TEXT: FUR3-05 Reflections Conversion Document 
   
  This document describes how to use FUR3-05 
  Reflections with the 3.5 rules adapted for Living 
  Greyhawk. It assumes that the Judge running this 
  scenario has a working knowledge of both the 3.0 
  and 3.5 rules. However, it does not assume an 
  expert knowledge of the 3.5 rules set. Conversion 
  does require some additional preparation time; do 
  not try to run this scenario under 3.5 rules without 
  doing this preparation. 
  Scenario Preparation 
  Get copies of the D&D v.3.5 Accessory Update 
  Booklet and the Living Greyhawk Campaign 3.5 
  Conversion Document and read through them 
  before you run your game. You do not have to 
  read through all of the D&D v.3.5 Accessory 
  Update Booklet, just the portions that you will need 
  to run your game (the Core section and whatever 
  supplements 
  your 
  scenario 
  requires). 
  You, 
  however, should be familiar with the Living 
  Greyhawk Campaign 3.5 Conversion Document, 
  particularly where it notes the changes in classes, 
  spells, and feats. 
  Encounter Changes  
  ENCOUNTER EIGHT (p. 15): Note that rules for 
  underwater combat are now outlined in the DMG, 
  pages 92 to 93.  The Spellcraft DC to cast fire 
  based spells is now 20 (rather than 15) plus spell 
  level.  Also note additional rules for spellcasting 
  toward the bottom of the page do remain in effect.   
  Appendix Changes: 
  1. Note the following changes throughout the 
  appendix:  
  a. Use descriptions of SA/SQ from the 
  Monster Manual. 
  b. Use stats as written in the appendix, 
  except as noted below. 
  2.  Note the following base attack/grapple totals: 
   
  Encounter Two:  
   
   
  ALL APLs: King’s Watchmen +2/+4. 
   
  3. Note the following adjustments to stat blocks: 
  Encounter Two:  
  ALL APLs: Fazil: BA/G: +3/+3; SQ add 
  Trapfinding, add Trapsense +1. Skills: 
  delete Read Lips. Add Knowledge – local 
  (Iuz border states) +8. 
  Encounter Three:  
  APL 2:  
  Askold: BA/G: +0/+0; SQ: add trapfinding; 
  Feats: Delete Dodge.  
   
  Sammel: HD 1d8; hp 8; BA/G +1/+4; Atk 
  +4 melee (1d8+4 crit 19-20 longsword); 
  Full Att +4 melee (1d8+4 crit 19-20 
  longsword); SQ add wild empathy; SV Fort 
  +4, Ref +4, Will +1.  
   
  Skills and Feats: delete Animal 
  Empathy, add Hide +6, Listen +3, Move 
  Silently +6, Spot +5, Survival +5; replace 
  feats with Alertness, Great Fortitude, 
  Track.   
   
  Dunya: BA/G: +1/+3. Feats: replace 
  Ambidexterity with Two Weapon Fighting.  
   
  APL 4:  
  Askold: BA/G: +2/+2; SQ: add trapfinding, 
  add trapsense +1, delete Uncanny Dodge.  
   
  Sammel: HD 4d8; hp 23; BA/G +4/+7; Atk 
  +7 melee (1d8+4 crit 19-20 longsword); 
  Full Att +5 melee (1d8+3 crit 19-20 
  longsword) and +5 melee (1d6+3 19-20 
  shortsword); SQ add wild empathy, 
  combat style, animal companion; SV Fort 
  +6, Ref +8, Will +2.  
   
  Skills and Feats: change skills to: 
  Climb +12, Handle Animal +6, Hide +8, 
  Knowledge – Nature +5, Listen +5, Move 
  Silently +6, Spot +8, Survival +5; replace 
  feats with Alertness, Endurance, Great 
  Fortitude, Lightning Reflexes, Track.   
   
  Sammel’s Animal Companion: Wolf with 
  link and share spells.  Use MM stats. 
   
  Dunya: BA/G: +2/+4. Feats: replace 
  Ambidexterity with Two Weapon Fighting.  
   
  Saeunnn: BA/G: +2/+1. Replace Change 
  Self in spell list with Disguise Self.   
   
  APL 6:  
  Askold: BA/G: +3/+3; SQ: add trapfinding, 
  add trapsense +1.  
   
  
  Sammel: HD 6d8; hp 33; BA/G +6/+9; Atk 
  +9 melee (1d8+4 crit 19-20 longsword); 
  Full Att +7/+2 melee (1d8+3 crit 19-20 
  longsword) and +7/+2 melee (1d6+3 19-
  20 shortsword); SQ add wild empathy, 
  improved combat style, animal 
  companion; SV Fort +6, Ref +8, Will +2.  
   
  Skills and Feats: change skills to: 
  Climb +12, Handle Animal +7, Hide +12, 
  Knowledge – Nature +7, Listen +7, Move 
  Silently +7, Spot +10, Survival +5; replace 
  feats with Alertness, Endurance, Great 
  Fortitude, Improved Initiative, Lightning 
  Reflexes, Track.   
   
  Wolf: Sammel’s Animal Companion: 
  medium animal; HD 4d8+8+3; hp 30; Init 
  +2; Spd 50 ft.; AC 17 (touch 13, flat-footed 
  14) [[+3 Dex, +4 natural]]; BA/G +3/+5; Atk 
  +6 melee (1d6+2, bite); Full Atk +6 melee 
  (1d6+2, bite); SQ Low light vision, scent, 
  link, share spells, evasion; SA: Trip; AL N; 
  SV Fort +5, Ref +6, Will +1; Str 14, Dex 
  16, Con 15, Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +3, Listen +3, 
  Move Silently +3, Spot +4, Survival +1; 
  Toughness, Track, Weapon Focus (bite). 
   
   
  Dunya: BA/G: +4/+7. Feats: replace 
  Ambidexterity with Two Weapon Fighting.  
   
  Saeunnn: BA/G: +3/+2. Replace spell list 
  with that noted below:   
   
  Spells Known  (6/7/6/4; base DC = 13 
  + spell level): 0—Dancing Lights, Detect 
  Magic, Flare, Ghost Sound, Mage Hand, 
  Ray of Frost; 1st—Disguise Self, Enlarge 
  Person, Magic Missile, Shield; 2nd—
  Flaming Sphere, Invisibility, 3rd - Fly. 
   
  APL 8:  
  Askold: BA/G: +5/+5; SQ: add trapfinding, 
  add trapsense +2.  
   
  Sammel: HD 8d8; hp 43; BA/G +8/+11; 
  Atk +11 melee (1d8+4 crit 19-20 
  longsword); Full Att +9/+4 melee (1d8+3 
  crit 19-20 longsword) and +9/+4 melee 
  (1d6+3 19-20 shortsword); SQ add wild 
  empathy, improved combat style, animal 
  companion, woodland stride, swift tracker; 
  SV Fort +7, Ref +9, Will +2.  
   
  Skills and Feats: change skills to: 
  Climb +12, Handle Animal +9, Hide +14, 
  Knowledge – Nature +7, Listen +7, Move 
  Silently +9, Spot +12, Survival +11; 
  replace feats with Alertness, Endurance, 
  Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Track.   
   
  Wolf: Sammel’s Animal Companion: use 
  stats from APL 6. 
   
  Dunya: BA/G: +6/+9. Feats: replace 
  Ambidexterity with Two Weapon Fighting.  
   
  Saeunnn: BA/G: +4/+3. Replace spell list 
  with that noted below:   
   
  Spells Known  (6/7/7/6/4; base DC = 
  14 + spell level): 0—Acid Splash, Dancing 
  Lights, Detect Magic, Flare, Ghost Sound, 
  Mage Hand, Ray of Frost; 1st—Chill 
  Touch, Disguise Self, Enlarge Person, 
  Magic Missile, Shield; 2nd—Flaming 
  Sphere, Invisibility, Shatter, 3rd – Fly, 
  Lightning Bolt. 
   
   
  APL 10:  
  Askold: BA/G: +6/+6; SQ: add trapfinding, 
  add trapsense +3, add improved uncanny 
  dodge.  
   
  Sammel: HD 10d8; hp 53; BA/G +10/+13; 
  Atk +13 melee (1d8+4 crit 19-20 
  longsword); Full Att +11/+6 melee (1d8+3 
  crit 19-20 longsword) and +11/+6 melee 
  (1d6+3 19-20 shortsword); SQ add wild 
  empathy, improved combat style, animal 
  companion, woodland stride, swift tracker, 
  evasion; SV Fort +8, Ref +10, Will +3.  
   
  Skills and Feats: change skills to: 
  Climb +14, Handle Animal +11, Hide +16, 
  Knowledge – Nature +9, Listen +7, Move 
  Silently +11, Spot +14, Survival +13; 
  replace feats with Alertness, Blind Fight, 
  Endurance, Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Track.   
   
  Wolf: Sammel’s Animal Companion: use 
  stats from APL6. 
   
  Dunya: BA/G: +8/+11. Feats: replace 
  Ambidexterity with Two Weapon Fighting.  
   
  Saeunnn: BA/G: +5/+4. Replace spell list 
  with that noted below:   
   
  Spells Known  (6/7/7/7/7/4; base DC = 
  14 + spell level): 0—Acid Splash, Dancing 
  Lights, Detect Magic, Flare, Ghost Sound, 
  Mage Hand, Ray of Frost, Touch Fatigue; 
  1st—Chill Touch, Disguise Self, Enlarge 
  
  Person, Magic Missile, Shield; 2nd—
  Bear’s Endurance, Flaming Sphere, 
  Invisibility, Scorching Ray, Shatter, 3rd – 
  Dispel Magic, Fly, Lightning Bolt, 
  Suggestion; 4th – Shout, Greater 
  Invisibility; 5th – Cone of Cold, Dominate 
  Person. 
   
  Encounter Five:  
  APL 2:  
  Arkr: BA/G: +3/+3. Replace Random 
  Action with Magic Weapon. 
   
  APL 4:  
  Arkr: BA/G: +3/+3. Replace Random 
  Action with Magic Weapon. 
   
  Bangh: BA/G: +3/+6, SQ: add trapsense 
  +1.  
   
  APL 6:  
  Arkr: BA/G: +4/+4. Replace Random 
  Action with Magic Weapon. 
   
  Bangh: BA/G: +5/+8, SQ: add trapsense 
  +1, add improved uncanny dodge.  
   
  APL 8:  
  Arkr: BA/G: +5/+5. Replace the following 
  spells: 1st: Detect Poison (at first level) 
  becomes Delay Poison, Random Action 
  becomes Magic Weapon.  
   
  Bangh: BA/G: +7/+10, SQ: add trapsense 
  +2, add improved uncanny dodge, add DR 
  1/-.  
   
  APL 10:  
  Arkr: BA/G: +7/+7. Replace the following 
  spells: 1st: Detect Poison (at first level) 
  becomes Delay Poison; Random Action 
  becomes Magic Weapon; 3rd: Speak with 
  plants becomes Speak with Dead.  
   
  Bangh: BA/G: +8/+11, SQ: add trapsense 
  +2, add improved uncanny dodge, add DR 
  1/-.   
    
  Using the above changes, you should be able to 
  run the scenario with minimal trouble. Keep in 
  mind the various skill conversions (Wilderness 
  Lore to Survival and Pick Pocket to Slight of Hand, 
  for example) and you should have no trouble.  
    
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/593/Normal Scenarios/FUR3-05 - Reflections (APL 2-10)/FUR3-05 - Reflections Scenario Conversion.pdf