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Fear from Bloody Bones

The Harlequin

First Post
Hey all,

Just wondering if PC`s all saw 2 x Bloody Bones, would they have to make 2 fear checks or 1 ? These creatures are in Eric Noahs conversion of Tribe of the Wolf.

I cannot see them in the MM but the description given is that if anybody see`s it they have to make a fear check.

So i was wondering if the fear is general or specific ?

Many thanks

The Harlequin
 

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Thanks a lot !!!!

I kinda thought that, but my friend said that if that was the case does that mean the multiple Troglodytes can stack their stench area of effect ability ? Makes them very potent then :)

I said that this fear effect may be different because it triggers when you view the creature.

But who really knows, hehe

The Harlequin
 

2 Troglodytes, 2 saves.
But you can only be effected by it once.

i.e. You fail save from the fear the first time, if you fail a second time you don't become more fearful, the duration could extend though.

Say your fighting 2 Troglodytes, you fail both saves.
You lose (1d6) 2 strength for 10 rounds from the first.
You lose (1d6) 1 strength for 10 rounds from the second.
You only lose 2 strength for 10 rounds.
Say 4 rounds pass.
Then say another troglo walks up, you fail save again.
You lose (1d6) 1 strength for 10 rounds from the this one.
So now you lose 2 for the next 6 rounds then 1 str for 4 rounds after that, get it?
 

Ahhhhhhhhhh, okies :)

That makes a lot of sense now. Thanks for clearing that up for me.

Is this actually listed in the rules somewhere or is it just a general interpretation from most people ?

Thanks again,


The Harlequin
 

In situations like these, I would require one save per encounter. It's too much bookkeeping otherwise for my tastes. If there's a lot of trogs/bloody bones/whatever, maybe add a +2 circumstance modifier to the DC.
 

Say your fighting 2 Troglodytes, you fail both saves.
You lose (1d6) 2 strength for 10 rounds from the first.
You lose (1d6) 1 strength for 10 rounds from the second.
You only lose 2 strength for 10 rounds.

You know... I think they've used the wrong condition to describe the effect of the Troglodyte's Stench.

It shouldn't be "1d6 temporary Strength damage". It should be a "1d6 effective Strength penalty".

Temporary ability damage lasts for days - you recover 1 point per day. Not for just 10 rounds.

DMG p83 : "Ability damage is different from effective ability loss, which is an effect which goes away when the condition causing it goes away."

The condition causing the loss of Strength is being "overcome with nausea" (as opposed to nauseated, of course) for 10 rounds. When the condition goes away, the Strength penalty goes away. Sounds like the exact definition of effective ability loss.

The other thing is that effective ability loss is a penalty, and penalties resulting from the same source don't stack - as in your example quoted above.

But the Monster Manual description of Stench is "temporary Strength damage", and ability damage keeps adding up until you hit 0 Strength.

Which would make multiple trogs really, really dangerous to low level characters. The average 2nd level wizard, for example, will probably make slightly less than half his DC 13 Fort saves. If he ends up getting stenched by six Trogs, he could expect to take 10-14 points of Strength damage. That's incapacitated, for the average 2nd level wizard.

Temporary Strength damage must be wrong, surely.

-Hyp.
 

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