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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Qwillion" data-source="post: 2242447" data-attributes="member: 14641"><p><strong>Room A37</strong></p><p></p><p>Looks like my WLD game will get started sooner than I expected, the players in the banewarrens have been using "find the path" (other wise known as "Ruin the Adventure"), so looks like I will be speeding up my replacements. </p><p></p><p>Oh and as always if there is a creature you would like me to change in a particular room, tell me the room and I will find a creature in my library of d20 books, because nothing is as scary as a unknown monster. </p><p></p><p>ROOM A37</p><p>Initial Attitude, Encounter Conditions, Treasure, and Encounter level all remain unchanged. </p><p></p><p><strong>Encounter:</strong> Replace 6 fiendish stirges with 2 fiendish adult wyrmspawn.</p><p></p><p><strong>Tactics:</strong> The wyrmspawn have just molted into their adult stage (penalties remain the same) It takes two rounds before these wyrmspawn can use their larval cloud ability. Other than this, the encounter remains the same. </p><p></p><p><strong>Scaling:</strong> To increase the challenge of this encounter, make these wyrmspawn full adults and ready with a larval cloud. To decrease the challenge it takes four rounds before the wyrmspawn can use their larval cloud attack. </p><p></p><p><u><em><strong>FIENDISH ADULT WYRMSPAWN</strong></em></u> </p><p><strong>Small Magical Beast</strong> </p><p><strong>Hit Dice:</strong> 3d10+3 (19 hp) </p><p><strong>Initiative:</strong> +9 (+5 Dex, +4 Improved Initiative) </p><p><strong>Speed:</strong> 20 ft. (4 squares), fly 80 ft. (good), climb 20 ft. (4 squares) </p><p><strong>Armor Class:</strong> 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14 </p><p><strong>Base Attack/Grapple:</strong> +3/-1 </p><p><strong>Attack:</strong> Bite +4 melee (1d4 +0 plus poison) </p><p><strong>Full Attack:</strong> Bite +4 melee (1d4 +0 plus poison) and 2 claw -1 melee (1d3 ++0) </p><p><strong>Space/Reach:</strong> 5 ft./0 ft. </p><p><strong>Special Attacks:</strong> Larval cloud, poison, smite good, superior fly-by-attack: </p><p><strong>Special Qualities:</strong> Darkvision 60ft., low-light vision, resistance 5 fire and cold</p><p><strong>Saves:</strong> Fort +4, Ref +8, Will +1 </p><p><strong>Abilities:</strong> Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6 </p><p><strong>Skills:</strong> Hide +12, Move Silently +8, </p><p><strong>Feats:</strong> Flyby Attack, Improved Initiative </p><p><strong>Environment:</strong> Any land </p><p><strong>Organization:</strong> Solitary, Pair, or Flock (3-7) </p><p><strong>Challenge Rating:</strong> 2 </p><p><strong>Treasure:</strong> Standard </p><p>Alignment: Always chaotic evil </p><p><strong>Advancement:</strong> 4-6 HD (Small); 7-9 HD (Medium) </p><p><strong>Level Adjustment:</strong> - </p><p></p><p><em>You see a wyvern-like creature about the size of a dog. It has a long crimson serpentine body, small black horns and four narrow limbs. A wing membrane black as night stretches from it’s forelegs to the rear, like some insidious bat.</em> </p><p></p><p>COMBAT: </p><p>The wyrmspawn prefers to attack weak and exposed targets from the air. It will often attack and then flee, letting it’s poison and cloud do it’s work, then return to attack again. </p><p></p><p><strong>Larval Cloud (Ex):</strong> 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae. </p><p>Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae</p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus.</p><p><strong>Superior Flyby Attack (Ex):</strong> When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square. </p><p></p><p></p><p><strong>FIENDISH ADULT WYRMSPAWN;</strong> CR 2; Small Magical Beast (Extraplaner); HD: 3d10+3; HP 19; Init: +9; Spd: 20 ft, fly 80 ft. (good), climb 20 ft.; AC: 19, tch 16, ff 14 Base Atk: +3, Grp: -1; Atk: Bite +4 melee (1d4 +0); Full Atk: Bite +4 melee (1d4 +0) and 2 claws -1 melee (1d3 ++0); Sp/Rch: 5 ft./0 ft; SA: Larval cloud, poison, superior fly-by-attack: SQ: Darkvision 60ft., low-light vision, resistance 5 fire and cold; SV: Fort +4, Ref +8, Will +1; Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6 </p><p><strong>Skills and Feats:</strong> Hide +12, Move Silently +8; Flyby Attack, ,Improved Initiative </p><p></p><p><strong>Larval Cloud (Ex):</strong> 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae. </p><p>Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae</p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus.</p><p><strong>Superior Flyby Attack (Ex): </strong> When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square. </p><p><strong></strong></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>Creature Collection Copyright 2000, Clark Peterson</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2242447, member: 14641"] [b]Room A37[/b] Looks like my WLD game will get started sooner than I expected, the players in the banewarrens have been using "find the path" (other wise known as "Ruin the Adventure"), so looks like I will be speeding up my replacements. Oh and as always if there is a creature you would like me to change in a particular room, tell me the room and I will find a creature in my library of d20 books, because nothing is as scary as a unknown monster. ROOM A37 Initial Attitude, Encounter Conditions, Treasure, and Encounter level all remain unchanged. [b]Encounter:[/b] Replace 6 fiendish stirges with 2 fiendish adult wyrmspawn. [b]Tactics:[/b] The wyrmspawn have just molted into their adult stage (penalties remain the same) It takes two rounds before these wyrmspawn can use their larval cloud ability. Other than this, the encounter remains the same. [b]Scaling:[/b] To increase the challenge of this encounter, make these wyrmspawn full adults and ready with a larval cloud. To decrease the challenge it takes four rounds before the wyrmspawn can use their larval cloud attack. [u][i][b]FIENDISH ADULT WYRMSPAWN[/b][/i][/u] [b]Small Magical Beast[/b] [b]Hit Dice:[/b] 3d10+3 (19 hp) [b]Initiative:[/b] +9 (+5 Dex, +4 Improved Initiative) [b]Speed:[/b] 20 ft. (4 squares), fly 80 ft. (good), climb 20 ft. (4 squares) [b]Armor Class:[/b] 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14 [b]Base Attack/Grapple:[/b] +3/-1 [b]Attack:[/b] Bite +4 melee (1d4 +0 plus poison) [b]Full Attack:[/b] Bite +4 melee (1d4 +0 plus poison) and 2 claw -1 melee (1d3 ++0) [b]Space/Reach:[/b] 5 ft./0 ft. [b]Special Attacks:[/b] Larval cloud, poison, smite good, superior fly-by-attack: [b]Special Qualities:[/b] Darkvision 60ft., low-light vision, resistance 5 fire and cold [b]Saves:[/b] Fort +4, Ref +8, Will +1 [b]Abilities:[/b] Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6 [b]Skills:[/b] Hide +12, Move Silently +8, [b]Feats:[/b] Flyby Attack, Improved Initiative [b]Environment:[/b] Any land [b]Organization:[/b] Solitary, Pair, or Flock (3-7) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] Standard Alignment: Always chaotic evil [b]Advancement:[/b] 4-6 HD (Small); 7-9 HD (Medium) [b]Level Adjustment:[/b] - [i]You see a wyvern-like creature about the size of a dog. It has a long crimson serpentine body, small black horns and four narrow limbs. A wing membrane black as night stretches from it’s forelegs to the rear, like some insidious bat.[/i] COMBAT: The wyrmspawn prefers to attack weak and exposed targets from the air. It will often attack and then flee, letting it’s poison and cloud do it’s work, then return to attack again. [b]Larval Cloud (Ex):[/b] 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae. Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae [b]Poison (Ex):[/b] Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus. [b]Superior Flyby Attack (Ex):[/b] When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square. [b]FIENDISH ADULT WYRMSPAWN;[/b] CR 2; Small Magical Beast (Extraplaner); HD: 3d10+3; HP 19; Init: +9; Spd: 20 ft, fly 80 ft. (good), climb 20 ft.; AC: 19, tch 16, ff 14 Base Atk: +3, Grp: -1; Atk: Bite +4 melee (1d4 +0); Full Atk: Bite +4 melee (1d4 +0) and 2 claws -1 melee (1d3 ++0); Sp/Rch: 5 ft./0 ft; SA: Larval cloud, poison, superior fly-by-attack: SQ: Darkvision 60ft., low-light vision, resistance 5 fire and cold; SV: Fort +4, Ref +8, Will +1; Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6 [b]Skills and Feats:[/b] Hide +12, Move Silently +8; Flyby Attack, ,Improved Initiative [b]Larval Cloud (Ex):[/b] 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae. Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae [b]Poison (Ex):[/b] Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus. [b]Superior Flyby Attack (Ex): [/b] When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square. [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. Creature Collection Copyright 2000, Clark Peterson [/QUOTE]
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