World's Largest Dungeon in actual play [Spoilers!]

Template

Yea a template would work much better, (I personally think all undead should be templates by default)

I would think since it is animated by postive energy, turning would work like rebuking and rebuking would work like turning.

oh and listen and spot are still wrong

I agree with the unlisted Xs being the #2
 
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Qwillion said:
I would think since it is animated by postive energy, turning would work like rebuking and rebuking would work like turning.

I'm half with you on that.

The creatures are still undead, so evil clerics should be able to turn them instead of rebuke them.

But good clerics should not be able to rebuke or turn them, since that seems to be more of an evil act.
 


I got it Al.....And it's posted....Thanks a bunch.

Are you going to make a template for these Jim? If not, is someone going to??? That is one mean mother!!!

James
 

JamesL85 said:
I got it Al.....And it's posted....Thanks a bunch.

Are you going to make a template for these Jim? If not, is someone going to??? That is one mean mother!!!

James


Oh, and I'm currently working on Region K. I got all the easily dealt with editing done fairly quickly last night. Maybe I'll have it done by the weekend.
 

Wind Walk

I had this situation arise over the last couple of weeks: A Cleric in the party I am running through the dungeon cast Wind Walk on a guy who then flew around a large chunk of region N, mapping it for the rest of the party. He counts as incorporeal for purposes of attack, but he can move at 600 feet per round (which means attacks are going to be ineffective if the guy isn't dumb about where he goes and what he does.) Also, the spell allows the guy who has this cast on him the ability to move through even the smallest cracks in walls and doors due to the gaseous/incorporeal nature of the spell. Any help or suggestions would be good, since this could break the adventure. I have got them to a point right now where we won't have another game until the first weekend of June. They have so far only used the spell twice, and once was to bypass some Golems to get an audience with Invistiss. The other, however, came close to breaking the game entirely, and I would like to know a way to stop this kind of nonsense without just arbitrarily saying they can't use it. Any help would be greatly appreciated.

Thanks,
Howard
 

Insubstantial Not Incoporeal

Now this is important, they are INSUBSTANTIAL NOT INCOPOREAL, all attacks still hit them they just have damage reduction, this means all undead touch Special attacks work (energy drain and ability drain) as long as you get through the damage reduction. Also spells have full effect. So let a few undead bypass the damage reduction, heck the armored fighter and clerics ac got worse.

"Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like."

I don't think in region N they are going to be mistaken for clouds, they would more likely be mistaken for a vampire in gaseous form.

"Each change to and from vaporous form takes 5 rounds" and "It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. "

So kick the hell out of them for 5 rounds because at 10 feet per round and no running a speed of 30 feet can chase them and hit them (they can dismiss the spell).

Dispel magic or greater dispel magic a scout, a glyph can do this, and you don't get feather fall like fly does. A creature can use dispel magic, magical traps still treat you as a creature.

Now a few traps to deal with this

Glyph of Control Vapor: origional designed to Hold a vampire, this goes off and summons a nearby mosnter who can hit magical creatures. All of your players will be held (no save) and it will take five rounds for them to change while the monster brings the beat down (unless they dismiss the spell).

Pit trap glyph: designed to trap flyers, this is a large pit with two glyphs of greater dispel magic, going off one after another, dropping the flyer into the pit, if your fealing evil put a monster at the bottom.

Whirlwind as the Djinn, as mist they get no save against it and they take full damage each round no damage reduction (takes 5 rounds to transform unless they dismiss the spell)

A hallway has a continous gust of wind.
A room has a magicly warded air tight door.
A bellows sucks the party into a small container (dismiss it now, venture boy!)
Anti magic shell, with any mechanical trap.
A few changes to the breathstealer undead from MMII and I think you could own the vaporous party.


But do not be a scrouge, make andencounter that requires that they be in gaseous form. Also create an encounter that requries them to be in physical form (they cannot manipulate an object, especially a antimagic object.)


If you are looking for something more or different let me know.
 

hitomikitage said:
I had this situation arise over the last couple of weeks: A Cleric in the party I am running through the dungeon cast Wind Walk on a guy who then flew around a large chunk of region N, mapping it for the rest of the party. He counts as incorporeal for purposes of attack, but he can move at 600 feet per round (which means attacks are going to be ineffective if the guy isn't dumb about where he goes and what he does.) Also, the spell allows the guy who has this cast on him the ability to move through even the smallest cracks in walls and doors due to the gaseous/incorporeal nature of the spell. Any help or suggestions would be good, since this could break the adventure. I have got them to a point right now where we won't have another game until the first weekend of June. They have so far only used the spell twice, and once was to bypass some Golems to get an audience with Invistiss. The other, however, came close to breaking the game entirely, and I would like to know a way to stop this kind of nonsense without just arbitrarily saying they can't use it. Any help would be greatly appreciated.

I don't know if you should stop the use of it, as it is a good use of the spell. I once had a group that did something very similar with the Mystic in a 2nd Ed game. It does let them get past some things, and gives them a way to map out an area. However, they really can not search for details or effect material things in that state. Additionally, they can still be attacked, but do get reduction 10/magic.

Don't penalize they players for the use of the spell, as that is what we a DM's ask for when we run games. There are many ways around problems, and players are bound to come up with solutions that we have not thought of, given all the resources that they have. What we, as DMs, can do is to limit the effectiveness of these solutions. Example - How would the character who is using Wind Walk actually map the area, they can not hold paper or quill. They could mentally communicate with another (if they had telepathy), but this would require them to explain to another the dirrections that you gave them, and when this happens they are bound to make errors. If they can not do this then you pull the ones using the spell aside and make them try to memorize their path, and do not allow mapping. As they can not effect material objects in this area, then they have to come through this area in solid form anyway to further investigate it.

On the otherhand you could alway just say that the deity refused to grant them that spell on that day. Good luck if yo go with this idea, as they will revolt if it is done to much.

CZHorse
 

Stab at Template

Thralls of the Flesh


CREATING A Thrall of the Flesh

"Thralls of the Flesh" is an acquired template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It also gains the augmented subtype of the base creature. It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s.
Speed: increase all base speeds by 10 feet due to influx of positive energy
Armor Class: Natural armor bonus changes to a number based on the Thrall of the Flesh's size:
Tiny or smalleer------+2
Small----------------+3
Medium or Large-----+4
Huge----------------+5
Gargantuan---------+10
Colossal-------------+20
Attacks: A Thrall of the Flesh retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; and one bite attack if it has a mouth, the skeleton can strike with each of its claw attacks at its full attack bonus. A Thrall of the Flesh's base attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. All claw and bite attacks deal positive energy damage (see special attacks) depending on the Thrall of the Flesh's size. (If the base creature already had claw attacks with its hands and bite attack with a mouth, use the Thralls of the Flesh claw damage or bite damage only if it's better.)
Size, claw bite
Diminutive or Fine---1d2
Tiny----------------1d3
Small---------------1d4
Medium-------------1d6
Large---------------1d8
Huge----------------2d6
Gargantuan----------2d8
Colossal-------------3d6
Special Attacks: A Thralls of the Flesh retains none of the base creature's special attacks but gains the following special attacks:
Frenzied Attack (Ex): Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.
Positive Energy Damage (Su): The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts additional positive energy damage equal to the creatures claw attack (medium +1d6, large +1d8, etc.) on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I.
Positive Energy Surge (Su): Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy.
Special Qualities: A Thrall of flesh loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A thrall of flesh gains the following special qualities.
Evasion (Ex): The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue.
Fast Healing (Ex): Thralls of the Flesh recover 2 Hit Points per round unless destroyed.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A thrall of the flesh's Strenght Dexterity increases by +4, it has no Constitution score, its Int changes to 5 , and its Wisdom and Charisma changes to 10.
Skills: recalculate the creatures skill points, the creature has spot and listen as class skills.
Feats: reassign all feat choices.
Environment: Any Underground, usually same as base creature.
Organization: Solitary, mob (2-4), pack (5-10)
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2------1
1--------2
2–3------3
4–5------4
6–7------5
8–9------6
10–11----7
12–14----8
15–17----9
18–20---10
Treasure: None.
Alignment: Always chaotic neutral.
Advancement: As base creature (or — if the base creature advances by character class).
Level Adjustment: —.

--
Steve "Quillion" Russell
www.callofthehorn.com
 
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Looks good to me. Anyone have anything they'd like changed or adjusted???

I'll get started putting it into a PDF that can be downloaded on the site.

Thanks for your help Qwillion.

James

Edit: The preview is up on the page, under Section I.
 
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