Adventure Conversion – Alterations (Greyhawk 2000)


This isn’t the dreaded “Gothic Earth”, but something almost as odd.  It feels like the world of Oerth, known as “The World of Greyhawk” to many.  However, it changed.  It evolved.  The technologies here, while magical somehow, feel quite close to the wondrous artifice of Gothic Terra.  However, I can’t help but wonder how all of this came about.  None the less, I’ll take this place over the forces of The Mists or The Red Death any day!  I feel I’m not done with either though. – Ramon DeLeon, planes traveling bard

Oerth.  But, not the Oerth I remember.  This is one of a distant future.  Just as there are new hopes, there are new fears.  The evils of yesteryear are supplanted by the evils of today.  News of a new abomination of mad science and magic has made its way throughout New Greyhawk City.  A creature similar to the dread mouther, but created through artificial means.  The news does its best to cover up details, but the truth is far more twisted and will only be spoken of in hushed whispers.  The terror of the Millexium Mouther rests, for now.

Author’s Note: Dungeon Magazine #83 gets referenced once again!  The last time was the Faranth, a one-off aberration that has sadly never appeared in official form again.  This time, I’m referencing both Greyhawk 2000 and its tie-in adventure, Alterations.  It’s sad that GH2000 only got attention here, never again in Oerth canon.  D20 Modern would have been the perfect place to continue it.  Eh.  Whatever.  Here’s a quick conversion of the NPCs and monsters found in it.  Plus, the Millexium Mouther is a new monster to play with!  While I won’t encourage piracy, back issues of Dungeon Magazine have long since gone out of print.  You can find a copy of this issue via



Millexium Mouther

Bred in secretive labs as a biological means of finding Millexium of Oerth, a magical rock capable of acting like a battery.  While the Millexium Mouther is smaller and incapable of many of the original mouther’s feats, it’s still capable of consuming prey like a giant amoeba.  After consuming its prey, it can create new traits on itself.  However, it cannot consume Millexium itself, despite being created to spot it.  While it will sniff out and briefly eat it, the mouther will always deposit it nearby without harm.

Plane of Origin: Prime Material – Oerth – In the distant future of Oerth, the powerful element of Millexium was discovered in the former land of Iuz, now the “Daemon Scar”.  To harvest this dangerous and powerful mass of earth, some devised all sorts of methods that circumvented the laws of the lands.  Among them was a genetically altered creature based on the Gibbering Mouther, known as the Millexium Mouther.

Small aberration, chaotic neutral

Armor Class 17 (natural armor)

Hit Points 39 (7d6 + 14)

Speed 20 ft., swim 30 ft.

STR 10 (+0) DEX 15 (+2) CON 14 (+2) INT 10 (+0) WIS 13 (+1) CHA 13 (+1)

Skills Acrobatics +4, Athletics +4

Condition Immunities prone

Senses Darkvision 60 ft., passive Perception 11

Languages understands Common and Deep Speech

Challenge 2 (450 XP)

Blood Drain.  The mouther regains 2 (1d4) hit points every time a Bite attack hits.  In addition, if the mouther reduces a target’s maximum HP to 0 or kills a target, they regain 7 (3d4) hit points instead, as new eyes and mouths form from the absorbed body.

Pseudo-Gibbering.  While different from a true gibbering mouther, it is still able to use this ability to an extent.  When it can see another creature and isn’t incapacitated, it may begin to gibber on its own.  Each creature starting its turn within 30 ft. of it, that isn’t deafened, must succeed a DC 12 Wisdom saving throw.  On a failure, the creature can’t take reactions and rolls a d10, consulting the chart for the Confusion spell.  This effect occurs each time a creature starts its turn within this aura.

Reeling In.  Upon hitting with a bite attack, the millexium mouther may use a bonus action to attempt a Strength (Athletics) check against the target’s Strength (Athletics) to pull the target closer to it.


Bite.  Melee Weapon Attack: +4 to hit, reach 10 ft., one target.  Hit: 16 (4d6 + 2) piercing damage plus the target is grabbed.  Releasing from the grab requires an escape action with a DC 12 to succeed.  Damage dealt by the mouther reduces the target’s maximum hit points as well.  This cannot be recovered until the target completes a long rest or is affected by a Greater Restoration spell.



NPCs and Other Creatures

Orks - Marc Sasso

The following are random encounter monsters from the adventure.


Infidelz, Orcish Biker Gang

A brutish bike gang that likes to cruise around the Crossroads area of New City of Greyhawk.  They’re known for harassing anyone who gets too close to their territory.  An Infidelz member has the same stats as an Orc (Monster Manual), with the following changes:

  • Javalin with Combat Knife (treat as a shortword).
  • Replace Battleaxe with Automatic Pistol (40/160 ft., 1d10+dex mod, add extra die upon crit)
  • Change Hide Armor to Reinforced Leather
  • Infidelz Members have the following equipment: reinforced leather jacket, sunglasses, combat boots, combat knife, automatic pistol with metal cartridge (1d20 bullets), 1 extra metal cartridge (20 bullets)


Crossrats, Wererat Gang

Unofficial protectors of the area, they keep order in their own way.  However, they prefer to watch from the sewers below, using proxies and spies to survey things.  Crossrats have the same stats as the Wererat (Monster Manual), with the following changes:

  • Replace Shortsword with Long Knife (use the same stats)
  • Replace Hand Crossbow with Lead Pipe (treat as d6 finesse weapon that deals bludgeoning damage).
  • CAMPAIGN OPTION: LESSER WERERAT.  If you’re concerned about non-magic/non-silvered weapon immunity within the game, consider reducing it to resistance.


Crossroads Patrol Officers

Corrupt and ineffectual to the core, these officers are more likely to take a bribe than do their jobs right.  Some even take bids from two feuding sides to see which loser goes to jail.  The Officers have the following stats:

Medium humanoid (typically human), chaotic neutral

Armor Class 14 (flak jacket)

Hit Points 22 (4d8 +  4)

Speed 30 ft.

STR 15 (+3) DEX 13 (+1) CON 15 (+2) INT 12 (+1) WIS 9 (-1) CHA 11 (+0)

Skills Intimidation +2, Perception +1

Senses passive Perception 11

Languages Common

Challenge 1 (200 XP)

Call for Backup.  When the officer is hit by an attack, they can use a reaction to signal for aid over a radio.  This can result in likely random encounters with officers.  All officers capable of receiving the transmission will know where the source was.

Careful Shot.  The officer may use their bonus action to take a well aimed shot.  Their attack bonus becomes +5 for their initial attack with the DIM Pistol.  In addition, they can fire from the second range increment without suffering disadvantage on the attack.

Freeze!.  The officer may use their bonus action to make a Charisma (Intimidation) check.

Equipment.  The officer has a flak jacket, a DIM Pistol (with metal cartridge containing 20 slugs), 4 more metal cartridges, baton.


Multiattack.  The officer may attack twice per round.

Baton.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 5 (1d6 + 2) bludgeoning damage.  The target must make a DC 12 Constitution saving throw or move at halved speed and be unable to take reactions until the end of their next turn.

DIM Pistol.  Ranged Weapon Attack: +3 to hit, range 40 ft./100 ft., one target.  Hit: 8 (2d6 + 1) piercing damage.


Carrion Crawler

Use Monster Manual stats.


Dire Rat

Use stats for Giant Rat (Monster Manual).


Dire Rat Skeletons

Use stats for Giant Rat (Monster Manual), with the following changes:

  • Damage Immunities poison
  • Damage Vulnerabilities bludgeoning
  • Condition Immunities poisoned


Pelisso Street Swampers/Sheeah Z.

A rival gang that roamed the streets of Pelisso, before most of them met their end at the hands of madmen.  Only a few survive.

Use stats for Spy NPC (Monster Manual), with the following changes:

  • Reduce Hit Points 14 (3d8)
  • Reduce Sneak attack to 3 (1d6) damage
  • Replace Hand Crossbow with Switchblade (reach 5 ft., light finesse weapon, 1d4 slashing)
  • Replace Shortsword with Combat Knife
  • Possessions. leather jacket, combat knife, matches and smokes, 2d10 gold in pocket  (Sheeah Z – leather jacket, switchblade, 3 stolen rings worth 100 gp each)
  • Challenge 1/2 (100 XP)


Gang Zombie

Former members of the Pelisso Street Swampers.  Use the stats for Zombie (Monster Manual), with the following changes:

  • Add Combat Knife.  Use the Slam attack, but this deals piercing damage instead.
  • Possessions.  leather jacket, combat knife, matches and smokes, 2d10 gold in pocket


Collapsing Stairs Trap

When exceeding a couple hundred pounds at once, the stairs give way to sharp nails and splinters below.

All targets on the stairs must succeed a DC 13 Dexterity saving throw or take 4 (1d6 + 1) piercing damage and fall prone.







IMAGE CREDIT:  Mark Sasso – Alterations (Dungeon Magazine #83)

Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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