Just to pop by to say: I will complete the conversion notes, just not done yet.
Crimson Tear fumes (DC 10 Fortitude Save. Success unaffected; failure make DC 10 Will Save. Success means you become dazed for one hour; roll DC 8 Will Save or be surprised at the start of any combat. Failure means you become euphoric for one hour. Make DC 8 Will save each time you are presented with temptation or you give in for at least one turn)
Probably the easiest way to run euphoric characters is to first make the save (each time you enter a new room, meet a new person, etc) and only then ask yourself "are there anything here that tempts my character". Each time you make the save, play just continues. Rather than the opposite, that is (first asking the Judge - repeatedly - whether there's any food, wine, women, singing & dancing, or whatever). This way you minimize focus up until the point the character fails the save, at which point it's probably best to just drop that character from the narrative for a few turns (assuming there are enough characters left to proceed, of course).
Overseer
Init 1d16, +4 to everything, AC 14, 30 hp, charge 2x1d6+4, Grisly imbalanced greataxe +4 for 1d10+4 damage
Amulet of the Bull: This bull-headed brass amulet twists the moral outlook of the wearer within 1 week. After this time, you sincerely believe in primitive and brutal beliefs, such as "if you are strong, you should simply be able to take what you want; if you are weak, all you are good for is as blood sacrifices to the victors" and "the role of men is to slaughter your foes, the role of women is to breed new warriors". The alignment of the wearer thus shifts to Chaotic permanently. The amulet is detected as unholy if checked by most clerics, except those devoted to the Bull God.
When you call upon the amulet's powers, you make a Red Skeleton erupt from a nearby foe you have defeated, killing that foe instantly if still alive. This is a Minotaur skeleton with eyes glowing a dull red, dripping with blood and gore, except its power is limited by the creature it was created from. Your consciousness enters this Red Skeleton, and you act as if possessing it. You understand what your friends are saying even if you are incapable of speech yourself. You have -1d on any action that does not bring glory to the Bull God. Your normal self will appear as if in a trance and remain motionless and helpless while the skeleton is active.
If you (as the Red Skeleton) touch the amulet (on your original body), the effect ends immediately: the skeleton falls apart and you regain consciousness. The amulet can then be used again tomorrow. If you (as the Red Skeleton) are killed or turned, the effect also ends immediately with the difference that the amulet cannot be used for a week.
Red Skeleton: your initiative + d16; Attack by weapon with your attack and damage modifier; Bonus attack: your attack modifier + d16 melee (1d6 plus your damage modifier, double damage on a charge); AC 9; HD a number of d12 (HD and hit points equal to the lowest hp of you and the foe you created the Red Skeleton from); MV 30’; Act 1d20 plus bonus gore attack 1d16; SP turned as un-dead, do not breathe, speak, eat, or sleep; life sense 50’, infravision 100’, half damage from piercing and slashing weapons; SV your saves; AL C.
Corvey’s Feather (in 8). Can be used once per night to create a fluffy colorful bed. People lying in this bed become highly suggestible, acting as if charmed.
Red Kravak Statue animates with a shriek of animalistic ferocity. It wields twin handaxes, one glowing with red baleful energy.
+3 to everything, AC 17 vs slashing/piercing/fire/electricity AC 13 vs blunt/cold, 22 hp, 2 attacks +3 for 1d6+3. This damage cannot be magically healed!
Handaxe of Wounding is a normal handaxe except dull red glow, damage can only be healed naturally.
Gourd of the Old Blood. Make a DC 10 Fortitude save to drink the entire contents (or spend one minute violently puking). If you manage it, you become fully healed, and can work up a berserker rage at any time during the day. While raging, you gain bonus damage equal to your level, you get a penalty to AC equal to your level, take half damage, and take only actions that bring you into melee combat with enemies. You may spend your action to attempt a DC 12 Will save to break off your rage, failure you cannot retry for 1d6 rounds. The gourd is recharged by sacrificing a human, filling it with blood.
Taskmaster
This one is an enigma. His immaculate white robes never grow filthy even in the caverns. His eyes are empty, his face bland, his smile reptilian, but he knows the hearts of men and can play a crowd like an extension of himself. His illusions are always subtly bland or off, as though part of the world is simply dead to him. His heartbeat quickens when the air fills with blood, though faith is alien to him.
Anchor, length of reddish iron chain, chained victim becomes pliable by holder (as per Charm Person) if allowed to kill a sentient humanoid once/day.
+2 to everything except magic, AC 11, 17 hp
SP Serpent's Fang, a +1 Dagger. +3 for 1d4 damage plus burning pain poison (DC 10 Will save or target spends next action rending and biting its own flesh to get rid of the pain, for at least 1d4 damage plus must roll again next round)
SP Mystical Mask: Taskmaster's face looks like each assailant. Make a Luck check or your melee or missile attack is redirected back at yourself.
SP Serpent Mask (1/day): Anyone looking at Taskmaster must make a Will save (DC = d20+6) or fall into a daze (-2d initiative, move or act) where you do non-suicidal tasks suggested by the Taskmaster.
Jade Idol of The Bhazir (in 22). Wrapped in a piece of purple silk (10 gp) is the jade idol (100 gp) of a bloated female humanoid with a serpent head and long neck. Take note of how the player handles the idol. If the player is wary or uneasy, the idol is cold to the touch (-1 modifier to Luck checks). If the player is curious and open, it bites the hand. This poison has two effects: you become euphoric and pliable (reduce DC by 1 for social checks to persuade you) but also insensitive to pain (reduce each wound by 1d6 damage). This lasts 1d6 turns. If you allow it, it will bite you again. The DC reduction is cumulative for a full day. At midnight, make a Will save (DC 10, reduced appropriately) or the Bhazir appears in your dreams, deity to assassins, snake worshippers and shapechangers. Unless you can entertain her (DC 15 skill check) she gives you a choice: convert to her faith (becoming Chaotic and gaining either backstab, poison immunity or ability to turn into a giant cobra with your own head, no spitting) or lose 2 points of Luck, idol vanishes, and you are cursed for double poison damage (lifted by experiencing life as a serpent for at least a day).
Master of Rituals
A fanatic among fanatics. His eyes shine with the light of true faith and countless unspeakable acts. He towers over others by a head. He would die for the Bull God, and certainly kill for it. Wears helmet made of a bull skull with horns, lacquered bone armor with several red feathers hanging from it, ceremonial cloak made of Crimson Tear flowers.
Note: always accompanied by one berserker.
+2 to everything except magic, AC 14, 22 hp
SP Lay on Hands (3/day): heals one HD
SP Dispersion Wave (1/turn): Everybody in a 30' cone takes 1d6 damage and is pushed away 30' (Reflex save for half; DC 12 unless you're pushed into something, then DC is 16). Each round during the next minute such a target decides to move closer to Master of Rituals, he takes an additional d6 damage (or 1 damage, if Reflex save was successful).
SP Sanguine Castigation, targeted (1/turn): A sudden surge of blood erupts from the target's orifices, causing 2d8 damage and blinding him for one round (DC 16 Fort save for half damage and no blindness)
SP Hold Person (1/turn): target must make a Will save (DC = d20+6) or be paralyzed for one minute
Gorelaugh (Minotaur)
His fur is missing in places, replaced with scar tissue and old marks of branding. He looks tired but attacks with the ferocious energy of the desperate and the mad.
d16 init; +3 to everything, AC 17, 22 (30) hp, Halberd +3 for 1d10+3
SP: 8 temporary hp each day
Drak (Giant Lizard)
An old beast, with gaping holes where its eyes should be. The agony of its maiming has left it vicious and hateful, and it ends its miserable existence in an apocalyptic rampage if it is given the chance.
d16 init; +3 to everything, AC 13, 35 hp, Bite +3 for 1d6+3
Tail Swipe: +3 for 1d4 non-lethal and prone (attacks up to three foes behind)
Velan (Centaur)
Something has changed this gentle creature into a blood-caked instrument of slaughter. Velan revels in bloodshed and brays deafeningly at the lives he takes. Piercing red light glares from the sockets of his smooth, featureless iron helmet.
+5 to everything, AC 15, 32 hp, Action d20+d16+d20 Spear +5 plus 1d3 Deed for 1d8+Deed, Shield bash 1d16+5 plus Deed for 1d4+Deed, front or back hooves +5 plus Deed for 1d6+Deed.
Conqueror’s Barricade (in 13): a gleaming golden disk (100 gp) etched with the faint outline of a sun, +1 shield that can transfer its magic to the weapon wielded for one turn a day.
Gharoom (in 13) is an iron helmet of superb craftsmanship and terrible aspect. Wearing the helmet, you become possessed by the evil spirit Gharoom, said to be the elite champion of Dread Emperor Morvas. Make a DC 8 Will save each round after killing a foe to keep hacking it to bits. The eyes emit a red glow and grant infravision. You gain a 1d3 Deed die for Deeds related to mutilation and gore (or gain +1d if you already have a Deed die). Should you ever decide to spare an enemy, you are struck unconscious for one turn, but the cursed helmet falls off.
Saskrat: taster chameleon
default green for potable water, dark white for poison except orange for intoxication and red for other harmful effects, pink for healing, blue for alteration/transmutation, yellow for divination/charm, and turquoise if none of the above.
Starfall is a star metal two-handed maul dealing 2d6 damage.
Taegos is a gypsum stone. Five times you can say its name and it heats up. If dropped in a kettle or cauldron, the water boils in one minute. If held in hand, you become unaffected by hot temperatures, and you can attempt a Will save each time you would take fire damage to negate it. The DC is the same as the damage incurred. It works for one hour each time it is used.
Jaevelor’s Marvelous Pigments (allows you to paint a being that comes alive; enough paint for 2d6 tiny creatures or half as many for small or quarter as many for medium)