jim pinto
First Post
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E90. Hall of the Fallen
Fog clings to the floor of this room, crawling up the many columns reaching the ceiling. The floor is moist and the lights subdued, giving the room the feel of a natural subterranean formation. Skittering creatures can be heard in the distance, but with all this fog, the source of the noise may be much closer. The columns are all covered in text in a range of languages, all carved directly into the stone.
Initial Attitude: Hostile
Encounter: There are five giant fire beetles (hp 5 each), two Medium monstrous scorpions (hp 13 each), and three Medium monstrous spiders (hp 11 each) lurking in this room.
The texts on the columns are eulogies and messages written by members of the garrison to those who fell in battle.
Tactics: Insects of a like type swarm a single target before moving on to a new victim. If any of the PCs are dropped, the insects swarm on that PC to feast on his flesh.
The monstrous scorpions use their Constitution damaging poison to hurt bards, sorcerers, wizards, and anyone with few hit points. Lastly, the spiders target barbarians, fighters, and PCs who rely heavily on Strength.
DMs who fully want to take advantage of this encounter, should increase the DC of these saves by 3 or more to really challenge the PCs. If anyone escapes this encounter without some ability score damage, this encounter was too easy.
Treasure: N/A
EL: 5
Scaling: To increase the challenge of the encounter, increase the number of each insect type by two, increase the DC of their poison by 2, and give them Total Concealment. To reduce the challenge, reduce the number of each insect type by one.
Giant Fire Beetle: CR 1/3; Small vermin; HD 1d8; hp 5; Init +0; Spd 30 ft.; AC 16, touch 11, flat-footed 16; Base Atk +0; Grp –4; Atk +1 melee (2d4, bite); Full Atk +1 melee (2d4, bite); SA —; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7.
Skills and Feats: —
Monstrous Scorpion, Medium: CR 1; Medium vermin; HD 2d8+4; hp 13; Init +0; Spd 40 ft.; AC 14, touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, claw); Full Atk +2 melee (1d4+1, 2 claws) and –3 melee (1d4 plus poison, sting); SA Constrict 1d4+1, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +5, Hide +4, Spot +4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d3 Con. The save DC is Constitution-based.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Monstrous Spider, Medium: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite); SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon FinesseB
Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Str. The save DC is Constitution-based.
Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 ft. in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.
E90. Hall of the Fallen
Fog clings to the floor of this room, crawling up the many columns reaching the ceiling. The floor is moist and the lights subdued, giving the room the feel of a natural subterranean formation. Skittering creatures can be heard in the distance, but with all this fog, the source of the noise may be much closer. The columns are all covered in text in a range of languages, all carved directly into the stone.
Initial Attitude: Hostile
Encounter: There are five giant fire beetles (hp 5 each), two Medium monstrous scorpions (hp 13 each), and three Medium monstrous spiders (hp 11 each) lurking in this room.
The texts on the columns are eulogies and messages written by members of the garrison to those who fell in battle.
Tactics: Insects of a like type swarm a single target before moving on to a new victim. If any of the PCs are dropped, the insects swarm on that PC to feast on his flesh.
The monstrous scorpions use their Constitution damaging poison to hurt bards, sorcerers, wizards, and anyone with few hit points. Lastly, the spiders target barbarians, fighters, and PCs who rely heavily on Strength.
DMs who fully want to take advantage of this encounter, should increase the DC of these saves by 3 or more to really challenge the PCs. If anyone escapes this encounter without some ability score damage, this encounter was too easy.
Treasure: N/A
EL: 5
Scaling: To increase the challenge of the encounter, increase the number of each insect type by two, increase the DC of their poison by 2, and give them Total Concealment. To reduce the challenge, reduce the number of each insect type by one.
Giant Fire Beetle: CR 1/3; Small vermin; HD 1d8; hp 5; Init +0; Spd 30 ft.; AC 16, touch 11, flat-footed 16; Base Atk +0; Grp –4; Atk +1 melee (2d4, bite); Full Atk +1 melee (2d4, bite); SA —; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7.
Skills and Feats: —
Monstrous Scorpion, Medium: CR 1; Medium vermin; HD 2d8+4; hp 13; Init +0; Spd 40 ft.; AC 14, touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, claw); Full Atk +2 melee (1d4+1, 2 claws) and –3 melee (1d4 plus poison, sting); SA Constrict 1d4+1, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +5, Hide +4, Spot +4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d3 Con. The save DC is Constitution-based.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Monstrous Spider, Medium: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite); SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon FinesseB
Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Str. The save DC is Constitution-based.
Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 ft. in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.