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Cooperative Dungeon IV: Update

Is Chackel supposed to be the god of Gnolls, a replacement for Yeno-whatever? Or is he supposed to be the god worshiped by Toth, the dead king? In my writeup of room nine, I pegged Chackel as the dark patron of Toth, but I can go back and change it.
 

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Conaill said:
On the topic of homebrewn versus SRD creatures...

The homebrew or altered SRD material is fine. It's only problematic when a third party source is used (for which we might not have the source material). What you're doing sounds fine (and quite cool, I might add).
 

ConnorSB said:
Is Chackel supposed to be the god of Gnolls, a replacement for Yeno-whatever? Or is he supposed to be the god worshiped by Toth, the dead king? In my writeup of room nine, I pegged Chackel as the dark patron of Toth, but I can go back and change it.
Chacal should - I would think - be the non-proprietary generic version of Anubis, the jackal-headed god that appears in the original tomb motif.
The non-proprietary gnoll god would presumably be different. I could write one up if it's thought necessary, though my gnoll god would in no way resemble Youknowwho.
 

If he's supposed to be anubis-esque, then good, I won't have to change anything in my writeup of room nine- Hall of Final Judgement.
 

Cool!

How does this sound, for my swarm of funeral figurines:

USHABTI SWARM
Tiny Construct (Swarm)
Hit Dice
: 3d10 (16 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., low-light vision, scent, swarm traits, construct traits
Saves: Fort +1, Ref +3, Will -4
Abilities: Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Essentially, I swapped the Rat stats for the Tiny Animated Object stats. The result is a swarm that is much faster, has Darkvision and some extra immunities. To counterbalance, it also has poorer saves (Ref +3 instead of Ref +6 can make the difference if the PCs start tossing alchemist fire!) and I gave it one fewer HD (16 hp instead of 18 hp - the 13 hp for Rat Swarm in the SRD is wrong). Seems balanced?
 


Room 4 - The Gnoll Barracks (Brian Thompson)

Door: A Good Wooden Door, Unlocked, opens inward. (Break DC 16, Hardness 5, 15hp) The players will hear Gnolls inside on a DC 5 Listen check.

Room: Refer to the table below for the appropriate description.
Nighttime:
As you enter the room, you are disgusted by how dingy everything is. Two rows of filthy, unmade beds line the walls to either side of you. Scattered about the room you see some some broken pottery, discarded bits of cloth, and even some human bones! Three shocked Gnolls turn from their dice game and glare at you with spite.
Day or evening:
Peering into the darkened room, you can make out two rows of beds lining the walls to either side of you. Most of the beds seem to be occupied by slumbering forms. Looking more closely, you can tell that they are Gnolls. Even in the dim lighting, you can tell that this room has not been cleaned in quite some time.

Features: There are eight beds in the room, four along each side wall. Various bits of garbage, pieces of broken pottery, and human bones are scattered about the room. At the end of the room, opposite the door, a small wooden idol of Hrauk sits on a wall shelf.

Encounter:

Room State:
Night(EL 3): Three slackers are dicing between the beds near the door. They have been drinking heavily, and their grumbling can be heard with a DC 5 Listen check.
Day(EL 4): Four Gnolls are in a deep slumber. Snoring can be heard from the hall with a DC 5 Listen check. Waking them will result in a large, noisy battle. If a light source is brought into the room, the Gnolls will wake up, though light from the corridor will not affect them.
Evening(EL 2): As Day, but there are only 2 Gnolls here.

In all cases, refer to Room 6 if combat begins.

Gnolls: CR 1; LA +1; Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA -; SQ darkvision 60 ft.; AL (Usually) CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Languages: Gnoll
Skills and Feats: Listen +2, Spot +3; Power Attack.
Possessions: battleaxe, leather armor, heavy steel shield, shortbow, arrows (40).

If attacked, the Gnolls will attempt to draw the PCs into the room with taunts and swarm around them. One of them will try to get past the party, shouting about the intruders, to find 1d4+1 reinforcements who will arrive ten rounds later.

Other Features: In or under each bed, 2d12x10 cp and 1d12 sp can be found. 1d6 Daggers may be found about the room, as well. Behind the idol on the shelf, a secret panel (Search DC 20) can be slid aside to reveal a bag filled with 6 amethysts, each valued at 100 gp.

Notes: If combat starts in Room 2 or 6, the Gnolls in this room will make Listen checks (DC 0, with the Gnolls taking a –16 penalty on their rolls if sleeping and –11 if gambling for hearing combat in Room 2; -15/-10 for Room 6). If gambling Gnolls make their Listen check, one of them must also make a DC 15 Wisdom check or ignore the noises outside. In all cases, the Gnolls will ignore all sound from Room 5; they are used to hearing their shaman (recently dead in Room 14) and Nazgra in there.

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Edit: Word doc uploaded.
 

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tarchon said:
Chacal should - I would think - be the non-proprietary generic version of Anubis, the jackal-headed god that appears in the original tomb motif.
The non-proprietary gnoll god would presumably be different. I could write one up if it's thought necessary, though my gnoll god would in no way resemble Youknowwho.
thullgrim already did a write up for the gnollish divinity post 42
 

Trainz said:
thullgrim already did a write up for the gnollish divinity post 42
He wrote up a god who seems to be a jackal god in some parts and a hyena god in some parts, based apparently on the fairly common belief among people who live in North America, who've never seen either jackals or hyenas, that jackals and hyenas are the same thing. It is fantasy, OK, but I'm just saying that one might consider that it might make sense to take this one god that was conceived out of confusion between a small wild dog and a big, smelly matriarchal quasi-cat and divide it into two separate gods.
 


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