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Converting Epic Level Beings

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you know, this passage also leads me to believe that maybe Vore's movement isn't as simple as move earth. i mean, we can keep it the same mechanically for simplicity, but i'd say it would be noisy as hell, and you can feel it if you're anywhere near the mountain. :) or maybe he simply is just burrowing in the first place?

Dragon 248 said:
When Vore erupts from the mountainside, he causes an earthquake that forces everyone on the mountain to save vs. paralyzation or be thrown to the ground. The DM may allow modifiers to the saving throw based on how close the characters are to where Vore is erupting.

OK, we can model this effect after either the earthquake spell. i also thought that there might have been a description for non-magical earthquakes in the DMG, but upon looking, i'm not finding it. :\

PHB said:
Earthquake
Evocation [Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

the easiest way to do it, might be to say "causes an earthquake, as the spell" ;)
 

BOZ said:
you know, this passage also leads me to believe that maybe Vore's movement isn't as simple as move earth. i mean, we can keep it the same mechanically for simplicity, but i'd say it would be noisy as hell, and you can feel it if you're anywhere near the mountain. :) or maybe he simply is just burrowing in the first place?

The problem with him just having a burrow speed is that eventually you'd think the whole mountain would collapse.

I do agree that we can add that his earth glide isn't silent, but instead causes great rumbling.

BOZ said:
OK, we can model this effect after either the earthquake spell. i also thought that there might have been a description for non-magical earthquakes in the DMG, but upon looking, i'm not finding it. :\

Well I'll be damned, I thought there was info on mundane earthquakes, too. But searching the SRD yields no such thing, and I can't find it in the DMG either.

BOZ said:
the easiest way to do it, might be to say "causes an earthquake, as the spell" ;)

I don't really see any issue with that.
 

it would make sense if there was info on mundane earthquakes in the core books - but if there isn't, then i guess there isn't. i think avalanches get covered, but not seismic events. ;)

as far as the actual spell, i'm not sure which parts specifically apply to being on a mountain, but i think we might be cool with just modifying the opening text. after all, it covers what is said in the original text.

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
 

Maybe they just felt the spell adequately covered it. :heh:

I'll think more on the rewrite and check back later.
 


i think this should cover it, and i think we can just add it to his "one with the mountain" ability.

Whenever Vore Lekiniskiy emerges from the mountainside, he causes an effect similar to an earthquake spell. Creatures climbing Vstaive Peak are considered to be as if they are standing on open ground. This effect is not magical in nature, and any fissures created do not grind shut on their own.
 

also, since i took today off (and today my baby is NOT sick, so she's catching up with all the fun at daycare), i'm chillin the F out at home, and i'm going to work on CC stuff. :)

first thing, after browsing enworld for a bit, i'll be writing Vore's flavor text...
 


BOZ said:
i think this should cover it, and i think we can just add it to his "one with the mountain" ability.

Whenever Vore Lekiniskiy emerges from the mountainside, he causes an effect similar to an earthquake spell. Creatures climbing Vstaive Peak are considered to be as if they are standing on open ground. This effect is not magical in nature, and any fissures created do not grind shut on their own.

ahem!
 

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