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Wight

Savage_ScreenMonkey's page

Pathfinder Society Member. 582 posts (592 including aliases). 2 reviews. No lists. 2 wishlists. 1 alias.


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Luke wrote:
Savage_ScreenMonkey wrote:
Hey Luke, I tried sending you a couple of emails requesting your version of Tamoachan but havent recieved a reply.If you could send both the sea chart and tamoachan stuff to zombiecowboy@hotmail.com that would be great!
That's curious. I sent you an email yesterday with both. I will send it to you again this evening when I get home from work.

Ok I got them this time! Thank you very much, great work on both!


Hey Luke, I tried sending you a couple of emails requesting your version of Tamoachan but havent recieved a reply.If you could send both the sea chart and tamoachan stuff to zombiecowboy@hotmail.com that would be great!


Pholtus wrote:
Savage_ScreenMonkey wrote:
Pholtus wrote:

Wondering if you could carry (if it's still out there). Coming Full Circle, it was a Call of Cthulhu book by Pagan (I think). Looked at the other places I order stuff from, and they don't have it.

Thanks

Yeah, Pagan used to put out some great stuff. That particular module is not bad, though it has no actual mythos element to it. Ive been trying to get my hands on a copy of the Walker in the Wastes campaign book. Unfortuanatly its currently out of print.
To be honest I want it cause it's not a mythos adventrue. Planned on using it for Agents of Oblivion/True20

Yeah when and if i get a chance to use CFC, Im most likely going to use it for a d20 Modern game at some point in the future.I ran some of the adventures from the main Delta Green book as well as the Stars Are Right! adventure compilation from Chaosium. It was a fun little camapaign.


Pholtus wrote:

Wondering if you could carry (if it's still out there). Coming Full Circle, it was a Call of Cthulhu book by Pagan (I think). Looked at the other places I order stuff from, and they don't have it.

Thanks

Yeah, Pagan used to put out some great stuff. That particular module is not bad, though it has no actual mythos element to it. Ive been trying to get my hands on a copy of the Walker in the Wastes campaign book. Unfortuanatly its currently out of print.


LonePaladin I sent you the file to the email adress in your profile.The file is 632KB so let me know if you recieve it or not, Im not really computer savy.

Once this thing is done, I intend to share it as a STAP resource with whomever wants a copy. It includes some monsters inspired by the magazine. You can so those posted on the putting the dread into the Isle thread in the Savage Tides archives. I cant figure out how to link it, otherwise I would.


F. Wesley Schneider wrote:
The economics aside (can you tell I got into writing because I hate math?), how's it look?! I wrote about 1/3 of this puppy and I haven't seen it yet! *Anxious!*

Son of a gun! I was on the fence about picking up Volume II. Now that I see a Pazonian dude wrote 1/3 of the book, I have no choice. Crafty very crafty.


I just finished writing up a guide with all the encounter tables and stat blocks for all the random encounters on, around, and under the Isle of Dread.Its 59 pages including a cover page. I have no problems with sharing it once its entirely complete, but it needs to be edited and formated to look presentable. If someone would be willing to do this I would send them the file, and then share it with the community.

So is there anyone up to the challenge?


Theres also the possibility that the dead are recovered and raised by a wayward phanaton scouting party,Olman hunters with their Zombie Master leader,perhaps even from the village of Mantru before it gets nerfed. Or an interesting idea might be to have Lithira, the aranea chick be a cleric and do the same. Of course the raise dead wouldnt be for free. Whichever group raises them will seek some sort of payment by the group defeating somthing or recovering a protected lost heirloom in some ruin, or whatever.


Jeremy Mac Donald wrote:
Brian McDaniel wrote:

Does anyone have conversion notes for running C1 in 3.5 edition? I'm going to run my party through (part of) it, and any headstart would be appreciated.

Thanks,

BMM

(paizo (at) bmcdaniel.fastmail.fm)

I thought there were conversions of everything 1st Ed. at EN World?

I just checked out EN World and Tamoachan has not be converted yet.

I also just finished reading the The Hidden Shrine of Tamoachan and with a few exceptions found it to be a very cool module.What I found particularly cool was that the Tamoachan ruins from "The Sea Wyvern's Wake " are in fact part of the old module! I had assumed that the city was rather large and that these ruins were a diffrent area completly. So since I can see how easy it is to place the old module with the new material, I think I may in fact do so. I was thinking that I might run the module more or less as is except maybe limit it to the "lower chamber" and "first tier" areas and have the rest collapsed from the earthquake that opened the tunnel(area 5) from area 4 to 6 on the map in SWW.

While I was making a list of the monsters in the module there where a few that I could find no refrence to: Mandrill (would a dire ape or Hadozee from Stormwrack work?),Margay(leopard or tiger?), Pelota Ball, Polyp, Whirling Dervish,Trap Door Spider. Anybody have any ideas about these guys?

I also considered an interesting hook for the exploration of the ruins could be that the three pregenerated PC's that are given for the tournement play could have been passengers on the Sea Wyvern or Blue Nixie are mutal companions being persued by the bounty hunters and when the ships stop at the ruins the bounty hunters have caught up to them, they decided to flee into the jungle to escape a confrontation with them and fall into the ruins. The PC's discover the fugitives disapearance and are either sent to rescue or capture them, forcing them to explore the ruins.The bounty hunters could be crimson fleet pirates or scarlet brotherhood dudes or whatever.


uzagi wrote:
terok11 wrote:

Be Nice Uzagi, not everyone has memorized all of the 3.5 books...LOL's

Luckily my players were only hit twice by the mummy's and made their saves both times. They have awesome AC's and use combat expertise maxed out routinely.

not a question of "memorizing the PHB"... but if I ask on a public board, I at least somehow feel the duty to check the obvious parts of the rulebooks first. and it is not really an obscure reference in some rarely consulted tome.... Other people's mileage may vary.

If it is any consolation though, I was trying to re-edit it to "this is a trick-question, right" an hour later, but the board seems to have a time-limit as for its editing function.

Sorry if I offended you dude. It was just an off hand question based on the topic of the thread. But your right I should have checked out the books first.


What Ive always wanted to know is this: Is a paladins divine health ability able to prevent mummy rot?


ericthecleric wrote:
Remember that you don't HAVE to stick to what it says in the adventure, and you can adjust the amount of Power Attack that's used (or even change it to a different feat).

True, but sometimes the feat just makes sense for the type of creature, and would like to use the feat, but not miss all the time and make the creature look like a wuss and cause the encounter to suck.


Ive noted in Dungeon adventures its marked how much a creature will generally Power Attack for.How is this decided? As I write up stat blocks in the new format I see lots of creatures with the feat and would like to incorporate this into the write up, but I'd like to know a little more. I assume that there is a formula, though I havent discounted personal preference.


James Jacobs wrote:
Savage_ScreenMonkey wrote:
James Jacobs wrote:
Issue #143 reprints stats for Diplodocus, Stegosaururs, Parasauralophus, Pteranodon, and Dimetrodon from that article. (It also updates Allosaurus and Ankylosaurus from the MM2).
Did this issue give the Eberron names to those dinosaurs? Some like the Pteranodon (Glidewing) already have, and others like the Stegosaurus are easy to make up (Spike Tail), but what about the others?

Eew. No. I leave the lame Eberron dinosaur names to someone else.

My recomendation? Just translate the latin names into the english equivalents. Or even better, just call them by their actual names.

Ouch!

Is it an Eberron thing, or just the naming convention you dont like?


James Jacobs wrote:
Issue #143 reprints stats for Diplodocus, Stegosaururs, Parasauralophus, Pteranodon, and Dimetrodon from that article. (It also updates Allosaurus and Ankylosaurus from the MM2).

Did this issue give the Eberron names to those dinosaurs? Some like the Pteranodon (Glidewing) already have, and others like the Stegosaurus are easy to make up (Spike Tail), but what about the others?


You could always change Harliss to another npc to fill the role she has in that adventure.


You could also do a cut scene of whats happening on the Sea Wyvern, and how all the innocent colonists and crew are being savaged by the bad guys.That should get them into action.


James Jacobs wrote:

We're most of the way through Tides of Dread; the PCs got distracted by the Troglodytes inland from Farshore, and kind of stumbled into "Lost Temple of Demogorgo" from Dungeon #120 as a result. I reckon that next session we'll end with the attack on Farshore wrapping up. There's been a fair amount of wandering monster encounters that sort of turned into mini adventrues of their own, as well.

As for differences between the printed version and the Baria version... not many, actually. I'm more or less running them exactly as written, but punching up the NPC interaction a bit here and there. I suppose the big change is that I'm adding in a "treasure" subplot for each PC; there's a set of magic items/treasures for each of them to track down during the course of the game that'll help them deal with what's coming later on and tricks them into being more interested in some minor parts of the storyline.

As far as these mini adventures are concerned what has happened with the random encounters that have spured them in the first place?

This treasure sub plot sounds interesting can you provide more details?


I also noticed that for some reason in Dungeon #144 page 53, the Blackfang Rhagodessa stat block doesnt seem to have low-light vision like the original stat block from Dungeon #139 page 46 does. Which one is right?


Your world sounds cool James!
Man! I would give up a lot of stuff to be able to play in (in my opinon)some of the great ones campaigns of d&d. Im mean the Erik Monas, James Jacobs, Monte Cook, Bruce Cordell, and the list goes on...I mean to be at the source of the printed content, that would be cool.
Where are you at with your STAP James and how diffrent has it been from the actual printed AP, being that its in your own world in all?


So as Ive been working on my complete random encounter guide to the Isle of Dread, I came up with these addtional modifications to the anaconda and emerald anaconda. I also gave the shipbreaker crab this special ability taken from the Living Shipwreck monster by Richard Pett (Dungeon #141 page 94):Vessel Attack (Ex) A shipbreaker crab is adept at smashing ships into splinters, so much so that it ignores the first 10 points of hardness of any object it attacks.Let me know what you guys think.

Anaconda CR 6
Huge Constrictor Snake
N Huge Animal
Monster Manual 280
Init +3; Senses scent; Listen +9, Spot +9
AC 15, touch 12, flat-footed 12
Hp 63 (11 HD)
Fort +8, Ref +10, Will +4
Spd 20ft. climb 20 ft., swim 20 ft.
Melee bite +13 (1d8+10)
Space +15 ft.; Reach 10 ft.
Base Atk +8; Grp +23
Atk Options Improved Grab (bite), constrict (1d8+10)
Special Actions Swallow whole
Abilities Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Feats Alertness, Endurance, Skill Focus (Hide), Toughness
Skills Balance +11, Climb +17, Hide +10, Listen +9, Move Silently +3, Spot +7, Swim +16
Constrict (Ex) On a successful grapple check, an anaconda deals 1d8+10 points of damage.
Improved Grab (Ex) If the anaconda hits an opponent with its bite attack, it deals normal damage and can start a grapple attempt as a free action that does not provoke an attack of opportunity. If it wins the grapple check it establishes a hold and may constrict in the same round, and swallow whole the foe in the following round. Alternatively the anaconda has the option to conduct the grapple normally, or simply use its body to hold the opponent (-20 penalty on grapple check, but the anaconda is not considered grappled). In either case, each successful grapple check it makes during the following rounds automatically deals bludgeoning damage from being constricted.
Swallow Whole (Ex) a anaconda can try and swallow a grabbed opponent up to two size categories smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round. A swallowed creature can try and cut its way free using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge anaconda gizzard can hold 1 Medium, 4 small, 16 Tiny, or 64 Diminutive or smaller opponents.

Emerald Anaconda CR 11
Advanced elite giant constrictor snake
N Gargantuan Animal
Monster Manual 280
Init +4; Senses scent; Listen +14, Spot +14
AC 18, touch 10, flat-footed 14
Hp 230 (20 HD)
Fort +18, Ref +16, Will +6
Spd 20ft. climb 20 ft., swim 20 ft.
Melee bite +25 (3d6+21)
Space 20 ft.; Reach 15 ft.
Base Atk +15; Grp +41
Atk Options Improved Grab (bite), Constrict 2d6+21
Abilities Str 38, Dex 19, Con 22, Int 1, Wis 10, Cha 4
Feats Alertness, Endurance, Diehard, Improved Natural Attack (bite), Improved Toughness (+1 hp/HD), Skill Focus (Hide), Stealthy
Skills Balance +12, Climb +22, Hide +8, Listen +14, Move Silently +6, Spot +14, Swim +22
Constrict (Ex) On a successful grapple check, an emerald anaconda deals 2d6+21 points of damage.
Improved Grab (Ex) If the emerald anaconda hits an opponent with its bite attack, it deals normal damage and can start a grapple attempt as a free action that does not provoke an attack of opportunity. If it wins the grapple check it establishes a hold and may constrict in the same round, and swallow whole the foe in the following round. Alternatively the emerald anaconda has the option to conduct the grapple normally, or simply use its body to hold the opponent (-20 penalty on grapple check, but the anaconda is not considered grappled). In either case, each successful grapple check it makes during the following rounds automatically deals bludgeoning damage from being constricted.
Swallow Whole (Ex) An emerald anaconda can try and swallow a grabbed opponent up to two size categories smaller than itself by making a successful grapple check, provided the victim is already in its mouth. The swallowed creature takes 2d8+10 points of bludgeoning damage and 1d8+4 points of acid damage per round. A swallowed creature can climb from the snakes gullet to its mouth with a successful grapple check, and then from the mouth to freedom with another successful grapple check. Alternatively the victim may try and cut its way free using a light slashing or piercing weapon to deal 25 points of damage to the gullet (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantuan emerald anacondas gullet can hold 2 Large, 8 Medium, 32 small, or 128 Tiny or smaller opponents.


James Jacobs wrote:

I didn't know about Greyhawk, really, until a few years after I started playing back in 1981 or thereabouts, and by then I was already starting to build my home campaign. More to the point, as much as I love Greyhawk, it's much more satisfying building your own campaign, I think. Especially since no matter what, you're always the top authority about your campaign if you were the one who made it up. I've run one Greyhawk campaign before, but I've run most of my games in Baria, my homebrew world, and have been developing it more or less constantly over the last 25 years or so. Now and then, parts of the campaign snuck into things that I wrote for WotC or Paizo, but until Pathfinder, I kept most of it to myself. With Pathfinder, and with Varisia and the deities especially, though, I figured it was time to put these things to the test and release a fair amount of them into the world as part of the Paizo campaign world. (Also because that really helped cut down on development time for a lot of the stuff, which is on a REALLY aggressive schedule).

So if you're curious about the homebrew world, check out Pathfinder and Varisia. The map of the region is different, but a lot of the themes, deities, locations, and NPCs were lifted whole-cloth from my homebrew world and given tweaks and changes here and there to fix the parts that were lame and goofy.

Im definatly going to be checking out Pathfinder!

Do you borrow alot of material from other sources and adapt it to your needs or do you stick to your own creations for the most part? What did you do when 2nd and 3rd edtion came around, it seems like somthing like that would have greatly changed the face of the world?


James Jacobs wrote:

The tables actually do the job as far as being my ideal version. I could have added a lot more entries from more obscure books... but I'm of the opinion that not everything that COULD be on the Isle SHOULD be on the isle. That's certainly the case with dinosaurs (whcih I did pull from multiple sources), but also true with demons. You can certainly add more stuff to the lists you want, thoguh.

As for the error on the table, it's nothing more than a typo. There's a lot of skinwalkers in the ruins; they should be encountered on a roll of 11–30.

Cool and thanks!


When I first started reading Dungeon I got the impression that James Jacobs loved the World of Greyhawk as much as Erik Mona and so I assumed that when he ran a D&D game that was the default setting he used. As I read the Pathfinder blog I was surprised to learn that he used a homebrew setting for his games. I was curious to know more about this homebrew world, as well as why he chose this option as opposed to Greyhawk or whatever.


In Dungeon issue #145 "City of Broken Idols" adventure the random encounter table for the central plateau, in the Ruins collum goes from 11-20 on the 6th line (skinwalkers) and the very next line goes from 31-35 (vrocks).What should the correct version look like? Im creating a complete encounter guide book to the Isle of Dread that includes all the tables and stat blocks from the various magazines and sourcebooks so I can redo the whole line if needs be.

As a side note I assume that the tables were made so that it included the most accesable stuff to DMs. What kind of monsters would you add/remove in your ideal version of the Isle of Dread. The source could be from were ever you wished ect.


Russell Jones wrote:
Another great template to add is the Horrid animal template from the Eberron campaign setting. Acid damage added to the bite, a massive bonus to natural armor, all those can make any animal quite a bit nastier. I threw a Horrid T-Rex and some Horrid Terror Birds at the party for the beggining of HTBM just to boost the XP they'd get (they were a little light... big party), and found they went a long way making the Isle a more terrifying place.

Wicked! I was going to check out the Eberron book to see what the scientific names of the dinosaurs were changed to, T-Rex and other familiar names will stay the same but Id like to change some of harder to pronounce names to something a little more literal/fanasty sounding.So gonna add this template!


tav_behemoth wrote:

You mean there are ixitxachitls in #150? Be still my beating heart :)

That's interesting that they're at war with the kopru, but both races serve Demogorgon. I wonder if one is affiliated with Aameul and one with Hethrediah, and if so, which goes with which?

Thanks for the info, James!

Thats probably a safe assumption, though one that I hadnt thought of!

While the pearls maybe one and the same now, I still thought it would be cool to use the arrival of the fog as a encounter and then have the PCs discover in an alternate section of the Taboo Isalnd ruins the kopru who are in charge of this special device.

I guess Ill have to wait for 150, but I was hoping to provide more of a precense on the Isle for the ixitxachitls.

Ive actually been contemplatting an idea that involves the completion of the campaign on the actual Isle itself.Khala would and the city of broken idols would in effect be the final adventure (scaled up to 20-21st level)and I would have more adventures set on and around the isle itself (Scuttle Cove, Isle of Mist, ect.)Mostly becuase Im not a big fan of plane hopping.But Ill admit I love the wake portal and the adventures have been intersting,but I just LOVE the Isle! Theres just too many cool locations and plot ideas there to explore!


Steve Greer wrote:
Savage_ScreenMonkey wrote:

I have to say its rather sad that Dungeon has been cancelled just when you hit your stride Steve. The issue with Fiends Embrace was one of the first issues I purchased, and I intend to use that item in my STAP as suggested in an earlier thread. While I thought that adventure was cool I couldnt see myself running it any time soon so I have kinda canabalized it for my current Sterich campaign. Arakk became the family name of the PCs patron, and the Fingers of Iuz have now become wildcoast merc's in the employ of the merchant lord Pelmon Drudd from the background info of the Istivin arc.

While all the adventures for STAP have been great,Tides of Dread has been one of my favorites. I picture the final battle with the Crimson fleet to be a most amazing session. I was considering even going to the effort to model the whole village to scale for minis, but will see.

Spinecastle and the Seeds of Sehan arc is a couple more that Id love to run in the future but my group and I already game 2 campaigns a week (or other DM is running AoW) so time is at a premium.

Anyway just wanted to say keep up the great work! And that I hope to see you published in future Paizo (or hell,WotC, NG, or where ever! products like the Gamemastery line or Pathfinder.

Thanks, SS_M. I don't plan on going away quite yet. As long as I don't piss off the Paizo staff, I think I might manage to squeeze out a few more modules either in Pathfinder or GameMastery. I also enjoy writing stuff for Goodman Games' DCC line of adventures, but haven't had much time lately to pitch any new ideas to them. Soon, though. Just as soon as I finish up with Sins of the Saviors this weekend.

Cool, I didnt realize you wrote for Goodman Games as well. Ill have to look into that!


Hey Lilith, you should ask WotC for for Dragon/Dungeon back, or maybe a million dollars or something!


Fatespinner wrote:

And, after all this great advice, don't forget: Just because it's a 'social intrigue' game doesn't mean that the local baron isn't actually a half-fiend duskblade with a +5 unholy vorpal greataxe who must be destroyed in order to save the world!!!!!!

A little bit of action is always good to spice things up. :)

I agree,pacing is important but sometimes you need some thugs to kick the door in on the PCs or jump em in an alleyway.


Our group just finished SC a few months ago. My character was a wizard named Ander Aslaxin, the second son of Zachery the first and younger brother to Zachery the second. It was awsome! In the end he even was elected the Lord Mayor of the city during the "Foundation of Flame" adventure.I basically played things up as being an independent of my father and seeking to outshine the Stormblades (which are group did alot! We even embaressed Zachary II by stealing his pants and running the up the flag pole in town sqaure while he was having a tryst with one of the other stormblade chicks). It was probably my favorite character I have ever played thus far. So I say go for it, the above suggestions are great as well.


I was rereading the Isle of Dread backdrop and the “Torrents of Dread” adventure both from Dungeon #114 and there were a few things that I wanted to know a little more about.

In the backdrop article it mentions about how there was a war between the kopru and the ixitxachitls, and that the ixitxachitls winning said war. My question is how come we don’t see more of an ixitxachitls presence on the Isle in the AP?

One of the really cool things that I liked from the backdrop article was the mention that a bunch of kopru controlled a magical black pearl called the “Spawn of the Great One” that when used created deadly and mysterious fogs that breached the abyss and brought forth new monsters to the Isle. This operation as I remember was taking place on Taboo Island, I assume at the temple ruins yet no mention is made in “City of Broken Idols” adventure (Dungeon#145) of this at all. What happened to this artefact?

In the adventure “Torrents of Dread” at the conclusion it stats that the village of Mora needs a new Zombie Master and that the PCs could be hired to go to the Fangs of Zotzilaha where the original Zombie Master trains new protégés. Yet we see no mention of this in the AP, particularly since the PCs will need to travel to that area some time in the adventure “Tides of Dread” (Dungeon #143). Basically, a little info on what the Zombie Masters stats, (we know he’s a lich) classes, and reaction to a group of adventurers or olmans might be like. I assume that his home would be located near the southern volcano, instead of the northern one that contains the shrine of Zotzilaha.


I just got back from a little camping trip and of course I brought my mags to read! As I was looking over the random encounter tables I also noticed a lot of undead including:
mummies, wights, wraiths, ghouls, and spectres. So what exactly is the logic behind these monsters wandering the Isle? What would they look like? Also the neanderthals I assume that these guys are like the product of regression from the ancient survivors of Thanaclan?

I dont really plan on adding anything to these guys like I did with the named monsters above. More just looking for background info and ideas on how to set up encounters with these creatures specically.

Thats the one thing about random encounters that I find difficult,that is, trying to present them in a fashion that dosent make them appear to be a random encounters.Monsters encountered in a write up have all the 411 you need to run the encounter,not so with random encounters.


Looking at your current party composition and have read the adventures I would so go Druid.As far as a build is concerned I might look on the WotC boards for that depending on what you want.Im positive that you will enjoy playing one in this campaign.

On a side note if your fellow players and you are at odds with how things are dealt with in the game, then I dont think it will matter what you play.I dont know what your group is like so maybe this isnt an issue, but I would try and work out any thing that might lead to future arguments like the one that lead to creating a new character in the first place.


Daigle wrote:
Wut 'bout dis?

This site is the most flippin awsome thing EVAR!


I have to say its rather sad that Dungeon has been cancelled just when you hit your stride Steve. The issue with Fiends Embrace was one of the first issues I purchased, and I intend to use that item in my STAP as suggested in an earlier thread. While I thought that adventure was cool I couldnt see myself running it any time soon so I have kinda canabalized it for my current Sterich campaign. Arakk became the family name of the PCs patron, and the Fingers of Iuz have now become wildcoast merc's in the employ of the merchant lord Pelmon Drudd from the background info of the Istivin arc.

While all the adventures for STAP have been great,Tides of Dread has been one of my favorites. I picture the final battle with the Crimson fleet to be a most amazing session. I was considering even going to the effort to model the whole village to scale for minis, but will see.

Spinecastle and the Seeds of Sehan arc is a couple more that Id love to run in the future but my group and I already game 2 campaigns a week (or other DM is running AoW) so time is at a premium.

Anyway just wanted to say keep up the great work! And that I hope to see you published in future Paizo (or hell,WotC, NG, or where ever! products like the Gamemastery line or Pathfinder.


Jib wrote:

I too don't think I can create the horror that a PC would face in the Abyss. Since I use a ton of minis and terrain it would be difficult. I might be unpopular but I don't like running high level games (above level 14). My Players even tend to bicker more and have a hard time running their PCs (currently we are in a 18+ campaign). The story looses focus and the 'kill things and take stuff' seems to be the MO.

More importantly something about the Savage Tide to me just screams out to detailed, less combat focused but heavy role-playing PCs. This adventure path just seems perfect for those fun characters that can't dish out a load of hurtful damage per round but have unique flavor and personality (I'm thinking Bards, Jesters, Scouts, Swashbucklers, etc).

What do you think?

On of the things that has surprised me so far in this campaign is how much the PCs can use diplomacy to solve alot of the encounters and not have to resort to combat.Its also a great campaign for druids and rangers. This is compared to Shackled City where a bard PC would have been great and strangely druids and rangers not so.From what Ive been told from my DM Age of Worms has very few diplomacy encounters.


Thomas Austin wrote:

Please forgive me if this is both a thread resurrection and a dumb question but..

Are the Seekers in STAP the same folks that are running around the bowels of Maure castle? The ones in the Maure adventures seem a little strange, not like Lavinia's folks.

From what I understand the Seekers originated from the marking on a unopenable door found on one of the levels of Maure Castle. I imagine that there is probably a main Seeker lodge located in the Free City of Greyhawk and that there are satalite lodges that work independantly, but stay in loose contact with one another. I havent read all of Maure Castle yet, nor do I know how they interact with the Age of Worms AP (Im only a player in that).


Thomas Austin wrote:
Hierophantasm wrote:


Ideas so far include .... giving Lars "No-Neck" Helvur another level of fighter or two (or even swapping fighter/rogue for swordsage, or some mix)....

Agreed; I think that the most fun would be making Purity's Prow not such a bunch of patsies. This encounter could be a real battle royale in the great seafaring tradition, as most of the other fights are either on land or against monsters. If the Prow has a decent sorcerer or two on board, you can make the PCs wish they had bought a wand of Quench instead of CLW.

Tom

Im also going to buff this encounter up. I really want to emphaise the swashbuckling and pirate aspect of the SWW.


Fake Healer wrote:
Savage_ScreenMonkey wrote:
I'm thinking a +1 CR adjustment should be fine for these badboys. Im still open to ideas for other creature ideas or modifications to the stats.

One thing on the Shreiking Spider... He is a CR2. That seems a bit low considering that he can hit the whole party with a Shreik that averages 14 damage or 21 subdual and can shatter a bunch of their equipment.

I would bump up the CR to 3 and limit the Shreik to once every 1d4 rounds.
I picture 3 of these coming out of the forest and hitting a 3rd level party with 3 cones immediately, 1 or 2 moving to engage the group afterwards and then the bunch blasting the party again (everyone in the group would fail 2 of the 6 saves and take around 28 damage...TPK).

I am looking these over to see if I can add to anything you weren't sure about and for balance reasons. I'll post back with more thoughts later.
Great stuff, BTW!
FH

Yeah, that makes sense while I was working on this my goal was to provide a sense of surprise and fear in the player's, not to TPK them with random encounters. I also didnt take into account that multiple creatures would be encountered at the same time.If the camapign is played as is though the PCs should be about 7th level at "Here there be monsters" when they really begin to travel on the Isle.


I'm thinking a +1 CR adjustment should be fine for these badboys. Im still open to ideas for other creature ideas or modifications to the stats.


Fake Healer wrote:

Snagged!!! I will be using the whole list, brother!

FH

Excellent! I can feel the tide preparing to wash over the unsuspecting PCs...This aint your daddys Isle of Dread!


Tom Qadim wrote:
Savage_ScreenMonkey wrote:
Any comments?
Awesome! I particularly LOVE the hornback centipede! He'll be making an appearance on my Isle of Dread for sure! Kudos! And thanks for the hard work!

Thanks! The only thing I need to work out is the CRs for some of these guys and then based on that adjust the number that will appear if a random encounter was rolled.

I plan on creating the complete Isle of Dread random encounter booklet that includes all the monsters stat blocks and the tables themselves that I can print out and put into my STAP binder.

I also want to work out what are the best choices for the ranger's favoured enemy.

So far I have made up stat blocks for all the adventures up to Tides of Dread, and formated them so that when I print it all the stat blocks for an encounter are on 1-2 pages for easy reference.


Any comments?


yeah, I like the advice for moving the spotlight to the rest of the party and then alowing everything to come full circle.Let the guy sweat out his demise, if he plays it cool survival will be that much cooler and memorable in the end.


Ive learned that splitting up the party is a good way to die. But really I dont think that letting the dude fly his mount to get help is breaking the module. There is more than enough threats to make his life difficult, other flying bad dinosaurs, vrocks, gargoyles (Booyah!). In the meantime you can lay the beat down on the rest of the party while they wait to be rescued.


So I said that I would stat up those creatures with the cool names presented in the various Isle of Dread random encounter tables and so I spent some time and effort researching and writing and this is what I came up with. I didn’t do a write up for the Blackfang rhagodessas (though I probably should for that one) or the emerald anaconda. I was hoping some of you would be interested in critiquing this and help me figure out what the CRs should be for most of them (only the snakes have appropriate CRs). I also included design notes of what Iwas thinking or where I took certain abilites from.

Dreadful Monsters: Variant Monsters on the Isle of Dread

Island & Peninsula Encounters (Dungeon #143,page 31)
Giant Tarantula (Huge Monstrous Spider)
Shrieking Spider (Large Monstrous Spider)
Quickdeath Mamba (Huge Viper Snake)
Jungle Cobra (Large Viper Snake)

Aquatic Encounters (Dungeon #143,page 32)
Shipbreaker Crab (Gargantuan Monstrous Crab)

Mainland Encounters (Dungeon #143,page 34)
Treeleg Spider (Gargantuan Monstrous Spider)
Emperor Scorpion (Huge Monstrous Scorpion)
Sawtail Scorpion (Large Monstrous Scorpion)

Underdark Encounters (Dungeon #144,page 34)
Chasm Spider (Gargantuan Monstrous Spider)
Ghostbelly Spider (Gargantuan Monstrous Spider)
Pit Scorpion (Huge Monstrous Scorpion)
Hornback Centipede (Gargantuan Monstrous Centipede)
Ribbonweb Spider (Huge Monstrous Spider)

Chasm Spider CR 8
Gargantuan Monstrous Web-spinning Spider
N Gargantuan Vermin
Monster Manual 289
Init +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +12
AC 19, touch 9, flat-footed 16
Hp 104 (16 HD)
Immune vermin immunities (MM 317)
Fort +12, Ref +8, Will +5
Spd 40 ft., Climb 20 ft. (40 ft. on rock walls)
Melee Bite +15 (2d8+10 plus poison)
Space 20 ft.; Reach 15 ft.
Base Atk +12; Grp +31
Atk Options web, poison (Injury, Fort DC 16; 1d8 Str/1d8 Str)
Abilities Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +14, Hide –5 (+5 in rocky areas), Jump +17, Spot +12
Web (Ex) A chasm spider can throw a web up to 8/day. This is similar to an attack with a net but has a range increment of 10 feet, a maximum range of 50 feet and is effective against targets up to targets one size category larger than the chasm spider. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a successful DC 20 Escape Artist check or burst the web with a successful DC 24 Strength check. The Check DCs are Strength-based and include a +4 racial bonus. The web has 14 hit points and hardness 0, and takes double damage from fire.
A chasm spider can create sheets of sticky webbing up to 20 feet square. It usually positions these sheets to trap flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 16 hit points and damage reduction 5/-.
A chasm spider can move across its own sheet of web at its rock climbing speed. Tremorsense (Ex) A chasm spider can detect and pin point any creature or object within 60 ft. in contact with the ground or within any range in contact with the ribbonweb spider’s webs.
Skills Chasm spiders gain a +10 racial bonus to Hide when in rocky areas areas due to the natural camouflage provided by its colouration.

Design notes: I’m still trying to come up with something unique for this creature. I see it living underground in caves, or above ground in chasms and huge crevices in the earth. I even picture these guys stringing their webs across small canyons and catching all sorts of other creatures to eat.

Emperor Scorpion CR 7
Huge Monstrous Scorpion
N Huge Vermin
Monster Manual 287
Init +0; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +4
AC 20 (22*), touch 8 (10*), flat-footed 20
Hp 75 (10 HD)
Immune vermin immunities (MM 317)
Fort +10 (+12*), Ref +3 (+5*), Will +3 (+5*)
Spd 50 ft.
Melee 2 Claws +11 (+13*) (1d8+6) and sting +6 (+8*) (2d4+3 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +18
Atk Options constrict (1d8+6), defensive stance, poison (Injury, Fort DC 18; 1d6 Con /1d6 Con), rend (2d8+9)
Abilities Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +10, Hide -4, Spot +4
Constrict (Ex) An emperor scorpion deals automatic claw damage on a successful grapple check.
Defensive Stance* (Ex) When it needs to an emperor scorpion can set itself into a defensive position. As a move action an emperor scorpion can take a defensive stance that leaves it unable to move but improve its combat ability. The emperor scorpion gains a +2 bonus on attack rolls, +2 resistance bonus on all saving throws, and a +4 dodge bonus to AC until it moves. The emperor scorpion’s statistics are shown in brackets with a * above.
Improved Grab (Ex) To use this ability an emperor scorpion must hit with a claw 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 can constrict. A emperor scorpion can use its Strength or Dexterity modifier for grapple checks, whichever is better.
Rend (Ex) If an emperor scorpion hits with both claw attacks, it latches onto its opponent body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.
Tremorsense (Ex) An emperor scorpion can detect and pin point any creature or object within 60 ft. in contact with the ground.

Design notes:The defensive stance ability was taken from the Armand a creature found on page 10 of the MM3. I’m not sure if I calculated the rend damage properly. When I started working on this guy I kept thinking of a king like scorpion one that is very defensive of its race and territory.

Giant Tarantula CR 5
Huge Monstrous Hunting Spider
N Huge Vermin
Monster Manual 289
Init +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +12
AC 16, touch 11, flat-footed 13
Hp 52 (8 HD)
Immune vermin immunities (MM 317)
Fort +8, Ref +5, Will +2
Spd 40 ft., Climb 20 ft.
Melee Bite +9 (2d6+6 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +18
Atk Options poison (Injury, Fort DC 16; 1d8 Str/1d8 Str)
Abilities Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +12, Hide -1, Jump +12, Spot +12
Impale (Ex) A giant tarantula is covered in stiff barbed hair that deals 2d6+4 points of piercing damage to a grabbed opponent with a successful grapple attack. In addition the giant tarantula can inject its poison through these hairs requiring the opponent to make a saving throw to resist its poison attack.
Improved Grab (Ex) To use this ability a giant tarantula 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 can impale the opponent on its barbed hair.
Barbed Defence (Ex) Any creature striking a giant tarantula with handheld weapons or natural weapons takes 1d6+2 points of piercing and slashing damage from the tarantula’s stiff barbed hair. Weapons with reach, or similar attacks are not affected by this ability. An opponent taking damage in this manner is injected with the giant tarantulas poison and must make a saving throw to resist the poisons effects.
Tremorsense (Ex) A giant tarantula can detect and pin point any creature or object within 60 ft. in contact with the ground or the spider’s webs.

Design notes: additional abilities based on the Barbed Devil (page 51 MM) special abilities. When I saw some of the names of creatures I wasn’t sure what to do for them, so I did a little research on the net and discovered that some types of tarantulas have this kind of barbed hair and that some can even shoot it at their enemies.

Ghostbelly Spider CR 8
Gargantuan Monstrous Hunting Spider
N Gargantuan Vermin
Monster Manual 289
Init +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +12
Aura frightful presence (30 ft., DC 20)
AC 19, touch 9, flat-footed 16
Hp 104 (16 HD)
Immune vermin immunities (MM 317)
Fort +12, Ref +8, Will +5
Spd 40 ft., Climb 20 ft.
Melee Bite +15 (2d8+10 plus poison)
Space 20 ft.; Reach 15 ft.
Base Atk +12; Grp +31
Atk Options poison (Injury, Fort DC 16; 1d8 Str/1d8 Str)
Abilities Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +14, Hide -5, Jump +17, Spot +12
Frightful Presence (Ex) A ghostbelly spider can inspire terror in its opponents by charging or attacking. Creatures affected by this ability must succeed on a DC 20 Will save or become shaken, remaining in that condition as long as they remain within 30 feet of the ghostbelly spider. A creature that successfully saves cannot be affected by the same ghostbelly spider’s frightful presence fro 24 hours. The save DC is Constitution-based.
Paralysis (Ex) Any creature that is hit with the ghostbelly spiders bite attack must succeed on a DC 20 Fortitude save or be paralysed for 1d4+1 rounds. The save DC is Constitution-based.
Tremorsense (Ex) A giant tarantula can detect and pin point any creature or object within 60 ft. in contact with the ground or the spider’s webs.

Design notes: This creature’s special ability was based on the paralysis ability of a ghast (MM, page 119), and the Chwidenchas frightful presence ability from the new Drow of the Underdark source book, page 108. I figured that this creature probably has a ghostly white belly, and that combined with its frightful presence ability gave it its name.

Hornback Centipede CR 6
Gargantuan Monstrous Centipede
N Gargantuan Vermin
Monster Manual 286
Init +2; Senses Darkvision 60 ft.; Listen +0, Spot +4
AC 18, touch 8, flat-footed 16
Hp 66 (12 HD)
Immune vermin immunities (MM 317)
Fort +9, Ref +6, Will +4
Spd 40 ft., Climb 40 ft.
Melee Bite +11 (2d8+9 plus poison)
Ranged 6 horns +12 (1d8+1)
Space 20 ft.; Reach 15 ft.
Base Atk +9; Grp +27
Atk Options Poison (Injury, Fort DC 17; 1d8 Dex/1d8 Dex)
Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +14, Hide –2, Spot +4
Horns (Ex) By flexing its body a hornback centipede can launch a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The hornback centipede can only launch up twenty-four spikes in any 24-hour period.

Design notes: The horns ability was taken from the manticore spikes ability (Page 180 MM). Horns on a creatures back…nuff said.

Jungle Cobra CR 2
Large Viper Snake
N Large Animal
Monster Manual 280
Init +7; Senses scent; Listen +5, Spot +6
AC 15, touch 12, flat-footed 12
Hp 13 (3 HD)
Fort +3, Ref +6, Will +2
Spd 20ft. climb 20 ft., swim 20 ft.
Melee bite +4 (1d4 plus poison)
Ranged spit poison +5 touch (poison)
Space +10 ft.; Reach 5 ft.
Base Atk +2; Grp +6
Atk Options Poison (Injury, Fort DC 14; 2d4 Str/1d4 Str, blindness, suffocation)
Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Weapon Finesse
Skills Balance +10, Climb +11, Hide +8, Listen +5, Move Silently +3, Spot +7, Swim +8
Improved Poison (Ex) A jungle cobra’s poison is harder to resist (+3 racial bonus to poison DC, already calculated into the stats) than normal snake venom and targets the victim’s nervous system. When the victims Strength score reaches 0 as a result of the cobras poison he must make a Constitution check (DC 14). This check is repeated every round, with the DC increasing by +1 for each previous check. Failure on one of these checks means that the victim begins to suffocate. In the first round the victim fall unconscious (0 hit points). In the second round he is dying (-1 hit points). In the third round, he suffocates and dies. A delay poison spell halts the constitution check for the duration of the spell. A successful Heal check (DC 18 made before a character suffocates negates any further need for Constitution checks.
Spit Poison (Ex) A jungle cobra can fire a stream of poison in a 30-foot long line, and requires a ranged touch attack to hit its target. If this attack is successful, the victim must make a normal save against the poison as if the snake bit him. If the victim fails his initial saving throw against the poison he is blinded for 2d6 minutes. The blindness can be healed with a successful Heal check DC 14).

Design notes: The Improved Poison and Spit Poison abilities were taken from appendix C: snakes of the Tome of Horrors (Revised Edition) from Necromancer Games, using the Spitting Cobra statistics line Pages 425-426. Its CR has been adjusted according to that book. Again I did a little research on the net, as well as perused my book shelf for some ideas.

Pit Scorpion CR 7
Huge Monstrous Scorpion
N Huge Vermin
Monster Manual 287
Init +0; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +4
AC 20, touch 8, flat-footed 20
Hp 75 (10 HD)
Immune vermin immunities (MM 317)
Fort +10, Ref +3, Will +3
Spd 50 ft.
Melee 2 Claws +11 (1d8+6) and sting +6 (2d4+3 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +18
Atk Options constrict (1d8+6), poison (Injury, Fort DC 18; 1d6 Con /1d6 Con)
Abilities Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +10, Hide -4, Spot +4
Caustic Blood (Ex) Any creature that successfully hits a pit scorpion with a melee weapon or a natural weapon takes 1d6 points of acid damage from the scorpions highly acidic blood. Weapons with exception reach, such as long spears, do not endanger the user this way.
Constrict (Ex) A pit scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex) To use this ability a pit scorpion must hit with a claw 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 can constrict. A pit scorpion can use its Strength or Dexterity modifier for grapple checks whichever is better.
Acid Spray (Ex) A pit scorpion can spray a 20-foot cone of acid that deals 5d8 points of damage to everything tin the area. Once a pit scorpion uses this ability it can’t use it again for 1d4 rounds. The pit scorpion can also produce a concentrated stream of acid that deals 10d8 points of damage to a single target within 5 feet. In either case, a DC 18 Reflex save halves the damage. The save DC is Constitution-based.
Tremorsense (Ex) A pit scorpion can detect and pin point any creature or object within 60 ft. in contact with the ground.

Design notes: The caustic blood ability came from the bloodstriker dinosaur; page 39 of the MM3 and the acid spray came from the digester page 59 of the MM. While I was doing some research on the net I discovered that scorpions spray an acid onto creatures they kill so they can eat them, so it was only natural that larger monstrous spiders do the same. The acid blood stuff was really just because when ever I think of scorpions I cant help but think of the face huggers from the Aliens movies.

Quickdeath Mamba CR 4
Huge Viper Snake
N Huge Animal
Monster Manual 280
Init +6; Senses scent; Listen +7, Spot +7
AC 15, touch 10, flat-footed 15
Hp 33 (6 HD)
Fort +6, Ref +7, Will +3
Spd 20ft. climb 20 ft., swim 20 ft.
Melee bite +6 (1d6+4 plus poison)
Space +15 ft.; Reach 10 ft.
Base Atk +4; Grp +15
Atk Options Poison (Injury, Fort DC 20; 2d4 Str/1d6 Str, suffocation)
Abilities Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Run, Weapon Focus (Bite)
Skills Balance +10, Climb +11, Hide +3, Listen +7, Move Silently +2, Spot +7, Swim +11
Improved Poison (Ex) A quickdeath mamba’s poison is harder to resist (a +6 racial bonus to the save DC, already calculated into the stats) than normal snake venom that begins to attack the victim’s nervous system. When the victims Strength score reaches 0 as a result of the mambas poison he must make a Constitution check (DC 20). This check is repeated every round, with the DC increasing by +1 for each previous check. Failure on one of these checks means that the victim begins to suffocate. In the first round the victim fall unconscious (0 hit points). In the second round he is dying (-1 hit points). In the third round, he suffocates and dies. A delay poison spell halts the constitution check for the duration of the spell. A successful Heal check (DC 24 made before a character suffocates negates any further need for Constitution checks.

Design notes: The Improved Poison ability was taken from appendix C: snakes of the Tome of Horrors (Revised Edition) from Necromancer Games, using the Black Mamba statistics line Pages 425-426. Its CR has been adjusted according to that book. Again did a little research/browsing and this seemed to fit the bill.

Ribbonweb Spider CR 5
Huge Monstrous Web-spinning Spider
N Huge Vermin
Monster Manual 289
Init +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +4
AC 16, touch 11, flat-footed 13
Hp 52 (8 HD)
Immune webs; vermin immunities (MM 317)
Fort +8, Ref +5, Will +2
Spd 30 ft., Climb 20 ft.
Melee Bite +9 (2d6+6 plus poison)
Space 15 ft.; Reach 10ft.
Base Atk +6; Grp +18
Atk Options Poison (Injury, Fort DC 16; 1d8 Str/1d8 Str)
Abilities Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +12, Hide –1 (+7 with webs), Jump +4, Move Silently +3 (+11 with webs), Spot +4
Immunity to Webs (Ex) A ribbon spider is unaffected by natural and magical webs.
Maddening Webs (Ex) Webbing created by a ribbonweb spider is covered in a powerful psychotropic toxin. Creatures struck by a ribbonwebs web attack or entangled in its sheet webs must succeed on a DC 16 Will save or become confused for 8 rounds as they experience weird hallucinations that leave the befuddled. The save DC is Constitution-based.
Web (Ex) A ribbonweb spider can throw a web up to 8/day. This is similar to an attack with a net but has a range increment of 20feet, and is effective against targets up to two size categories larger than the spider. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a successful DC 22 Escape Artist check or burst the web with a successful DC 22 Strength check. The Check DCs are Strength-based and include a +4 racial bonus. The web has 14 hit points and hardness0, and takes double damage from fire.
A ribbonweb spider can create sheets of sticky webbing up to 20 feet square. It usually positions these sheets to trap flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack (Including the maddening webs effect). Each 5-foot section of webbing has 12 hit points and damage reduction 5/-.
A ribbonweb spider can move across its own sheet of web at its climb speed and can determine the exact location of any creature touching the web.
Tremorsense (Ex) A ribbonweb spider can detect and pin point any creature or object within 60 ft. in contact with the ground or within any range in contact with the ribbonweb spider’s webs.

Design notes: This creature’s special abilities are based on the Tangle Terror, Page 142 of the new Drow of the Underdark sourcebook. Not much came to mind when I saw ribbonweb, despite the fact that the name would imply that the spiders webs are rather wide like ribbon. When I saw the entry for the tangle terror I new it was perfect for what I wanted. The tangle terror is a CR 8 and is only medium sized so I think if I want this guy to have lower CR (which I do) I need to make some adjustments somehow.

Sawtail Scorpion CR 3
Large Monstrous Scorpion
N Large Vermin
Monster Manual 287
Init +0; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +4
AC 16, touch 9, flat-footed 16
Hp 32 (5 HD)
Immune vermin immunities (MM 317)
Fort +6, Ref +1, Will +1
Spd 50 ft.
Melee 2 Claws +6 (1d4+4) and sting +1 (1d6+6/19-20 plus poison)
Space 10 ft.; Reach 5 ft. (10 ft. with sting attack)
Base Atk +3; Grp +11
Atk Options constrict (1d6+4), poison (Injury, Fort DC 14; 1d4 Con /1d4 Con), Spring Attack
Abilities Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Feats Improved Critical (sting), Spring Attack
Skills Climb +8, Hide +0, Spot +4
Constrict (Ex) A sawtail scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex) To use this ability a sawtail scorpion must hit with a claw 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 can constrict. A sawtail scorpion can use its Strength or Dexterity modifier for grapple checks whichever is better.
Powerful Sting (Ex) Because of the powerful muscles in a sawtail scorpions tail it is able to apply 1.5 times its strength modifier to damage rolls with its sting attack.
Reaching Tail (Ex) A sawtail scorpion’s tail can extend 5 feet beyond the normal reach for its size category. Granting a Large sawtail scorpion a reach of 10 feet with its sting attack.
Tremorsense (Ex) A sawtail scorpion can detect and pin point any creature or object within 60 ft. in contact with the ground.
Bonus Feat A sawtail scorpion gains Improved Critical and Spring Attack as bonus feats.

Design notes: I basically wanted to focus on the sawtail aspect of this creature and really emphasise why it’s called a sawtail scorpion.

Shipbreaker Crab CR 10
Gargantuan Monstrous Crab
N Garantuan Vermin (aquatic)
Stormwrack 142
Init +0; Senses low-light vision 60 ft., scent; Listen +0, Spot +4
AC 26, touch 6, flat-footed 26
Hp 159 (24 HD)
Immune vermin immunities (MM 317)
Fort +16, Ref +8, Will +8
Spd 30 ft.
Melee 2 Claws +25 (3d6+11)
Space 20 ft.; Reach 20 ft.
Base Atk +18; Grp +45
Atk Options constrict (6d6+11)
Abilities Str 33, Dex 11, Con 14, Int -, Wis 11, Cha 2
SQ amphibious, vermin traits (MM 317)
Skills Hide -8, Spot +4
Amphibious (Ex) although a shipbreaker crab is aquatic, it can survive indefinitely on land.
Constrict (Ex) A shipbreaker crab deals automatic claw damage on a successful grapple check.
Improved Grab (Ex) To use this ability a shipbreaker crab must hit with a claw 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 can constrict.

Design notes: I’m still reading Stormwrack to figure out how to make this guy into an actual ship breaker.

Shrieking Spider CR 2
Large Monstrous Hunting Spider
N Large Vermin
Monster Manual 289
Init +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +12
AC 14, touch 12, flat-footed 11
Hp 22 (4 HD)
Immune vermin immunities (MM 317)
Fort +5, Ref +4, Will +1 (+4 against effects involving sound or sonics)
Spd 40 ft., Climb 20 ft.
Melee Bite +4 (1d8+3 plus poison)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +9
Atk Options Poison (Injury, Fort DC 13; 1d6 Str/1d6 Str)
Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +11, Hide +3, Jump +12, Spot +12
Protection from Sonics (Ex) While shrieking spiders can be affected by loud noises and sonic spells (such as ghost sound or silence), their anatomical structure makes them less vulnerable to sonic attacks providing a +4 racial bonus on all saving throws that involve the sonic descriptor of rely on sound to be effective.
Shriek (Su) A shrieking spider can emit a cone of sonic energy up to 40 feet long. It can also use this attack to affect any creature of objects within a 30-foot radius. This attack can be tuned to affect different types of targets. All of the save DCs are Constitution-based.
Flesh: Disrupting itssue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 13 half).
Nerves: A shrieking spider can focus its scream to knock out foes rather than kill them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 13 half).
Material: When using this method of high pitched keening, a shrieking spider chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 13 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Tremorsense (Ex) A giant tarantula can detect and pin point any creature or object within 60 ft. in contact with the ground or the spider’s webs.

Design notes: additional abilities based on the Destrachans (page 49 MM) destructive harmonics and protection from Sonics abilities. Making it have a sonic attack just seemed the most natural route with this creature.

Treeleg Spider CR 8
Gargantuan Monstrous Hunting Spider
N Gargantuan Vermin
Monster Manual 289
Init +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Listen +0, Spot +12
Aura frightful presence (30 ft., DC 20)
AC 19, touch 9, flat-footed 16
Hp 104 (16 HD)
Immune vermin immunities (MM 317)
Fort +12, Ref +8, Will +5
Spd 40 ft., Climb 20 ft.
Melee Bite +15 (2d8+10 plus poison)
Space 20 ft.; Reach 15 ft.
Base Atk +12; Grp +31
Atk Options trample (2d6+10 Reflex DC 25, half), poison (Injury, Fort DC 16; 1d8 Str/1d8 Str)
Abilities Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ Vermin traits (MM 317)
Skills Climb +14, Hide –5 (+5 in wooded areas), Jump +17, Spot +12
Trample (Ex) With its tree trunk like legs a treeleg spider can easily mash any opponents smaller than itself into the ground. By taking a full round action the treeleg spider can move up to twice its speed and run over any opponent at least one size category smaller than itself. Any creature that is completely covered by the treeleg spider is affected by the attack.
If a targets space is larger than 5 feet, it is only considered trampled if the treeleg spider moves over all the squares it occupies. If the treeleg spider moves only over some of the targets space, the target can make an attack of opportunity against the treeleg spider at a –4 penalty. If the treeleg spider accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
The trample attack deals 2d6+10 bludgeoning damage
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make an attack of opportunity, they can instead attempt a DC 25 Reflex save for half damage. The save DC is Strength-based. A treeleg spider can only trample a target once per round, no matter how many times its movement takes it over a target creature.
Tremorsense (Ex) A giant tarantula can detect and pin point any creature or object within 60 ft. in contact with the ground or the spider’s webs.
Skills Treeleg spiders gain a +10 racial bonus to Hide when in wooded areas because their legs are easily confused with tree trunks.

Design notes: I went with a literal translation with this creature. I figured this spider hides in the jungle, and then crushes its prey below, and then picks it up and eats it. Not sure on exactly what the trample damage should be.


I really dont think that it matters if the players (or their PC's) know if Demogorgon is the main bad dude.Its not really going to change anything, and it may point to the fact that Demogorgan is involved somehow but not provided definiative proof that he is anyway.So I wouldnt stress about that too much.


Lol, I'm not sure if I should consider that a joke or not...


I would say that since you gave him an escape route you should let him do so. If the PC hasn't got the message to return to the party and tries to go off on his own again you waste him. The idea of the scenario from what I understand is to instill a sense of horror in the PC's like when the aliens keep attacking the marines in the aliens movie until they decide that they need to do something to escape the situation.If that means killing a few PC's then so be it.At the very least the flying barbarian should have been able to see the difference in terrain at the heart of the Sargasso where the mother of all is located.

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