Thursday, December 29, 2011

My Life In Stormreach

A couple times before I've talked about the game Dungeons and Dragons Online here at Dungeon Brew...but I will no longer be using this space as a venue for that. Instead I started a new site a fer months ago called My Life in Stormreach.

My Life in Stomreach is a blog about free Dungeons and Dragons games, namely Dungeons and Dragons Online , Heroes of Neverwinter and the upcoming Neverwinter games.

I discuss builds, provide walkthroughs, and have several advice articles. If you play any of these games, or are interested in learning more about them I invite you to check out Dungeon Brew's new sister site today.

Wednesday, December 21, 2011

VG Meet DnD: The Pack from the Dead Space Series

Give baby a kiss
[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]



Pack

They come in swarms, dozens of gray childlike bodies rushing forth from the darkness, a shrieking choir of the damned. Oversized claws glisten with the blood of fresh kills.

Like the lurkers, pack members are created from the bodies of children or small sized humanoids. They serve as shock troopers for the necromorphs, attacking in droves in a hope to overwhelm their foes through strength of numbers.

Unlike most necromorphs members of The Pack are not resilient to damage, and have no regenerative abilities.

Strategies and Tactics

The Pack attack in large numbers, rushing forward on all fours and using teamwork to overcome their opponents. They usually begin combat by charging one foe en masse (to take advantage of their pounce ability), then use their tumble skill to withdraw, spreading out in different directions before wheeling back around and assaulting the target again. Occasionally a pack member or two will stay behind to engage opponents as a sort of living sacrifice, allowing the others precious seconds to prepare for another assault.

Ecology

Environment: The Pack can be found anywhere, but tend to prefer wide open spaces which allow them freedom of movement.

Typical Physical Characteristics: Members of The Pack appear as they did in life, the wounds which slew them still visible upon their form. Still the curse has made some notable mutations, fusing fingers together on each hand to create a set of claws and adding muscle mass to the upper body.

Alignment: Members of the Pack are always evil.

Typical Treasure

For reasons unknown the pack seems to carry around a modest sum of wealth taken from slain victims. They have half standard treasure.

For Player Characters
A player may create a pack member with the animate dead spell, but must have an additional material component consisting of half a pound of corruption, which must be applied to the corpse before the spell is cast.

Pack Member CR ½
Always NE Small undead
Init +2 Senses Darkvision 60ft; Listen +2, Spot +2
Languages understands creator’s orders; understands telepathic commands


AC 13, touch 13, flat-footed 11
(+1 Size, +2 Dex )
hp 4 (1/2 HD)
Immune undead immunities
Fort +0, Ref +2, Will +4


Speed 40ft
Melee 2 claws +1 (1d3+1)
Space 5ft; Reach 5ft
Base Atk +0; Grp -3


Abilities Str 13, Dex 14, Con -, Int 2, Wis 14, Cha 10
SA Pounce
SQ Undead Qualities
Feats Skill Focus (tumble)
Skills Hide +6, Listen +2, Move Silently +2, Spot +2, Tumble +9
Advancement none

Wednesday, December 14, 2011

VG Meet DnD: The Cyst from the Dead Space Series

The pod within the cyst, seen up close.




[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]



Cyst

Strange pulsating sacks of flesh litter the walls and floor ahead. Each sack has a set of three sinewy tentacles which peak out from the top of the sack, twitching like the tongue of a snake testing the air for prey.

Cysts are stationary mortars that fire a small explosive projectile when disturbed.

Strategies and Tactics

Unlike other necromorphs, cysts don’t exhibit any sign of intelligence; they react the same way with friend and foe alike.

Ecology

Environment: Cysts seem to grow only on areas infested with Corruption.

Typical Physical Characteristics: Cysts are small round sacs of flesh within which lies a brainlike pod. The pod has three sinewy tentacles it uses to launch itself from the cyst.

Alignment: Neutral Evil

Typical Treasure

While cysts keep no treasure of their own they are often found as guardians for the treasure of other necromorphs.

Cyst: CR ½; biological (Tiny Undead, AC: 12, hp: 5, Fort+2, Reflex+0, Will +0); proximity trigger; no reset; multiple targets; 1d6 damage (DC 15 Reflex save half damage); Search DC 10; Spot DC 20; Disable Device 10; Cost: N/A

Tuesday, June 28, 2011

Volin Krober from "Murder in Oakbridge"

I don't think that guy's friends are going to get to him in time.

You may remember "Murder in Oakbridge" as one of the best murder mysteries published in the print version of Dungeon Magazine (Issue #129). The story of a mysterious killer with a curved blade who flensed trophies from her victims in the City of Sharn. I remember it as the murder mystery which gave my players quite a bit of trouble the last few sessions. Thankfully they caught up to the killer's plot the day she planned to kill Volin Krober, and hiding in his home (with some darn good checks I might add) they waited for the killer to strike. The problem?

No stats for Mr. Krober, and I had no idea this turn of events was going to happen. So, while I winged it, you simply won't have to as I've decided to help out any fellow DMs who may want to run this great module.


[If you were checking the blog looking for the rest of the Necromorphs don't worry, those are on their way. But I figured I'd post this while I put the finishing touches on the next batch of undead horrors]

Volin Krober                        CR 6
Elven bard 3/ranger 2/expert 2
CG Medium humanoid
Init +3; Senses Listen +1, Spot +1
Languages Common, Elven, Halfling

AC 18, touch 13, flat-footed 15; Two-Weapon Defense
hp 26 (7 HD)
Fort +4, Ref +9, Will +4

Speed 30 ft. (6 squares)
Melee +1 rapier +9 (1d6/18-20) or +1 rapier +7 (1d6/18-20) and mwk dagger +6 (1d4/19-20)
Ranged mwk dagger +6 (1d4/19-20)
Base Atk +4; Grp +4
Atk Options favored enemy animals +2
Special Actions bardic music 3/day (inspire competence, inspire courage +1, fascinate 2 creatures, countersong)
Combat Gear 2 potions of cure light wounds
Bard Spells Known (CL 3rd)
1st (1/day)--cure light wounds, feather fall, hypnotism, ventriloquism (DC 13)
0 (3/day)--ghost sound, mage hand, summon instrument (DC 12)

Abilities Str 10, Dex 16, Con 11, Int 12, Wis 8, Cha 15
SQ bardic knowledge +4, wild empathy +4 (+0 magical beasts)
Feats Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Bluff +5, Concentration +6, Diplomacy +7, Gather Information +7, Handle Animal +12, Listen +1, Knowledge (nature) +7, Perform (string instruments) +12, Ride +6, Search +3, Spot +1, Tumble +5
Possessions combat gear plus +1 chain shirt, +1 rapier, mwk dagger, 228 gp

Not Playing Murder in Oakbridge?
Volin works well as a trainer of wild animals. He could have a lucrative business training foreign beasts and dangerous critters. This works especially well if he hires the PCs to capture a few specimen for him, or perhaps to help him catch a group of monsters that have escaped during their rehabilitation.

Wednesday, May 4, 2011

VG Meet DnD: The Lurker from the Dead Space Series

[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]

Lurker

Small projectiles launch from the sinewy tentacles of a humanoid creature up ahead. It rushes up the wall on all fours and growls at you menacingly from its perch on the side of the passage.

These creatures serve as the artillery for the curse. Created from children or the bodies of halflings, gnomes or other small sized humanoids they undergo a painful transformation that turns their intestines into launching devices for small bone shards.

Strategies and Tactics

A lurker uses its climb speed to attain a position out of the reach of melee combatants and then proceeds to hide and wait for an ambush. When the trap is sprung it launches bone shards at the opponents and lashes out at enemies who get to close by stabbing at foes with its spike-tipped tentacles.

Ecology

Environment: As an unnatural monster lurkers can be found anywhere the curse has been unearthed. However they are likely to inhabit areas where their skills can be put to use. Fighting in places with varying heights or with difficult terrain to deter opponents from closing.

Typical Physical Characteristics: Lurkers appear as small naked humanoids with three spiked tentacles projected from their backs underneath the shoulder blades. In addition several small appendages grow from the remains of their stomach which assist them while they climb sheer surfaces.

Alignment: Lurkers are always neutral evil.

Typical Treasure

Lurkers don’t keep treasure and are unlikely to be found with any remains from before their transformation.

For Player Characters

A spellcaster of eleventh level or higher can create a lurker with the create undead spell.

Lurker                                    CR 2
Always NE Small undead
Init +4 Senses Darkvision 60ft; Listen +2, Spot +2
Languages understands creator’s orders; understands telepathic commands

AC 15, touch 15, flat-footed 11
    (+1 Size, +4 Dex)
hp 12 (2 HD); fast healing 5
Immune undead immunities
Fort +0, Ref +4, Will +3

Speed 40ft; Climb 30ft
Melee 3 tentacle spikes -1 (1d4)
Ranged 3 bone shard +3 (1d4)
Space 5ft; Reach 5ft
Base Atk +1; Grp -4

Abilities Str 10, Dex 18, Con -, Int 6, Wis 13, Cha 4
SQ strategic dismemberment, undead qualities
Feats Multiattack
Skills Hide +12, Listen +2, Move Silently +8, Spot +2
Advancement 3-12 (small)

Fast Healing (Ex) Damage dealt to a lurker’s tentacles or head cannot be healed by its fast healing ability. See Strategic Dismemberment below.

Strategic Dismemberment (Ex) The tentacles and head of a lurker can be attacked independently of its main form (AC 17). Each appendage has a fourth of the lurker’s hp. This damage cannot be healed by the lurker’s fast healing ability. While nothing happens if the lurker loses its head when a tentacle is destroyed the lurker loses one of its melee and ranged attacks. If all three of the tentacles are dismembered the lurker is destroyed as if it had reached 0 hit points.

Lurker Lore
Characters with ranks in Knowledge (religion) can learn more about lurkers. When a character makes a successful check, the following lore is revealed, including the information from the lower DCs.
 

Thursday, April 14, 2011

VG Meet DnD: The Crawler from the Dead Space Series

[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]

Crawler

What appears to be a large infant slides forward on two arms and a single burly leg. Its head, which has been twisted backwards, stares vacantly ahead as it pushes its bulbous torso skyward, a torso that pulsates with a sickening yellow light.

Adults aren’t the only ones affected by the curse, children and even infants can be affected as well. The Crawler is an example of what happens when very young children or babies are infected by the curse. Their bodies are too small and weak to be of much use in combat. To offset this they transform into living bombs.

Strategies and Tactics

Crawlers have only one attack to make from the time they are created. They swarm opponents ahead of other necromorphs in a desperate suicide attack to weaken living foes or destroy them outright. They often do this by attacking in cramped quarters where there is less room for their prey to escape.

Ecology

Environment: These undead can technically be found anywhere. However due to the nature of their slow speed they are usually not found far from the site of their infection. Large concentrations of crawlers can be found in schools or nurseries.

Typical Physical Characteristics: A crawler resembles a bloated human child with ash gray skin offset with red or brown blood vessels. They are covered with dried blood and unknown ichor. Their heads have been twisted in a 180 degree angle and their back legs have fused into one single limb which they use to propel themselves forward in the manner of a caterpillar. Perhaps the most distinguishing feature is their torso, which has been twisted skyward and pulsates with a pale yellow light. The belly itself is the source of their exploding compounds.

Alignment: Crawlers are always neutral evil.

Typical Treasure

Crawlers do not keep treasure, they are usually too young to be adorned with jewelry or magical clothing. Such items, invariably, are destroyed when the creature explodes anyway. Occasionally, that is 5% of the time, they can be found with 1/10th of standard treasure in assorted coins from belt pouches or pockets they had on them before their infection. A crawler with such treasure which explodes invariably scatters the wealth across the combat area. 

For Player Characters

A player can summon a crawler to his service with the summon undead I spell. 


Also the crawler's explosive sac can be removed using the Survival skill and then used as a weapon

Crawler                                CR 1/6
Always NE Tiny undead
Init +3; Senses darkvision 60ft; Listen +1, Spot +1
Languages understands creator's orders; understands telepathic commands


AC 15, touch 15, flat-footed 12
    (+2 size, +3 Dex)
hp 3 (1/2 HD) see kamikaze burst
Immune undead immunities
Fort +0, Ref +3, Will +0


Speed 10 ft (2 squares)
Melee --
Space 2 ½ ft; Reach 0 ft
Base Atk +0; Grp -2


Abilities Str 6, Dex 17, Con --, Int 2, Wis 6, Cha 12
SA kamikaze burst
SQ strategic dismemberment, undead traits
Feats Ability Focus (kamikaze burst)
Skills Hide +13, Listen +1, Spot +1
Advancement none


Kamikaze Burst (Ex) As a standard action a crawler can generate an explosion which effects its squares and every square adjacent to the crawler. Creatures struck by the explosion take 1d6 damage (DC 13 half). The crawler drops to 0 hit points and is destroyed as part of this attack. If a crawler is destroyed through damage other than strategic dismemberment it will automatically initiate a kamikaze burst as a free action.

Strategic Dismemberment (Ex) A crawler can be destroyed without activating its kamikaze burst by decapitating the head or leg (AC 17). If this is done then the sac can be salvaged with a DC 15 survival check. A failed survival check results in the detonation of the sac.


Crawler Lore
Characters who have ranks in Knowledge (religion) can learn more about crawlers. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.

Friday, April 8, 2011

VG Meet DnD: The Leaper from the Dead Space Series


[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]

Leaper

The undead creature growls menacingly. It crawls forward on two massive forearms, it’s tail twitching violently behind it.

Like the Slasher the Leaper fights on the front lines for the curse, often serving as a scout. Leapers are created when a human body is tainted by spores released by the necromorph growth known as The Corruption. When an intact humanoid body is infected by the curse its body undergoes a wicked transformation. In the case of the leaper its internal organs, particularly the intestines, are fused together with the legs into a massive tail tipped with a deadly scythe.

Strategies and Tactics

A leaper fights using hit and run tactics, charging in and out of combat to make full use of it’s pounce and improved grab abilities.

Ecology

Environment: As undead Leapers have no natural habitat. However they are best suited for use in areas that offer plenty of spots for ambush and enough room for them to rush to and from during combat such as the intersections of large sunken passages.

Typical Physical Characteristics: Leapers resemble the mortals they were in life but with two major differences: their legs and innards have fused together to form a long sinuous tail tipped with a wicked bone scythe, and their jaw has split vertically and now sports four wicked fangs on each corner.

Alignment: Leapers are like their fellow necromorphs, always evil.

Typical Treasure

Because they ignore the possessions of their prey leapers have half standard treasure for their challenge rating. This treasure often takes the form of weapons which have become logged in the creature during past fights.

For Player Characters

A spellcaster of 7th level of higher can create a leaper using the create undead spell. Doing so requires the intact corpse of a medium humanoid which has been dead for no longer than two days.

Leaper                            CR1
Always NE Medium undead
Init +4; Senses darkvision 60ft; Listen +2, Spot +2
Languages understands creator’s orders; understands telepathic commands

AC 14, touch 14, flat-footed 10; Dodge, Mobility
    (+4 Dex)
hp 12 (2 HD); fast healing 5
Immune undead immunities
Fort +0, Ref +4, Will +2

Speed 30 ft (6 squares), climb 20 ft (4 squares)
Melee tail-scythe +3 (1d8+2) and
    bite -2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3



Abilities Str 14, Dex 19, Con --, Int 6, Wis 10, Cha 5
SA improved grab, pounce
SQ strategic dismemberment, undead traits
Feats Dodge, Mobility*
Skills Climb+10* Hide +4, Jump +9*, Listen +2, Move Silently +6, Spot +2,
Advancement 3-15 HD (Medium)

Fast Healing (Ex) Damage dealt to a leaper’s limbs cannot be healed by it’s Fast Healing ability. See Strategic Dismemberment below.

Feats Leapers have Mobility as a racial feat.

Improved Grab (Ex) To use this ability, a leaper must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and knocks the opponent prone.

Pounce (Ex) If a leaper charges a foe, it can make a full attack.

Skills Leapers have a +5 racial bonus on Jump checks and take no negatives on their jump checks due to speed. It also has a +8 racial bonus to climb checks.

Strategic Dismemberment (Ex) The arms and tail of a leaper can be attacked independently of its main form (AC 16). Each appendage has a third of the leaper’s total hit points and damage dealt detracts from the creature’s total hit points. This damage cannot be healed through its Fast Healing ability. Once an appendage’s hp reaches zero it is destroyed resulting in a penalty that lasts the rest of the fight. If an arm is destroyed the leaper’s speed decreases by 15 ft (3 squares) to a minimum of 5 ft (1 square) if both arms are destroyed. If the tail is severed the leaper loses the use of its tail-scythe attack.


Leaper Lore
Characters who have ranks in Knowledge (religion) can learn more about leapers. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.