A fantasy campaign that I (stolph) have been running off and on for the past 25 years.
Score: 46956 | 5/1/24 |
The
Systems used: Fantasy Hero, D&D 3, D&D 3.5, and now my home brew Easy D20 system. To date, most of the action takes place in:
Umerus - a landlocked Kingdom whose economic well-being is in jeopardy due to a greedy baron and encroaching orcs. It's capital city Invidia is well-known for its intrigue, gladiatorial combat, and Traitor's Gate, where the heads of traitors and smugglers are placed as a warning to those who would follow a similar profession.
The Badlands - mostly lifeless hills and a haven for smugglers. Contains a small woods, Dragon's Cave, and the Caves of Tamal, among other landmarks.
Arindel - a bustling, independent port city with evil lurking in the sewers below. Sorcery is outlawed, and for good reason.
Boddynock - a mixed race region in the mountains that are home to humans, drow elves with a dark past, gnomes who like to play jokes and build strange contraptions, and formerly-enslaved dwarves who mostly keep to themselves.
Alitrem - a Kingdom of horsemen on the high plains east of the Boddynock Mountains. Most of the current PCs hail from here.
Sieresh Forest - a dominion of elves. Moonbrook is the capitol, yet still not much bigger than a village.
Burrowing Sidewinder Salamander
Huge beast, Unaligned
- Armor Class 18
- Hit Points 142(15d12 + 45)
- Speed walk: 50, swim: 30, burrow: 30
- Initiative 3
STR DEX CON INT WIS CHA
- Saving Throws Bonus undefined
- Condition Immunities:
- Senses darkvision 60 ft.
- Languages —
- Challenge 9 (5,000XP)
- Proficiency Bonus +4
Camouflage. The sidewinder salamander has advantage on Dexterity (Stealth) checks to hide.
Corrosive Blood. A creature that deals piercing or slashing damage to the sidewinder salamander while within 5 feet of it takes 17 (5d6) acid damage.
Fresh Trail. Whenever the burrowing sidewinder takes the Dash action on sand or grass, the area it crosses becomes difficult terrain afterwards.
Actions
Multiattack The sidewinder makes two attacks: one with its Bite and one with its Tail.
Bite Melee Weapon Attack: +10 to hit, reach 5 ft., one target Hit: 21 (6d4 +7) piercing damage.
Tail Melee Weapon Attack: +10 to hit, reach 10 ft., one creature Hit: 19 (3d8 +7) bludgeoning damage, and the target is grappled (escape DC 16) Until this grapple ends, the creature is restrained, and the salamander can't make a tail attack against another target.
Bonus Actions
Reactions
Legendary Actions