Hellbound: The Blood War (AD&D Planescape) by Colin McComb PDF

By Colin McComb

ISBN-10: 0786904070

ISBN-13: 9780786904075

A entire source at the infernal conflict that has torn the planes aside for millennia. even though the struggle has spilled into many different PLANESCAPE items, the entire tale of the roaring clash hasn't ever ahead of been designated.

Contents: "The darkish of the conflict" (80-pg DM guide); "The Chant of the warfare" (32-pg participant guide); "War video games" (96-page event book); "Visions of warfare" (24-page representation book); "The cut price" (16-pg comedian e-book illustrated through Tony DiTerlizzi and Robh Ruppel).

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Additional resources for Hellbound: The Blood War (AD&D Planescape)

Sample text

If the adventurers pursue the watchers, the watchers lead them on a chase through the chamber, hoping that the ettercaps can slow down the pursuers and allow them a moment to go back into hiding. E N CO U N T E R C 3 : T H E B L AC K M EA D OW Tactics arborean grove react violently to any intrusions on their sacred resting place. Illusory Forest: The room’s true size is as shown on the map. Day and night passes here as part of the ongoing illusion, with the sun rising into the sky and setting as night returns.

At the start of the shambling mound’s turn each round, the enveloped target takes 10 damage and the shambling mound regains 10 hit points. The shambling mound can envelop up to 2 creatures at a time. When the target makes its save, it reappears in a square of its choice adjacent to the shambling mound. Lightning Affinity (immediate reaction, when hit by a lightning attack; at-will) ✦ Healing The shambling mound regains 10 hit points. Alignment Unaligned Languages — Skills Stealth +10 Str 22 (+10) Dex 12 (+5) Wis 10 (+4) Con 20 (+9) Int 5 (+1) Cha 10 (+4) Satyr Piper (S) Level 8 Controller (Leader) Medium fey humanoid XP 350 Initiative +8 Senses Perception +10; low-light vision HP 86; Bloodied 43 AC 22; Fortitude 18, Reflex 20, Will 21 Speed 6 m Gore (standard; at-will) +11 vs.

The dire boar, barely controlled by the arboreans, rampages through the hedge maze. It charges whenever possible, and if it pushes a creature into the thickets the creature takes 1d10 damage and its forced movement immediately ends. The boar tries to knock adventurers into the thickets or into the pool of water in the center of the maze whenever possible. After charging, it tries to move away from the party to set up a second charge attack. The two arborean reapers start the encounter in secret chambers in the eastern side of the room.

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Hellbound: The Blood War (AD&D Planescape) by Colin McComb


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