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CD3: -=- THULLGRIM -=- please read last page
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<blockquote data-quote="Creamsteak" data-source="post: 1398072" data-attributes="member: 552"><p><strong><span style="font-size: 18px">Room #9 - Freshly Broken Graves</span></strong> (by Anthony "Creamsteak" Heman)</p><p><strong>Door:</strong> The south facing simple wooden door is stuck (Strength DC 13). Hardness 5, 10 hp. The west facing secret door is hidden by a faded tapestry depicting a female knight wielding an oversized lance atop a pegasus on a simple red background. The door is a small crawlspace between this chamber and the next corridor. The crawlspace is too small for more than one character to fit through at a time, was originally intended to limit the number of individuals permitted into the corridor of coffins. A Search Check (DC 20) is required to discover the crawlspace, which is partially buried by the broken ground in the room. </p><p></p><p><strong>Traps:</strong> None</p><p><strong>Encounter (6th Level):</strong> </p><p></p><p>This room, unlike the rest of the crypt, has not yet been laid over by stone. Only the broken ground of freshly filled graves and the remaining tools hint at the creatures sleeping within. Four workers occupied this room until a pair of ferocious and invisible plant monsters crawled their way up, digging through the dirt below. These intruders quickly killed and devoured the men in their entirety, save for the blood absorbed into the dirt. A Search check (DC 30) anywhere in the room reveals that there are traces of blood in the dirt and along the edges of the walls, but little else. After devouring and nesting near the corpses, the first of the phantom fungus died of a necromantic disease. This disease killed and raised the fungus as a ghostly parasite, the other barely staving off a similar fate. After the crypt was abandoned, this room has seen a number of visitors pass through. Most of these have been unlikely prey for the living fungus, who waits impatiently for something to come to it, hoping to avoid a slow and painful death.</p><p></p><p><strong>Phantom fungus ghost</strong>: CR 5; Medium undead (Incorporeal); HD 2d12+3 (16 hp); Init +0; Spd fly 30 ft. (perfect) (6 squares); AC 11 (+1 deflection), touch 11, flat-footed 11, or 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2; Grp+3; Atk bite +1 melee or +3 against ethereal foes (1d6 or 1d6+3 against ethereal foes); Full Atk bite +1 melee or +3 against ethereal foes (1d6 or 1d6+3 against ethereal foes); Space/Reach 5 ft./5 ft.; SA Draining touch, frightful moan; SQ low-light vision, greater invisibility, rejuvenation, +4 turn resistance, undead traits; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con -, Int 2, Wis 11, Cha 13. </p><p><strong>Skills and Feats:</strong> Listen +2, Move Silently +6, Spot +2; Toughness.</p><p><strong>Draining Touch (Su):</strong> A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against non-ethereal opponents, it adds its Dexterity modifier to attack rolls only.</p><p><strong>Frightful Moan (Su):</strong> A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.</p><p><strong>Greater Invisibility (Su):</strong> This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.</p><p><strong>Manifestation (Su):</strong> Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.</p><p>When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.</p><p>A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.</p><p><strong>Rejuvenation (Su):</strong> In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.</p><p><strong>Turn Resistance (Ex):</strong> A ghost has +4 turn resistance.</p><p><strong>Skills:</strong> A phantom fungus has a +5 racial bonus on Move Silently checks.</p><p></p><p>This creature died of phantom fungus wilting, a magical necromantic disease that only affects Phantom Fungus creatures (Contact, Fortitude save DC 12, 1d4 days, 1d4 Con). Any infected phantom fungus becomes an unwilling carrier of the disease and can share it with any other phantom fungus it makes contact with. If a creature dies of phantom fungus wilting, it arises as a ghostly phantom fungus 1d4 days later with the frightful moan and draining touch abilities. These creatures become more violent in undeath, but avoid killing infected members of their former kind due to a disease induced understanding of the repercussions of infection. These creatures have the advantage of incorporeality and stealth, making them incredibly deadly hunters. They tend to follow their living kin about, and prolonged interaction can lead to the ghost infecting a living phantom fungus.</p><p></p><p><strong>Diseased phantom fungus:</strong> CR 3; Medium plant; HD: 2d8-3 (6 hp); Init: +0; Spd 20 ft. (4 squares); AC: 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +3; Atk bite +3 melee (1d6+3); Full Atk: bite +3 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA —; SQ low-light vision, plant traits, greater invisibility; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con 5, Int 2, Wis 11, Cha 9</p><p><strong>Skills and Feats:</strong> Listen +2, Move Silently +6, Spot +2; Toughness.</p><p><strong>Greater Invisibility (Su):</strong> This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.</p><p><strong>Skills:</strong> A phantom fungus has a +5 racial bonus on Move Silently checks.</p><p></p><p>This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about.</p><p>This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.</p><p>This particular Phantom Fungus is suffering from phantom fungus wilting, described above. This disease has fully incubated, and will soon result in the death and future undeath of this creature. It suffers, sickly, in the corner of the room. It will attempt to attack and kill anything it can get it's hands on in hopes of staving off death. The creature will go after small prey such as most familiars and animal companions before it would attack a larger creature like a human.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1398072, member: 552"] [b][size=5]Room #9 - Freshly Broken Graves[/size][/b] (by Anthony "Creamsteak" Heman) [b]Door:[/b] The south facing simple wooden door is stuck (Strength DC 13). Hardness 5, 10 hp. The west facing secret door is hidden by a faded tapestry depicting a female knight wielding an oversized lance atop a pegasus on a simple red background. The door is a small crawlspace between this chamber and the next corridor. The crawlspace is too small for more than one character to fit through at a time, was originally intended to limit the number of individuals permitted into the corridor of coffins. A Search Check (DC 20) is required to discover the crawlspace, which is partially buried by the broken ground in the room. [b]Traps:[/b] None [b]Encounter (6th Level):[/b] This room, unlike the rest of the crypt, has not yet been laid over by stone. Only the broken ground of freshly filled graves and the remaining tools hint at the creatures sleeping within. Four workers occupied this room until a pair of ferocious and invisible plant monsters crawled their way up, digging through the dirt below. These intruders quickly killed and devoured the men in their entirety, save for the blood absorbed into the dirt. A Search check (DC 30) anywhere in the room reveals that there are traces of blood in the dirt and along the edges of the walls, but little else. After devouring and nesting near the corpses, the first of the phantom fungus died of a necromantic disease. This disease killed and raised the fungus as a ghostly parasite, the other barely staving off a similar fate. After the crypt was abandoned, this room has seen a number of visitors pass through. Most of these have been unlikely prey for the living fungus, who waits impatiently for something to come to it, hoping to avoid a slow and painful death. [b]Phantom fungus ghost[/b]: CR 5; Medium undead (Incorporeal); HD 2d12+3 (16 hp); Init +0; Spd fly 30 ft. (perfect) (6 squares); AC 11 (+1 deflection), touch 11, flat-footed 11, or 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2; Grp+3; Atk bite +1 melee or +3 against ethereal foes (1d6 or 1d6+3 against ethereal foes); Full Atk bite +1 melee or +3 against ethereal foes (1d6 or 1d6+3 against ethereal foes); Space/Reach 5 ft./5 ft.; SA Draining touch, frightful moan; SQ low-light vision, greater invisibility, rejuvenation, +4 turn resistance, undead traits; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con -, Int 2, Wis 11, Cha 13. [b]Skills and Feats:[/b] Listen +2, Move Silently +6, Spot +2; Toughness. [b]Draining Touch (Su):[/b] A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against non-ethereal opponents, it adds its Dexterity modifier to attack rolls only. [b]Frightful Moan (Su):[/b] A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. [b]Greater Invisibility (Su):[/b] This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed. [b]Manifestation (Su):[/b] Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. [b]Rejuvenation (Su):[/b] In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. [b]Turn Resistance (Ex):[/b] A ghost has +4 turn resistance. [b]Skills:[/b] A phantom fungus has a +5 racial bonus on Move Silently checks. This creature died of phantom fungus wilting, a magical necromantic disease that only affects Phantom Fungus creatures (Contact, Fortitude save DC 12, 1d4 days, 1d4 Con). Any infected phantom fungus becomes an unwilling carrier of the disease and can share it with any other phantom fungus it makes contact with. If a creature dies of phantom fungus wilting, it arises as a ghostly phantom fungus 1d4 days later with the frightful moan and draining touch abilities. These creatures become more violent in undeath, but avoid killing infected members of their former kind due to a disease induced understanding of the repercussions of infection. These creatures have the advantage of incorporeality and stealth, making them incredibly deadly hunters. They tend to follow their living kin about, and prolonged interaction can lead to the ghost infecting a living phantom fungus. [b]Diseased phantom fungus:[/b] CR 3; Medium plant; HD: 2d8-3 (6 hp); Init: +0; Spd 20 ft. (4 squares); AC: 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +3; Atk bite +3 melee (1d6+3); Full Atk: bite +3 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA —; SQ low-light vision, plant traits, greater invisibility; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con 5, Int 2, Wis 11, Cha 9 [B]Skills and Feats:[/b] Listen +2, Move Silently +6, Spot +2; Toughness. [b]Greater Invisibility (Su):[/b] This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed. [b]Skills:[/b] A phantom fungus has a +5 racial bonus on Move Silently checks. This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants. This particular Phantom Fungus is suffering from phantom fungus wilting, described above. This disease has fully incubated, and will soon result in the death and future undeath of this creature. It suffers, sickly, in the corner of the room. It will attempt to attack and kill anything it can get it's hands on in hopes of staving off death. The creature will go after small prey such as most familiars and animal companions before it would attack a larger creature like a human. [/QUOTE]
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