Tuesday, July 7, 2009

A Real Life "Dungeon"

Last week I happened to take a trip to an old lead mine an hour south of St. Louis. I've been in a few natural tourist caverns and used them for D&D inspiration, but the mine was a whole different ballgame. I would encourage any midwestern DMs to find the time to take a trip to the Bonne Terre Mine. At least take the walking tour. If you're planning on running any adventures involving aboleths, kuo-toa or other underground aquatic horrors, take the boat tour (which includes the walking tour). Picture a giant aquatic monstrosity bursting out of the waters at the bottom of this deep, dark, dank pit and get a feeling for just how doomed you'd be.

This was the closest thing I've ever seen to a standard D&D dungeon. Granted, there were no 10' x 10' rooms with red dragons in them, but what surprised me was the opposite extreme. All the rooms were huge, and there were no natural caverns. Everything had been dug out over nearly a century by men, mules and machines. The tour guide said this was a "room and pillar" style mine dug completely from solid rock. It was astounding how much space had been carved out. Any dragon would have felt right at home in this place. It even had distinct levels (five of 'em). They have a slide show. The second image will give you a sense of the scale.

According to the guides, the mine extends out over about a 3 mile by 3 mile area. Suddenly the huge cities of the D&D underdark don't seem so far fetched. And the whole structure of the place, with gigantic stone pillars holding up the ceilings of these gargantuan rooms, reminded me of the mines of Moria in the Fellowship of the Ring movie. I'd always thought that place looked way too big to be true, but there I was standing somewhere that looked awfully similar.

Highly recommended as a field trip. Take your whole group and let them get a feel for crawling the underdark in real life. If you and/or your group are exceedingly crazy, you can sign up to go scuba diving in the mine.

Saturday, July 4, 2009

Why, that's a Greholdusa!

I only got one comment on last week's "Weekly What the Heck", but it inspired me so I'm going to run with it. The result is the greholdusa, the offspring of... well, probably best not to think about it too hard.

I'd like to thank Scott for his ideas (and the name), which have been mashed together with a couple of my own to create:
Greholdusa
A greholdusa looks like the offspring of a grell, a beholder, and a medusa. It's probably as confused as you are.

Level 6 Controller
Greholdusa
XP 250
Medium aberrant magical beast
Initiative +7 Senses Perception +6; darkvision
HP 72; Bloodied 36
AC 20; Fortitude 18, Reflex 19, Will 19
Immune petrification
Speed 1 (clumsy), fly 6 (hover)
mTentacle Bite (standard; at-will) * Poison
+11 vs. AC; 1d6 + 2 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +8 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
MTentacle Grab (standard; at-will)
+10 vs. Fortitude; 1d6 + 2 damage, and the target is grabbed. The greholdusa can grab only one creature at a time.
MVicious Bite (minor 1/round; at-will) * Poison
Grabbed target only; +11 vs. AC; 1d10 + 2 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +10 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
RCentral Eye (minor; at-will)
Ranged 5; +10 vs. Will; the target is dazed until the end of the greholdusa’s next turn.
Alignment Evil Languages Deep Speech
Skills Stealth +12
Str 14 (+5) Dex 18 (+7) Wis 16 (+6)
Con 16 (+6) Int 14 (+5) Cha 19 (+7)

Greholdusa Tactics
A greholdusa grabs one target at a time, releasing them once it uses vicious bite on them, and then repeats on a different target.

Level 12 Soldier
Greholdusa Scourge
XP 700
Medium aberrant magical beast
Initiative +13 Senses Perception +10; darkvision
HP 123; Bloodied 61
AC 28; Fortitude 24, Reflex 25, Will 26
Immune petrification
Speed 1 (clumsy), fly 6 (hover)
mTentacle Bite (standard; at-will) * Poison
+19 vs. AC; 1d8 + 3 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +15 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
MTentacle Grab (standard; at-will)
+17 vs. Fortitude; 1d8 + 3 damage, and the target is grabbed. The greholdusa can grab only one creature at a time.
MVicious Bite (minor 1/round; at-will) * Poison
Grabbed target only; +19 vs. AC; 2d6 + 3 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +17 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
RCentral Eye (minor; at-will)
Ranged 5; +17 vs. Will; the target is slowed until the end of the greholdusa’s next turn. If the target is hit by the secondary attack of either of the greholdusa scourge’s bite attacks while slowed, it is immobilized instead of slowed and considered to have failed its first save.
Alignment Evil Languages Deep Speech
Skills Stealth +16
Str 16 (+9) Dex 21 (+11) Wis 18 (+10)
Con 19 (+10) Int 16 (+9) Cha 22 (+12)

Greholdusa Scourge Tactics
A greholdusa scourge uses central eye and then tentacle grab on one target at a time, releasing them once it uses vicious bite, and then repeats on a different target.

Greholdusa Lore
A character knows the following information with a successful Dungeoneering check.
DC 15: Greholdusae are horrific creatures that combine the eye rays of a beholder, the grasping tentacles of a grell and the petrifying power of a medusa.
DC 20: The eye ray of a greholdusa scourge begins the petrification process and the poisonous bite finishes the job.

Encounter Groups
Greholdusae bring together the three creature types they're related to, spawning horrifically evil plots.
Level 7 Encounter (XP 1,500)
* 2 greholdusae (level 6 controller)
* 1 grell (level 7 elite soldier)
* 1 beholder gauth (level 5 elite artillery)
Level 13 Encounter (XP 4,200)
* 2 greholdusa scourges (level 12 soldier)
* 1 medusa warrior (level 13 elite soldier)
* 1 grell philosopher (level 11 elite controller)
It would sure be nice to get more than one comment on this week's What the Heck (hint hint).

Weekly What the Heck

Welcome to the thirty-sixth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Can it fly or just hop really well?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, June 27, 2009

Why, that's a Stumper!

There was only one comment on the "Weekly What the Heck" from two weeks ago, even after I extended it. I'm going to call it done and write something up. Hopefully this morning's illustration will fire more imaginations than the poor mustached squirrel guy did.

I'd like to thank Ripper for his ideas, which have been mashed together with some brainstorming by me and the missus to create:
Stumper
These curious fey creatures befuddle travelers with their strange ramblings and enjoy watching their confusion.

Level 8 Controller
Stumper
XP 350
Small fey magical beast
Initiative +9 Senses Perception +5; low-light vision
HP 89; Bloodied 44
AC 22; Fortitude 19, Reflex 21, Will 19
Speed 6, climb 6
mSpur Kick (standard; at-will)
+13 vs. AC; 2d6 + 2 damage.
MKick to the Jimmy (standard; encounter)
+12 vs. Fortitude; 3d10 + 5 damage and the target is dazed (save ends). Male humanoid targets are stunned instead of dazed.
CStumping Drawl (free, once on its turn before it takes other actions; at-will) * Psychic
Close burst 3; deafened creatures are immune; +9 vs. Will; the target is dazed until the end of the stumper’s next turn.
Alignment Unaligned Languages Elven
Skills Athletics +11, Arcana +14, Stealth +14
Str 15 (+6) Dex 20 (+9) Wis 13 (+5)
Con 17 (+7) Int 20 (+9) Cha 17 (+7)

Stumper Tactics
A stumper moves among its enemies, hoping to daze as many as possible with its stumping drawl.

Stumper Lore
A character knows the following information with a successful Arcana check.
DC 15: Stumpers enjoy sowing confusion in mortals unfortunate enough to cross their paths.

Encounter Groups
Stumpers are often found near other fey beasts.

Level 9 Encounter (XP 1,900)
* 2 stumpers (level 8 controller)
* 3 displacer beasts (level 9 skirmisher)
No really, Ripper's comment is in there - Wild West and cowboy boots became the drawl and the spurs.

Weekly What the Heck

Welcome to the thirty-fifth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? How does it decide whether to grab you with pincers or tentacles?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, June 20, 2009

Why, that's still a Yuan-ti Rampant! Kind of...

There's only one comment so far on last week's "Weekly What the Heck", so I'm leaving it up for another week to see if I can get any more. Since last week's monster seemed pretty popular, and I got a great suggestion for a variant, I'm going to stat that up instead for this week.

I'd like to thank Ripper and ChaoticBlackSheep for the idea:
Yuan-ti Restrainer
A yuan-ti restrainer is created by a ritual known to the yuan-ti malisons. It is usually performed on snaketongue cultists, implanting the restrainer seed in them which gestates and eventually hatches into a completely snakelike creature.

Level 13 Minion
Snaketongue Restrainer
XP 200
Medium natural humanoid
Initiative +9 Senses Perception +8
HP 1; a missed attack never damages a minion.
AC 29; Fortitude 25, Reflex 24, Will 23
Speed 6
mBite (standard; at-will)
+19 vs. AC; 6 damage, and the target is grabbed (until escape). The snaketongue restrainer can grab only one creature at a time.
MConstrict (standard; at-will)
Affects a target the snaketongue restrainer has grabbed; +17 vs. Fortitude; 12 damage.
Acid Blood (when reduced to 0 hit points) * Acid
Close burst 1; automatic hit; 6 acid damage, and ongoing 3 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 19 (+10) Dex 16 (+9) Wis 15 (+8)
Con 16 (+9) Int 10 (+6) Cha 11 (+6)

Snaketongue Restrainer Tactics
Snaketongue restrainers are usually crazed with the pain of the transformation and attack mindlessly.

Level 14 Soldier
Yuan-ti Restrainer
XP 1,000
Medium natural magical beast (blind, reptile)
Initiative +14 Senses Perception +12; blindsight 10
HP 140; Bloodied 70; see also acid blood
AC 30; Fortitude 27, Reflex 26, Will 26
Speed 7, climb 7
mBite (standard; at-will)
+21 vs. AC; 2d6 + 6 damage, and the target is grabbed (until escape). The yuan-ti restrainer can grab only one creature at a time.
MConstrict (standard; at-will)
Affects a target the yuan-ti restrainer has grabbed; +19 vs. Fortitude; 2d8 + 12 damage, and the target is dazed until the end of the yuan-ti restrainer’s next turn.
Acid Blood (when first bloodied; encounter) * Acid
Close burst 1; automatic hit; 3d8 acid damage, and ongoing 10 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 23 (+13) Dex 20 (+12) Wis 20 (+12)
Con 20 (+12) Int 8 (+6) Cha 8 (+6)

Yuan-ti Restrainer Tactics
A yuan-ti restrainer singles out prey even in the middle of large groups. The restrainer bites its chosen victim, grabs him, and then tries to squeeze him to death in subsequent rounds.

Yuan-ti Restrainer Lore
A character knows the following information with a successful Nature check.
DC 20: A yuan-ti restrainer gestates inside a humanoid, gradually transforming it into a fully reptilian creature. In the final stage of gestation the few remaining vestiges of mammalian tissue are shed violently.
DC 25: The yuan-ti restrainer has acidic blood that burns those who dare to harm it.

Encounter Groups
Yuan-ti encounters usually consist of a mixed group of yuanti malisons, yuan-ti rampants, yuan-ti restrainers, and snaketongue cultists.

Level 12 Encounter (XP 3,500)
* 2 snaketongue restrainers (level 13 minion)
* 2 snaketongue rampants (level 13 minion)
* 1 yuan-ti abomination (level 14 soldier)
* 1 snaketongue celebrant (level 11 controller)
* 4 snaketongue zealots (level 12 minion)
* 1 snaketongue assassin (level 9 lurker)

Level 14 Encounter (XP 5,000)
* 2 yuan-ti restrainers (level 14 soldier)
* 1 yuan-ti rampant (level 14 skirmisher)
* 1 yuan-ti malison sharp-eye (level 13 artillery)
* 3 snaketongue restrainers (level 13 minion)
* 3 snaketongue rampants (level 13 minion)
Yes, I'm being kinda lazy this week. Sue me (or, better, go leave lots of comments on last week's "Weekly What the Heck").

Saturday, June 13, 2009

Why, that's a Yuan-Ti Rampant!

The final comments are in from last week's "Weekly What the Heck". The result is the yuan-ti rampant, a fairly disgusting reptilian thing that gestates inside a humanoid host before bursting out in a whirlwind of acid and nasty pointy teeth.

I'd like to thank Ripper, d7, joeskythedungeonbrawler and Scott (with special thanks to Ripper for the name) for their ideas, all of which have been mashed together to create:
Yuan-ti Rampant
A yuan-ti rampant is created by a ritual known to the yuan-ti malisons. It is usually performed on snaketongue cultists, implanting the rampant seed in them which gestates and eventually hatches into a completely snakelike creature.

Level 13 Minion
Snaketongue Rampant
XP 200
Medium natural humanoid
Initiative +9 Senses Perception +8
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 25, Reflex 24, Will 23
Speed 6
mBite (standard; at-will) * Poison
+18 vs. AC; 6 damage, and the snaketongue rampant makes a secondary attack against the same target. Secondary Attack: +16 vs. Fortitude; ongoing 3 poison damage (save ends).
Acid Blood (when reduced to 0 hit points) * Acid
Close burst 1; automatic hit; 6 acid damage, and ongoing 3 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 19 (+10) Dex 16 (+9) Wis 15 (+8)
Con 16 (+9) Int 10 (+6) Cha 11 (+6)

Snaketongue Rampant Tactics
Snaketongue rampants are usually crazed with the pain of the transformation and attack mindlessly.

Level 14 Skirmisher
Yuan-ti Rampant
XP 1,000
Medium natural magical beast (blind, reptile)
Initiative +14 Senses Perception +12; blindsight 10
HP 140; Bloodied 70; see also acid blood
AC 28; Fortitude 27, Reflex 26, Will 26
Speed 7, climb 7
mBite (standard; at-will) * Poison
+19 vs. AC; 1d8 + 6 damage, and the yuan-ti rampant makes a secondary attack against the same target. Secondary Attack: +18 vs. Fortitude; 1d10 poison damage, and ongoing 10 poison damage (save ends).
MSpinning Frenzy (standard; at-will)
The yuan-ti rampant shifts up to 4 squares and makes two basic melee attacks.
Acid Blood (when first bloodied; encounter) * Acid
Close burst 1; automatic hit; 3d8 acid damage, and ongoing 10 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 23 (+13) Dex 20 (+12) Wis 20 (+12)
Con 20 (+12) Int 8 (+6) Cha 8 (+6)

Yuan-ti Rampant Tactics
A yuan-ti rampant whirls around the battlefield with spinning frenzy, changing targets as often as possible to spread its poison damage around. It tries to stay adjacent to multiple enemies at all times so its acid blood will catch as many targets as possible.

Yuan-ti Rampant Lore
A character knows the following information with a successful Nature check.
DC 20: A yuan-ti rampant gestates inside a humanoid, gradually transforming it into a fully reptilian creature. In the final stage of gestation the few remaining vestiges of mammalian tissue are shed violently.
DC 25: The yuan-ti rampant has acidic blood that burns those who dare to harm it.

Encounter Groups
Yuan-ti encounters usually consist of a mixed group of yuanti malisons, yuan-ti rampants, and snaketongue cultists.

Level 12 Encounter (XP 3,500)
* 4 snaketongue rampants (level 13 minion)
* 1 yuan-ti abomination (level 14 soldier)
* 1 snaketongue celebrant (level 11 controller)
* 4 snaketongue zealots (level 12 minion)
* 1 snaketongue assassin (level 9 lurker)

Level 14 Encounter (XP 5,025)
* 2 yuan-ti rampants (level 14 skirmisher)
* 1 yuan-ti abomination (level 14 soldier)
* 1 yuan-ti malison sharp-eye (level 13 artillery)
* 7 snaketongue zealots (level 12 minion)
Is the rampant ritual a blessing or a curse? Depends on the recipient's point of view, I guess...