Dungeon Master Information

Total Page:16

File Type:pdf, Size:1020Kb

Dungeon Master Information Dungeon Master Information Trolls are not your usual player race, and it is up to your discretion to allow them into your campaign. There are a few prominent reasons not to allow in your campaign. Trolls are overpowered compared to other player races. They gradually grow in power over the first 4 levels. When preparing encounters you have to take this into account. Trolls choosing fighter and barbarian classes end up being roughly twice the strength of other normal characters, once they become level 5. If they choose the ranger or rogue class, count them as 1½ times the strength of normal characters once they become level 5. The availability of large size armor and weapons may postpone this power increase a little. Being this overpowered may cause discontent or jalousie at the table. Other players may be jealous of the power of the troll or the troll player may be hugging the spotlight in combat over shining the other players. Trolls are monsters. Most villages, towns and cities do not allow trolls to enter. This may cause some problems, the troll player is excluded from the action that takes place here, and the player basically have to wait until these errands have been performed. One way to overcome this may be to have the player play two characters, a troll and a goblin or gnome. This secondary character does not take part in combat and is only used for social encounters. It can go where the troll cannot. If you want to use this approach, talk to all your players, not just the troll player. Trolls become large. They are unable to fit into small spaces. They may be unable to go into the Halfling or gnome inn. The upper floors of a building may not be able to support their weight. When fighting in a contained space they have disadvantage. They cannot buy large size weapons and armor from a normal blacksmith; it has to be custom made. Troll has to reacquire weapons and armor to fit its large size as it becomes large, make sure to either plan for it or somehow make appropriate weapons/armor become available. It is very frustrating for a player to have this unused potential for extended periods of time. Likewise it is very frustrating if all encounters take place in confined space where the troll player has disadvantage on attacks, so make sure not to over use this weakness. Trolls have weaknesses when it comes to fire and acid damage. They cannot regenerate this kind of damage, when preparing encounters, take this weakness into account. A fight with a fire elemental, a black dragon or a spellcaster relying on spells that deals fire or acid damage, may leave the party in need of extra healing because the troll cannot regenerate this. In other words, before allowing a troll into you campaign, be sure to have a talk with all your players about it and make sure they are OK with it. Are they OK with a character eating fallen enemies? You also have to make sure that the troll player understands that there are significant drawbacks by playing a troll, and that they won’t try to steal the entire spotlight from the other players. You have to gage your players before introducingSample the troll race. Most children are not up to this, but mature players should file be able to handle this responsibility. A bad player can easily and even unintentionally destroy a good D&D game. When playing a troll you specifically have to take care not to. Are your players up to the task? On the other hand trolls can be a lot of fun to play and have in your party. Yes, their low intelligence may cause them to behave, - erhm, - suboptimal, but that doesn’t mean it won’t be fun. In fact it could be hilarious. And remember if anything goes wrong, talk to your players. Loath some limbs When you read the monster manual, you will find a variant about detached limbs. I found those rules a bit clunky, but if you like them, feel free to use them. – They are way more canon than the rest of this document. You become what you eat Similarly you will also find information on mutant trolls. To expand on the rules about acquiring traits from food, here are some examples: Animals in general: The troll can mimic their sound. Creatures with horns, antlers or tusks: The troll starts to grow this feature. Roosters: The troll feels an urge to wake everybody in the party at the crack of dawn, with a rooster like sound. Dogs: The troll feels an urge to sniff other creatures’ butts, and urinate where ever the troll goes. Cats: The troll feels an urge to climb trees, and doesn’t worry about getting down till it is up there. Spell casters (including couatls, darkmantles, death knights etc.): The troll gain access to one cantrip or one first level spell and have a single spell slot. (The cantrip and the spell must be known or memorized by the spellcaster) Elves: The ears become pointy. Dwarves: The troll starts to grow a beard. Angels: The troll can do one healing touch, healing 1d8 points of damage. Ankheg, umber hulks and insects: The troll grows an exoskeleton, giving the troll an AC bonus of 1. Basilisk: The troll can gaze as an attack. Target must make a DC 10 con save or be paralyzed till the end of its next round. Behir: The troll deals an extra 1d4 points of lighting damage when the troll bite. Beholders: The trolls gaze now infers an antimagic cone of 10 feet range. Bugbears: The troll becomes very furry. Bulette: The troll gains a burrowing speed of 1 foot per round, or increases it, if the troll already has a burrowing speed. Bullywugs, Chuuls, Kua-toa, Merfolk and merrows: The troll can breathe under water. Carrion crawlers, Chuuls, Grells and Mindflayers: The troll starts to grow tentacles around the mouth. Chimeras and Ettins: The troll start to grow and extra head. After one hour it starts talking. It will always disagree with the troll, but not endanger itself (or the troll) deliberately. Sample Elephant: The troll can remember everything that happens from now on. file Flumphs: The troll farts a lot more than usual. Goblins: The teeth become crooked. Kenku: The troll can repeat everything it hears flawlessly, in the voice of the original speaker. Medusa: The troll starts to grow snakes for hair. Mindflayers: The troll acquires a few random memories of the food. Mindflayers, Nothic, Otyughs and pseudo dragons: The troll become telepathic, range 30 feet. Otyughs: The troll craves the droppings of other creatures. Pixies and sprites: The troll can turn invisible once for one minute. The invisibility ends if the troll attacks, casts a spell or eats. Once a creature has been dead for more than 3 days, the troll gains no effects from eating it. Generally the effect is way less powerful than that of the original creature, for instance paralyzing instead of turning to stone. The effects start to manifest themselves after 10 minutes of eating and go away usually after a long rest, but in certain cases they may continue a day or two more. The effect scales with level. For a level 1 troll the effects should only be visual in nature. For level 2 trolls, the effect may have a power level compared to that of a cantrip. For level 3 trolls the power level increases to a level on spell. For a level 5 and higher troll the power level increases to that of a level 2 spell. Thus the troll will never gain flight ability, but feather fall and levitation is OK. More than one effect may be gained, particularly if it is a weak effect, but no more than 3. When selecting an effect, wary the effect, sometimes when eating a dwarf, the troll grow a beard, other times the troll just becomes stubborn. Sometimes nothing happens. Make sure not to select an effect that is too detrimental for the party. Think in terms of what would be fun. A farting troll might be fun, but it might also be too much. Think ahead. Knowing of an upcoming social encounter an extra head that disagrees with the troll and openly contradicts the troll might be fun. The effect might give the party an extra advantage, but the players should not calculate with such an advantage in advance. The party shouldn’t go stockpiling dead pixies, because troll thinks it can insure the ability to become invisible. Tell the player who plays the troll the exact extend of the ability. Be specific about limitations such as a spell that can only be cast once. It is your game, you have permission to change it A lot of dungeon masters will not change or expand the rules of the game. They fear they may break the game, or they simply have a compulsion to play as correctly as possible. (I used to be like that.) Well, fear not! Once you have changed the rules a few times, it actually becomes fun. When you include a troll into your game, you have to be prepared to be a little more flexible than a regular DM. Trolls weren’t meant to be player races, and there will be unforeseen complications. This is your game, and you are not breaking any laws by changing the rules. When in doubt say “yes, you can”,Sample and remember the “rule of cool”.
Recommended publications
  • The Lost Kenku
    THE LOST KENKU Illustrated and Written By Shawn Wood Note from the Author o say this is a loosely constructed adventure may be an exaggeration of some degree. However, some patron saint of children requested a pdf of my adventure notes. So, here we are. I’ve use one version or another of this adventure to introduce people to the D&D experi- ence as it has all the elements of a good game with very little ramp up time needed. The adventure structure is created in such a way to allow for as much or as little combat is desired. Encounters can be changed to suit a lvl1 cam- paign, and with a little imagination I imagine one could have fun altering it for a party in the high teens. Some nice paintings of Ancient Dragons and Neoliths may be in order. Have fun with it. Change, add, or remove monsters, items, and characters as you see fit. A special thanks to the wonderful donors of the Extra Life Charity and the Dungeons and Dragons Team. Together we can manage to do a little bit of good in this mind-flayer-run world. 2 | THE LOST KENKU | A 2017 EXTRA LIFE ADVENTURE Wizard of Weirding Mind Flayer Alhoon The Wizard Weirding is a mind flayer alhoon in dis- guise. It uses disguise self to appear as a male human wizard named Weirding. Long ago, it left the hive in search of power and immortality through magic. To blend in with the general population of Faerun, the alhoon mar- ried a human woman and adopted her child as his own.
    [Show full text]
  • The Grand Duchy of Karameikos Players Guide V1.0
    The Grand Duchy of Karameikos Players Guide v1.0 Overview This player guide is intended to give you, the player, an overview of the new world you will be exploring – Mystara and more specifically the Grand Duchy of Karameikos, the country that will be your starting area. It will give you some background for your characters and some modifications and limitations to the choices you can make at character creation based upon this campaign starting in the Grand Duchy of Karameikos. As you explore the lands of Karameikos & the rest of Mystara, discover its secrets and meet new races and cultures more options will open for you as players. History This is the land's history as known to the peoples of Karameikos. The first part of the history is recorded in an epic work of poetry of the Traldar (Traladara) people, "The Song of King Halav." This is an ancient work maintained by generations of bards before finally being committed to writing about six centuries ago. The Song of King Halav In ancient times, the land now called Karameikos was the forest homeland of the Traldar, men and women so favoured by the Immortals and allowed to live in these beautiful lands. The Immortals let the Traldar live happy, simple lives. The Traldar fished and hunted; the men spent most of their time sporting with one another and offering praise to the Immortals. But the Immortals knew that the happiness of the Traldar was to end. Far to the west, a race of evil beast-men was preparing to march through the easterly lands in search of booty, prisoners and more hospitable homelands.
    [Show full text]
  • Advanced Dungeons & Dragons 5Th Edition (AD&D5E) the Kenku
    Advanced Dungeons & Dragons 5th edition (AD&D5E) The Kenku This product contains optional variant rules for the Kenku race in the Dungeons & Dragons 5th Edition game, and is considered official for use in the Advanced Dungeons and Dragons 5th Edition game. Sample file AD&D5E Game Terms The following are some terms and acronyms used and what they mean. Ability Score Adjustment (ASA). Raises the maximum an ability score can be increased to. Ability Score Improvement (ASI). Increases an ability score by the stated amount, but does not raise the maximum the ability score can be increased to. Ability Score Maximum (ASM). The maximum an ability score can be increased naturally. All player character's ability scores have a natural maximum of 20. Racial Ability Score Adjustment (RASA). The ability score adjustment your character receives for being a member of a certain race, subrace, and/or variant options. Racial Ability Score Improvement (RASI). Increases the chosen ability score by the amount given, but does not raise the maximum the ability score can be increased to. Racial Ability Score Maximum (RASM). The maximum an ability score can be increased naturally beyond 20 as a result of your race, subrace, and/or variant options. Customizing Your Race You can use your RASI's to customize your ability scores outside of your race's norm, but your RASM does not deviate from your RASA. Alternative Game Terms While some players may have particular sensitivities or triggers in regards to the term "race" and "subrace", the following alternatives can be used to mean the same thing: Origin = Race, and Lineage = Subrace.
    [Show full text]
  • DRAGON Magazine (ISSN 0279-6848) Is Pub- the Occasion, and It Is Now So Noted
    DRAGON 1 Publisher: Mike Cook Editor-in-Chid: Kim Mohan Quiet celebration Editorial staff: Marilyn Favaro Roger Raupp Birthdays dont hold as much meaning Patrick L. Price Vol. VII, No. 12 June 1983 for us any more as they did when we were Mary Kirchoff younger. That statement is true for just Office staff: Sharon Walton SPECIAL ATTRACTION about all of us, of just about any age, and Pam Maloney its true of this old magazine, too. Layout designer: Kristine L. Bartyzel June 1983 is the seventh anniversary of The DRAGON Magazine Contributing editors: Roger Moore Combat Computer . .40 Ed Greenwood the first issue of DRAGON Magazine. A playing aid that cant miss National advertising representative: In one way or another, we made a pretty Robert Dewey big thing of birthdays one through five c/o Robert LaBudde & Associates, Inc. if you have those issues, you know what I 2640 Golf Road mean. Birthday number six came and OTHER FEATURES Glenview IL 60025 Phone (312) 724-5860 went without quite as much fanfare, and Landragons . 12 now, for number seven, weve decided on Wingless wonders This issues contributing artists: a quiet celebration. (Maybe well have a Jim Holloway Phil Foglio few friends over to the cave, but thats The electrum dragon . .17 Timothy Truman Dave Trampier about it.) Roger Raupp Last of the metallic monsters? This is as good a place as any to note Seven swords . 18 DRAGON Magazine (ISSN 0279-6848) is pub- the occasion, and it is now so noted. Have Blades youll find bearable lished monthly for a subscription price of $24 per a quiet celebration of your own on our year by Dragon Publishing, a division of TSR behalf, if youve a mind to, and I hope Hobbies, Inc.
    [Show full text]
  • Encounters Reference
    Classic Dungeon Designer’s Netbook #4 OLD SCHOOL ENCOUNTERS REFERENCE This unauthorized reference sourcebook contains everything the Dungeon Master needs for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures conveniently organized for online and tabletop use. Also compatible with OSRIC. Written & Edited by B. Scot Hoover [email protected] Version 3 Revised (7.28.08) - 0 - TABLE of CONTENTS Prologue 2 Abbreviation Codes 3 Chapter I: Men 4 Chapter II: Demi-humans & Humanoids 50 Chapter III: The Underworld 66 Chapter IV: The Wilderness 81 Chapter V: Settlements & Civilization 103 Chapter VI: Treasures 113 Chapter VII: The Campaign 135 Chapter VIII: Forms & Appendices 144 Index 156 - 1 - PROLOGUE: On Designing Your Own Game Non-player character generation will generally follow the method(s) used to create PCs. However, there are necessary shortcuts and parcels of information included in a carefully done game, or else the poor GM will be forever immersed in the morass of finding out the precise nature of who his players meet, who opposes them, and the like. It should not be necessary for the GM to roll dice to determine all the attribute scores of every non-player character, for instance. The game must include provisions for defining NPCs so that they can be generated quickly, but without causing every such character to be a mirror image of every other one. Although it is a relatively short and minor part of any game, this area is still interesting, for it will show just how well thought out the design is. Opponents are the creatures and things that will generally be adverse, at best non- hostile, to the PCs.
    [Show full text]
  • Races Reference.Pdf
    RACES quick reference — D&D 5E — PAGE I Contents Standard Races . 1 Goliath . 5 Dwarf . 1 Kenku . 5 Dwarven Subraces . 1 Lizardfolk . 5 Elf . 1 Tabaxi . 6 Elven Subraces . 1 Triton . 6 Halfing . 2 Halfling Subraces . 2 Monstrous Races . 7 Human . 2 Bugbear . 7 Variant Human . 2 Goblin . 7 Dragonborn . 2 Hobgoblin . 7 Gnome . 2 Kobold . 7 Gnomish Subraces . 2 Orc . 7 Half-Elf . 3 Yuan-Ti . 7 Elven Descent Variations . 3 Half-Orc . 3 Ability Score Summary . 8 Tiefling . 3 Strength . 8 Tiefling Variants . 3 Dexterity . 8 Aarakocra . 3 Constitution . 8 Aasimar . 4 Intelligence . 8 Aasimar Subraces . 4 Wisdom . 8 Genasi . 4 Charisma . 8 Elemental Subraces . 4 Determining Ability Scores . 8 Firbolg . 5 PAGE II Standard Races Elf STR DEX CON INT WIS CHA Dwarf — +2 — — — — STR DEX CON INT WIS CHA Size Speed — — +2 — — — Medium 30 ft Walking Size Speed Languages Medium 25 ft Walking Common, Elvish Languages Darkvision. 60 ft Common, Dwarvish Keen Senses. Proficiency in Perception Fey Ancestry. Advantage on saving throws against Stout. Speed is not reduced by wearing heavy armour being charmed. Magic can’t put you to sleep. Darkvision. 60 ft Trance. Dont need to sleep. Instead require 4 hours Dwarven Resilience. Advantage on saving throws of semi conscious meditation. against poison. Resistance against poison damage Dwarven Combat Training. Proficiency with Battleaxes, Handaxes, Light Hammers, and Warhammers Elven Subraces Tool Proficiency. Proficiency with Smith’s Tools, High Elf Brewer’s Supplies, or Mason’s Tools Stonecunning. Considered proficient on History STR DEX CON INT WIS CHA checks relating to origin of stonework and add double — — — +1 — — proficiency bonus to such checks.
    [Show full text]
  • Volo's Complete Subrace Handbook V1.0
    CONTENTS -S- Dwarf Shroudeye................................. 19 Azerblood.................................. 3 Snatchbeak............................... 19 Dream Dwarf............................ 3 Kobold Urdunnir.................................... 3 Dragonwrought......................... 20 Wild Dwarf................................ 4 Lickspittle.................................. 20 Elf Pitstalker.................................... 21 Avariel (Revised)...................... 5 Orc Celadrin.................................... 5 Gray Orc.................................... 22 Grugach (Revised)................... 5 Mountain Orc............................ 22 Lythari....................................... 5 Orog (Underdark Orc)............. 23 Variant Sea Elf......................... 6 Neo-Orog (Thayan Red Orc)... 23 Genasi Yuan-Ti Air.............................................. 7 Yuan-Ti Malison........................ 24 Earth......................................... 7 Yuan-Ti Pureblood (Revised)... 24 Fire............................................ 7 Storm........................................ 8 -R R- Water......................................... 8 Grung............................................. 25 Gnome Blue Skin................................... 25 Deep Gnome (Revised)........... 9 Gold Skin................................... 25 Forest Gnome (Revised)......... 9 Green Skin................................ 25 Imago (Chaos Gnome)............ 9 Orange Skin.............................. 25 River Gnome...........................
    [Show full text]
  • The 5E Guide to Sex
    THE 5E GUIDE TO SEX TABLE OF CONTENTS Part One: Sex 2 Part Three: Sexual Items 13 Getting Laid 2 Mundane Items 13 Hooking Up 2 Adventuring Equipment 13 The Dirty Deed 3 Sexual Services 14 Pregnancy 5 Magical Items 14 Terminating Pregnancy 5 Part Four: Sexual Magic 19 Gestation and Birth 5 Part Five: Sexual Monsters 22 Part Two: Sexual Characters 7 Alraune 22 Sex Among Races 7 Demon: zeroa (tentacle demon) 24 Aaracockra 7 Nymph 25 Aasimar 7 Philotes 26 Dragonborn 7 Malcanthet, Queen of the Succubi 28 Dwarf 7 Appendix: The Bard’s Checklist 30 Elf 7 Firbolg 7 Genasi 7 Goblinoid 7 Goliath 7 Gnome 8 Half-elf 8 Half-orc 8 Halfling 8 Human 8 Kenku 8 Kobold 8 Lizardfolk 8 Orc 8 Tabaxi 8 Tiefling 8 Triton 9 Yuan-ti Pureblood 9 Sex Among Classes 9 Barbarian 9 Bard 9 Cleric 9 Druid 9 Fighter 10 Monk 10 Paladin 10 Ranger 10 Rogue 10 Sorcerer 10 Warlock 11 Wizard 11 Other Characteristics 11 New Background: Courtesan 11 Sexual Fetishes 12 1 PART ONE: SEX all, which imposes disadvantage. An NPC may also GETTING LAID simply choose to want or not want to have sex, in which A character looking to get laid in Dungeons & Dragons case no roll is required: the seduction simply can use the following systems to hook up with someone, automatically succeeds or fails, as appropriate. perform the deed…and then deal with the Fucking Legends. Legendary creatures are a cut above consequences. the rest, and they know it. A creature that possesses While real-life was used as a touchstone for most of legendary actions adds its proficiency bonus to both its the rules in this document, the main goal was ease of seduction DC and satisfaction DC (see below) play and fun.
    [Show full text]
  • Bullywug Mucker, Firebeetl
    Retooling monster color Elite = two standards, Minion = ¼ standard, Solo = five standard BRUTES One: Bullywug Mucker, Firebeetle, Goblin Cutter (Minion), Giant Rat (Minion), Dire Rat, Thornskin Frog Two: Centipede Swarm, Dretch, Poisonscale Savage, Guard Drake, Zombie, Maw Demon Three: Cave Fisher Spawn (Minion), Bullywug Croaker (Minion), Myconid Rotpriest (Leader), Young White Dragon (Solo), Goblin Skullcleaver, Hobgoblin Grunt (Minion), Ochre Jelly (Elite), Zombie Rotter (Minion), Gravehound, Jackalwere Bravo Four: Barghest Savager, Mudlasher, Kruthik Adult, Magma Claw, Orc Berserker, Crawd Crusher, Rot Grub Swarm Five: Deathpledged Gnoll, Krenshar Blood Slayer, Rage Drake, Boneshard Skeleton, Bugbear Warrior, Gelatinous Cube (Elite), Deathrattle Viper, Vampire Spawn Fleshripper (Minion), Silverback Ape (Leader), Chitine Grunt (Minion), Chitine Warrior, Volcanic Dragon Wyrmling, Firelord Cultist (Minion) Six: Duergar Shock Trooper, Dire Boar, Evistro, Gnoll Marauder, Blackscale Bruiser, Ghast Seven: Grick, Griffon, Hellhound, Cacklefiend Hyena, Bloodweb Spider Swarm, Snaketongue Initiate (Minion), Dread Guardian, Umber Ravager ARTILLERY One: Fell Taint Pulsar, Xivort Darter Two: Poisonscale Magus, Goblin Sharpshooter, Xivort Shadow Caller (Leader) Three: Bullywug Mud Lord, Spitting Drake, Hobgoblin Archer, Cave Fisher Spiker Four: Storm Shard, Arbalester, Magma Hurler, Corruption Corpse, Cave Fisher Line Spiker (Minion), Wilden Ancient (Leader) Five: Beholder Gauth (Elite), Runespiral Demon, Eladrin Arcane Archer, Kenku Wingmage, Gnoll
    [Show full text]
  • AD&D Monster List with OGL Status, Sources and Alternatives Page 1 of 16
    AD&D Monster List with OGL status, sources and alternatives Monster (* = unique) Source OGL? OGL Source OGL alternative (Source) Aarakocra Fiend Folio Aboleth Monster Manual 2 Yes SRD -- Achaierai Fiend Folio Yes SRD -- Adherer Fiend Folio Yes Tome of Horrors Complete -- Aerial Servant Monster Manual Yes Tome of Horrors Complete -- Afanc Monster Manual 2 Agathion Monster Manual 2 Aleax Fiend Folio Algoid Fiend Folio Yes Tome of Horrors Complete -- Al-Mi’raj Fiend Folio Yes Tome of Horrors Complete -- Anhkeg Monster Manual Yes SRD -- Annis (Hag) Monster Manual 2 Yes SRD Ant, Giant Monster Manual Yes SRD -- Ant Lion Monster Manual 2 Yes Tome of Horrors Complete -- Ape (Gorilla) Monster Manual Yes SRD -- Ape, Carnivorous Monster Manual Apparition Fiend Folio Yes Tome of Horrors Complete -- Archon, Hound Manual of the Yes SRD -- Planes Archon, Lantern Manual of the Yes SRD -- Planes Archon, Sword Manual of the Planes Archon, Tome Manual of the Planes Archon, Warden Manual of the Planes Ascomid Monster Manual 2 Yes Tome of Horrors Complete -- Aspis Monster Manual 2 Assassin Bug Fiend Folio Astral Searcher Fiend Folio Atomie Monster Manual 2 Yes Tome of Horrors Complete -- Aurumvorax Monster Manual 2 Yes Tome of Horrors Complete -- Axe Beak Monster Manual Yes Tome of Horrors Complete -- Azer Monster Manual 2 Yes SRD -- Babbler Fiend Folio Yes Tome of Horrors Complete -- Baboon Monster Manual Yes SRD -- Badger Monster Manual Yes SRD -- Bajang Oriental Adventures Bakemono Oriental Adventures Baku Monster Manual 2 Baluchiterium Monster Manual
    [Show full text]
  • Monster Manual III
    Greater Siege Crab . 157 Siege Crab . 156 Greater Ssvaklor . 166 Skindancer . 158 Contents Grimweird . .75 Slaughterstone Behemoth . 159 Introduction . .4 Grisgol . .76 Slaughterstone Eviscerator . 160 Reading the Entries . .4 Gulgar . .78 Snowfl ake Ooze . .161 Statistics Block . .4 Hangman Golem . .69 Spellwarped Creature . .162 Monsters A to Z . .8 Harpoon Spider . .80 Spellwarped Ettin . .162 Alchemical Golem . .66 Harssaf . .82 Splinterwaif . 164 Ambush Drake . .8 Horrifi c Vasuthant . 183 Ssvaklor . 166 Ancient Night Twist . .111 Infernal Confl agration Ooze . .31 Stonesinger . 168 Ironclad Mauler . .84 Summoning Ooze . .169 Arcane Ooze . .9 CONTENTS Armand . .10 Justicator . .85 Susurrus . 170 OF TABLE Astral Stalker . .12 Kenku . .86 Swamp Strider Swarm . 171 Avalancher . .13 Knell Beetle . .88 Ten-Headed Terror . 155 Battlebriar . .14 Lesser Bonedrinker . .19 Thorn . 172 Bearhound . .16 Lesser Knell Beetle . .89 Topiary Guardian . 173 Boar Topiary Guardian . .174 Lhosk . .90 Alternative Topiary Guardians . .175 Boneclaw . .17 Lion Topiary Guardian . .174 Triceratops Topiary Guardian . .174 Bonedrinker . .18 Living Blasphemy . .93 Trilloch . .176 Brood Keeper . .20 Living Spell . .91 Troll, Cave . 177 Brood Keeper Larva Swarm . .21 Lizardfolk, Blackscale . .95 Troll, Crystalline . 178 Cadaver Collector . .22 Lizardfolk, Poison Dusk . .96 Troll, Forest . 179 Changeling . .24 Lumi . .98 Troll, Mountain . 180 Charnel Hound . .26 Lurking Strangler . 100 Troll, War . 181 Chelicera . .27 Mastodon . 101 Vasuthant . 182 Chilling Fog . .92 Mindshredder . 102 Vermin Lord . 184 Chraal . .28 Mindshredder Larva . 102 Visilight . 186 Chrysalis . 122 Mindshredder Warrior . 103 Voidmind Creature . 187 Cinder Swarm . .29 Mindshredder Zenthal . 104 Voidmind Grimlock . 187 Confl agration Ooze . .30 Mivilorn . 106 Warbound Impaler (Lesser Battlebriar) . .15 Deathshrieker . .32 Mud Golem .
    [Show full text]
  • Stormcrow Tor
    Stormcrow Tor By Bruce R. Cordell illustrations by William O’Connor, Zoltan Boros & Gabor Szikszai cartography by Jason Engle TM & © 2009 Wizards of the Coast LLC All rights reserved. A trio of unscrupulous adventurers called Stormcrow Company once laired in the caverns beneath a weathered pile of stones in the wilderness. It’s been years, however, since the mercenaries have been seen. Rumors suggest Stormcrow Company is no more. If true, then the accumulated loot from raids, rewards, and assaults on dragons’ hoards lies unguarded beneath a crown of jumbled stones. Does anyone dare to claim the prize? 10 August 2009 | DUNGEON 169 Stormcrow Tor “Stormcrow Tor” is a 4th Edition DUNGEONS & The Real Story yet remains beneath the Tor, though in a terrible state DRAGONS® adventure for five characters of 4th level. much changed from her original form. With perse- What no one outside Stormcrow Tor currently knows The adventure is completely self-contained, so it can verance, the PCs can liberate all the treasures that is that the adventuring group wasn’t silenced by an be used in nearly any D&D® campaign. remain in the dungeon, though perhaps they should external threat but by internal strife. In the end, an think twice about claiming the artifact that precipi- artifact pulled from the devastation of a ruined lich’s tated Stormcrow Company’s destruction. BACKGROUND tower (the Wrathstone) drove Stormcrow Company to madness. Tempers and paranoia ran riot. Before Adventure Hooks If players decide to investigate the tor, they can learn all-out internecine rivalry exterminated Stormcrow The player characters hear about a location called the following information with a successful History or Company, each principle fortified his or her portion Stormcrow Tor, which served as the base for a group Streetwise check: of the shared base, gathered secret allies, and tried to of vanished adventurers.
    [Show full text]