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<blockquote data-quote="Cleon" data-source="post: 6560738" data-attributes="member: 57383"><p><strong>Isopterite Additional Information</strong></p><p></p><p>The sub-adventure in SJA3 where the adventurers enter an Isopterite nest has a bunch of additional information.</p><p></p><p>In case you're wondering how a hive of 12-foot insect can fit inside a tree. The tree they live in <em>spans an entire solar system</em>.</p><p></p><p>This passage tells us isopterites have the Hive Mind trait:</p><p style="margin-left: 20px"><span style="color: #00FFFF">Because the isopterites operate under a hive intelligence, once the group is detected, their presence will be known by all of the creatures. Due to the relatively small numbers of active creatures and their instinctive drive to perform duties of tending to the queen and her eggs, the number of attacks on the PCs will be relatively low.</span></p><p></p><p>Isopterites can hibernate.</p><p style="margin-left: 20px"><span style="color: #00FFFF"><strong>Chamber:</strong> Containing mostly hibernating isopterites of the warrior and worker variety, these rooms are the most plentiful in the lair. If the PCs go through these chambers quietly, (as determined by the DM) they will not wake the hibernating termites. But if the PCs engage in battle, it is 25% likely that an additional 2d10 warrior isopterites will wake and attack the group</span></p><p></p><p>Worker isopterites will flee intruders and alert warriors rather than fight.</p><p></p><p>The queen in the adventure is ENORMOUS - 150 feet long! - and "<span style="color: #00FFFF">totally helpless</span>", unlike the queen in the <em>Monstrous Compendium</em> entry who's able to move and defend herself. </p><p></p><p>Isopterite burrows are reinforced with a sticky resin that is harmful to non-isopterites:</p><p style="margin-left: 20px"><span style="color: #00FFFF">When they are finished digging in a certain area, they line the walls with stomach acid and wood shavings to give the structure strength.</span></p> <p style="margin-left: 20px"><span style="color: #00FFFF"></span></p> <p style="margin-left: 20px"><span style="color: #00FFFF">Unfortunately, this has an undesired effect on non-isopterites. When the PCs first enter or approach the opening in the tree trunk, they will immediately detect a strong, pungent odor like ammonia. This has the obvious effect of causing distraction and irritation. UnfortunateIy, the mixture causes greater damage still to anyone who remains exposed to it for any length of time. After 30 minutes of exposure to the fumes in the lair, the PCs will begin coughing and choking. This will increase the chance of being attacked by wandering isopterites (see below).</span></p> <p style="margin-left: 20px"><span style="color: #00FFFF"></span></p> <p style="margin-left: 20px"><span style="color: #00FFFF">After being in the lair for one hour, the group will begin to experience chest pains and watery eyes. As a result, the PCs’ armor classes are reduced by 1 and attack rolls are made at –2. The DM should make it clear to the PCs that the effects of the amtosphere are becoming increasingly worse. After an additional 30 minutes (a total of 90 minutes), the PCs’ armor classes are reduced by 2 and attack rolls are made at –4.</span></p> <p style="margin-left: 20px"><span style="color: #00FFFF"></span></p> <p style="margin-left: 20px"><span style="color: #00FFFF">At this point, PCs must make a saving throw vs. breath weapon every fifteen minutes or fall unconscious. An unconscious PC will lose two hit points per turn until he is carried to fresh air or a cure poison or similar spell is administered. Healing spells and cure disease will have no effect on a PC who has succumbed to the amtosphere.</span></p> <p style="margin-left: 20px"><span style="color: #00FFFF"></span></p> <p style="margin-left: 20px"><span style="color: #00FFFF">A PC who is carried to fresh air will regain consciousness after 2d2 turns. Lost hit points may be regained normally. PCs who remain in the fresh air 30 minutes or longer will regain all losses to armor class and “to hit” rolls, but these will drop as detailed above when the PCs re-enter the tunnels. PCs who are reduced to zero hit points die.</span></p><p></p><p>This gas also causes nonmagical flames to burn twice as brightly but for half as long. This does not affect fire damage, but means light sources burn out quickly. The resin itself is not flammable.</p><p></p><p>This resin is stored in chambers that are very hazardous for non-isopterites:</p><p style="margin-left: 20px"><span style="color: #00FFFF"><strong>Storage:</strong> This room is used to store concentrated quantities of the sticky, adhesive substance that lines the walls of the lair. Any character who falls in this substance will sink to the bottom like a rock. He will take 2-20 points of damage per round. Any character who breathes the fumes from this room must save vs. breath weapon or become unconscious</span></p><p></p><p>Clumps of a slightly sticky, brown, stringy material hang from the ceiling every 20 feet of an isopterite nest. These help them navigate their tunnels and is thick enough to blocks line of sight.</p><p></p><p>Isopterite food stores contain "<span style="color: #00FFFF">a bland paste that is not nutritious to humans. It is consumed primarily by newly hatched young</span>".</p><p></p><p>I think that's all the information I can extract from the adventure, so we might as well get started.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6560738, member: 57383"] [b]Isopterite Additional Information[/b] The sub-adventure in SJA3 where the adventurers enter an Isopterite nest has a bunch of additional information. In case you're wondering how a hive of 12-foot insect can fit inside a tree. The tree they live in [I]spans an entire solar system[/I]. This passage tells us isopterites have the Hive Mind trait: [INDENT][COLOR=#00FFFF]Because the isopterites operate under a hive intelligence, once the group is detected, their presence will be known by all of the creatures. Due to the relatively small numbers of active creatures and their instinctive drive to perform duties of tending to the queen and her eggs, the number of attacks on the PCs will be relatively low.[/COLOR][/INDENT] Isopterites can hibernate. [INDENT][COLOR=#00FFFF][B]Chamber:[/B] Containing mostly hibernating isopterites of the warrior and worker variety, these rooms are the most plentiful in the lair. If the PCs go through these chambers quietly, (as determined by the DM) they will not wake the hibernating termites. But if the PCs engage in battle, it is 25% likely that an additional 2d10 warrior isopterites will wake and attack the group[/COLOR][/INDENT] Worker isopterites will flee intruders and alert warriors rather than fight. The queen in the adventure is ENORMOUS - 150 feet long! - and "[COLOR=#00FFFF]totally helpless[/COLOR]", unlike the queen in the [I]Monstrous Compendium[/I] entry who's able to move and defend herself. Isopterite burrows are reinforced with a sticky resin that is harmful to non-isopterites: [INDENT][COLOR=#00FFFF]When they are finished digging in a certain area, they line the walls with stomach acid and wood shavings to give the structure strength. Unfortunately, this has an undesired effect on non-isopterites. When the PCs first enter or approach the opening in the tree trunk, they will immediately detect a strong, pungent odor like ammonia. This has the obvious effect of causing distraction and irritation. UnfortunateIy, the mixture causes greater damage still to anyone who remains exposed to it for any length of time. After 30 minutes of exposure to the fumes in the lair, the PCs will begin coughing and choking. This will increase the chance of being attacked by wandering isopterites (see below). After being in the lair for one hour, the group will begin to experience chest pains and watery eyes. As a result, the PCs’ armor classes are reduced by 1 and attack rolls are made at –2. The DM should make it clear to the PCs that the effects of the amtosphere are becoming increasingly worse. After an additional 30 minutes (a total of 90 minutes), the PCs’ armor classes are reduced by 2 and attack rolls are made at –4. At this point, PCs must make a saving throw vs. breath weapon every fifteen minutes or fall unconscious. An unconscious PC will lose two hit points per turn until he is carried to fresh air or a cure poison or similar spell is administered. Healing spells and cure disease will have no effect on a PC who has succumbed to the amtosphere. A PC who is carried to fresh air will regain consciousness after 2d2 turns. Lost hit points may be regained normally. PCs who remain in the fresh air 30 minutes or longer will regain all losses to armor class and “to hit” rolls, but these will drop as detailed above when the PCs re-enter the tunnels. PCs who are reduced to zero hit points die.[/COLOR][/INDENT] This gas also causes nonmagical flames to burn twice as brightly but for half as long. This does not affect fire damage, but means light sources burn out quickly. The resin itself is not flammable. This resin is stored in chambers that are very hazardous for non-isopterites: [INDENT][COLOR=#00FFFF][B]Storage:[/B] This room is used to store concentrated quantities of the sticky, adhesive substance that lines the walls of the lair. Any character who falls in this substance will sink to the bottom like a rock. He will take 2-20 points of damage per round. Any character who breathes the fumes from this room must save vs. breath weapon or become unconscious[/COLOR][/INDENT] Clumps of a slightly sticky, brown, stringy material hang from the ceiling every 20 feet of an isopterite nest. These help them navigate their tunnels and is thick enough to blocks line of sight. Isopterite food stores contain "[COLOR=#00FFFF]a bland paste that is not nutritious to humans. It is consumed primarily by newly hatched young[/COLOR]". I think that's all the information I can extract from the adventure, so we might as well get started. [/QUOTE]
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