![]() Andrew D. Gable |
Last Activity: 18th November 2009 09:23 PM
About Me
- About Andrew D. Gable
- Home Location
- Lancaster PA
- Interests
- DnD natch! paintin minis and playin computer.
- Sex
- Male
- Age Group
- 31-40
- My Game Details
Details of games currently playing and games being sought.
- GM or player?
- GM
- Currently Playing
- D&D (3E), D&D (4E)
- Interested in playing
- AD&D (1E), AD&D (2E), D&D (3E), D&D (4E), Call of Cthulhu, Castles & Crusades, d20 Modern, Mutants & Masterminds, Palladium, Shadowrun, Warhammer Fantasy Roleplay
- Smoking
- Non-smoker
-
Signature
- "Some live for silver and gold while others just need someone to owe."
My Campaign World: Apocrypha
- "Some live for silver and gold while others just need someone to owe."
My Game Details
- GM or player?
- GM
- Currently Playing
- D&D (3E), D&D (4E)
- Interested in playing
- AD&D (1E), AD&D (2E), D&D (3E), D&D (4E), Call of Cthulhu, Castles & Crusades, d20 Modern, Mutants & Masterminds, Palladium, Shadowrun, Warhammer Fantasy Roleplay
- Smoking
- Non-smoker
Blog
View Andrew D. Gable's BlogRecent Entries
Latest Blog Entry
Posted in
Traps, Hazards and Challenges
Level 2 Obstacle
Hazard
XP 125
Hazard: Brown mold fills one square (the square is difficult terrain). The temperature is noticeably colder within 6 squares.
Perception: No check necessary.
Additional Skill: Dungeoneering (DC 20 identifies it as brown mold).
Trigger: A warm-blooded creature passing within one square of the mold triggers it.
Attack
Standard action; close burst 1
Attack: +5 vs. Fortitude
Damage: 3d6 cold damage, and 3 ongoing cold damage (only halted by leaving the adjacent square).
Countermeasures
A character may move into a patch of brown mold without triggering warmth drain only by application of oil of life masking, an amulet of Carnax or use of any other masking power. Simple illusions that merely give the appearance of undead do not apply.
Upgrade to Elite (XP 250)
• Increase the Dungeoneering DCs by 2.
• Increase the damage to 2d10 cold damage, and 5 ongoing cold damage.
Hazard
XP 125
Hazard: Brown mold fills one square (the square is difficult terrain). The temperature is noticeably colder within 6 squares.
Perception: No check necessary.
Additional Skill: Dungeoneering (DC 20 identifies it as brown mold).
Trigger: A warm-blooded creature passing within one square of the mold triggers it.
Attack
Standard action; close burst 1
Attack: +5 vs. Fortitude
Damage: 3d6 cold damage, and 3 ongoing cold damage (only halted by leaving the adjacent square).
Countermeasures
A character may move into a patch of brown mold without triggering warmth drain only by application of oil of life masking, an amulet of Carnax or use of any other masking power. Simple illusions that merely give the appearance of undead do not apply.
Upgrade to Elite (XP 250)
• Increase the Dungeoneering DCs by 2.
• Increase the damage to 2d10 cold damage, and 5 ongoing cold damage.
Posted in
Monsters and Animals
Level 12 Brute
Large natural beast, XP 700
Initiative +6; Senses Perception +11
HP 197; bloodied 98
AC 27; Fortitude 25, Reflex 23, Will 21
Speed 4
Horn Gore (standard; at will)
+17 vs. AC; 3d6+5 damage.
Trampling Charge (standard; recharge
)
When charging, a rhinoceros beetle may move through a Medium or smaller creature's space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space.
Alignment Unaligned
Skills Athletics +7
Str 25 (+13) - Dex 10 (+6) - Wis 10 (+6)
Con 17 (+9) - Int 1 (+1) - Cha 9 (+5)
Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.
Large natural beast, XP 700
Initiative +6; Senses Perception +11
HP 197; bloodied 98
AC 27; Fortitude 25, Reflex 23, Will 21
Speed 4
Horn Gore (standard; at will) +17 vs. AC; 3d6+5 damage.
Trampling Charge (standard; recharge
) When charging, a rhinoceros beetle may move through a Medium or smaller creature's space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space.
Alignment Unaligned
Skills Athletics +7
Str 25 (+13) - Dex 10 (+6) - Wis 10 (+6)
Con 17 (+9) - Int 1 (+1) - Cha 9 (+5)
Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.
Posted in
Monsters and Animals
Level 6 Brute
Large natural beast, XP 250
Initiative +3; Senses Perception +8
HP 86; bloodied 43
AC 19; Fortitude 20, Reflex 18, Will 15
Speed 8
Horn Gore (standard; at will)
+9 vs. AC; 2d8+4 damage.
Goring Charge (while mounted by a friendly rider of 6th level or higher; recharge
) • Mount
When charging, an aurochs may move through a Medium or smaller creature's space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The aurochs must end its movement on a vacant space.
Alignment Unaligned
Skills Athletics +7
Str 18 (+7) - Dex 10 (+3) - Wis 11 (+3)
Con 16 (+6) - Int 2 (-1) - Cha 4 (+0)
Aurochs (or urus, as they are known in Goblin) are huge, savage bulls inhabiting lightly forested terrain nearly worldwide, save for the depths of Katayinga. They are oftentimes trained as mounts by goblinoids.
Large natural beast, XP 250
Initiative +3; Senses Perception +8
HP 86; bloodied 43
AC 19; Fortitude 20, Reflex 18, Will 15
Speed 8
Horn Gore (standard; at will) +9 vs. AC; 2d8+4 damage.
Goring Charge (while mounted by a friendly rider of 6th level or higher; recharge
) • MountWhen charging, an aurochs may move through a Medium or smaller creature's space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The aurochs must end its movement on a vacant space.
Alignment Unaligned
Skills Athletics +7
Str 18 (+7) - Dex 10 (+3) - Wis 11 (+3)
Con 16 (+6) - Int 2 (-1) - Cha 4 (+0)
Aurochs (or urus, as they are known in Goblin) are huge, savage bulls inhabiting lightly forested terrain nearly worldwide, save for the depths of Katayinga. They are oftentimes trained as mounts by goblinoids.
Posted in
Monsters and Animals
Level 9 Brute
Huge natural beast (aquatic), XP 400
Initiative +4; Senses Perception +9, low-light vision
HP 122; bloodied 61
AC 21; Fortitude 23, Reflex 20, Will 19
Speed 3, swim 4
Bite (standard; at will)
+12 vs. AC; 2d8+5 damage.
Stomp (standard; at will)
+12 vs. AC; 2d6+5 damage.
Trample (standard; recharge
)
When charging, a hippopotamus may move through a Medium or smaller creature's space and make a stomp attack against that creature. The hippopotamus must end its movement on a vacant space.
Alignment Unaligned
Skills Athletics +16, Stealth +9
Str 25 (+11) - Dex 11 (+4) - Wis 10 (+0)
Con 22 (+10) - Int 1 (-1) - Cha 6 (+2)
A hippopotamus (plural hippopotami), or "river-horse", is a massive porcine animal which inhabits rivers and lakes throughout the Katayingan subcontinent. They are highly dangerous and excessively stupid, and are untrainable.
Huge natural beast (aquatic), XP 400
Initiative +4; Senses Perception +9, low-light vision
HP 122; bloodied 61
AC 21; Fortitude 23, Reflex 20, Will 19
Speed 3, swim 4
Bite (standard; at will) +12 vs. AC; 2d8+5 damage.
Stomp (standard; at will)+12 vs. AC; 2d6+5 damage.
Trample (standard; recharge
) When charging, a hippopotamus may move through a Medium or smaller creature's space and make a stomp attack against that creature. The hippopotamus must end its movement on a vacant space.
Alignment Unaligned
Skills Athletics +16, Stealth +9
Str 25 (+11) - Dex 11 (+4) - Wis 10 (+0)
Con 22 (+10) - Int 1 (-1) - Cha 6 (+2)
A hippopotamus (plural hippopotami), or "river-horse", is a massive porcine animal which inhabits rivers and lakes throughout the Katayingan subcontinent. They are highly dangerous and excessively stupid, and are untrainable.
Posted in
Traps, Hazards and Challenges
With an ear-splitting sound, a hunter's horn blares out: the ghostly figure of a man leading a pack of hounds materialize from the sky and begin galloping towards you. You turn and start to run - the Wild Hunt is loose tonight!Setup: To escape Gwynn o' the Horn and his hounds of the Wild Hunt, a frenzied flight through the forest becomes necessary.
Level: Equal to the level of the party
Complexity: 4 (requires 10 successes before 5 failures)
Primary Skills: Acrobatics, Arcana, Athletics, Stealth
Acrobatics (moderate DCs): You ably dodge out of the way of an arrow shot from Gwynn's bow. Failing a check means that you have been hit, and the magic of the arrow gives you a -2 to the next Acrobatics or Athletics check.
Athletics (moderate DCs): With a burst of effort, you manage to outrun the Hunt... for now.
Stealth (hard DCs): Using stealth and guile, you hide behind a tree, in the brush or in a small bowl, managing to avoid the Hunt.
Success: You manage to discover a hamadryad, a type of fey which is adept at hiding from the Wild Hunt. The hamadryad leads you to safety and the Hunt moves on.
Failure: You're caught! Gwynn releases some of his hounds and a combat encounter is provoked at the PCs' level + 2.

















