
Avarice
   
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22.9.2008
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остальное надеюсь появится в ближайшем будущемDungeon 155- New Monsters
- Keep on the Shadowfell FR Conversion
Ninaran the Elf Archer {Pseudo-Ranger} (Elf, fey), Level 4 Artillery, Page 17
Bairwin the Cult Leader (Human), Level 3 Controller, Page 12 Human Thug (Human), Level 1 Minion, Page 7 Human Ruffian (Human), Level 2 Skirmisher, Page 7 Dark Servants (Human) Level 2 Skirmisher, Page 12 Human Mercenary (Human), Level 3 Soldier, Page 7
Shadow Wolf (Shadow Beast), Level 3 Lurker, Page 16
Sightless Reaper (Shadow Humanoid), Level 3 Soldier, Page 12 - Keep on the Shadowfell Eberron Conversion
Ironteeth the Dolgrim (Aberrant Humanoid), Level 3 Elite Skirmisher, Page 24
Dolgaunt Warrior (Aberrant Humanoid), Level 3 Soldier, Page 28
Ninaran the Dusk Hag Archer (Fey), Level 3 Artillery, Page 26 - Heathen Adventure
Death Cultist Mage (Human), Level 5 Artillery, Page 48 Advanced Human Berserker (Human), Level 5 Brute, Page 56
Dajani the Tiefling Darkblade (Tielfing), Level 4 Solo Lurker, Page 49
Naarash the Barlgura (Demon), Level 8 Solo Brute, Page 59
Advanced Hobgoblin Warcaster (Goblin), Level 5 Controller, Page 57
Steel Keeper (Construct), Level 6 Controller, Page 54 - Sleeper in the Tomb of Dreams Adventure
The Seer (Human), Level 4 Brute, Page 87 (Level Reduced) Human Lackey (Human), Level 6 Minion, Page 84
Volkanth the Tiefling (Tiefling), Level 11 Controller (Leader), Page 80 Tiefling Shadowblade (Tiefling), Level 6 Skirmisher, Page 80
Arcane Ballista (Construct), Level 6 Artillery, Page 68 Reaper Wraith Eidolon (Construct), Level 10 Skirmisher (Leader), Page 85
Beholder Zombie (Undead), Level 8 Elite Brute, Page 88 Skeletal Warhorse (Undead), Level 5 Brute, Page 68 Lost Wraith (Undead), Level 8 Lurker, Page 88 Hanged One (Undead), Level 6 Minion, Page 86 Tortured Skeleton (Undead), Level 6 Minion, Page 87 - Shadow of Kalarel (Keep on the Shadowfell extra encounters)
Hobgoblin Subcommander (Goblin), Level 3 Soldier (Leader), Page 96
Kobold Pikeman (Reptile), Level 2 Brute, Page 94 Kobold Hurler (Reptile), Level 2 Artillery, Page 95
Maw (Undead), Level 3 Controller (Leader), Page 98 Zombie Soldier (Undead), Level 2 Soldier, Page 99
- New Skill Challenges
- Heathen Adventure
Follow an NPC’s trail across the borderlands; Level 5, Difficulty 5, 1,000XP; page 32 Discreetly gather information from cultists; Level 5, Difficulty 3, 600XP; page 44 - Sleeper in the Tomb of Dreams Adventure
Try to sleep with cursed nightmares; Level 8, Complexity 2, 1050XP (normally should be 650 for that level/complexity); sidebar page 70
- New Traps and Hazards
- Sleeper in the Tomb of Dreams Adventure
Blade Bridge, Level 8 Blaster, Page 89 Frost Jet Door Trap, Level 8 Blaster, Page 72 Wrecking Eye, Level 8 Blaster, Page 90
Falling Iron Portcullis, Level 7 Obstacle, Page 85
Noose Trap, Level 2 Elite Warder, Page 73
- Interesting Terrain Features
- Keep on the Shadowfell FR Conversion
Tables (High tables; small characters can walk under and gain Cover, can be flipped over with a Standard Action to grant Cover for a standing creature or Superior Cover for a Prone creature.), Page 7
Rug (Adjacent character can make a DC 10 Strength Check to pull it up, and creatures on the rug must make DC 15 Acrobatics checks or fall Prone.), Page 7
Carpet (A magical carpet; Followers of the appropriate deity {Shar in this case} gain a +1 bonus to all Defenses while on it. DC 15 Arcana check to notice its properties. If removed from the shrine it is in, it loses all power.), Page 13
Closet (A closet; Open or close the door with a Minor Action, closing it while you’re inside blocks line of effect and line of sight.), Page 17
Table and Chairs (Smaller table than the earlier one; Tables and chairs are Difficult Terrain. Can flip over table as a Move Action to grant Cover to standing, Superior Cover to Prone creatures.), Page 17
Windows (Windows with shutters; Windows provide Cover, can open or close shutters as Minor Action. A creature can climb through a window with a Move Action, but that provokes an OA from adjacent creatures.), Page 17 - Heathen
Tents (Large pavilion tents; Can be opened from any side. One side provides Cover, 2 provide Superior Cover.), Page 35
Fallen Tent (Collapsed tent; Counts as Difficult Terrain.), Page 35
Window (Small shuttered window; Perception checks made through the shutters take -5 penalty. Can open as Free Action from the inside, or DC 13 Strength check Minor Action to pull open from outside. Open window provides Superior Cover. Two squares of movement to go through an open window.), Page 37, 47
Curtains (Heavy wool curtains hanging from the ceiling; Provide Total Concealment, can be pulled down with DC 8 Strength check.), Page 37
Crates (5 foot high stack of crates; Grants Cover. Can be climbed with DC 5 Athletics check.), Page 37
Bed (High bed; Provides Cover, takes 2 squares of movement to hop onto the bed, can tip it over with DC 15 Strength check to gain Superior Cover.), Page 37
Table and Desk (Same mechanics for both; Small creature can go under to gain Cover, 2 squares of movement to hop onto a table or desk, DC 10 Strength check to flip over for Superior Cover.), Page 37
Trees (Gnarled Spruce trees; Trunks provide cover, foliage grants Total Concealment and is Difficult Terrain. Can climb with a DC 10 Athletics check.), Page 38
Foundation Pit (A 5ft large pit. Two squares of movement to hop down to the bottom.), Page 38
Rubble Slope (Pile of gravel and scree; Creatures going down the slope must make DC 18 Acrobatics check or fall Prone at the bottom.), Page 38
Trees (Close-growing conifers; Grant Total Concealment, entering the foliage takes DC 10 Athletics check, Difficult Terrain.), Page 46
Burning Buildings (Burning buildings; Fire spreads at a rate of 1 square per round in direction of DM’s choosing. Creatures passing through flames take 3d6 fire damage per round.), Page 47
Smoke (Haze of acrid smoke within 5 squares of burning buildings; A creature ending its turn in a square of smoke must make a Saving Throw or be Dazed.), Page 47
Boulders (Chunks of fractured stone; Provide Cover. Can jump over with a DC 5 Athletics check as part of a move, or else they are Difficult Terrain to walk over.), Page 49
The Blacksnake (Boat moored and bobbing on a river; DC 10 Athletics check to jump onto the boat from shore, DC 5 Athletics to jump from boat back on to the shore. Failed checks indicate successful jump, but land Prone.), Page 49
Armor (The remains of destroyed animated suits of armor (Steel Keepers specifically); Difficult Terrain, and if a creature moves through or ends its turn in an affected square, it is subject to a +8 vs. Ref attack for 1d4 damage and Prone, as the armor pieces fly around and try to hit them. Doesn’t attack living {Steel Keeper} constructs), Page 54
Black Curtains (Tattered draperies; provide Total Concealment, can pull down with DC 5 Strength check), Page 55
Fountains (Wide, 6 feet tall basins; DC 10 Athletics to climb into/over them, and Small creatures can gain Cover if they are inside.), Page 55
Ruined Walls (Thin, crumbling stone floor to ceiling walls; Large creatures can push through them, knocking them down onto the other side for a +8 vs. Ref, 1d8 damage attack. The creature takes 5 damage for walking through the wall. The following round on the pushing creature’s Initiative, the ceiling partially collapses to attack adjacent squares, +12 vs. Ref, 3d8 damage or 1d8 damage on a miss, and creating Difficult Terrain.), Page 55
Fissure (10 foot deep fissure; DC 20 Athletics to jump, DC 10 with a running start. Characters entering take 1d6 damage, and must make DC 18 Acrobatics or Athletics check to climb out.), Page 59 - Sleeper in the Tomb of Dreams
Wagons (Wagons with horses; if a horse is injured, it runs forward regardless of anything in its way), Page 79
Ice (ice covered creek; Difficult Terrain, and the ice takes damage from both attacks directly against it and area attacks; if a section takes 15 points of damage it breaks, creating a Hole in the Ice – See below), Page 81
Holes in the Ice (holes in the ice over a freezing creek; falling in takes 1d6 Ongoing Cold Damage and Move or Standard action to climb out. The area around a hole requires a DC 15 Acrobatics check or fall Prone, a failure of 5 or more means the creature falls into the hole.), Page 81
The Stargazer (A carved stone ”face” in the ground; the mouth is open and is a pit trap, see below. The eyes are small hollows, and a creature standing in one gains Cover.), Page 83
Mouth (a pit leading 70 feet down to iron spikes; a fall deals 8d10 damage, but counts as a deadly distance. A falling creature can make a DC 20 Acrobatics check to grab a hanging rope if they have a free hand to stop the fall.), Page 83
Swirling Eyes (A creature exiting or ending a turn inside an affected square must make a DC 15 Acrobatics check or fall Prone), Page 86
Blood Rain (Necromancy charged blood falling from a face in the ceiling; Non-cult members take 1d6 Necrotic damage, and Ongoing 5 Necrotic damage (save ends). Apparently take additional 5 Necrotic for each square you enter if more than one in a round. Cannot save against the Ongoing damage until you leave the area.), Page 91 - Shadow of Kalarel (KotS Side Trek)
Grave Markers (Smallish grave markers; grant Cover but do not hinder movement.), Page 98
The Shrine (Easily destroyed small shrine; destructible, and offerings in front of it count as difficult terrain.), Page 98
- New Magic Items
- Sleeper in the Tomb of Dreams
Dreamstone Amulet (skills, cure blindness), Level 12+ Neck, Page 74 Dreamstone Weapon (can attack Will Def 1/day), Level 12+ Weapon, Page 74
- NPCS-as-Monsters
- Keep on the Shadowfell Eberron Conversion
Valthrun, Human Wizard, Level 5 Artillery, Page 27 - Heathen Adventure
Jaryn, Human Paladin of Bane, Level 8 Elite Soldier, Page 58
Dungeon 156- New Monsters
- New Skill Challenges
- New Traps and Hazards
- Interesting Terrain Features
- New Magic Items
- NPCS-as-Monsters
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 " Rule 0: This is D&D not D&D, forget everything you ever knew about D&D cause it no longer applies to D&D."
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