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<blockquote data-quote="Mystery Man" data-source="post: 2489103" data-attributes="member: 13273"><p>Chapter II - Valley Encounters</p><p> </p><p><strong>1. Aldric the Vampire EL 14</strong></p><p>see stats above, run encounter as you see fit. Any low level mooks that may be tagging along with the party are majorly screwed here. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p> </p><p>2. <strong>Avalanche! EL7</strong></p><p> </p><p>Survival DC 15 to recognize the signs of impending avalanche. Avalanche info from the SRD:[sblock]</p><p><strong>Avalanches (Cr 7)</strong></p><p> </p><p>The combination of high peaks and heavy snowfalls means that avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it’s also possible to have an avalanche of rock and soil. </p><p> </p><p>An avalanche can be spotted from as far away as 1d10×500 feet downslope by a character who makes a DC 20 <a href="http://www.d20srd.org/srd/skills/spot.htm" target="_blank"><span style="color: #0000ff">Spot</span></a> check, treating the avalanche as a Colossal creature. If all characters fail their <a href="http://www.d20srd.org/srd/skills/spot.htm" target="_blank"><span style="color: #0000ff">Spot</span></a> checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 <a href="http://www.d20srd.org/srd/skills/listen.htm" target="_blank"><span style="color: #0000ff">Listen</span></a> check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm). </p><p> </p><p>A landslide or avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried. </p><p> </p><p>Buried characters take 1d6 points of <a href="http://www.d20srd.org/srd/combat/injuryandDeath.htm#nonlethalDamage" target="_blank"><span style="color: #0000ff">nonlethal damage</span></a> per minute. If a buried character falls <a href="http://www.d20srd.org/srd/conditionSummary.htm#unconscious" target="_blank"><span style="color: #0000ff">unconscious</span></a>, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or <a href="http://www.d20srd.org/srd/conditionSummary.htm#dead" target="_blank"><span style="color: #0000ff">dead</span></a>. </p><p> </p><p>The typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width. </p><p> </p><p>To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. Avalanches of snow and ice advance at a speed of 500 feet per round, and rock avalanches travel at a speed of 250 feet per round. [/sblock]</p><p> </p><p>3. <strong>Remorhaz (2) EL 13</strong></p><p> </p><p><em>Remorhaz Lair: dungheap search DC 15, emeralds and rubies worth 3000gp, figurine of wonderous power: Ebony Fly</em></p><p> </p><p><strong>Remorhaz </strong>(Advanced to 21HD)</p><p><strong>Size/Type:</strong> Gargantuan Magical Beast </p><p><strong>Hit Dice:</strong> 21d10+147 (262 hp) </p><p><strong>Initiative:</strong> +1 </p><p><strong>Speed:</strong> 30 ft. (6 squares), burrow 20 ft. </p><p><strong>Armor Class:</strong> 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 </p><p><strong>Base Attack/Grapple:</strong> +18/+42</p><p><strong>Attack:</strong> Bite +30 melee (4d6+18) </p><p><strong>Full Attack:</strong> Bite +30 melee (4d6+18) </p><p><strong>Space/Reach:</strong> 20 ft./15 ft. </p><p><strong>Special Attacks:</strong> Improved grab, swallow whole </p><p><strong>Special Qualities:</strong> Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft. </p><p><strong>Saves:</strong> Fort +19, Ref +13, Will +8 </p><p><strong>Abilities:</strong> Str 34, Dex 13, Con 25, Int 5, Wis 12, Cha 10 </p><p><strong>Skills:</strong> Listen +14, Spot +16 </p><p><strong>Feats:</strong> Awesome Blow, Cleave, Dodge, Improved Bull Rush, Improved Natural Armor, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)</p><p><strong>Environment:</strong> Cold desert </p><p><strong>Organization:</strong> Solitary </p><p><strong>Challenge Rating:</strong> 11 </p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Usually neutral </p><p><strong>Advancement:</strong> 8-14 HD (Huge); 15-21 HD (Gargantuan) </p><p><strong>Level Adjustment:</strong> —</p><p> </p><p>A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds. </p><p>Remorhazes cannot speak. </p><p>Combat</p><p>Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey. </p><p>Improved Grab (Ex)</p><p>To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round. </p><p>Swallow Whole (Ex)</p><p>When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. </p><p>Heat (Ex)</p><p>An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. </p><p>Skills</p><p>Remorhazes have a +4 racial bonus on Listen checks.</p><p> </p><p><strong>4. Worgs EL11</strong></p><p> </p><p>11 12HD Large Fiendish Worgs.</p><p> </p><p>Worg</p><p>Fiendish Worg (CR 7 HD 12d10+48) </p><p>NE Large Magical Beast </p><p><strong>Init</strong> +5 <strong>Spd</strong> 50 </p><p><strong>Senses</strong> Scent (Ex); Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +9, Spot +9 </p><p>________________________________________</p><p><strong>AC</strong> 14 (FF 13, Touch 10)</p><p><strong>hp</strong> 114 (Disabled -4/Dying -19/Injury 19) </p><p><strong>Saves:</strong> Fort +14, Ref +9, Will +6</p><p><strong>Damage Reduction (Su):</strong> 10/Magic, Spell Resistance (Ex): 17, Resistance: Fire (Ex): 10, Resistance: Cold (Ex): 10 </p><p>________________________________________</p><p><strong>Atk</strong> +18 <strong>Grapple</strong> +23; </p><p><strong>Melee</strong> +18 Melee (Bite 1d8+10/crit 20/x2); </p><p><strong>SA:</strong> Trip (Ex) , Smite Good (Su) </p><p><strong>SQ:</strong> </p><p>________________________________________</p><p><strong>Abilities</strong> STR 25, DEX 13, CON 19, INT 6, WIS 14, CHA 10 </p><p><strong>Feats:</strong> Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Track.</p><p><strong>Skills:</strong> Hide + 3, Jump + 15, Listen + 9, Move Silently + 5, Spot + 9. </p><p>________________________________________</p><p><strong>Special Attacks:</strong> Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.</p></blockquote><p></p>
[QUOTE="Mystery Man, post: 2489103, member: 13273"] Chapter II - Valley Encounters [b]1. Aldric the Vampire EL 14[/b] see stats above, run encounter as you see fit. Any low level mooks that may be tagging along with the party are majorly screwed here. :] 2. [b]Avalanche! EL7[/b] Survival DC 15 to recognize the signs of impending avalanche. Avalanche info from the SRD:[sblock] [b]Avalanches (Cr 7)[/b] The combination of high peaks and heavy snowfalls means that avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it’s also possible to have an avalanche of rock and soil. An avalanche can be spotted from as far away as 1d10×500 feet downslope by a character who makes a DC 20 [url="http://www.d20srd.org/srd/skills/spot.htm"][color=#0000ff]Spot[/color][/url] check, treating the avalanche as a Colossal creature. If all characters fail their [url="http://www.d20srd.org/srd/skills/spot.htm"][color=#0000ff]Spot[/color][/url] checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 [url="http://www.d20srd.org/srd/skills/listen.htm"][color=#0000ff]Listen[/color][/url] check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm). A landslide or avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried. Buried characters take 1d6 points of [url="http://www.d20srd.org/srd/combat/injuryandDeath.htm#nonlethalDamage"][color=#0000ff]nonlethal damage[/color][/url] per minute. If a buried character falls [url="http://www.d20srd.org/srd/conditionSummary.htm#unconscious"][color=#0000ff]unconscious[/color][/url], he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or [url="http://www.d20srd.org/srd/conditionSummary.htm#dead"][color=#0000ff]dead[/color][/url]. The typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width. To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. Avalanches of snow and ice advance at a speed of 500 feet per round, and rock avalanches travel at a speed of 250 feet per round. [/sblock] 3. [b]Remorhaz (2) EL 13[/b] [i]Remorhaz Lair: dungheap search DC 15, emeralds and rubies worth 3000gp, figurine of wonderous power: Ebony Fly[/i] [b]Remorhaz [/b](Advanced to 21HD) [b]Size/Type:[/b] Gargantuan Magical Beast [b]Hit Dice:[/b] 21d10+147 (262 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 30 ft. (6 squares), burrow 20 ft. [b]Armor Class:[/b] 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 [b]Base Attack/Grapple:[/b] +18/+42 [b]Attack:[/b] Bite +30 melee (4d6+18) [b]Full Attack:[/b] Bite +30 melee (4d6+18) [b]Space/Reach:[/b] 20 ft./15 ft. [b]Special Attacks:[/b] Improved grab, swallow whole [b]Special Qualities:[/b] Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft. [b]Saves:[/b] Fort +19, Ref +13, Will +8 [b]Abilities:[/b] Str 34, Dex 13, Con 25, Int 5, Wis 12, Cha 10 [b]Skills:[/b] Listen +14, Spot +16 [b]Feats:[/b] Awesome Blow, Cleave, Dodge, Improved Bull Rush, Improved Natural Armor, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite) [b]Environment:[/b] Cold desert [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 11 [b]Treasure:[/b] None [b]Alignment:[/b] Usually neutral [b]Advancement:[/b] 8-14 HD (Huge); 15-21 HD (Gargantuan) [b]Level Adjustment:[/b] — A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds. Remorhazes cannot speak. Combat Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey. Improved Grab (Ex) To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round. Swallow Whole (Ex) When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Heat (Ex) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills Remorhazes have a +4 racial bonus on Listen checks. [b]4. Worgs EL11[/b] 11 12HD Large Fiendish Worgs. Worg Fiendish Worg (CR 7 HD 12d10+48) NE Large Magical Beast [b]Init[/b] +5 [b]Spd[/b] 50 [b]Senses[/b] Scent (Ex); Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +9, Spot +9 ________________________________________ [b]AC[/b] 14 (FF 13, Touch 10) [b]hp[/b] 114 (Disabled -4/Dying -19/Injury 19) [b]Saves:[/b] Fort +14, Ref +9, Will +6 [b]Damage Reduction (Su):[/b] 10/Magic, Spell Resistance (Ex): 17, Resistance: Fire (Ex): 10, Resistance: Cold (Ex): 10 ________________________________________ [b]Atk[/b] +18 [b]Grapple[/b] +23; [b]Melee[/b] +18 Melee (Bite 1d8+10/crit 20/x2); [b]SA:[/b] Trip (Ex) , Smite Good (Su) [b]SQ:[/b] ________________________________________ [b]Abilities[/b] STR 25, DEX 13, CON 19, INT 6, WIS 14, CHA 10 [b]Feats:[/b] Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Track. [b]Skills:[/b] Hide + 3, Jump + 15, Listen + 9, Move Silently + 5, Spot + 9. ________________________________________ [b]Special Attacks:[/b] Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg. [/QUOTE]
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