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Infiniti2000
Verrik
(8/16/03 8:34 am)
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ezSupporter
3.5: Map A, C1-15, Main Gate
Hopefully, when Gyradon gets back from sabbatical, or when someone else gets the time, they can update the rest of the Map here. The next post(s) will be the howler.

Infiniti2000
Verrik
(8/16/03 9:11 am)
Reply
ezSupporter
Howler, Advanced to 12HD, CR 7
Quote:
pg. 45 - C6
Howler: Huge Outsider (Chaotic, Evil, Extraplanar); CR 7; HD 12d8+60 (114 hp); Init +6; Spd 60; AC 18 (-2 size, +2 Dex, +8 natural; touch 10, flat-footed 16); BAB +12; Grapple +29; Atk +19 melee (6d6+9, bite); Full Atk +19 melee (6d6+9, bite) and +14 melee (1d8+4, 1d4 quills); SA Quills, howl; SQ Darkvision 60ft; Space/Reach 15/10; AL CE; SV Fort +13, Ref +10, Will +10; Str 29, Dex 15, Con 20, Int 6, Wis 14, Cha 8.

Skills and Feats: Climb +24, Hide +9, Listen +19, Move Silently +17, Search +13, Spot +19, Survival +2 (+4 following tracks); Ability Focus (quills), Alertness, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite).

Quills (Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 20 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity based. A quill can be removed with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 15 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.

Typically found in area C6, the barracks, though presumably Mereclar could be riding him out in the countryside.

The DC of the quill attack is computed as +2 for Dex, +6 for half HD, and +2 for ability focus. I thought ability focus and improved natural attack (both new feats in the MM) were good choices for his two new feats.

He gets an ability point at 8HD (in addition to the ability changes in going up a size category), so I put it in Con.

The CR for this advanced howler is much higher than Monte intended. It is strongly advised that you reconsider using this monster and stick with a standard howler with the improvements as listed in the module, or use the alternate CR 5 advanced monster listed in the 3.5 Conversion Guide.

Edited by: Infiniti2000 at: 9/11/03 8:32 pm
Infiniti2000
Verrik
(8/16/03 9:22 am)
Reply
ezSupporter
Howler, Advanced to 9HD, CR 5
Quote:
pg. 45 - C6
Howler: Large Outsider (Chaotic, Evil, Extraplanar); CR 5; HD 9d8+27 (67 hp); Init +7; Spd 60; AC 17 (-1 size, +3 Dex, +5 natural; touch 12, flat-footed 14); BAB +9; Grapple +18; Atk +13 melee (2d8+5, bite); Full Atk +13 melee (2d8+5, bite) and +8 melee (1d6+2, 1d4 quills); SA Quills, howl; SQ Darkvision 60ft; Space/Reach 10/5; AL CE; SV Fort +9, Ref +9, Will +8; Str 21, Dex 17, Con 16, Int 6, Wis 14, Cha 8.

Skills and Feats: Climb +17, Hide +11, Listen +16, Move Silently +15, Search +10, Spot +16, Survival +2 (+4 following tracks); Ability Focus (quills), Alertness, Combat Reflexes, Improved Initiative.

Quills (Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 19 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity based. A quill can be removed with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.

Typically found in area C6, the barracks, though presumably Mereclar could be riding him out in the countryside.

The DC of the quill attack is computed as +3 for Dex, +4 for half HD, and +2 for ability focus. I thought ability focus (new feat in the MM) was a good choice for his new feat.

He gets an ability point at 8HD, so I put it in Con.

Edited by: Infiniti2000 at: 9/9/03 7:58 pm
Cordo Crowfoot
Litorian
(8/16/03 10:27 am)
Reply
Re: Howler, Advanced to 9HD, CR 5
Good job including both stat blocks... I think the weaker version should go at the top in the actual document. ;)

Admiral Xzar
Faen
(8/21/03 10:41 am)
Reply
Re: Howler, Advanced to 9HD, CR 5
ok, i`m taking over this map now...

8/21/03 10:52 am added areas 2, 4 and 7...

Edited by: Admiral Xzar at: 8/21/03 10:54 am
Admiral Xzar
Faen
(8/21/03 10:45 am)
Reply
Re: Howler, Advanced to 9HD, CR 5
C 2

Quote:
Page 43 C2
Gnolls (4): hp 9, 10, 14, 11; 2d10 gp;see Monster Manual page 130.

Admiral Xzar
Faen
(8/21/03 10:48 am)
Reply
Re: Howler, Advanced to 9HD, CR 5
C 4

Quote:
Page 44 C4
Gnolls (4): hp 9, 11, 10, 12; 2d10 gp;see Monster Manual page 130.

Admiral Xzar
Faen
(8/21/03 10:52 am)
Reply
Re: Howler, Advanced to 9HD, CR 5
C 7

Quote:
Page 178
Wormspike: Male ogre War2; CR 3; Large giant; HD 6d8 +15; hp 42; Init -1; Spd 30 ft.; AC 16, touch 8, flat-footed 16; Base Atk +5; Grp +14; Atk +11 melee (2d8+8, +1 Large greatclub) or +3 ranged (1d8+5, Large shotspear); Full Atk same; Space/Reach 10ft./10ft.; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +9, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.

Skills and Feats: Climb +5, Listen +2, Spot +2; Power Attack, Toughness, Weapon Focus (greatclub).

Possessions: +1 Large greatclub, Large hide armor, 4 Large shortspears, gold necklace (500 gp).

Wormspike is typically found in area 7 or in company with Mereclar. (page 45)

Shortspear now have critical multiplier of x2.

Edited by: Admiral Xzar at: 8/22/03 11:06 pm
msherman
Sibeccai
(8/21/03 11:00 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
Wormspike is a Large creature, so his Greatclub should now be Large, as well.

Infiniti2000
Verrik
(8/22/03 5:30 am)
Reply
ezSupporter
Re: 3.5: Map A, C1-15, Main Gate
So is his Hide armor. >D

smetzger
Faen
(8/22/03 11:28 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
Quote:
Mereclar: +Male half-elf Rgr 5; CR 5; Medium-sized Humanoid; HD 5d8+5; hp: 31; Init +3; Spd 30 ft; AC 17, touch 13, flat-footed 14; Atk +8 melee (1d8+2/19-20 MW longsword) or +9 melee (1d6+1/19-20, MW short sword), or +9 ranged (1d8+2/x3, MW mighty comp. Longbow[+2 Str bonus]); Full Atk +6 melee (1d8+2/19-20 MW longsword) and +7 melee (1d6+1/19-20, MW short sword), or +9 ranged (1d8+2/x3, MW mighty comp. Longbow[+2 Str bonus]); SA Favored enemy (dwarves +4, animals +2); SQ wild empathy, immune to sleep, low light vision, +2 bonus on saves against enchantment effects; AL CE; SV Fort +6, Ref +8, Will +3; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8;

Skills and Feats: Heal +6, Hide +6, Diplomacy +1, Gather Information +1, Listen +10, Move Silently +6, Search +9, Spot +15, Survival +9, Endurance, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse;

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style (Ex): Two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.




Spells Prepared (1; base DC=11+spell level): 1st- resist energy.

Possessions: MW longsword, MW short sword, MW mighty comp. Longbow (+2 str), 20 MW arrows, +1 studded leather armor, cloak of resistance +1, eyes of the eagle, potion of cure light wounds

Notes:
+6 melee longsword = +5 base +2 str +1 MW -2 TWF
+7 melee shortsword = +5 base +3 dex +1 MW -2 TWF
He now gets 48 ranks; so I maxed out Search since its a Racial thing; then bumped up Heal, Hide and MS each by 1
Diplomacy and Gather Information have a +2 racial bonus now
Since HD dropped to d8, his average hp would be 5 less, so reduced HP by 5



9/11 edit: changed HD to d8, this results in an average of 5hp loss, so adjusted his hp down by 5
'limed' Weapon Finesse and removed shortsword
Changed favored enemies to +4, +2
Changed single attack so he can attack w/ longsword _or_ shortsword

Edited by: smetzger at: 9/11/03 9:08 am
Cordo Crowfoot
Litorian
(8/22/03 7:15 pm)
Reply
Re: 3.5: Map A, C1-15, Main Gate
[font color=lime]text[/font]

Admiral Xzar
Faen
(8/22/03 11:08 pm)
Reply
Re: 3.5: Map A, C1-15, Main Gate
can anyone tell me, why wormspike had a HUGE hide armor???
he was in 3.0 also large, so why??

Xzar

PS: changed everything...

Infiniti2000
Verrik
(8/23/03 6:31 am)
Reply
ezSupporter
Re: 3.5: Map A, C1-15, Main Gate
It must just be a typo. Probably, Monte got in the habit of typing huge weapon, huge weapon, and forgot to type large for the armor. :\

smetzger
Faen
(8/25/03 10:47 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
Quote:

Terrenygit Male troglodyte Clr 5; CR 6; Medium Humanoid (Reptilian); HD 7d8+21; hp 55; Init +0; Spd 20 ft; AC 26(touch 10, flat-footed 26); Base Atk +4; Grpl +6; Atk +8 melee (1d8+3, +1 morning star) or +6 melee (1d4, claw) or +5 ranged (1d6+2, javalin); Full Atk morningstar +8 melee (1d8+3) and bite +4 melee (1d4); or 2 claws +6 melee (1d4) and bite +4 melee (1d4); or javelin +5 ranged (1d6+2); SA Rebuke undead 4/day, stench; SQ Darkvision 90 ft, insanity; AL NE; SV Fort +10; Ref +1; Will +6; Str 14, Dex 10, Con 17, Int 11, Wis 16, Cha 13.

Skills/Feats: Concentration +8, Hide +1(*+5) , Knowledge (religion) +5, Listen +7, Multiattack, Scribe Scroll, Weapon focus (morningstar), Weapon focus (javalin).

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 14 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to by another +4.

Spells Prep. (5/5/4/3; base DC=14+spell level): 0- cure minor, detect Magic, detect poison, guidance, resistance; 1st- bane, command, cure light, lesser confusion*, shield of faith; 2nd-bull’s strength, bear's endurance, spiritual weapon, Tharizdun’s touch*; 3rd-blindness/deafness, dispel magic, rage*. *Domain Spell. Diety: Tharizdun. Domains: Evil (cast evil spells at 6th level); Madness (1/day add insanity score to wisdom based roll).

Possessions: Black robes, +1 morning star, potion of cat’s grace, divine scroll of hold person, rage, and prayer, 2 javelins, full plate armor, large steel shield, curved knife, necklace of bones and teeth, 76 gp, holy symbol (obex)

Notes:
There's a note in the current errata that Terrenygit can't quite control all his closet zombies since his command limit is 5 HD and his animate limit is 10 HD (and zombies are 2 a piece). Now in v3.5, the animate limit is double at 20 HD (which matches Monte's comment about the limit of 10 now). So, with a successful turn check, he can snag all 12 now.


Edits for 9/12/03
Terrenygit's stench should be at DC 14. It is only calculated by Trog HD (that's what I was told and I agree) Endurace is now Bear's endurance, random action is now lesser confusion.
Hide: 5 (trog) + 4 (racial) +4 (optional racial) -8 (armor)
Listen: 5 (trog) + 2 (wis)
Concentration: 5 (Clr) + 3 (con)
Know (religon): 5 + 0
His trog skill points went up when his int went to 11, but this had not been factored in initially. Before he had 3 ranks in listen, and 2 in hide (std trog skills)

9/15/03
Added noted about amount of HD T. can command.


Edited by: smetzger at: 9/15/03 7:29 am
Admiral Xzar
Faen
(8/25/03 10:54 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
C 10

Quote:
Page 46 C10
Gnolls (8): hp 14, 12, 11, 13, 12, 14, 10, 9; 2d10 gp; see Monster Manual page 130.

Admiral Xzar
Faen
(8/25/03 10:57 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
C 12

Quote:
Page 46 C12
Human Commoner Zombie (12): hp ....; see Monster Manual page 266.

Admiral Xzar
Faen
(8/25/03 11:02 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
C 13

Quote:
Page 46/47 C13
Troglodytes (2): hp 13, 15; AC 20; see Monster Manual page 246.

Admiral Xzar
Faen
(8/25/03 11:06 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
hey smetzger, thanks, that you have done the two big NPC from this map...

i am lucky, that i haven`t done these two yet...

smetzger
Faen
(8/25/03 11:57 am)
Reply
Re: 3.5: Map A, C1-15, Main Gate
No problem, I had preped Map A, Map B and Map G for this weekend. Then my players decided to go to Nulb (which they skipped the first time) :)

I have the "3.5 Map A Encounters.doc" ready to upload. Just waiting to make sure that I didn't make any mistakes in the two NPCs above.

ZansForCans 
Litorian
(9/9/03 1:20 pm)
Reply
Re: Howlers...
I2k, before I get too far here, what is the lime text in the howler stats denote changed against? Is it Monte's advanced howler or the MM base howler? (I haven't really checked, just curious if I need to describe it).

Also, two general questions for the group:

Does anyone have a problem with CC's comment above that we list the equivalent CR howler first? That's seems right to me as well since it's more in line with his original.

Does anyone have a problem listing the advanced howlers in the stat block section of the conversion doc with the NPCs even though there is no corresponding block in the original? I think I've already done this with the Ogre Skel from the Moathouse, but didn't think about whether it would be an issue until just now. These things could be listed instead in the chapter by chapter changes rather than our replacement for Appendix 3. I think I prefer them in the stat block section, but I thought I'd ask. Thoughts?

Fix(es):

The CR 5 howler's Fort should be bumped up to +9 from the increased Con.


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Edited by: ZansForCans  at: 9/9/03 1:39 pm
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