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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 6067284" data-attributes="member: 2795"><p>For <em>Swords & Wizardry</em>:</p><p></p><p>[sblock=Giant Heliotrope Frog]</p><p><strong>Hit Dice:</strong> 6</p><p><strong>Armor Class:</strong> 5 [14]</p><p><strong>Attacks:</strong> Bite (1d6+3)</p><p><strong>Saving Throw:</strong> 11</p><p><strong>Special:</strong> hypnotic patterning</p><p><strong>Move:</strong> 15</p><p><strong>Alignment:</strong> Neutrality</p><p><strong>Challenge Level/XP:</strong> 7/600</p><p></p><p>Native to the steamy, thick jungles of savage tropical wildlands, the giant heliotrope frog is a dangerous predator. It appears to be a black-skinned frog covered with lovely patterns of brilliant purple. A full grown specimen is roughly the size of an adult human.</p><p></p><p>Before attacking, this monster shifts up and down, left and right, on its legs. Creatures who witness this instinctive dance must make a saving throw to avoid becoming entranced by the frog’s hypnotic patterning. An entranced creature can take no action except staring in fascination for 2d4 rounds. A victim remains enchanted by the frog’s beauty even while it’s being devoured.[/sblock]</p><p></p><p>[sblock=Blitzkringler]</p><p><strong>Hit Dice:</strong> 4</p><p><strong>Armor Class:</strong> 4 [15] (8 [11] unarmored)</p><p><strong>Attacks:</strong> Two-handed sword (1d10 plus 1 point of lightning damage)</p><p><strong>Saving Throw:</strong> 13</p><p><strong>Special:</strong> Immune to cold & lightning</p><p><strong>Move:</strong> 12</p><p><strong>Alignment:</strong> Lawful</p><p><strong>Challenge Level/XP:</strong> 5/240</p><p></p><p>Blitzkringlers are a mysterious race of lawful warriors who inhabit arctic regions. When dealing with those who are nice, blitzkringlers act benevolently. Against those who are naughty, blitzkringlers can be terrible.</p><p></p><p>The red-and-white suits of fur and leather worn by blitzkringlers are equal to chain armor. Blitzkringlers prefer to fight with two-handed swords. Any metal weapon wielded by a blitzkringler inflicts an extra point of lightning damage with a successful hit.[/sblock]</p><p></p><p>For <em>Stars Without Number</em>:</p><p></p><p>[sblock=Bellatrixian Plague Fungus]</p><p><strong>Armor Class:</strong> 10</p><p><strong>Hit Dice:</strong> 1/2</p><p><strong>Attack Bonus:</strong> NA</p><p><strong>Damage:</strong> special</p><p><strong>No. Appearing:</strong> 3d4 troops per victim</p><p><strong>Saving Throw:</strong> 15+ (see below)</p><p><strong>Movement:</strong> 5 ft.</p><p><strong>Morale:</strong> NA</p><p></p><p>Bellatrix was founded as a gengineering research outpost by the Meteor Alliance, a long-defunct corporation. The planet’s minimal biosphere was believed to be an ideal location for genetic manipulation of microorganisms, including the wide variety of alien microbial life that still manages to thrive in the planet’s waterless, inhospitable conditions. Today, Highbeam Multistellar runs Bellatrix’s corporatist government, and the gengineering research continues.</p><p></p><p>One of the more horrible results finding its way from HM’s gengineering labs to the Imperial Navy is the Bellatrixian plague fungus. Weaponized spores secure within shielded missiles can be deployed from orbit with near-perfect precision. These missiles disintegrate above the target areas, dispersing the weaponized spores into the atmosphere. The spores then drift and gradually settle due to atmospheric currents and gravity.</p><p></p><p>Plague fungus spores quickly germinate in any organic medium, and the fungal mycelium spreads through tissues for 1d4 minutes after exposure (a Physical Effect, Evasion, or Luck save made with a -4 penalty avoids spore infestation). Affected living targets suffer 1d4 points of damage every five rounds as the fungal mycelium invades tissues. The spreading fungal mycelium manifests itself in physical symptoms that include pain, nausea, and a growing network of dull pink “threads” visible in the dermis.</p><p></p><p>After the fungal mycelium stage, the transition to mushroom primordia and then to growing mushrooms occurs within another 1d4 minutes. This process rapidly destroys tissues, inflicting 1d4 points of damage per round (no saving throw). A single victim (almost certainly dead by the end of the plague fungus’s initial life cycle) typically sprouts 3d4 troops of mushrooms. These mushrooms reach full maturity in another 1d4 minutes, at which time each troop swells and bursts, releasing a cloud of spores in a radius equal to 5 feet per troop.</p><p></p><p>At this time, the plague fungus’s life cycle starts over again at the fungal mycelium stage.</p><p></p><p>There is little that can be done to save an infected target. A Tech (Medical) check made with an appropriate array of anti-fungal medicines can stop the plague fungus’s life cycle. Doing so, however, is not easy (difficulty number 10). Biopsionic powers may also be helpful, but halting the fungus’s life cycle requires purge toxin. Psychic succor can heal damage, certainly, but this doesn’t stop the fungus’s life cycle, and biostasis is completely useless.[/sblock]</p><p></p><p>[sblock=Elanoran Tailbiter]</p><p><strong>Armor Class:</strong> 6</p><p><strong>Hit Dice:</strong> 1/2</p><p><strong>Attack Bonus:</strong> +1 (tail) or +3 (tumble attack)</p><p><strong>Damage:</strong> 1d3 (tail) or 1d6 (tumble attack)</p><p><strong>No. Appearing:</strong> 2d4</p><p><strong>Saving Throw:</strong> 15+</p><p><strong>Movement:</strong> 20 ft. (see below)</p><p><strong>Morale:</strong> 8</p><p></p><p>The Elanoran tailbiter is a rugged reptilian scavenger found all over Elanor. An adult tailbiter weighs about 40 pounds, and it measures about 3 feet from nosetip to the end of its tail. Thick, overlapping scales protect its head, back, and tail. The scales closer to and on the tail sport sharp edges and blunt spikes. A tailbiter’s coloration varies depending on its environment. Tailbiters that live in forests, for example, tend toward dark greens and browns, whereas those that live in deserts are usually yellow-brown.</p><p></p><p>As mentioned, Elanoran tailbiters are scavengers. They are not particularly aggressive, but they will lash out to when threatened or frightened. A tailbiter usually attacks with a tail strike. If a tailbiter has at least 20 feet to move before attacking, it might use the strange maneuver that gives the species its name. The reptile bites its tail, curls into something like a ball, and launches a rolling charge at a foe. While tumbling in this manner, the tailbiter uses its clawed feet to guide its movement.</p><p></p><p>Heavy mining operations on Elanor have disrupted numerous planetary ecosystems, displacing large numbers of tailbiters. Being scavengers, the reptiles have moved into urban areas looking for food and breeding spaces. In some cases, these urbanized tailbiters have become feral. Feral tailbiters can be dangerously aggressive, even predatory. Add +2 to a feral tailbiter’s morale.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 6067284, member: 2795"] For [i]Swords & Wizardry[/i]: [sblock=Giant Heliotrope Frog] [b]Hit Dice:[/b] 6 [b]Armor Class:[/b] 5 [14] [b]Attacks:[/b] Bite (1d6+3) [b]Saving Throw:[/b] 11 [b]Special:[/b] hypnotic patterning [b]Move:[/b] 15 [b]Alignment:[/b] Neutrality [b]Challenge Level/XP:[/b] 7/600 Native to the steamy, thick jungles of savage tropical wildlands, the giant heliotrope frog is a dangerous predator. It appears to be a black-skinned frog covered with lovely patterns of brilliant purple. A full grown specimen is roughly the size of an adult human. Before attacking, this monster shifts up and down, left and right, on its legs. Creatures who witness this instinctive dance must make a saving throw to avoid becoming entranced by the frog’s hypnotic patterning. An entranced creature can take no action except staring in fascination for 2d4 rounds. A victim remains enchanted by the frog’s beauty even while it’s being devoured.[/sblock] [sblock=Blitzkringler] [b]Hit Dice:[/b] 4 [b]Armor Class:[/b] 4 [15] (8 [11] unarmored) [b]Attacks:[/b] Two-handed sword (1d10 plus 1 point of lightning damage) [b]Saving Throw:[/b] 13 [b]Special:[/b] Immune to cold & lightning [b]Move:[/b] 12 [b]Alignment:[/b] Lawful [b]Challenge Level/XP:[/b] 5/240 Blitzkringlers are a mysterious race of lawful warriors who inhabit arctic regions. When dealing with those who are nice, blitzkringlers act benevolently. Against those who are naughty, blitzkringlers can be terrible. The red-and-white suits of fur and leather worn by blitzkringlers are equal to chain armor. Blitzkringlers prefer to fight with two-handed swords. Any metal weapon wielded by a blitzkringler inflicts an extra point of lightning damage with a successful hit.[/sblock] For [i]Stars Without Number[/i]: [sblock=Bellatrixian Plague Fungus] [b]Armor Class:[/b] 10 [b]Hit Dice:[/b] 1/2 [b]Attack Bonus:[/b] NA [b]Damage:[/b] special [b]No. Appearing:[/b] 3d4 troops per victim [b]Saving Throw:[/b] 15+ (see below) [b]Movement:[/b] 5 ft. [b]Morale:[/b] NA Bellatrix was founded as a gengineering research outpost by the Meteor Alliance, a long-defunct corporation. The planet’s minimal biosphere was believed to be an ideal location for genetic manipulation of microorganisms, including the wide variety of alien microbial life that still manages to thrive in the planet’s waterless, inhospitable conditions. Today, Highbeam Multistellar runs Bellatrix’s corporatist government, and the gengineering research continues. One of the more horrible results finding its way from HM’s gengineering labs to the Imperial Navy is the Bellatrixian plague fungus. Weaponized spores secure within shielded missiles can be deployed from orbit with near-perfect precision. These missiles disintegrate above the target areas, dispersing the weaponized spores into the atmosphere. The spores then drift and gradually settle due to atmospheric currents and gravity. Plague fungus spores quickly germinate in any organic medium, and the fungal mycelium spreads through tissues for 1d4 minutes after exposure (a Physical Effect, Evasion, or Luck save made with a -4 penalty avoids spore infestation). Affected living targets suffer 1d4 points of damage every five rounds as the fungal mycelium invades tissues. The spreading fungal mycelium manifests itself in physical symptoms that include pain, nausea, and a growing network of dull pink “threads” visible in the dermis. After the fungal mycelium stage, the transition to mushroom primordia and then to growing mushrooms occurs within another 1d4 minutes. This process rapidly destroys tissues, inflicting 1d4 points of damage per round (no saving throw). A single victim (almost certainly dead by the end of the plague fungus’s initial life cycle) typically sprouts 3d4 troops of mushrooms. These mushrooms reach full maturity in another 1d4 minutes, at which time each troop swells and bursts, releasing a cloud of spores in a radius equal to 5 feet per troop. At this time, the plague fungus’s life cycle starts over again at the fungal mycelium stage. There is little that can be done to save an infected target. A Tech (Medical) check made with an appropriate array of anti-fungal medicines can stop the plague fungus’s life cycle. Doing so, however, is not easy (difficulty number 10). Biopsionic powers may also be helpful, but halting the fungus’s life cycle requires purge toxin. Psychic succor can heal damage, certainly, but this doesn’t stop the fungus’s life cycle, and biostasis is completely useless.[/sblock] [sblock=Elanoran Tailbiter] [b]Armor Class:[/b] 6 [b]Hit Dice:[/b] 1/2 [b]Attack Bonus:[/b] +1 (tail) or +3 (tumble attack) [b]Damage:[/b] 1d3 (tail) or 1d6 (tumble attack) [b]No. Appearing:[/b] 2d4 [b]Saving Throw:[/b] 15+ [b]Movement:[/b] 20 ft. (see below) [b]Morale:[/b] 8 The Elanoran tailbiter is a rugged reptilian scavenger found all over Elanor. An adult tailbiter weighs about 40 pounds, and it measures about 3 feet from nosetip to the end of its tail. Thick, overlapping scales protect its head, back, and tail. The scales closer to and on the tail sport sharp edges and blunt spikes. A tailbiter’s coloration varies depending on its environment. Tailbiters that live in forests, for example, tend toward dark greens and browns, whereas those that live in deserts are usually yellow-brown. As mentioned, Elanoran tailbiters are scavengers. They are not particularly aggressive, but they will lash out to when threatened or frightened. A tailbiter usually attacks with a tail strike. If a tailbiter has at least 20 feet to move before attacking, it might use the strange maneuver that gives the species its name. The reptile bites its tail, curls into something like a ball, and launches a rolling charge at a foe. While tumbling in this manner, the tailbiter uses its clawed feet to guide its movement. Heavy mining operations on Elanor have disrupted numerous planetary ecosystems, displacing large numbers of tailbiters. Being scavengers, the reptiles have moved into urban areas looking for food and breeding spaces. In some cases, these urbanized tailbiters have become feral. Feral tailbiters can be dangerously aggressive, even predatory. Add +2 to a feral tailbiter’s morale.[/sblock] [/QUOTE]
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