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Wulf's "Lazy Days" Campaign Story Hour
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<blockquote data-quote="Wulf Ratbane" data-source="post: 886" data-attributes="member: 94"><p><strong>DM's TENTH SESSION NOTES</strong></p><p></p><p>I sent the party on this interlude to test out the CR's and EL's of an adventure I was working on-- and to give them a little boost in magic items since the pickings in little ol' Mirrormere are pretty slim.</p><p></p><p>I built the adventure around the concept of a betrayed dwarven lord and his vengeful spirit. I wanted the villain to be creepy, dangerous, and full of surprises. </p><p></p><p>Presto! Gibbering mouther + ghost template:</p><p></p><p>Gibbering Ghost (abberation, undead, incorporeal)</p><p>HD: 4d12+4 (34 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 10, fly 30</p><p>AC: 19 (+1 Dex, +8 natural, Ethereal)</p><p>15 (+1 Dex, +3 deflection Manifested)</p><p>Attack: 6 bites +4 melee</p><p>Damage: bite 1, improved grab, attach and drain blood</p><p>Special Att/Def: Manifest; gibbering, flash, improved grab, blood drain, engulf, earth manipulation</p><p></p><p>Amorphous</p><p></p><p>Rejuvenation (the ghost cannot be killed unless certain conditions are met)</p><p></p><p>Undead, +4 turn resistance</p><p></p><p>Saves: F+2, R+2, W+5</p><p></p><p>S10 D13 C-- I4 W13 Ch17</p><p></p><p>Skills/Feats: Hide +8, Listen +12, Search +8, Spot +16; Weapon Finesse (bite) </p><p></p><p>Gibbering (su): sonic, mind-affecting compulsion, Will DC13: All creatures within 60’ must make a Will save or be confused for 1d2 rounds. A creature that makes its saving throw cannot be affected again on the same day.</p><p></p><p>The effect here was a host of dwarven faces appearing in the black cloud to moan and curse at the PC's.</p><p></p><p>Flash (ex): Fort DC13</p><p>At the start of every combat and every 2 rounds thereafter, the ghost can create a blinding flash of light. All sighted creatures withing 60 feet must succeed at a Fortitude save or be blinded for 1d3 rounds.</p><p></p><p>The effect here was Belladur himself, armed with a hammer, striking down upon an anvil, causing the bright flash of light.</p><p></p><p>Imp. Grab (ex): The ghost must hit with a bite attack.</p><p></p><p>Drain (ex): On a second successful grapple check after grabbing, the ghost automatically deals bite damage (1 hp) and drains blood, draining 1 temporary Constitution point. A mouth can be ripped off (dealing 1 point of damage) with a successful Str check (DC12) or severed by a normal attack that deals at least 2 points of damage (AC18). A severed mouth continues to bite and drain blood for 1d4 rounds even after being severed. A creature whose Constitution is reduced to 0 is absorbed by the ghost, which gains 1 hit point and adds another mouth and pair of eyes to its body.</p><p></p><p>Engulf (ex): The ghost can try to engulf a medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC14) or fall and be engulfed. On the next round, the ghost makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the ghost from within. The previously attached mouths are now free to attack others.</p><p></p><p>In this effect, dwarves would appear out of the cloud to grapple the PC's and start draining their life force.</p><p></p><p>Frightful sonic, necromantic, mind-affecting fear effect, Will DC15</p><p></p><p>Moan (su): The ghost can moan as a standard action. All living creatures within a 30 foot spread must make a save or be panicked for 2d4 rounds. A creature that successfully saves against the moan cannot be affected by the same ghost for one day.</p><p></p><p>At the end of the first session, the ghost appeared and moaned-- causing both Jaag and Tanthril to turn tail and run. We ended the session right there, to let them stew for a week-- the party could easily have been destroyed here without those two fighters. When we sat down at the next session, there was an appeal for a re-roll since Kellan's anti-fear bonus wasn't included the first time around. Fair enough! </p><p></p><p>Earth Control: At will, as a standard action, the ghost can cause the stone and earth within 5 feet of it to become soft; earth takes 1 round, stone 2 rounds to become soft. Anything in the area must take a move equivalent action to avoid becoming pinned.</p><p></p><p>The effect here was a lot of dwarven arms reaching out to hold onto the legs, arms, and robes of the players, slowing them down.</p><p></p><p>Amorphous: The ghost has no form, no front, no back, no facing. It is immune to critical hits and cannot be flanked.</p><p></p><p>Rejuvenation: The “destroyed” spirit will restore itself in 2d4 days.</p><p></p><p>The solution to this curse being the axe...</p><p></p><p>------------</p><p></p><p>Further DM's notes:</p><p></p><p>Tanthril's little tanthrum at the end very nearly cost the players their lives. It was Tanthril's last session as he was going away on business for a while, and he had a "nothing to lose" kind of attitude about the whole thing. The hall started to fill up with dwarven warriors-- mind you, unbeknownst to the players, these were all the dirtbag turncoats, and very nearly all fighter-rogues. It would have been very ugly.</p><p></p><p>In an inspired fit of roleplaying wholly inappropriate for 11:00 at night, Kellan shouted, "ENOUGH!" and slammed his hand down on the table. Shook the rafters. Got everyone's attention. I nearly wet myself-- but it earned him some xp and shortly brought the session to a successful close...</p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 886, member: 94"] [b]DM's TENTH SESSION NOTES[/b] I sent the party on this interlude to test out the CR's and EL's of an adventure I was working on-- and to give them a little boost in magic items since the pickings in little ol' Mirrormere are pretty slim. I built the adventure around the concept of a betrayed dwarven lord and his vengeful spirit. I wanted the villain to be creepy, dangerous, and full of surprises. Presto! Gibbering mouther + ghost template: Gibbering Ghost (abberation, undead, incorporeal) HD: 4d12+4 (34 hp) Initiative: +2 (Dex) Speed: 10, fly 30 AC: 19 (+1 Dex, +8 natural, Ethereal) 15 (+1 Dex, +3 deflection Manifested) Attack: 6 bites +4 melee Damage: bite 1, improved grab, attach and drain blood Special Att/Def: Manifest; gibbering, flash, improved grab, blood drain, engulf, earth manipulation Amorphous Rejuvenation (the ghost cannot be killed unless certain conditions are met) Undead, +4 turn resistance Saves: F+2, R+2, W+5 S10 D13 C-- I4 W13 Ch17 Skills/Feats: Hide +8, Listen +12, Search +8, Spot +16; Weapon Finesse (bite) Gibbering (su): sonic, mind-affecting compulsion, Will DC13: All creatures within 60’ must make a Will save or be confused for 1d2 rounds. A creature that makes its saving throw cannot be affected again on the same day. The effect here was a host of dwarven faces appearing in the black cloud to moan and curse at the PC's. Flash (ex): Fort DC13 At the start of every combat and every 2 rounds thereafter, the ghost can create a blinding flash of light. All sighted creatures withing 60 feet must succeed at a Fortitude save or be blinded for 1d3 rounds. The effect here was Belladur himself, armed with a hammer, striking down upon an anvil, causing the bright flash of light. Imp. Grab (ex): The ghost must hit with a bite attack. Drain (ex): On a second successful grapple check after grabbing, the ghost automatically deals bite damage (1 hp) and drains blood, draining 1 temporary Constitution point. A mouth can be ripped off (dealing 1 point of damage) with a successful Str check (DC12) or severed by a normal attack that deals at least 2 points of damage (AC18). A severed mouth continues to bite and drain blood for 1d4 rounds even after being severed. A creature whose Constitution is reduced to 0 is absorbed by the ghost, which gains 1 hit point and adds another mouth and pair of eyes to its body. Engulf (ex): The ghost can try to engulf a medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC14) or fall and be engulfed. On the next round, the ghost makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the ghost from within. The previously attached mouths are now free to attack others. In this effect, dwarves would appear out of the cloud to grapple the PC's and start draining their life force. Frightful sonic, necromantic, mind-affecting fear effect, Will DC15 Moan (su): The ghost can moan as a standard action. All living creatures within a 30 foot spread must make a save or be panicked for 2d4 rounds. A creature that successfully saves against the moan cannot be affected by the same ghost for one day. At the end of the first session, the ghost appeared and moaned-- causing both Jaag and Tanthril to turn tail and run. We ended the session right there, to let them stew for a week-- the party could easily have been destroyed here without those two fighters. When we sat down at the next session, there was an appeal for a re-roll since Kellan's anti-fear bonus wasn't included the first time around. Fair enough! Earth Control: At will, as a standard action, the ghost can cause the stone and earth within 5 feet of it to become soft; earth takes 1 round, stone 2 rounds to become soft. Anything in the area must take a move equivalent action to avoid becoming pinned. The effect here was a lot of dwarven arms reaching out to hold onto the legs, arms, and robes of the players, slowing them down. Amorphous: The ghost has no form, no front, no back, no facing. It is immune to critical hits and cannot be flanked. Rejuvenation: The “destroyed” spirit will restore itself in 2d4 days. The solution to this curse being the axe... ------------ Further DM's notes: Tanthril's little tanthrum at the end very nearly cost the players their lives. It was Tanthril's last session as he was going away on business for a while, and he had a "nothing to lose" kind of attitude about the whole thing. The hall started to fill up with dwarven warriors-- mind you, unbeknownst to the players, these were all the dirtbag turncoats, and very nearly all fighter-rogues. It would have been very ugly. In an inspired fit of roleplaying wholly inappropriate for 11:00 at night, Kellan shouted, "ENOUGH!" and slammed his hand down on the table. Shook the rafters. Got everyone's attention. I nearly wet myself-- but it earned him some xp and shortly brought the session to a successful close... Wulf [/QUOTE]
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