Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
World's Largest Dungeon?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jim pinto" data-source="post: 1466297" data-attributes="member: 17619"><p><strong>week of april 5 (posted on april 6)</strong></p><p></p><p>since ghouls are among my favorite creatures in DnD, i wrote this encounter yesterday just for you guys. if it stinks, its because no one edited it yet, but i'm placing it in map C, so it should be a good challenge for a 7th level party. even so, its a great tactic and the variation on the common ghoul should surprise PCs.</p><p></p><p>in this instance, we wanted to provide the DM with an encounter where a ghoul fought a little more like an animal. hence, the addition of pounce and rake. while its not very common to see us doing this in the dungeon, we did alter a few monsters where necessity dictated that this would be better IF the dragon had antlers, etc.</p><p></p><p>anyway. enough chatter. i'll let the encounter speak for itself.</p><p></p><p></p><p>C49. Former Barrack</p><p>Both doors to this Room are locked and require a successful DC 30 Open Lock check to open.</p><p></p><p>Eery lights and dancing shadows project upon the walls, distracting you. The Room beyond the door is in disarray, as if ransacked. Shattered wooden bunk bed frames line the southern and eastern walls. Though no mattresses or bed sheets cover them, they could once sleep twelve, and if suitable bedding could be acquired, they could still be used.</p><p></p><p>Initial Attitude: Hostile</p><p></p><p>Encounter: This Room was once used to house warriors of the Gnashing Fang Tribe. Over the years, the tribe suffered great loses and abandoned the place. Before fleeing, they used this place to trap a feral ghoul (hp 58) they were unable to kill. The beast has been captive for many months and seeks to destroy anyone who enters (including the PCs). </p><p></p><p>Tactics: The ghoul is fearless and stronger than most of its kind. It waits above the door and descends on the last person to enter. The PCs need a DC 40 Spot check to notice it as they enter and gain a +5 circumstance bonus to the check only if they are looking straight up as they enter (the monster knows exactly where to hide in the room's shadows).</p><p> During the first round, the ghoul takes full advantage of its abilities, attacking its victim with two claws, one bite, and its special rake attack. The ghoul's claws are razor-sharp from many years of scratching and sharpening upon the dungeon walls, and its critical threat range is increased accordingly.</p><p> Once engaged, the ghoul no longer uses its rake attack, but continues to pounce. When it drops a PC, it turns its attention to the next closest or fastest PC. Once all the PCs are down, it feeds upon one PC until he is dead and then flees deeper into the dungeon. </p><p> The ghoul fights to the death. Assume it has a Initiative check of 22.</p><p></p><p>Treasure: A torch imbued with continual flame was left behind, perhaps to torment the nocturnal ghoul. The torch was broken into many pieces, but the continual flame still casts light from a single 3-in. piece of wood. A successful DC 22 Search check reveals a gold earring (worth 25 gp) tucked between one of the bunks and the wall. </p><p>EL: 6</p><p>Scaling: To increase the challenge of this encounter, allow the ghoul to sneak attack the first PC for +3d6 damage or permenantly bestow magic fang on its claws, making them +2 claws. In addition, at the end of the first round, have the PCs make DC 18 Will saves or become shaken. To decrease the challenge, have the ghoul be surprised by the PCs.</p><p></p><p>Feral Ghoul: CR 6; Medium undead; HD 9d12; hp 58; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +4; Grp +6; Atk +7 melee (1d6+2/19–20 plus paralysis, claw); Full Atk +7 melee (1d6+2/19–20 plus paralysis, 2 claws) and +5 melee (1d6+1 plus paralysis, bite); SA Ghoul fever, paralysis, pounce, rake; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +3, Ref +5, Will +8; Str 15, Dex 15, Con -, Int 13, Wis 14, Cha 12.</p><p>Skills and Feats: Balance +12, Climb +13, Hide +13, Jump +13, Move Silently +13, Spot +14; Multiattack, Improved Critical (claws), Improved Natural attack (claws), Weapon Focus (claws).</p><p>Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.</p><p>Pounce (Ex): If a feral ghoul charges a foe, it can make a full attack, including two rake attacks.</p><p>Rake (Ex): Attack bonus +7 melee, 1d8+3 damage.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1466297, member: 17619"] [b]week of april 5 (posted on april 6)[/b] since ghouls are among my favorite creatures in DnD, i wrote this encounter yesterday just for you guys. if it stinks, its because no one edited it yet, but i'm placing it in map C, so it should be a good challenge for a 7th level party. even so, its a great tactic and the variation on the common ghoul should surprise PCs. in this instance, we wanted to provide the DM with an encounter where a ghoul fought a little more like an animal. hence, the addition of pounce and rake. while its not very common to see us doing this in the dungeon, we did alter a few monsters where necessity dictated that this would be better IF the dragon had antlers, etc. anyway. enough chatter. i'll let the encounter speak for itself. C49. Former Barrack Both doors to this Room are locked and require a successful DC 30 Open Lock check to open. Eery lights and dancing shadows project upon the walls, distracting you. The Room beyond the door is in disarray, as if ransacked. Shattered wooden bunk bed frames line the southern and eastern walls. Though no mattresses or bed sheets cover them, they could once sleep twelve, and if suitable bedding could be acquired, they could still be used. Initial Attitude: Hostile Encounter: This Room was once used to house warriors of the Gnashing Fang Tribe. Over the years, the tribe suffered great loses and abandoned the place. Before fleeing, they used this place to trap a feral ghoul (hp 58) they were unable to kill. The beast has been captive for many months and seeks to destroy anyone who enters (including the PCs). Tactics: The ghoul is fearless and stronger than most of its kind. It waits above the door and descends on the last person to enter. The PCs need a DC 40 Spot check to notice it as they enter and gain a +5 circumstance bonus to the check only if they are looking straight up as they enter (the monster knows exactly where to hide in the room's shadows). During the first round, the ghoul takes full advantage of its abilities, attacking its victim with two claws, one bite, and its special rake attack. The ghoul's claws are razor-sharp from many years of scratching and sharpening upon the dungeon walls, and its critical threat range is increased accordingly. Once engaged, the ghoul no longer uses its rake attack, but continues to pounce. When it drops a PC, it turns its attention to the next closest or fastest PC. Once all the PCs are down, it feeds upon one PC until he is dead and then flees deeper into the dungeon. The ghoul fights to the death. Assume it has a Initiative check of 22. Treasure: A torch imbued with continual flame was left behind, perhaps to torment the nocturnal ghoul. The torch was broken into many pieces, but the continual flame still casts light from a single 3-in. piece of wood. A successful DC 22 Search check reveals a gold earring (worth 25 gp) tucked between one of the bunks and the wall. EL: 6 Scaling: To increase the challenge of this encounter, allow the ghoul to sneak attack the first PC for +3d6 damage or permenantly bestow magic fang on its claws, making them +2 claws. In addition, at the end of the first round, have the PCs make DC 18 Will saves or become shaken. To decrease the challenge, have the ghoul be surprised by the PCs. Feral Ghoul: CR 6; Medium undead; HD 9d12; hp 58; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +4; Grp +6; Atk +7 melee (1d6+2/19–20 plus paralysis, claw); Full Atk +7 melee (1d6+2/19–20 plus paralysis, 2 claws) and +5 melee (1d6+1 plus paralysis, bite); SA Ghoul fever, paralysis, pounce, rake; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +3, Ref +5, Will +8; Str 15, Dex 15, Con -, Int 13, Wis 14, Cha 12. Skills and Feats: Balance +12, Climb +13, Hide +13, Jump +13, Move Silently +13, Spot +14; Multiattack, Improved Critical (claws), Improved Natural attack (claws), Weapon Focus (claws). Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. Pounce (Ex): If a feral ghoul charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +7 melee, 1d8+3 damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
World's Largest Dungeon?
Top