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<blockquote data-quote="Qwillion" data-source="post: 2194806" data-attributes="member: 14641"><p><strong>Region N?; Requests?;Too many fiendish rat swarms.</strong></p><p></p><p>I am busy writing the hook for my parties entrance into the WLD, but I thought I would post the replacement of another creature in Region A, if you have seen jurrasic park the lost world you will love this. I also want these to be usefull, if anyone wants to make a request for a room to be changed out for a different creature let me know.</p><p></p><p>I do have a Question about Region N: what racial traits did you give them? They appear to be just completly generic humanoid with no racial traits. If so, what racial traits do you recomend or dream of using against the players? </p><p></p><p><strong>Room A29</strong></p><p>Initial Attitude, Encounter Conditions, Tactics, Treasure and Encounter level all remain unchanged. </p><p><strong>Encounter:</strong> Replace the fiendish rat swarm with a fiendish razerswarm.</p><p><strong>Scaling:</strong> scaling up remains the same, scaling down the razerswarm is injured and only has 4 hit points.</p><p></p><p><strong>Fiendish Razorswarm</strong> </p><p>Tiny Magical Beast (Augmented Animal, Extraplaner) </p><p><strong>Hit Dice:</strong> 4d8+8 (26 hp) </p><p><strong>Initiative:</strong> +4 (+4 Dex) </p><p><strong>Speed:</strong> 35 ft. (7 squares), Climb 10 ft </p><p><strong>Armor Class:</strong> 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14 </p><p><strong>Base Attack/Grapple:</strong> +3/-9 </p><p><strong>Attack:</strong> Swarm (1d8) </p><p><strong>Full Attack:</strong> Swarm (1d8) </p><p><strong>Space/Reach:</strong> 10ft/0 ft. </p><p><strong>Special Attacks:</strong> Distraction , wounding, smite good, </p><p><strong>Special Qualities:</strong> DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits spell resitance 9, </p><p><strong>Saves:</strong> Fort +6, Ref +8, Will +2 </p><p><strong>Abilities:</strong> Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2 </p><p><strong>Skills:</strong> Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9 </p><p><strong>Feats:</strong> Improved Natural Attack,Ability Focus (Distraction) </p><p><strong>Environment:</strong> Warm forests </p><p><strong>Organization:</strong> Solitary, or Hoard (2-5) </p><p><strong>Challenge Rating:</strong> 3 </p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always neutral </p><p><strong>Advancement:</strong> 5-8 HD (Tiny); 9-12 HD (Small) </p><p><strong>Level Adjustment:</strong> - </p><p></p><p><em>“These two legged reptiles are each only about the size of a chicken. Individually you would hardly be frightened of them, but there are dozens of them, their scales red with black stribes, tiny black horns curling off their heads and a even hunger lights up their red gem-like eyes.”</em> </p><p> </p><p><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p></p><p><strong>Wounding (Ex):</strong>creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect. </p><p></p><p><strong>Skills:</strong> A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line</p><p></p><p></p><p><strong>Fiendish Razorswarm;</strong> CR 3, Tiny Magical Beast; HD: 4d8+8 ; HP: 26 hp; Init: +4 ; Spd: 35 ft., Climb 10 ft; AC: 18 , touch 16, flat-footed 14 ; Base Atk: +3; Grp:-9; Atk: Swarm (1d8); Full Atk: Swarm (1d8) Sp/Rch: 10ft/0 ft;. SA: Distraction , wounding, smite good; SQ: DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits; SR 9; SV: Fort +6, Ref +8, Will +2; Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2 </p><p><strong>Skills and Feats:</strong> Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9; Improved Natural Attack, Ability Focus (Distraction) </p><p><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p><strong>Wounding (Ex):</strong>creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect.</p><p><strong>Skills:</strong> A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line</p><p></p><p><strong>Section 15 Copyright notice.</strong> </p><p>System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. </p><p>Creatures of Freeport Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2194806, member: 14641"] [b]Region N?; Requests?;Too many fiendish rat swarms.[/b] I am busy writing the hook for my parties entrance into the WLD, but I thought I would post the replacement of another creature in Region A, if you have seen jurrasic park the lost world you will love this. I also want these to be usefull, if anyone wants to make a request for a room to be changed out for a different creature let me know. I do have a Question about Region N: what racial traits did you give them? They appear to be just completly generic humanoid with no racial traits. If so, what racial traits do you recomend or dream of using against the players? [b]Room A29[/b] Initial Attitude, Encounter Conditions, Tactics, Treasure and Encounter level all remain unchanged. [b]Encounter:[/b] Replace the fiendish rat swarm with a fiendish razerswarm. [b]Scaling:[/b] scaling up remains the same, scaling down the razerswarm is injured and only has 4 hit points. [b]Fiendish Razorswarm[/b] Tiny Magical Beast (Augmented Animal, Extraplaner) [b]Hit Dice:[/b] 4d8+8 (26 hp) [b]Initiative:[/b] +4 (+4 Dex) [b]Speed:[/b] 35 ft. (7 squares), Climb 10 ft [b]Armor Class:[/b] 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14 [b]Base Attack/Grapple:[/b] +3/-9 [b]Attack:[/b] Swarm (1d8) [b]Full Attack:[/b] Swarm (1d8) [b]Space/Reach:[/b] 10ft/0 ft. [b]Special Attacks:[/b] Distraction , wounding, smite good, [b]Special Qualities:[/b] DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits spell resitance 9, [b]Saves:[/b] Fort +6, Ref +8, Will +2 [b]Abilities:[/b] Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2 [b]Skills:[/b] Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9 [b]Feats:[/b] Improved Natural Attack,Ability Focus (Distraction) [b]Environment:[/b] Warm forests [b]Organization:[/b] Solitary, or Hoard (2-5) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 5-8 HD (Tiny); 9-12 HD (Small) [b]Level Adjustment:[/b] - [i]“These two legged reptiles are each only about the size of a chicken. Individually you would hardly be frightened of them, but there are dozens of them, their scales red with black stribes, tiny black horns curling off their heads and a even hunger lights up their red gem-like eyes.”[/i] [b]Distraction (Ex):[/b] Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. [b]Wounding (Ex):[/b]creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect. [b]Skills:[/b] A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line [b]Fiendish Razorswarm;[/b] CR 3, Tiny Magical Beast; HD: 4d8+8 ; HP: 26 hp; Init: +4 ; Spd: 35 ft., Climb 10 ft; AC: 18 , touch 16, flat-footed 14 ; Base Atk: +3; Grp:-9; Atk: Swarm (1d8); Full Atk: Swarm (1d8) Sp/Rch: 10ft/0 ft;. SA: Distraction , wounding, smite good; SQ: DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits; SR 9; SV: Fort +6, Ref +8, Will +2; Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2 [b]Skills and Feats:[/b] Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9; Improved Natural Attack, Ability Focus (Distraction) [b]Distraction (Ex):[/b] Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. [b]Wounding (Ex):[/b]creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect. [b]Skills:[/b] A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line [b]Section 15 Copyright notice.[/b] System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Creatures of Freeport Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis [/QUOTE]
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