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Elemental, Negative Energy

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Elemental, Negative Energy

Climate/Terrain: Negative Energy Plane
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Life Force
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Chaotic evil
No. Appearing: 1
Armor Class: 2
Movement: 12
Hit Dice: 8, 12, or 16
THAC0: 8 HD: 13
12 HD: 9
16 HD: 5
No. of Attacks: 1
Damage/Attack: 3d8 (fist)
Special Attacks: Energy drain
Special Defenses: +2 weapons to hit
Magic Resistance: Nil
Size: L to H (8-16’ tall)
Morale: Fanatic (17)
XP Value: 8 HD: 5,000
12 HD: 9,000
16 HD: 13,000

 

Negative energy elementals are so named because they are composed of the “material” of their home: the Negative Energy Plane. They appear as vaguely humanoid sheets of ebony flame. When on planes other than their home plane, negative enemy elementals leave death and decay in their wakes.

 

Combat: The mere presence of these creatures is anathema to life; everything within a 30-feet radius of a negative energy elemental is affected as follows:

  • Undead within the area are more difficult to turn; they turn as if two categories higher.
  • All undead regenerate at a rate of 2 hit points a round. Undead that already have regeneration abilities add 2 hit points a round to their usual rate.
  • Freshly slain living creatures in the area have a 50% chance to spontaneously animate as standard zombies.
  • Healing spells in the area of effect only cure half the hit points rolled.
  • A supernatural chill inflicts 1 point of damage per turn to those who do not possess magical protection against cold.

When a negative energy elemental attacks, it either forms a humanoid fist to deliver a hammering attack or it merely sweeps over its victim in a midnight wave of death. A successful attack inflicts 3d8 points of damage due to cell death plus the loss of two levels of experience. Their touch also causes up to 1,000 cubic feet (a 10-foot cube) of materials derived from organic substances (such as food, parchment, wood, cloth, and the like) to rot and be destroyed. A successful item saving throw vs. acid negates the effect.

Because of its close association with the Negative Energy Plane, these creatures are particularly susceptible to elemental manifestations. Attacks made by any type of elemental or elemental being against a negative energy elemental gain a +2 attack bonus and +2 points per damage die delivered. Additionally, negative energy elementals save against manifestations of elements (fireball, lightning bolt, etc.) with a -2 penalty.

 

Habitat/Society: The creatures do not leave the Negative Energy Plane by choice, but they can be summoned by the appropriate spells or spell-like abilities. If a summoner of a negative energy elemental loses control of the creature, he or she must immediately make a successful saving throw vs. death magic or lose 1d4 levels of experience in a negative backlash.

Additionally, the elemental attacks its summoner for three rounds before fading back into the inner plane of its birth.

 

Ecology: When away from the Negative Energy Plane longer than a day, a negative energy elemental is forced to consume life force. If it is unable to consume at least 10 hit points or 1 level each day, the creature returns to its plane of origin. Therefore, it is difficult for one of these elementals to remain hidden in any area for too long before its appetite gives it away.

If a negative energy elemental were to be bound into a magical item in just the proper way (an excedingly dangerous undertaking), the effects of the negative aura could prove a beneficial item to an evil wizard or necromancer. However, for every month a negative energy elemental remains bound into an item, there is a 5% chance it will burst free. An elemental that finds freedom is uncontrollable afterwards and seeks to slay the creature who bound it until one or the other is dead.

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Garlin Swamp

 

The quagmire known as the Lowlands of Garlin, or the Swamp of Garlin, extends from the rocky foothills of the Gray Pinnacles along the river Thadysh to the shores of the Great Sea, with the Highlands of Garlin to the north and the Gullwing Hills to the south. Traversing the lowlands is an extremely dangerous task. Aside from the marsh and ebbing mists, the land is home to a number of hideous and strange monsters. It is rumored that orcs and goblins from the mountains make trips into the swamp to waylay foolish merchants and adventurers.

 

For every 4 hours the PC spends traveling in the swamp, roll 1d6; a 6 indicates that an encounter occurs. To determine the encounter, roll 1d10:

 

1d10 Encounter

1 Catoblepas (1)

2 Centipedes (d4)

3 Giant Crayfish (1)

4 Giant Frog (1)

5 Goblins (d4)

6 Gnolls (d2)

7 Kobolds (d4)

8 Lizardman (1)

9 Orcs (d4)

10 Skeletons (d4)

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2 hours ago, Ragitsu said:

 

 

 

I remember feeling cheated about not having flying cars or trips to the moon when 2000 rolled around. But I think it's for the best.

 

The real reason there are no flying cars is that there are too many bad drivers out there who can't handle moving in two dimensions, let alone three.

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According to the DSM-IV-TR, a hypomanic episode includes, over the course of at least 4 days, elevated mood plus three of the following symptoms OR irritable mood plus four of the following symptoms:

* pressured speech; rapid talking
* inflated self-esteem or grandiosity;
* decreased need for sleep;
* flight of ideas or the subjective experience that thoughts are racing;
* easy distractibility and attention-deficit (superficially similar to attention deficit hyperactivity disorder);
* increase in psychomotor agitation; and
* steep involvement in pleasurable activities that may have a high potential for negative psycho-social or physical consequences (e.g., the person engages in unrestrained buying sprees, sexual indiscretions, or foolish business investments).

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20 hours ago, tkdguy said:

 

I remember feeling cheated about not having flying cars or trips to the moon when 2000 rolled around. But I think it's for the best.

 

The real reason there are no flying cars is that there are too many bad drivers out there who can't handle moving in two dimensions, let alone three.

 

Computer autopilot would be the primary mode of control, should they eventually become practical for widespread use.

 

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  • The Cleric lacks the finesse of the Thief/Rogue, the combat prowess of the Fighter, and the impressive offensive magic light show of the Mage/Wizard. Furthermore, it is expected to fill the thankless, inglorious task of healing and supporting the party. Most of the glory is vicarious, by allowing the party members to survive and do better at their respective jobs, but a party without a cleric is virtually hamstrung.
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The innkeeper has three spartan rooms he rents for 10 sp each per night. Each room has bunk bed, night pan and candle. Meals are plain country fare: oatmeal for breakfast, beef and potatoes for lunch, and stewed lamb or chicken with vegetables for supper. Salthorse keeps full assortment of wines from each of the four wineries in stock. Prices are the same charged by the General Store (1sp for Depardo wine, 3 sp for Tieton, 6 sp for Smedling, and 9 sp for Muslich).
 

Old Man Riggins can always be found in The Grapeshot Tavern from the mid afternoon until closing. Usually, several winery workers visit at night to drink, play darts, and socialize, but the bar has had few patrons lately. Reggie will be glad to have customers.
 

If the PC has a good idea of where the monster is and how to deal with it, he can convince the bartender to lend a hand with some cajoling and a successful Charisma check. Reggie has a deep, abiding hatred for the undead because he lost one of his best shipmates to a pack of lacedons years ago. However, he wants to be sure that any attack will be successful. The PC must describe a viable-sounding plan.

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Scorpion, Barbed

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http://www.mojobob.com/roleplay/monstrousmanual/images/scoratha.gif

     
Climate/Terrain: Any  
Frequency: Uncommon  
Organization: Swarm  
Activity Cycle: Any  
Diet: Carnivore  
Intelligence: Non- (0)  
Treasure: D  
Alignment: Neutral  
No. Appearing: 1-4 (1d4)  
Armor Class: 1  
Movement: 9  
Hit Dice: 9+5  
THAC0: 11  
No. of Attacks: 3  
Damage/Attack: 1d12/1d12/1d6  
Special Attacks: Poison sting  
Special Defenses: Barbs  
Magic Resistance: Nil  
Size: M (8-12’ long)  
Morale: Steady (12)  
XP Value: 3,000  

 

Barbed scorpions are incredibly large creatures that prey on any living thing they find. They make their homes in caves among the rocky badlands, but are found all over Athas, living wherever they can find enough food to exist.

Barbed scorpions average 10 feet long from pincher to tail. Their carapace is a dull gray to a dusty tan. They are covered with large, sharp, protruding barbs that can cause terrible damage to anyone who gets close to these creatures. Their long, segmented tail is as long as their body and arcs overhead with a venomous stinger the size of a short sword. They make a terrible clacking noise as they move about.

 

Combat: A barbed scorpion attacks any living being that approaches it. It moves about, wildly attacking with both of its pinchers and its tail in each round. Attacks by its pinchers cause 1-12 (1d12) points of damage and captures opponents within its grip. Once captured, victims can break free only by making a successful Bend Bars/Lift Gates roll. If the attempt fails, the barbed scorpion stings the victim the next round. If the barbed scorpion does not have a victim in its grasp, it makes a regular attack with its stingers.

The barbed scorpion’s hard, chitinous carapace provides it with AC 1. Anyone attempting to attack the barbed scorpion with short or medium length melee weapons must make a Dexterity roll at -3 each round to avoid receiving 2-8 (2d4) additional points of damage from running into the moving creature’s barbs while attacking it.

Their stinger causes 1-6 (1d6) points of damage and injects venom into the wound. The victim must successfully save vs. poison (type C) or within 2-5 minutes the victim suffers 25 points of damage. If the save is successful, the victim suffers only 2-8 (2d4) points of damage. The barbed scorpion is not immune to its own venom.

 

Habitat/Society: Barbed scorpions travel and hunt for food either alone or in small swarms.

 

Ecology: Barbed scorpions prey on wild animals and weary travelers. Their dens often contain the undigestible remains of former prey, including some valuables that might still be intact. There is a 60% chance of finding type D treasure.

 

 

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20 Zhentish caravan.

This caravan of five oxen-drawn carts is carrying grain, lumber and a small set of iron ingots plundered and extorted from the outlying farms and villages of Daggerdale. It is led by Red Morgan, a Zhentish agent. Red desperately wants to get these goods to Zhentil Keep, where they can be turned into soldiers' rations, spear hafts and arrow shafts, and weapons, but he and his guards have already engaged and slaughtered one band of freedom riders and chased off a pack of goblins. They are wounded, tired, and sore and have turned back to Dagger Falls because barely enough men survived to drive the carts, much less guard them.

 

Red Morgan: 6th level human rogue; AL NE; AC 9; MV 12; hp 18 (33);
THAC0 18; #AT 1; Dmg by weapon type; SA backstab at +4, x3; sling, dagger, scimitar; S 13, D 15, C 12, I 9, W 11, Ch 14; XP 420; potion of flying, 1
pinch dust of disappearance.
Red Morgan directs his men to defend the caravan, then slinks off into the shadows (hide in shadows 60%) to attempt to backstab opponents or to flee combat if things are going poorly.

 

Mistress Mara Trollsblood: 4th-level half-orc fighter; AL LE; AC 1; MV 12; hp 15 (21);

THAC0 17; # AT 1; Dmg by weapon type + 3; banded mail, shield, great spear, battle axe; S 18/56, D 15, C 11, I 11, W 6, Ch 13; XP 270; + 1 ring of protection.
Mara enjoys taking prisoners, tying them loosely, and killing them when they try escaping. She is the only guard with a horse; Morgan's was slain under him in the fight with the goblins.

 

Fire's rage (medium warhorse): Int Animal; AL N; AC 6; MV 18; HD 3 +3; hp 10 (20);

THAC0 19; #AT 2; Dmg 1-6/1-6; SZ L; ML 12; XP 65.
Fire's rage is a chestnut mare, trained to combat from a young age and fitted with leather barding.

 

Guards and Drovers (7): 0-level men; AL LE; AC 6; MV 9; hp 1-5 each (normally 2-8);

THAC0 20; # AT 1 or 2; Dmg by weapon type; ML 8; XP 35 each; short bows, long swords, hand axes.
The guards and cart drivers are frightened and may break and run even if Mara is mowing down the opposition. Make a morale check for them each round.

 

Oxen (10): Int Animal; AL N; AC 8; MV 12; HD 3 +2; hp ; THAC0 19; #AT
1; Dmg 2-8; SZ L; ML 10.

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Join us this Saturday, October 22nd at 7 PM Eastern, as we live stream Spider Jack Meets The Pumpkin Prince https://housedok.com/spider-jack-meets-the-pumpkin-prince/, the latest Halloween adventure for Metahumans Rising as part of an all day charity event hosted by Fool's Moon Entertainment Inc. 

There are great games going all day so log on anytime.

 

We look forward to seeing you there. 

https://t.co/eUsVZ6m4gY

#TTRPG #TTRPGRising #TTRPGCommunity #ActualPlay #ActualPlayRPG

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