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.
Thursday, December 29, 2011
Wednesday, December 21, 2011
VG Meet DnD: The Pack from the Dead Space Series
Give baby a kiss |
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
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
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
Labels:
3.5 Dnd,
3rd Edition DnD Monster,
Dead Space,
VG Meet Dnd
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
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
Labels:
3.5 Dnd,
3.5 DnD Traps,
Dead Space,
VG Meet Dnd
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