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D1-3 Descent/Kuo-Toa/Drow
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<blockquote data-quote="Garnfellow" data-source="post: 2208473" data-attributes="member: 1223"><p><strong>Encounter Area M-12</strong></p><p></p><p>A couple of notes on this next encounter. Wererats in AD&D had 3 HD, so I’ve given them an extra level of Warrior. The mind flayers had several minor magic items with no real 3e equivalent. Because most of the items do not seem important to the plot and are not particularly powerful, I’ve either deleted them or made substitutions rather than attempted conversions.</p><p></p><p><strong><span style="color: red">Mind Flayer Outpost (EL 11)</span></strong></p><p></p><p><strong>Creatures:</strong> There are 12 ratmen working herein with the mind flayers. Four wererats are in the tunnel proper (two above the cave area and two below), about 60 feet from the center. These watchers are in rat form, and will scurry back to give warning if any creatures approach. They have drow<em> +1 shortswords</em>, and baldrics and hangers kept to either side of the passageway where their eight comrades guard two illithids (four to one side, four to the other). One illithid is near the cave pool with a bound drow merchant captive. He is questioning the dark elf about the current alliances, power groups, and feuds between the drow clans and noble houses. If the illithid gets any chance, he will kill the drow so no tales can be carried.</p><p></p><p style="margin-left: 20px"><strong>Wererat, ratman form (12) CR 3</strong></p> <p style="margin-left: 20px"><strong></strong>Male wererat warrior 2</p> <p style="margin-left: 20px">LE Medium humanoid (human, shapechanger)</p> <p style="margin-left: 20px"><strong>Init</strong> +4; <strong>Senses</strong> low-light vision, scent; Listen +3, Spot +3</p> <p style="margin-left: 20px"><strong>Languages</strong> Undercommon</p> <p style="margin-left: 20px"><strong>-----------</strong></p> <p style="margin-left: 20px"><strong>AC</strong> 17, touch 14, flat-footed 13</p> <p style="margin-left: 20px"><strong>hp</strong> 17 (3 HD); <strong>DR</strong> 10/silver</p> <p style="margin-left: 20px"><strong>Fort</strong> +7, <strong>Ref</strong> +6, <strong>Will</strong> +4</p> <p style="margin-left: 20px"><strong>-----------</strong></p> <p style="margin-left: 20px"><strong>Spd</strong> 30 ft</p> <p style="margin-left: 20px"><strong>Melee</strong> <em>+1 short sword</em> +8 (1d6+1/19–20) and bite +1 melee (1d4 plus disease)</p> <p style="margin-left: 20px"><strong>Ranged</strong> light crossbow +7 ranged (1d8/19–20)</p> <p style="margin-left: 20px"><strong>BAB</strong> +2; <strong>Grp</strong> +2</p> <p style="margin-left: 20px"><strong>SA</strong> curse of lycanthropy, disease</p> <p style="margin-left: 20px"><strong>-----------</strong></p> <p style="margin-left: 20px"><strong>Abilities</strong> Str 11, Dex 19, Con 14, Int 10, Wis 11, Cha 8</p> <p style="margin-left: 20px"><strong>SQ</strong> alternate form, rat empathy</p> <p style="margin-left: 20px"><strong>Feats</strong> Alertness (b), Iron Will (b), Stealthy, Weapon Finesse (b), Weapon Focus (short sword)</p> <p style="margin-left: 20px"><strong>Skills</strong> Climb +17, Handle Animal +4, Hide +6, Listen +3, Move Silently +6, Spot +3, Swim +17</p> <p style="margin-left: 20px"><strong>Possessions</strong> <em>+1 short sword</em>, <em>+1 leather armor</em>, masterwork buckler, masterwork dagger, masterwork light crossbow and 50 bolts, 30 gp, gold ring set with moonstone (worth 400 gp, an indication of service to the illithids)</p> <p style="margin-left: 20px"><strong>-----------</strong></p> <p style="margin-left: 20px"><strong>Wererat,</strong> <strong>human form: </strong>The wererat possesses the following changed statistics in this form:</p><p style="margin-left: 20px"><strong>Init</strong> +1</p> <p style="margin-left: 20px"><strong>AC</strong> 16, touch 11, flat-footed 15</p> <p style="margin-left: 20px"><strong>DR</strong> none</p> <p style="margin-left: 20px"><strong>Melee</strong> <em>+1 short sword</em> +5 melee (1d6+1/19–20)</p> <p style="margin-left: 20px"><strong>Ranged</strong> light crossbow +4 ranged (1d8/19–20) </p> <p style="margin-left: 20px"><strong>Grp</strong> +2</p> <p style="margin-left: 20px"><strong>Fort</strong> +6, Ref +3</p> <p style="margin-left: 20px"><strong>Abilities</strong> Dex 13, Con 12</p> <p style="margin-left: 20px"><strong>Skills</strong> Climb +5, Hide +3, Move Silently +3, Swim +5</p></p> <p style="margin-left: 20px"><strong>Wererat, rat form: </strong>The wererat possesses the following changed statistics in this form:</p><p style="margin-left: 20px">Small humanoid (human, shapechanger)</p> <p style="margin-left: 20px"><strong>Init</strong> +4</p> <p style="margin-left: 20px"><strong>Spd</strong> 40 ft, climb 20 ft</p> <p style="margin-left: 20px"><strong>AC</strong> 18, touch 26, flat-footed 14</p> <p style="margin-left: 20px"><strong>Grp</strong> -2</p> <p style="margin-left: 20px"><strong>Melee</strong> bite +7 (1d4 plus disease)</p> <p style="margin-left: 20px"><strong>Skills</strong> Climb +17, Hide +10, Move Silently +6, Swim +17</p></p> <p style="margin-left: 20px"><strong>Alternate Form (Su):</strong> A wererat can assume a bipedal hybrid form or the form of a dire rat. Changing to or from animal or hybrid form is a standard action.</p> <p style="margin-left: 20px"><strong>Curse of Lycanthropy (Su):</strong> Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.</p> <p style="margin-left: 20px"><strong>Disease (Ex):</strong> Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.</p> <p style="margin-left: 20px"><strong>Rat Empathy (Ex): </strong>Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Illithids (2) CR 8</strong></p> <p style="margin-left: 20px">LE Medium Aberration</p> <p style="margin-left: 20px"><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60 ft; Listen +10, Spot +10</p> <p style="margin-left: 20px"><strong>Languages</strong> Undercommon, telepathy</p> <p style="margin-left: 20px"><strong>----------</strong></p> <p style="margin-left: 20px"><strong>AC</strong> 15, touch 12, flat-footed 13; Dodge</p> <p style="margin-left: 20px"><strong>hp</strong> 44 (8 HD)</p> <p style="margin-left: 20px"><strong>SR</strong> 25</p> <p style="margin-left: 20px"><strong>Fort</strong> +3, <strong>Ref</strong> +4, <strong>Will</strong> +9</p> <p style="margin-left: 20px"><strong>----------</strong></p> <p style="margin-left: 20px"><strong>Spd</strong> 30 ft</p> <p style="margin-left: 20px"><strong>Melee</strong> 4 tentacles +8 (1d4+1)</p> <p style="margin-left: 20px"><strong>BAB</strong> +6; <strong>Grp</strong> +7</p> <p style="margin-left: 20px"><strong>SA</strong> improved grab, extract,<em> mind blast</em></p> <p style="margin-left: 20px"><strong><em>Psionics</em> (Sp)</strong> (Caster level 10): At will—<em>astral projection</em>, <em>charm monster</em> (DC 17), <em>detect thoughts</em> (DC 15), <em>levitate</em>, <em>plane shift</em>, <em>suggestion</em> (DC 16), <em>teleport</em></p> <p style="margin-left: 20px"><strong>----------</strong></p> <p style="margin-left: 20px"><strong>Abilities</strong> Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17</p> <p style="margin-left: 20px"><strong>Feats </strong>Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse</p> <p style="margin-left: 20px"><strong>Skills</strong> Bluff +8, Concentration +12, Hide +8, Intimidate +10, Knowledge (dungeoneering) +9, Knowledge (local) +9, Listen +10, Move Silently +7, Spot +10</p> <p style="margin-left: 20px"><strong>----------</strong></p> <p style="margin-left: 20px"><strong>Telepathy (Su):</strong> An illithid can communicate telepathically with any other creature within 100 ft that has a language.</p> <p style="margin-left: 20px"><strong>Improved Grab (Ex):</strong> To use this ability, the illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. An illithid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.</p> <p style="margin-left: 20px">If an illithid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.</p> <p style="margin-left: 20px"><strong>Extract (Ex):</strong> An illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.</p> <p style="margin-left: 20px"><strong><em>Mind Blast</em> (Sp):</strong> This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon. This ability is the equivalent of a 5th-level spell.</p><p></p><p><strong>Tactics:</strong> When the party is sighted, the ratmen rush to warn their masters and fellows. The wererats prepare to ambush the party, but only after each illithid delivers an opening <em>mind blast</em>. One mind flayer will survey the melee, using psionic <em>charm monster</em> upon any character who approaches, while the second one returns to be ready to do away with the prisoner. When the battle goes against their servants, the illithids flee northwest and then into the secret tertiary exit to the northeast.</p><p></p><p><strong>Treasure:</strong> The wererats nest in the caves opposite those which contain the pool. In a small place (suitable for their rat size, but which must be crawled into by even so small a creature as a gnome) is a nest of animal skin, old cloth, bones, <em>etc</em>. Under this is a dull olive cloak (non-magical but valuable if the party eventually reaches the Vault of the Drow) which was among the drow merchant’s possessions.</p><p></p><p>On the other side, the mind flayers have encamped in the alcove off the pool area. They have folding cots, a small table, two folding stools, some utensils, and hampers for food. Each has a small coffer of personal effects. Each coffer has poisoned needles in the latch.</p><p></p><p style="margin-left: 20px"><strong>Poison Needle Trap:</strong> CR 9; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +20 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fortitude save resists (poison only), 2d6 Con/2d6 Con); Search DC 30; Disable Device DC 17. <em>Market Price:</em> 7,600 gp.</p><p></p><p>One coffer contains a potion of <em>healing</em>, 200 gp, and a black sapphire (worth 5,000 gp). The other has 150 gp, 58 pp, an <em>elixir of fire breath</em> a small silver crescent brooch (of the Aleval merchant clan). A nearby nook, blocked by a small boulder (Search DC 20 to find), contains an iron chest. Within it are 300 copper and 300 silver ingots (10 pounds each). These are used as bribes to subvert drow servants. The handle of the chest lid is actually an iron tube which contains a scroll of<em> sequester</em>, and, hidden in an inner lining (Search DC 18 to find), a scroll of<em> banishment</em>.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2208473, member: 1223"] [b]Encounter Area M-12[/b] A couple of notes on this next encounter. Wererats in AD&D had 3 HD, so I’ve given them an extra level of Warrior. The mind flayers had several minor magic items with no real 3e equivalent. Because most of the items do not seem important to the plot and are not particularly powerful, I’ve either deleted them or made substitutions rather than attempted conversions. [B][color=red]Mind Flayer Outpost (EL 11)[/color][/b] [b]Creatures:[/b] There are 12 ratmen working herein with the mind flayers. Four wererats are in the tunnel proper (two above the cave area and two below), about 60 feet from the center. These watchers are in rat form, and will scurry back to give warning if any creatures approach. They have drow[i] +1 shortswords[/i], and baldrics and hangers kept to either side of the passageway where their eight comrades guard two illithids (four to one side, four to the other). One illithid is near the cave pool with a bound drow merchant captive. He is questioning the dark elf about the current alliances, power groups, and feuds between the drow clans and noble houses. If the illithid gets any chance, he will kill the drow so no tales can be carried. [indent][b]Wererat, ratman form (12) CR 3 [/b]Male wererat warrior 2 LE Medium humanoid (human, shapechanger) [b]Init[/b] +4; [b]Senses[/b] low-light vision, scent; Listen +3, Spot +3 [b]Languages[/b] Undercommon [b]-----------[/b] [b]AC[/b] 17, touch 14, flat-footed 13 [b]hp[/b] 17 (3 HD); [b]DR[/b] 10/silver [b]Fort[/b] +7, [b]Ref[/b] +6, [b]Will[/b] +4 [b]-----------[/b] [b]Spd[/b] 30 ft [b]Melee[/b] [i]+1 short sword[/i] +8 (1d6+1/19–20) and bite +1 melee (1d4 plus disease) [b]Ranged[/b] light crossbow +7 ranged (1d8/19–20) [b]BAB[/b] +2; [b]Grp[/b] +2 [b]SA[/b] curse of lycanthropy, disease [b]-----------[/b] [b]Abilities[/b] Str 11, Dex 19, Con 14, Int 10, Wis 11, Cha 8 [b]SQ[/b] alternate form, rat empathy [b]Feats[/b] Alertness (b), Iron Will (b), Stealthy, Weapon Finesse (b), Weapon Focus (short sword) [b]Skills[/b] Climb +17, Handle Animal +4, Hide +6, Listen +3, Move Silently +6, Spot +3, Swim +17 [b]Possessions[/b] [i]+1 short sword[/i], [i]+1 leather armor[/i], masterwork buckler, masterwork dagger, masterwork light crossbow and 50 bolts, 30 gp, gold ring set with moonstone (worth 400 gp, an indication of service to the illithids) [b]-----------[/b] [b]Wererat,[/b] [b]human form: [/b]The wererat possesses the following changed statistics in this form: [indent][b]Init[/b] +1 [b]AC[/b] 16, touch 11, flat-footed 15 [b]DR[/b] none [b]Melee[/b] [i]+1 short sword[/i] +5 melee (1d6+1/19–20) [b]Ranged[/b] light crossbow +4 ranged (1d8/19–20) [b]Grp[/b] +2 [b]Fort[/b] +6, Ref +3 [b]Abilities[/b] Dex 13, Con 12 [b]Skills[/b] Climb +5, Hide +3, Move Silently +3, Swim +5[/indent] [b]Wererat, rat form: [/b]The wererat possesses the following changed statistics in this form: [indent]Small humanoid (human, shapechanger) [b]Init[/b] +4 [b]Spd[/b] 40 ft, climb 20 ft [b]AC[/b] 18, touch 26, flat-footed 14 [b]Grp[/b] -2 [b]Melee[/b] bite +7 (1d4 plus disease) [b]Skills[/b] Climb +17, Hide +10, Move Silently +6, Swim +17[/indent] [b]Alternate Form (Su):[/b] A wererat can assume a bipedal hybrid form or the form of a dire rat. Changing to or from animal or hybrid form is a standard action. [b]Curse of Lycanthropy (Su):[/b] Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. [b]Disease (Ex):[/b] Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. [b]Rat Empathy (Ex): [/b]Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats. [b]Illithids (2) CR 8[/b] LE Medium Aberration [b]Init[/b] +6; [b]Senses[/b] darkvision 60 ft; Listen +10, Spot +10 [b]Languages[/b] Undercommon, telepathy [b]----------[/b] [b]AC[/b] 15, touch 12, flat-footed 13; Dodge [b]hp[/b] 44 (8 HD) [b]SR[/b] 25 [b]Fort[/b] +3, [b]Ref[/b] +4, [b]Will[/b] +9 [b]----------[/b] [b]Spd[/b] 30 ft [b]Melee[/b] 4 tentacles +8 (1d4+1) [b]BAB[/b] +6; [b]Grp[/b] +7 [b]SA[/b] improved grab, extract,[i] mind blast[/i] [b][i]Psionics[/i] (Sp)[/b] (Caster level 10): At will—[i]astral projection[/i], [i]charm monster[/i] (DC 17), [i]detect thoughts[/i] (DC 15), [i]levitate[/i], [i]plane shift[/i], [i]suggestion[/i] (DC 16), [i]teleport[/i] [b]----------[/b] [b]Abilities[/b] Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17 [b]Feats [/b]Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse [b]Skills[/b] Bluff +8, Concentration +12, Hide +8, Intimidate +10, Knowledge (dungeoneering) +9, Knowledge (local) +9, Listen +10, Move Silently +7, Spot +10 [b]----------[/b] [b]Telepathy (Su):[/b] An illithid can communicate telepathically with any other creature within 100 ft that has a language. [b]Improved Grab (Ex):[/b] To use this ability, the illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. An illithid can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If an illithid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. [b]Extract (Ex):[/b] An illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras. [b][i]Mind Blast[/i] (Sp):[/b] This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon. This ability is the equivalent of a 5th-level spell.[/INDENT] [B]Tactics:[/b] When the party is sighted, the ratmen rush to warn their masters and fellows. The wererats prepare to ambush the party, but only after each illithid delivers an opening [i]mind blast[/i]. One mind flayer will survey the melee, using psionic [i]charm monster[/i] upon any character who approaches, while the second one returns to be ready to do away with the prisoner. When the battle goes against their servants, the illithids flee northwest and then into the secret tertiary exit to the northeast. [B]Treasure:[/b] The wererats nest in the caves opposite those which contain the pool. In a small place (suitable for their rat size, but which must be crawled into by even so small a creature as a gnome) is a nest of animal skin, old cloth, bones, [i]etc[/i]. Under this is a dull olive cloak (non-magical but valuable if the party eventually reaches the Vault of the Drow) which was among the drow merchant’s possessions. On the other side, the mind flayers have encamped in the alcove off the pool area. They have folding cots, a small table, two folding stools, some utensils, and hampers for food. Each has a small coffer of personal effects. Each coffer has poisoned needles in the latch. [INDENT][B]Poison Needle Trap:[/b] CR 9; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +20 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fortitude save resists (poison only), 2d6 Con/2d6 Con); Search DC 30; Disable Device DC 17. [I]Market Price:[/i] 7,600 gp.[/INDENT] One coffer contains a potion of [i]healing[/i], 200 gp, and a black sapphire (worth 5,000 gp). The other has 150 gp, 58 pp, an [i]elixir of fire breath[/i] a small silver crescent brooch (of the Aleval merchant clan). A nearby nook, blocked by a small boulder (Search DC 20 to find), contains an iron chest. Within it are 300 copper and 300 silver ingots (10 pounds each). These are used as bribes to subvert drow servants. The handle of the chest lid is actually an iron tube which contains a scroll of[i] sequester[/i], and, hidden in an inner lining (Search DC 18 to find), a scroll of[i] banishment[/i]. [/QUOTE]
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