2-8 sp), gaudy jewelry (value 10-40 gp).
Hatchlings, Sahuagin (20): Tiny Humanoid (Aquatic); CR 1/8; HD 1/2d8; hp 2; Init +0; Spd 10 ft., swim
15 ft.; AC 13; Face/Reach 2 1/2 x 2 1/2 ft./0 ft.; AL N; SV Fort +2, Ref +0, Will -2.
Str 4, Dex 10, Con 10, Int 7, Wis 7, Cha 6.
Skills and Feats: Animal Empathy -1, Hide +5*, Listen +3*, Spot +3*; Multiattack.

SHARKS
Shark, Huge: Huge Animal (Aquatic); CR 4; HD 12d8+24; hp 83; Init +2; Spd Swim 60 ft.; AC 15; Atks
bite +10 (2d6+7); Face/Reach 10x20 ft./10 ft.; SQ Keen scent; AL N; SV Fort +9, Ref +9, Will +4.
Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2.
Skills and Feats: Listen +7, Spot +7.
Sharks, Large (4): Large Animal (Aquatic); CR 2; HD 7d8+7; hp 43; Init +2; Spd Swim 60 ft.; AC 15; Atks
bite +7 (1d8+4); Face/Reach 5x10 ft./5 ft.; SQ Keen scent; AL N; SV Fort +6, Ref +7, Will +3.
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2.
Skills and Feats: Listen +7, Spot +7.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

OTHER FORTRESS OCCUPANTS


Old Elmo, Human Wiz5: Medium Humanoid; CR 3; HD 5d4-20; hp 1 (17); Init -1; Spd 0 ft. (30 ft.); AC 9;
AL LG; SV Fort -3, Ref +0, Will +4.
Str 4 (9), Dex 9, Con 3 (11), Int 16, Wis 10, Cha 8 (10).
Skills and Feats: Concentration +4, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge
(nobility) +11, Scry +11, Spellcraft +11; Combat Casting, Heighten Spell, Scribe Scroll, Spell Penetration.
Spells Prepared (4/4/3/2; base DC 13 + spell level): none.
Slave, Hobgoblin: Medium Humanoid (Goblinoid); CR 1/2; HD 1d8+1; hp 2; Init +1; Spd 30 ft.; AC 11;
Atks unarmed +1 (1d3 subdual); SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0.
Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills and Feats: Hide +1, Listen +3, Move Silently +3, Spot +3; Alertness.
Slaves, Orc (3): Medium Humanoid (Orc); CR 1/2; HD 1d8; hp 1; Init +0; Spd 30 ft.; AC 10; Atks unarmed
+3 (1d3+2 subdual); 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.
Slaves, Lizardfolk (6): Medium Humanoid (Aquatic, Reptilian); CR 1; HD 2d8+2; hp 7; Init +0; Spd 30 ft.;
AC 15; Atks 2 claws +2 (1d4+1), bite +0 (1d4); AL N; SV Fort +1, Ref +3, Will +0.
Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10.
Skills and Feats: Balance +4, Jump +7, Swim +9; Multiattack.
Lobster: Tiny Vermin (Aquatic); CR 1/4; HD 1d8; hp 2; Init +0; Spd 15 ft., swim 30 ft.; AC 14; Atks 2 claws
+2 (1); Face/Reach 2 1/2 x 2 1/2 ft./0 ft.; SQ Vermin; AL N; SV Fort +2, Ref +0, Will +0.
Str 3, Dex 10, Con 10, Int -, Wis 10, Cha 2.
Skills and Feats: Hide +14, Listen +5; Weapon Finesse (claws).
Borgas, Locathah: Medium Humanoid (Aquatic); CR 1/2; HD 2d8; hp 11; Init +1; Spd 10 ft., swim 60 ft.;
AC 14; Atks unarmed +1 (1d3 subdual); AL N; SV Fort +3, Ref +1, Will +1.
Str 10, Dex 12, Con 10, Int 13, Wis 13, Cha 11.
Skills and Feats: Craft (weaponsmithing) +3, Listen +4, Speak Language (Aquan, Common), Spot +4;
Blind-Fight.
Kysh, Triton: Medium Outsider (Water); CR 4; HD 3d8+3; hp 20; Init +0; Spd Swim 40 ft.; AC 16; Atks
unarmed +4 (1d3+1 subdual); SA Spell-like abilities; AL NG; SV Fort +4, Ref +3, Will +4.
Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11.
Skills and Feats: Craft (weaponsmithing) +4, Hide +6, Listen +7, Ride +6, Speak Language (Aquan,
Elven), Spot +7; Mounted Combat.
Sea Lion: Large Beast; CR 4; HD 6d10+18; hp 54; Init +1; Spd Swim 40 ft.; AC 18; Atks 2 claws +7
(1d6+4), bite +2 (1d8+2); Face/Reach 5x10 ft./5 ft.; SA Rend 2d6+6; SQ Scent; AL N; SV Fort +8, Ref +6,
Will +3.
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10.
Skills and Feats: Listen +7, Spot +7.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

WILDERNESS ADVENTURES
OCTOPUS ATTACK (EL 10)
Use the rules from the original adventure to assess damage to the ship.
Octopus, Giant (2): Large Animal (Aquatic); CR 8; HD 8d8+8; hp 44; Init +2; Spd 20 ft., swim 30 ft.; AC
18; Atks 8 tentacle rakes +10 (1d4+5), bite +5 (1d8+2); Face/Reach 5x5 ft./10 ft.; SA Improved grab,
constrict; SQ Ink cloud, jet; AL N; SV Fort +7, Ref +8, Will +3.
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3.
Skills and Feats: Hide +11, Listen +4, Spot +4.

SAHUAGIN ATTACK AT SEA (EL 12)


Detecting this attack is actually quite difficult. Allow the ship's crew a series of Spot checks against
the approaching sahuagin party -- DC 36 at 360 ft. distance; DC 27 at 180 ft. distance; and DC 15 as
they're climbing up the sides of the ship. The GM should only make a single roll for the lead watch
character at the time, but add +2 for every other person on watch duty (likely 3 NPC ship's crew). Add +5
to each DC if the attack comes on a moonlit night, or +10 to the DCs if a moonless night (-5 to these
penalties if the lead watch has low-light vision).
Chieftain, Sahuagin Rgr2 (1): spear and dagger.
Lieutenants, Sahuagin War1 (3): spear and dagger.
Warriors, Sahuagin (24): spear and dagger.

MAGICAL ITEMS
Note: The various staffs of shock in the original adventure have been entirely replaced with wands of
inflict wounds (see sahuagin priestesses above).
Staff of the Squid: Crafted from rare wood and inlaid with expensive coral and silver, this staff allows the
use of the following spells:
- Hold person (1 charge, DC 14)
- Searing light (1 charge, 3d8 versus most targets)
Caster Level: 6th; Prerequisites: Craft Staff, hold person, searing light; Market Price: 20,000 gp.
Rapture Weed: This plant acts as an inebriating poison on any land-dweller who chews it (Fortitude save
DC 20, no initial damage, secondary damage 1d2 hours unconsciousness). The effects of repeated
consumption are as described in the original text. The cures for addiction are either:
(a) neutralize poison followed by break enchantment, or
(b) any one of heal, limited wish, wish, or miracle.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

OPEN GAMING QUICK STATISTICS


POSSIBLE ASSOCIATES OF THE PCs
Character
Oceanus, F3/R2

CR AC
HD
hp
5 18 3d10+2d6 33
+4

Pseudodragon

18

2d12+2

Officer, Lzfk War1


Warrior, Lzfk

2
1

17
15

3d8+3
2d8+2

Marines
Srg. Will, War3

17

3d8+3

Corp. Tom, War2


Corp. Eben., War2
Priv. Nate, War1
Priv. Dan, War1
Priv. Jere., War1

1
1
-1
-1
-1

17
17
15
15
15

Captain and Crew


Capt. Red, War4

Mate Davy, War3


Bos. Hor., War3
Sailor, War1

2
2
-1

20

Init Spd F
+8
30 +4

Saves Skills
R W Lis Spt
Attacks and Qualities
+7 0 +11 +11 longspear +8 (1d8+3), or dagger +7 (1d4+3); sneak attack
(+2d6), immune to sleep, +2 saves vs. enchantment, lowlight vision, gills, evasion

60

+4

+3

+4

+5

0
0

30
30

+3
+1

+3
+3

0
0

0
0

+5 sting +4 (1d3 &p), bite -1 (1); poison (DC12, 1 min./1d3 day


sleep); see invisibility, telepathy, immunities, SR 19
0 longsword +3 (1d8+1), bite +1 (1d4)
0 morningstar +2 (1d8+1), bite +0 (1d4)

23

+6

20

+4

+3

+1

+1 longsword +6 (1d8+3), dagger +6 (1d4+3)

2d8
2d8+2
1d8+3
1d8+3
1d8+4

14
13
10
10
11

+7
+7
+7
+7
+7

20
20
30
30
30

+3
+4
+5
+5
+6

+3
+3
+3
+3
+3

-1
-1
-1
-1
-2

+1
+1
-1
-1
-2

+1
+1
+1
+1
-2

17

4d8+8

30

+2

20

+6

+5

+1

+4

+4 longsword +7 (1d8+3), dagger +7 (1d4+3), lt c-bow +6 (1d8)

17
16
12

3d8+6
3d8+6
1d8

22
22

+2
+4
0

20
30
30

+5
+5
+2

+5
+7
0

+1
+1
0

+2
+3
+2

+2 longsword +6 (1d8+3), dagger +6 (1d4+3), l-bow +5 (1d8)


+4 sh. sword +6 (1d6+3), dagger +6 (1d4+3), lt c-bow +7 (1d8)
+2 sh. sword +1 (1d6), dagger +1 (1d4), lt c-bow +1 (1d8)

longsword +5 (1d8+3), dagger +5 (1d4+3), lt c-bow +5 (1d8)


longsword +6 (1d8+3), dagger +5 (1d4+3)
longsword +5 (1d8+2), dagger +3 (1d4+2)
longsword +5 (1d8+2), dagger +3 (1d4+2)
longsword +6 (1d8+4), dagger +5 (1d4+4)

WILDERNESS ADVENTURES
Monster
Octopus, Giant

CR AC
8 18

HD
8d8+8

hp

Init Spd F
+2
30 +7

Saves Skills
R W Lis Spt
Attacks and Qualities
+8 +3 +4 +4 8 tentacles +10 (1d4+5), bite +5 (1d8+2); improved grab,
constrict; ink cloud, jet

Marshland Encounters
Crocodile
2
Sn., Constrict, Lg.
4
Lizard, Giant
2
Leech, Giant
1

15
15
15
12

3d8+9
6d8+6
3d8+9
2d8

+1
+3
+2
+1

30
20
30
10

+6
+6
+6
+3

+4
+8
+5
+1

+2
+3
+2
0

+5
+9
+4
+4

+5
+9
+4
+4

Sn., Viper, Huge


Hippopotamus
Thork
Babbler
Drag., Black, VY

3
4
2
3
3

15
14
17
14
17

4d8+4
8d8+24
3d10+6
5d8
7d12+7

52

+4
+1
+4
+1
0

20
20
15
40
100

+5
+9
+5
+2
+6

+8
+7
+7
+5
+5

+2
+3
+3
+6
+5

+9
+6
+4
+7
+7

+9
+6
+4
+7
+7

Axel, Rgr8

21

8d10+16

64

+3

20

+8

+5

+4 +13 +13 longsword +11/+6 (1d8+3), dagger +11/+6 (1d4+3), +1


longbow +11/+11/+6 (1d8+1); favored enemies, spells

bite +6 (1d8+6), tail slap +6 (1d12+6); improved grab


bite +8 (1d4+7); improved grab, constrict 1d4+7; scent
bite +5 (1d8+4)
bite +3 (1d4-2); attach, blood drain (1d2 Con/round), disease
(DC12, filth fever), salt vulnerability (as acid)
bite +5 (1d4 &p); poison (DC13, 1d6 Con), scent
bite +9 (2d6+6); scent
bite +4 (1d6+2); breath (cone 40 ft., Ref DC 13 half, 2d8)
2 claws +8 (1d6+4), bite +6 (1d8+2); sneak attack +2d6
bite +9 (1d6+1), 2 claws +4 (1d4); breath (40 ft., DC14, 4d4);
blindsight (60 ft.), immunities, keen senses, water br.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

THE FORTRESS
Monster

CR AC

HD

hp

Init Spd

Saves Skills
R W Lis Spt

Sahuagin
All sahuagin have these extraordinary abilities (* underwater bonuses):

Attacks and Qualities

+4* +4* blood frenzy; speak with sharks, underwater sense, light
blindness, amphibious, freshwater sensitivity

Baron, Rgr4

20 2d8+4d10 45
+6

+9

60

+8

+6

+3 +13 +13 +1 trident +9 (1d8+5), net of snaring +10 touch (entangle) [or
claw +7 (1d2+2)], 2 daggers +7 (1d4+2), 2 rakes +7 (1d4+2),
bite +7 (1d4+2); favored enemy (+1 vs. tritons)

Baroness, Ari2

15

4d8+4

25

60

+3

+5 +10 +10 2 rakes +3 (1d4+1), 2 claws +1 (1d2), bite +1 (1d4)

High Priest., Clr6

19

8d8

38

+2

60

+8

+4

+9 +10 +10 2 rakes +8 (1d4+3), 2 claws +6 (1d2+1), bite +6 (1d4+1), or


ray +7; spells, staff of the squid (30 ch.)

Sen. Priest., Clr3

14

5d8

27

-1

60

+6

+7

+9

+9 2 rakes +3 (1d4), 2 claws +1 (1d2), bite +1 (1d4); spells,


wand of inflict moderate wounds (24 ch.)

Priestess, Clr2

15

4d8

60

+6

+5

+8

Sen. Chief., Rgr3

17 2d8+3d10 32
+5

+2

60

+7

+3

+1

+9

+8 2 rakes +4 (1d4+2), 2 claws +2 (1d2+1), bite +2 (1d4+1);


spells, wand of inflict light wounds (15 ch.)
+9 halfspear +6 (1d6+3) & dagger +5 (1d4+1) [or 2 claws +7
(1d2+3)], 2 rakes +5 (1d4+1), bite +5 (1d4+1); fav. enemy

Chieftain, Rgr2

+5

60

+7

+5

Elite Guard, War1

20 2d8+2d10
+4
18
3d8+6

+3

60

+6

+3

+2 +10 +10 halfspear +6 (1d6+4) & dagger +5 (1d4+2) [or 2 claws +7


(1d2+4)], 2 rakes +5 (1d4+2), bite +5 (1d4+2); fav. enemy
-1 +5 +5 halfspear +6 (1d6+4) [or trident +6 (1d8+4), or 2 claws +6
(1d2+4)], 2 rakes +4 (1d4+2), bite +4 (1d4+2) [or net +5
touch (entangle)]

Lieutenant, War1

17

3d8+3

+2

60

+6

+2

+1

+7

Warrior

16

2d8+2

+1

60

+4

+1

+1

+7

+7 halfspear +7 (1d6+4) [or 2 claws +6 (1d2+4)], 2 rakes +4


(1d4+2), bite +4 (1d4+2)
+7 trident +3 (1d8+2) [or halfspear +3 (1d8+2), dagger +3
(1d4+2), 2 claws +3 (1d2+2)], 2 rakes +1 (1d4+2), bite +1
(1d4+1); or hvy c-bow +2 (1d10), net +2 touch (entangle)

Female
Hatchling

1
-5

15
13

2d8
1/2d8

0
0

60
15

+3
+2

0
0

0
-2

+6
+3

+6 2 rakes +2 (1d4+1), 2 claws +0 (1d2), bite +0 (1d4)


+3 -

Sharks
Shark, Huge

15

10d8+20

+2

60

+9

+9

+4

+7

+7 bite +10 (2d6+7); keen scent

Shark, Large

15

7d8+7

+2

60

+6

+7

+3

+7

+7 bite +7 (1d8+4); keen scent

-1
+1
0
0
0
+1
0
+1

0
30
20
30
30
60
40
40

-3
+3
+2
+1
+2
+3
+4
+8

0
+1
0
+3
0
+1
+3
+6

+4
0
-1
0
0
+1
+4
+3

0
+3
+2
0
+5
+4
+7
+7

0
+3
+2
0
0
+4
+7
+7

Other Fortress Occupants


Old Elmo, Wiz5
3 9
Slave, Hobgoblin
-1 15
Slave, Orc
-1 14
Slave, Lizardfolk
1 15
Lobster
-3 14
Borgas, Locathah
-1 14
Kysh, Triton
4 16
Sea Lion
4 18

5d4-20
1d8+1
1d8
2d8+2
1d8
2d8
3d8+3
6d10+18

83

1
2
1
7
2
11
20
54

unarmed +1 (1d3 sub); darkvision 60 ft.


unarmed +3 (1d3+2 sub); ; darkvision 60 ft., light sen.
2 claws +2 (1d4+1), bite +0 (1d4)
2 claws +2 (1); vermin
unarmed +1 (1d3 sub)
unarmed +4 (1d3+1 sub)); spell-like abilities
2 claws +7 (1d6+4), bite +2 (1d8+2); rend 2d6+6; scent

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

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Dungeon Module U3: The Final Enemy, 1983 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 Babbler 2002 Scott Greene.
d20 System Conversion of Dungeon Module U3: The Final Enemy, 2002 Daniel R. Collins. All rights reserved.

d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.

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