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<blockquote data-quote="Zaruthustran" data-source="post: 1416103" data-attributes="member: 1457"><p>I like that idea. Alas, a Ghost Touch bow does not shoot corporeal arrows, does not impart the Ghost Touch ability to its ammunition, and there is no way to enchant arrows with the Ghost Touch ability. Of course, Morrus can modify this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>If he does, he should keep the bow as a Frost bow and just make the arrows Ghost Touch. So the ghost shoots real arrows that can also affect other ghosts. If the PCs kill this ghost then they can recover the magic arrows but the bow is just an incorporeal bow. </p><p></p><p>Other ideas:</p><p></p><p>1. Have the bad guys animate all the dead orcs in the keep, then send them out (under cover of darkness) to surround the copse. When the big bad guys attack the zombie horde also attacks. The PCs have little to fear from the zombies, but they'll be distracted by having to protect the little girl. And, heck, even heroes can be pulled down by enough zombie grapplers.</p><p></p><p>2. Give the wyverns and their riders a level of Shadowdancer. Hide in Plain Sight, combined with Spring Attack, Ride-by-Attack, or Fly-by-Attack (or any feat that allows a move/hide check, attack, and another move/hide check) is deadly and very scary. A full moon will ensure there are *plenty* of shadows in the copse of trees. Remember that hiding while attacking carries a -20 penalty. The ranger will likely still be able to spot these guys, but the other party members are going to have a hard time (give the bad guys shadow armor and cloaks of elvenkind for a quick +10 to hide). </p><p></p><p>3. Speaking of shadows: have one of the wyverns' breath shadows be:</p><p></p><p><strong>Shadowsoul Stream: the wyvern vomits forth howling shades, remnants of the hundreds of souls it has consumed in life and undeath. A creature caught in the line-shaped area of effect must make a Reflex save or take damage as if it had been hit by a shadow (1d6 Str damage). No spawn creation. Undead are immune to this effect. A creature that is the subject of a Daylight spell is immune to this effect. When the wyvern dies, all the remaining souls inside the beast explode into the night, causing 5d4 negative energy damage to all within 10' and creating 1d6+2 free-willed Shadows. This phenomenon does not occur if the creature is killed during the day or while under the effect of a daylight spell.</strong></p><p></p><p>4. Still speaking of shadows? Give the undead the ability of shadow mastiffs:</p><p></p><p></p><p></p><p>This ability can be used in place of the shadowdancer level, if you like. The downside is that Daylight can end this ability, unlike Hide in Plain Sight (the Daylight spell creates strong shadows, obviously). </p><p></p><p>5. Skeletal is a nice template to add to foes who are facing archers. DR5/bludgeoning. Consider making some of the riders be skeleton warriors, ideally skeleton warriors made from the corpses of former human champions. </p><p></p><p>6. Did someone say skeletons? This is a nice breath weapon for another wyvern: </p><p><strong>Spew Skeletons: the wyvern belches forth a concussive cone of skeletal bits and pieces from undigested meals. 6d6 bludgeoning damage, Reflex save for half damage. 1d6 medium-size skeletons rise from the scattered, shattered remains and immediately attack the nearest living creature with their claws (as "Human Warrior Skeleton", less the heavy shield and scimitar). When the wyvern dies, 3d6+2 skeletons claw their way out of its ruptured body and attack.</strong></p><p><strong></strong></p><p></p><p>7. Another breath weapon:</p><p></p><p><strong>Black Maw: the wyvern's withered lips are curiously and grossly puckered; the cause of this phenomenon is revealed when it opens its maw, exposing a gasping, shrieking black hole straight to Pandemonium. The hole sucks in and swallows objects and creatures in a cone area of effect. Reflex save or be sucked into the maw and blasted through the multiverse to a random location (not necessarily on solid ground) in Pandemonium. Flying creatures take a -2 penalty to the reflex save. Small creatures take a -1 penalty for every size category smaller than Medium size. All creatures and objects affected by the same usage of the breath weapon appear in the same general location (within a roughly 30' diameter area). When this wyvern dies it collapses in on itself and vanishes with a loud bang (Fort save or temporarily deafened).</strong></p><p></p><p>8. That's a lot of Reflex saves. The other wyverns should force will or fort saves. Actually, why wyverns? If they're breathing they should be dragons. Anyway, here's another breath weapon:</p><p></p><p><strong>Phantasmal Froth: the wyvern hisses and spits out a foaming black cloud. Those within the cloud see their worst fears rise up against them: old foes, new failures, dread prophecies. Will save to recognize the images as unreal, then if that fails Fort save or 3d6 damage and shocked into unconsciousness from fear (take enough nonlethal damage to drop the target to -1 hit points). A successful Fort save prevents the unconsciousness effect but still deals 3d6 damage. This is a Fear, Mind-affecting effect. When this creature dies a Fear (as the spell) effect goes off in a 30' radius centered on the middle of the creature's space.</strong></p><p></p><p>9. One more wacky breath weapon:</p><p><strong>Sigh of Gloom: a depressing sigh of despair escapes the creature's throat, the agonizing sadness of unrealized potential of every creature it has slain. Those within the cloud-shaped area of effect must make a Will save or be Shaken and unable to use Extraordinary or Supernatural abilities for 1d2 rounds. This is a fear effect. In addition, magic items within the area of effect must make a Will save or be suppressed for 1d2 rounds. Likewise, test all active spells in the area of effect with a dispel check (1d20 + wyvern's HD, maximum +10). The DC for this dispel check is 11 + the spell’s caster level. Affected spells are suppressed (as with Antimagic Field) for 1d2 rounds. Undead, including incorporeal undead, are unaffected, though their items are not safe. When this creature dies it lets out a final wail of despair equivalent to a Banshee scream, and an area Dispel Magic goes off centered in the middle of its space. </strong></p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1416103, member: 1457"] I like that idea. Alas, a Ghost Touch bow does not shoot corporeal arrows, does not impart the Ghost Touch ability to its ammunition, and there is no way to enchant arrows with the Ghost Touch ability. Of course, Morrus can modify this. :) If he does, he should keep the bow as a Frost bow and just make the arrows Ghost Touch. So the ghost shoots real arrows that can also affect other ghosts. If the PCs kill this ghost then they can recover the magic arrows but the bow is just an incorporeal bow. Other ideas: 1. Have the bad guys animate all the dead orcs in the keep, then send them out (under cover of darkness) to surround the copse. When the big bad guys attack the zombie horde also attacks. The PCs have little to fear from the zombies, but they'll be distracted by having to protect the little girl. And, heck, even heroes can be pulled down by enough zombie grapplers. 2. Give the wyverns and their riders a level of Shadowdancer. Hide in Plain Sight, combined with Spring Attack, Ride-by-Attack, or Fly-by-Attack (or any feat that allows a move/hide check, attack, and another move/hide check) is deadly and very scary. A full moon will ensure there are *plenty* of shadows in the copse of trees. Remember that hiding while attacking carries a -20 penalty. The ranger will likely still be able to spot these guys, but the other party members are going to have a hard time (give the bad guys shadow armor and cloaks of elvenkind for a quick +10 to hide). 3. Speaking of shadows: have one of the wyverns' breath shadows be: [b]Shadowsoul Stream: the wyvern vomits forth howling shades, remnants of the hundreds of souls it has consumed in life and undeath. A creature caught in the line-shaped area of effect must make a Reflex save or take damage as if it had been hit by a shadow (1d6 Str damage). No spawn creation. Undead are immune to this effect. A creature that is the subject of a Daylight spell is immune to this effect. When the wyvern dies, all the remaining souls inside the beast explode into the night, causing 5d4 negative energy damage to all within 10' and creating 1d6+2 free-willed Shadows. This phenomenon does not occur if the creature is killed during the day or while under the effect of a daylight spell.[/b] 4. Still speaking of shadows? Give the undead the ability of shadow mastiffs: This ability can be used in place of the shadowdancer level, if you like. The downside is that Daylight can end this ability, unlike Hide in Plain Sight (the Daylight spell creates strong shadows, obviously). 5. Skeletal is a nice template to add to foes who are facing archers. DR5/bludgeoning. Consider making some of the riders be skeleton warriors, ideally skeleton warriors made from the corpses of former human champions. 6. Did someone say skeletons? This is a nice breath weapon for another wyvern: [b]Spew Skeletons: the wyvern belches forth a concussive cone of skeletal bits and pieces from undigested meals. 6d6 bludgeoning damage, Reflex save for half damage. 1d6 medium-size skeletons rise from the scattered, shattered remains and immediately attack the nearest living creature with their claws (as "Human Warrior Skeleton", less the heavy shield and scimitar). When the wyvern dies, 3d6+2 skeletons claw their way out of its ruptured body and attack. [/b] 7. Another breath weapon: [b]Black Maw: the wyvern's withered lips are curiously and grossly puckered; the cause of this phenomenon is revealed when it opens its maw, exposing a gasping, shrieking black hole straight to Pandemonium. The hole sucks in and swallows objects and creatures in a cone area of effect. Reflex save or be sucked into the maw and blasted through the multiverse to a random location (not necessarily on solid ground) in Pandemonium. Flying creatures take a -2 penalty to the reflex save. Small creatures take a -1 penalty for every size category smaller than Medium size. All creatures and objects affected by the same usage of the breath weapon appear in the same general location (within a roughly 30' diameter area). When this wyvern dies it collapses in on itself and vanishes with a loud bang (Fort save or temporarily deafened).[/b] 8. That's a lot of Reflex saves. The other wyverns should force will or fort saves. Actually, why wyverns? If they're breathing they should be dragons. Anyway, here's another breath weapon: [b]Phantasmal Froth: the wyvern hisses and spits out a foaming black cloud. Those within the cloud see their worst fears rise up against them: old foes, new failures, dread prophecies. Will save to recognize the images as unreal, then if that fails Fort save or 3d6 damage and shocked into unconsciousness from fear (take enough nonlethal damage to drop the target to -1 hit points). A successful Fort save prevents the unconsciousness effect but still deals 3d6 damage. This is a Fear, Mind-affecting effect. When this creature dies a Fear (as the spell) effect goes off in a 30' radius centered on the middle of the creature's space.[/b] 9. One more wacky breath weapon: [b]Sigh of Gloom: a depressing sigh of despair escapes the creature's throat, the agonizing sadness of unrealized potential of every creature it has slain. Those within the cloud-shaped area of effect must make a Will save or be Shaken and unable to use Extraordinary or Supernatural abilities for 1d2 rounds. This is a fear effect. In addition, magic items within the area of effect must make a Will save or be suppressed for 1d2 rounds. Likewise, test all active spells in the area of effect with a dispel check (1d20 + wyvern's HD, maximum +10). The DC for this dispel check is 11 + the spell’s caster level. Affected spells are suppressed (as with Antimagic Field) for 1d2 rounds. Undead, including incorporeal undead, are unaffected, though their items are not safe. When this creature dies it lets out a final wail of despair equivalent to a Banshee scream, and an area Dispel Magic goes off centered in the middle of its space. [/b] -z [/QUOTE]
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