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<blockquote data-quote="Ilium" data-source="post: 3036199" data-attributes="member: 40124"><p><strong>Room 4 - Garbage Cave</strong></p><p></p><p>Ok, der_kluge has berated me enough. <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=":)" /> Here's my room:</p><p></p><p><span style="font-size: 12px"><span style="color: SandyBrown">Room 4 - Garbage Cave</span></span></p><p></p><p><strong>EL: 5</strong></p><p></p><p>The dragons' servants use this chamber to dispose of rubbish and the occasional prisoner.</p><p></p><p></p><p></p><p>The sloped floor of the tunnel is extremely slippery, being covered with a combination of water and decomposed trash. A DC 10 Balance check is required to move down the slope without falling prone. Attempting to move up the slope requires a DC 25 Balance check, and each square entered costs two squares of movement. An adventurer can instead use a DC 15 climb check but will then move at climb speed rather than normal movement speed, lose Dex bonus to AC, and otherwise be under the restrictions of making a Climb check. </p><p></p><p>If a rope is affixed at the top of the slope, any character holding onto it can descend with a DC 5 balance check or ascend with a DC 15 Balance or DC 5 Climb check. </p><p></p><p>Anyone who falls prone on the slope must make a DC 20 Reflex save or slide all the way to the bottom. This causes no damage. Any character who reaches the bottom of the slope, by whatever means, sees:</p><p><strong>Bottom of the Slope</strong></p><p></p><p></p><p>There are many kinds of vermin among the trash, but only the swarm of centipedes present any danger. They will rush at any creature sliding or stepping onto the floor at the foot of the slope. </p><p></p><p>In addition, there is a bat swarm roosting on the ceiling 50 feet above during daylight hours. There are cracks and channels leading from there to the surface, which the bats use to leave at night to hunt. These air channels also provide enough ventilation to keep the stench of this cave from permeating the entire complex. The bats will be disturbed and attack any creature bearing a light source, or any creature that becomes airborne for more than a round.</p><p></p><p><span style="font-size: 12px">Creatures</span></p><p></p><p><strong>Bat Swarm</strong></p><p></p><p><strong>Diminutive Animal (Swarm)</strong> </p><p><strong>Hit Dice:</strong> 3d8 (13 hp) </p><p><strong>Initiative:</strong> +2 </p><p><strong>Speed:</strong> 5 ft. (1 square), fly 40 ft. (good) </p><p><strong>Armor Class:</strong> 16 (+4 size, +2 Dex), touch 14, flat-footed 12 </p><p><strong>Base Attack/Grapple:</strong> +2/— </p><p><strong>Attack:</strong> Swarm (1d6) </p><p><strong>Full Attack:</strong> Swarm (1d6) </p><p><strong>Space/Reach:</strong> 10 ft./0 ft. </p><p><strong>Special Attacks:</strong> Distraction, wounding </p><p><strong>Special Qualities:</strong> Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits </p><p><strong>Saves:</strong> Fort +3, Ref +7, Will +3 </p><p><strong>Abilities:</strong> Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 </p><p><strong>Skills:</strong> Listen +11, Spot +11 </p><p><strong>Feats:</strong> Alertness, Lightning Reflexes </p><p><strong>Environment:</strong> Temperate deserts </p><p><strong>Organization:</strong> Solitary, flight (2–4 swarms), or colony (11–20 swarms) </p><p><strong>Challenge Rating:</strong> 2 </p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always neutral </p><p><strong>Advancement:</strong> None </p><p><strong>Level Adjustment:</strong> — </p><p>A bat swarm is nocturnal, and is never found aboveground in daylight.</p><p><strong>Combat</strong></p><p>A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.</p><p><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p><strong>Wounding (Ex):</strong> Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.</p><p><strong>Blindsense (Ex):</strong> A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).</p><p><strong>Skills:</strong> A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.</p><p></p><p><strong>Centipede Swarm</strong></p><p></p><p><strong>Diminutive Vermin (Swarm) </strong></p><p><strong><strong>Hit Dice:</strong> 9d8–9 (31 hp) </strong></p><p><strong><strong>Initiative:</strong> +4 </strong></p><p><strong><strong>Speed:</strong> 20 ft. (4 squares), climb 20 ft. </strong></p><p><strong><strong>Armor Class:</strong> 18 (+4 size, +4 Dex), touch 18, flat-footed 14 </strong></p><p><strong><strong>Base Attack/Grapple:</strong> +6/— </strong></p><p><strong><strong>Attack:</strong> Swarm (2d6 plus poison) </strong></p><p><strong><strong>Full Attack:</strong> Swarm (2d6 plus poison) </strong></p><p><strong><strong>Space/Reach:</strong> 10 ft./0 ft. </strong></p><p><strong><strong>Special Attacks:</strong> Distraction, poison </strong></p><p><strong><strong>Special Qualities:</strong> Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits </strong></p><p><strong><strong>Saves:</strong> Fort +5, Ref +7, Will +3 </strong></p><p><strong><strong>Abilities:</strong> Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 </strong></p><p><strong><strong>Skills:</strong> Climb +12, Spot +4 </strong></p><p><strong><strong>Feats:</strong> Weapon Finesse </strong></p><p><strong><strong>Environment:</strong> Underground </strong></p><p><strong><strong>Organization:</strong> Solitary, tangle (2–4 swarms), or colony (7–12 swarms) </strong></p><p><strong><strong>Challenge Rating:</strong> 4 </strong></p><p><strong><strong>Treasure:</strong> None </strong></p><p><strong><strong>Alignment:</strong> Always neutral </strong></p><p><strong><strong>Advancement:</strong> None </strong></p><p><strong><strong>Level Adjustment:</strong> — </strong></p><p><strong><strong>Combat</strong></strong></p><p><strong>A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.</strong></p><p><strong><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</strong></p><p><strong><strong>Poison (Ex):</strong> Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.</strong></p><p><strong><strong>Skills:</strong> A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.</strong></p><p><strong></strong></p><p><strong><span style="font-size: 12px">Treasure</span></strong></p><p><strong>If anyone takes the time to rummage through the trash, a DC 20 Search check will reveal a still-closed pouch near the gnawed bones of an unidentifiable humanoid. This poor soul was a captive the kobolds didn't search very well before throwing him down the slope for their amusement. The pouch contains some 50 GP in various coins as well as a vial of clear liquid. The liquid is a potion of Bull's Strength that the vicitm never had a chance to use before the centipedes got him.</strong></p></blockquote><p></p>
[QUOTE="Ilium, post: 3036199, member: 40124"] [b]Room 4 - Garbage Cave[/b] Ok, der_kluge has berated me enough. :) Here's my room: [SIZE=3][COLOR=SandyBrown]Room 4 - Garbage Cave[/COLOR][/SIZE] [B]EL: 5[/B] The dragons' servants use this chamber to dispose of rubbish and the occasional prisoner. The sloped floor of the tunnel is extremely slippery, being covered with a combination of water and decomposed trash. A DC 10 Balance check is required to move down the slope without falling prone. Attempting to move up the slope requires a DC 25 Balance check, and each square entered costs two squares of movement. An adventurer can instead use a DC 15 climb check but will then move at climb speed rather than normal movement speed, lose Dex bonus to AC, and otherwise be under the restrictions of making a Climb check. If a rope is affixed at the top of the slope, any character holding onto it can descend with a DC 5 balance check or ascend with a DC 15 Balance or DC 5 Climb check. Anyone who falls prone on the slope must make a DC 20 Reflex save or slide all the way to the bottom. This causes no damage. Any character who reaches the bottom of the slope, by whatever means, sees: [B]Bottom of the Slope[/B] There are many kinds of vermin among the trash, but only the swarm of centipedes present any danger. They will rush at any creature sliding or stepping onto the floor at the foot of the slope. In addition, there is a bat swarm roosting on the ceiling 50 feet above during daylight hours. There are cracks and channels leading from there to the surface, which the bats use to leave at night to hunt. These air channels also provide enough ventilation to keep the stench of this cave from permeating the entire complex. The bats will be disturbed and attack any creature bearing a light source, or any creature that becomes airborne for more than a round. [SIZE=3]Creatures[/SIZE] [B]Bat Swarm[/B] [B]Diminutive Animal (Swarm)[/B] [B]Hit Dice:[/B] 3d8 (13 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 5 ft. (1 square), fly 40 ft. (good) [B]Armor Class:[/B] 16 (+4 size, +2 Dex), touch 14, flat-footed 12 [B]Base Attack/Grapple:[/B] +2/— [B]Attack:[/B] Swarm (1d6) [B]Full Attack:[/B] Swarm (1d6) [B]Space/Reach:[/B] 10 ft./0 ft. [B]Special Attacks:[/B] Distraction, wounding [B]Special Qualities:[/B] Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits [B]Saves:[/B] Fort +3, Ref +7, Will +3 [B]Abilities:[/B] Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 [B]Skills:[/B] Listen +11, Spot +11 [B]Feats:[/B] Alertness, Lightning Reflexes [B]Environment:[/B] Temperate deserts [B]Organization:[/B] Solitary, flight (2–4 swarms), or colony (11–20 swarms) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] None [B]Level Adjustment:[/B] — A bat swarm is nocturnal, and is never found aboveground in daylight. [B]Combat[/B] A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. [B]Distraction (Ex):[/B] Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. [B]Wounding (Ex):[/B] Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. [B]Blindsense (Ex):[/B] A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). [B]Skills:[/B] A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. [B]Centipede Swarm[/B] [B]Diminutive Vermin (Swarm) [B]Hit Dice:[/B] 9d8–9 (31 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 20 ft. (4 squares), climb 20 ft. [B]Armor Class:[/B] 18 (+4 size, +4 Dex), touch 18, flat-footed 14 [B]Base Attack/Grapple:[/B] +6/— [B]Attack:[/B] Swarm (2d6 plus poison) [B]Full Attack:[/B] Swarm (2d6 plus poison) [B]Space/Reach:[/B] 10 ft./0 ft. [B]Special Attacks:[/B] Distraction, poison [B]Special Qualities:[/B] Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits [B]Saves:[/B] Fort +5, Ref +7, Will +3 [B]Abilities:[/B] Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 [B]Skills:[/B] Climb +12, Spot +4 [B]Feats:[/B] Weapon Finesse [B]Environment:[/B] Underground [B]Organization:[/B] Solitary, tangle (2–4 swarms), or colony (7–12 swarms) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] None [B]Level Adjustment:[/B] — [B]Combat[/B] A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. [B]Distraction (Ex):[/B] Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. [B]Poison (Ex):[/B] Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. [B]Skills:[/B] A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. [SIZE=3]Treasure[/SIZE] If anyone takes the time to rummage through the trash, a DC 20 Search check will reveal a still-closed pouch near the gnawed bones of an unidentifiable humanoid. This poor soul was a captive the kobolds didn't search very well before throwing him down the slope for their amusement. The pouch contains some 50 GP in various coins as well as a vial of clear liquid. The liquid is a potion of Bull's Strength that the vicitm never had a chance to use before the centipedes got him.[/B] [/QUOTE]
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