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Left 4 Dead/Ravenloft
9 months ago  ::  Jul 03, 2009 - 9:08AM #1
Jovknee
Posts: 43
Date Joined: 12/07/05
I've been thinking about running a short D&D game (using the Pathfinder rules) and think I'll do it in the Ravenloft setting. Anyone that has played the game Left 4 Dead video game may be able to help me out. I'm thinking of putting the players in a land where 99% of the population have been infected and the players have to try to get out or die trying. Most will be common infected, low AC and low HP, but fast moving and LOTS of them. These will be the easiest to make, the infected that I'm asking for your help with are the Hunters, Boomers, Smokers and Tanks. I'm also considering the Charger from the new game Left 4 Dead 2. Don't know what it can or can't do, but I'm thinking it's similar to a smaller tank.

Has anyone done these over into a roleplaying game yet? If so, what are you using for their stats?
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9 months ago  ::  Jul 03, 2009 - 10:07PM #2
Amthyst_fire
Posts: 95
Date Joined: 04/05/06
The Ravenloft Campaign setting was put out by WhiteWolf years ago and is 3.X compliant. I played a ravenloft game once, but it actually wasn't that good a game (Players, not the game as the main factor for suckage in that game).

As far as the setting, the fluff will transfer no problem, but some of the more hard line stuff, like stats for Straud (ah, Straud. I think he's core to that setting) and the like, you might need help with.

Didn't own the books to begin with, so can't help you out here, but good luck with that!
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9 months ago  ::  Jul 03, 2009 - 10:19PM #3
Keytap
Posts: 191
Date Joined: 05/07/07
Edit: Okay, here they are. Common Infected are CR 1/2, Special Infected are CR 1-2, and Boss Infected are CR 2-4 depending on how they are played.

[code]Common Infected
Medium Undead

HD: 2d12+3 (16 hp)
Initiative: -1
Speed: 30 ft
AC: 11 (-1 Dex, +2 natural)
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Toughness
CR: 1/2
Alignment: Always neutral evil

Common Infected are the same basic human commoner zombies out of the PHB, except for the fact that they can still run. You may or may not want to keep the "single actions only" special quality, depending on how you see the zombies from L4D.[/code]
[code]Hunter
Medium Undead

HD: 4d12 (26 hp)
Initiative: +4
Speed: 30 ft.
AC: 16 (+4 Dex, +2 natural)
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1) or Claw +6 melee (1d4+1)
Full Attack: Slam +3 melee (1d6+1) or Claw +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 12, Dex 19, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Mobility, Spring Attack, Weapon Finesse: Claw
CR: 1
Alignment: Always neutral evil

Pounce (Ex): If the Hunter is able to study his opponent for 1 round, then he can attempt a pounce attack, dealing 1d6+1 damage and immediately initiating grapple. If the Hunter performs this attack from heights, he can transfer half of his falling damage to his victim, and take none himself. During the grapple initiated after a Pounce attack, the Hunter has a +4 bonus to his grapple checks, and automatically succeeds on grapple checks to use his natural weapons.

(If his pounce is played intelligently, he could easily be considered a CR 2 - I tried to stick with the "you're screwed if you don't have buddies nearby to save you" feel, which shouldn't be a problem in a party.)[/code]
[code]Smoker
Medium Undead

HD: 4d12 (26 hp)
Initiative: +2
Speed: 30 ft.
AC: 14 (+2 Dex, +2 natural)
Base Attack/Grapple: +2/+2
Attack: Slam +2 melee (1d6) or Claw +2 melee (1d4)
Full Attack: Slam +2 melee (1d6) or Claw +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drag
Special Qualities: Smoky, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 11, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Precise Shot
CR: 1
Alignment: Always neutral evil

Drag (Ex): A smoker can use his long, paralyzing tongue to lash out and grab enemies and begin dragging them back to him. The smoker makes a ranged touch attack at a +3 bonus. If he hits, then the target is partially paralyzed, and the tongue wraps around them. On each subsequent turn of the smoker's, the target is pulled 10 ft. closer to him, taking 1d4 damage in the process from the tongue's constriction. If the target gets stopped by an object or cannot be pulled further, the target remains paralyzed and continues taking 1d4 damage each round. When the target reaches the smoker, the smoker can begin making claw attacks. The target is denied their dexterity bonus to AC when being hit by these attacks.

Smoky (Ex): A smoker's body constantly exhumes a thick, green gas filled with spores. The spores are harmless, but this gives the smoker a -4 to Hide. When a smoker dies, his body "pops", and this gas rapidly escapes and fills an area 15 ft. in diameter, granting all those in it, or those being targeted through it, concealment. Casting spells with verbal components in this smoke requires a DC 10 Concentration check.

(You may or may not want to make a DC to resist the tongue's paralyzing effect - though note, it is not complete paralysis, and the target is not helpless, and cannot be coup de grace'd. I also used the Versus form of the smoker, which does damage while the target is being pulled. You may want to change it so that it does not.)[/code]
[code]Boomer
Medium Undead

HD: 4d12 (26 hp)
Initiative: -2
Speed: 30 ft.
AC: 10 (-2 Dex, +2 natural)
Base Attack/Grapple: +2/+2
Attack: Slam +3 melee (1d6+1) or Claw +3 melee (1d4+1)
Full Attack: Slam +3 melee (1d6+1) or Claw +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Vomit
Special Qualities: Volatile, darkvision 60 ft., undead traits
Saves: Fort +3, Ref -1, Will +4
Abilities: Str 13, Dex 6, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Great Fortitude
CR: 1
Alignment: Always neutral evil

Vomit (Ex): A boomer can shoot projectile vomit in a 15 ft. cone. All those caught in the cone are covered in boomer bile. Boomer bile attracts all infected within 100 ft to the target, and they will be the infected's sole target(s). Those covered in bile have a -4 to hit and a 20% miss chance, as concealment. The bile dissipates in 3 rounds. A DC 16 reflex save avoids the bile.

Volatile (Ex): A boomer that is dealt 5 cumulative points of piercing, slashing, fire, or electricity damage explodes instantaneously, covering a 15 ft. diameter in boomer bile. Bile works as noted above. A DC 18 reflex save avoids the bile from a boomer explosion.[/code]
[code]Tank
Large Undead

HD: 8d12 (52 hp)
Initiative: -2
Speed: 30 ft.
AC: 12 (-1 Dex, +3 natural)
Base Attack/Grapple: +4/+13
Attack: Slam +10 melee (1d8+10)
Full Attack: Slam +10 melee (1d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Throw
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +2, Ref +1, Will +6
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Power Attack, Improved Bullrush, Powerful Blow
CR: 3
Alignment: Always neutral evil

Throw (Ex): A tank can throw anything within his reach up to his heavy load. If no such object exists, he can rip a chunk out of a larger item, including terrain, buildings, or anything else feasible. He throws the item with amazing strength, making a ranged attack roll using his strength instead of his dexterity to add to it. If he hits, he deals 1d6+7 damage, and knocks the target prone.[/code]
[code]Witch
Medium Undead

HD: 6d12 (39 hp)
Initiative: +1
Speed: 40 ft.
AC: 13 (+1 Dex, +2 natural)
Base Attack/Grapple: +2/+2
Attack: Slam +4 melee (1d6+2) or Claw +3 melee (1d4+2)
Full Attack: Slam +4 melee (1d6+2) or Claw +3 melee (1d4+2) and Claw +3 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend, Pounce
Special Qualities: Irritable, darkvision 60 ft., undead traits
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 15, Dex 15, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Two-Weapon Fighting
CR: 2
Alignment: Always neutral evil

Rend (Ex): If the Witch hits with two claw attacks in one round, then she rends the target's flesh for an additional 1d6+4 damage.

Pounce (Ex): The Witch can make a full attack action at the end of a charge. She provokes attacks of opportunity as normal.

Irritable (Ex): Unless provoked, a Witch remains somber, crying to herself while kneeling on the floor. If any non-Undead creature comes within 20 ft. of her, she begins growling menacingly and begins to rise from her kneeling position. If the creature does not move out of the area by the end of its next turn, then the Witch is startled and begins attacking that creature immediately. Her initiative is not rolled, it is automatically placed directly after the creature who startles her. Any offensive actions toward the Witch will also startle her.[/code]
Please, remember. Most of these are CR 1-2 only when engaging a party. I stuck with the L4D concept that it is almost impossible to engage them alone. Their abilities may seem powerful at first, but the extremely debilitating ones only affect one party member at a time. It is up to the other party members to save them. Also, if you intend on running these in your campaign, remember not to send too many at even an advanced party. The L4D strategy of never more than 4 is good. 2 Hunters, 1 smoker, and 1 boomer, and a tank can replace any of the 4, but not often. Witches are more hazards than enemies, hopefully. A party trying to battle a witch will have quite the fight on their hands.
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9 months ago  ::  Jul 11, 2009 - 4:32PM #4
Ozymandias_V.
Posts: 22
Date Joined: 05/23/05
Uh, the infected aren't actually undead. They're very much alive.
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9 months ago  ::  Jul 14, 2009 - 4:12PM #5
Keytap
Posts: 191
Date Joined: 05/07/07
Yes, I'm aware of that, but if you're trying to work them into a D&D campaign, Undead seemed to fit the general bill. I assume we're not going with a literal translation that it's a transmitted virus, otherwise the party is going to be needing some massive fort saves or heal checks, one of the two.
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