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<blockquote data-quote="ThirdWizard" data-source="post: 1282384" data-attributes="member: 12037"><p><strong>5. Forge</strong></p><p> </p><p><strong>Description</strong></p><p> </p><p><em>The interior of this room is covered in soot and smells of smoke and ash. What little ventilation the room has is enough to keep the smoke from escaping into the other chambers of the complex, but the room is filled with smoke, making visibility clouded. On the far right side of the room is a giant furnace a full fifteen feet across and ten feet high, unworked metals sitting around it. In the other corner is a bench and rack of tools. The walls are lined with various weaponry - three longswords, two glaives, a scythe, a spear, and a great axe. An anvil sits in the center of the room; a half finished long sword lays beside it.</em></p><p> </p><p><strong>Creatures</strong></p><p> </p><p>Two Salamanders make this room their home, working the forge for Blasphemy. Although recently they haven’t been very busy, they still keep the fires burning, preferring the smoke and heat that it gives off. They question (in common) anyone who enters the room not a demon who they have not seen before. If the intruders don't answer satisfactorily, then the salamanders attack, otherwise they tell the unkown guests to leave them alone.</p><p> </p><p> </p><p>Noble Salamander</p><p>Large Outsider (Extraplanar, Fire)</p><p>Hit Dice: 15d8+45 (111 and 119 hp)</p><p>Initiative: +1</p><p>Speed: 20 ft. (4 squares)</p><p>Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17</p><p>Base Attack/Grapple: +15/+25</p><p>Attack: +2 spear +23 melee (1d8+8/x3 plus 1d8 fire)</p><p>Full Attack: +2 spear +23/+18/+13 melee (1d8+8/x3 plus 1d8 fire)</p><p>and tail slap +18 melee (2d8+3 plus 1d8 fire)</p><p>Space/Reach: 10 ft./10 ft. (20 ft. with tail or longspear)</p><p>Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab, </p><p>spell-like abilities</p><p>Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity </p><p>to fire, vulnerability to cold</p><p>Saves: Fort +12, Ref +10, Will +11</p><p>Abilities: Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15</p><p>Skills: Bluff +19, Craft (blacksmithing) +10, Craft (weaponsmithing)</p><p>+21, Diplomacy +4, Hide +15, Intimidate +4, Listen +13,</p><p>Move Silently +17, Spot +13</p><p>Feats: Cleave, Great Cleave, Multiattack, Power Attack, </p><p>Skill Focus (Craft weaponsmithing]), Weapon Focus (spear)</p><p>Environment: Elemental Plane of Fire</p><p>Challenge Rating: 10</p><p>Alignment: Neutral Evil</p><p> </p><p>These salamanders speak Ignan and Common.</p><p>COMBAT</p><p>It’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage)</p><p>with a successful grapple check. A noble salamander can constrict multiple creatures </p><p>simultaneously, provided they are all at least two sizes smaller than it.</p><p>Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire </p><p>damage. Salamanders’ metallic weapons also conduct this heat.</p><p>Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one </p><p>size larger than itself with its tail slap attack. It can then attempt to start a grapple as a </p><p>free action without provoking an attack of opportunity. If it wins the grapple check, it </p><p>establishes a hold and can constrict.</p><p>Spell-Like Abilities: 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC </p><p>14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). </p><p>Caster level 15th. The save DCs are Charisma-based.</p><p>Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.</p><p>Feats: Salamanders have the Multiattack feat even though they do not have the requisite </p><p>three natural weapons.</p><p> </p><p><strong>Tactics</strong></p><p> </p><p>The smoke affords concealment to anyone who is more than 10 feet away from the attacker. If an attack is made against anyone who is given concealment, the attack suffers a 20% miss chance. The salamanders will use this to their advantage against ranged attackers, trying to single out individuals away from the rest of the group. Further, anyone entering the room for more than three rounds and inhaling the smoke must make a DC 15 Fortitude save every round or be sickened (-2 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Holding one’s breath supresses this reaction, but the rules for holding one’s breath apply. The salamanders are immune to this effect, being native the the Elemental Plane of Fire. They will also use their spell like ability to summon a huge fire elemental in order to divide the enemy party, for example in the doorway, especially since this room’s size isn’t suited to creatures of their size category fighting within.</p><p> </p><p>Further, if the salamanders get an opponent in a grapple (using their improved grab ability), then they will attempt to move the opponent into the furnace along with them if possible. To do this they must, as normal, make a successful grapple check and they can only move at half speed while moving during a grapple. They get a +4 bonus to this check if they pin their opponent (and no one else is involved in the grapple). The furnace fires are extremely hot and deal 4d6 points of fire damage to anyone within in addition to any fire damage the character might take from the salamander.</p><p> </p><p><strong>Treasure</strong></p><p> </p><p>Of the weapons on the wall, the longswords, great axe, and spear are masterwork quality. Three vials of silversheen are located in the far left corner of the room near some forging tools (Search DC 10 to find). The salamanders wield +2 spears.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 1282384, member: 12037"] [b]5. Forge[/b] [b]Description[/b] [i]The interior of this room is covered in soot and smells of smoke and ash. What little ventilation the room has is enough to keep the smoke from escaping into the other chambers of the complex, but the room is filled with smoke, making visibility clouded. On the far right side of the room is a giant furnace a full fifteen feet across and ten feet high, unworked metals sitting around it. In the other corner is a bench and rack of tools. The walls are lined with various weaponry - three longswords, two glaives, a scythe, a spear, and a great axe. An anvil sits in the center of the room; a half finished long sword lays beside it.[/i] [b]Creatures[/b] Two Salamanders make this room their home, working the forge for Blasphemy. Although recently they haven’t been very busy, they still keep the fires burning, preferring the smoke and heat that it gives off. They question (in common) anyone who enters the room not a demon who they have not seen before. If the intruders don't answer satisfactorily, then the salamanders attack, otherwise they tell the unkown guests to leave them alone. Noble Salamander Large Outsider (Extraplanar, Fire) Hit Dice: 15d8+45 (111 and 119 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +15/+25 Attack: +2 spear +23 melee (1d8+8/x3 plus 1d8 fire) Full Attack: +2 spear +23/+18/+13 melee (1d8+8/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire) Space/Reach: 10 ft./10 ft. (20 ft. with tail or longspear) Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold Saves: Fort +12, Ref +10, Will +11 Abilities: Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15 Skills: Bluff +19, Craft (blacksmithing) +10, Craft (weaponsmithing) +21, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13 Feats: Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft weaponsmithing]), Weapon Focus (spear) Environment: Elemental Plane of Fire Challenge Rating: 10 Alignment: Neutral Evil These salamanders speak Ignan and Common. COMBAT It’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat. Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap 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 constrict. Spell-Like Abilities: 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons. [b]Tactics[/b] The smoke affords concealment to anyone who is more than 10 feet away from the attacker. If an attack is made against anyone who is given concealment, the attack suffers a 20% miss chance. The salamanders will use this to their advantage against ranged attackers, trying to single out individuals away from the rest of the group. Further, anyone entering the room for more than three rounds and inhaling the smoke must make a DC 15 Fortitude save every round or be sickened (-2 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Holding one’s breath supresses this reaction, but the rules for holding one’s breath apply. The salamanders are immune to this effect, being native the the Elemental Plane of Fire. They will also use their spell like ability to summon a huge fire elemental in order to divide the enemy party, for example in the doorway, especially since this room’s size isn’t suited to creatures of their size category fighting within. Further, if the salamanders get an opponent in a grapple (using their improved grab ability), then they will attempt to move the opponent into the furnace along with them if possible. To do this they must, as normal, make a successful grapple check and they can only move at half speed while moving during a grapple. They get a +4 bonus to this check if they pin their opponent (and no one else is involved in the grapple). The furnace fires are extremely hot and deal 4d6 points of fire damage to anyone within in addition to any fire damage the character might take from the salamander. [b]Treasure[/b] Of the weapons on the wall, the longswords, great axe, and spear are masterwork quality. Three vials of silversheen are located in the far left corner of the room near some forging tools (Search DC 10 to find). The salamanders wield +2 spears. [/QUOTE]
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