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Post by Nygil, Nickolie on Sept 22, 2011 18:11:24 GMT -5
This is for me, but all you can use it, it is here to share adventures that we have already used. To look at, brag, critique or what have you.
Cruel and Unfair Mission Level: 3-5 World: Any. Cold and wet would be best. Reward XP: full GP: minimum + stash for full.
Mission: The party is told that they are to live for 24 hours. If they can do this they will be rewarded. If they fail, well then they will be replaced.
Start: They are then teleported. They appear in a shaft. They are 60ft in the air, and start to fall. The shaft is 40ft around, and 350ft tall. At the bottom is water, but no light.
Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment). Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive.
They find the walls pretty shear, and wet so DC 30 climb. The water is deep, cold and clam. It is Swim DC 5 to stay above water, DC 10 to move.
The water is cold as all hell and they need to make fort saves every minute DC 15+1 per round or take 1d6 non lethal damage.
The shaft seems to keep going down, more than 60ft. In truth it goes 75ft down, and leads to a passage that goes 5ft over, then 10ft up to air.
This second passage is dimly lit and shallow, only 5ft deep in most places. It seems to be a marshy cave that leads out in to the light at the far end, 140ft away.
Before they leave the party gets a Spot check DC 25 or they are surprised by a crocodile who is laying in wait. The battle field is all difficult terrain.
Once the fight is over every one who was hurt makes a fort save DC 13 or takes 1d4/1d4 str damage (poison), as well as saves VS filth fever.
Knowledge Nature DC 10 to know that the blood will draw more crocs if they do not leave. 20 rounds later crocs show up.
Once outside they find it to be sunset, around them are thick fens, and rotting wood. No matter where they look it is knee deep feted waters and still pretty darned cold (fort every hour now).
Next they run in to (spot DC 15, or literately) a grey ooze. It attacks them mindlessly.
Once that fight is over they hear sounds around them and listen DC 10 tells them that there are a number of flying things near by. Bugs maybe, large bugs and they are getting closer.
The noise is Strige five of them. The party can flee or fight. If they flee they make a DC 8 Survival check to spot quicksand, or the first two of them fall in. If they pause for more than four rounds the strige catch up.
After this they find a patch of some what dry ground, the area around it has a number of webs hat seem to have caught/killed the Strige. It is mostly safe looking, and not to good. In front of them is a well and DC 10 Spot check to see an over grown bog shack in the back ground.
Once in this area they are attacked/confronted by a 'hill-billy' Ettercap and his pets. Three small spiders, and a medium spider. If things go badly he runs to the shack. In front of the door there is a trap.
Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device DC 20.
In the shack is the bones of a Green Hag, as well as a lot of webs. Search DC 15 finds a stash under the bed. The shack is pretty safe looking now. They can rest for 8 hours, but at dawn they are attacked.
They are attacked by a large spider at the door (can't get in) and a spider swarm Plus five tiny spiders inside. If they stay inside every few minutes a new batch of small spiders attacks from the floor. If they take to long the door breaks down,
Once the spiders are dead they can see the sun coming up fully and then they are back on the ship... safe and sound.
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Post by Nygil, Nickolie on Sept 28, 2011 15:01:28 GMT -5
Hunting Excursion
Mission: The party is not given a mission, they have no idea what will trigger their return home.
Hook: the party appears next to an enraged bear. Once it is slain they are met by a noble man on a horse. The has a few men at arms around him, a hellhound and a dozen mundane dogs. He claims they slew his prey, and will now be his prey.
Then: The lord tells them his name is Ambros De'cella Lancaster, he orders the party to flee now, and has a readied action to shot anyone who does anything but run. If they fight him now, the hounds attack, the men at arms block, and he shoots them until they run.
Then: When they fell the hounds are set after them. The track by scent and track [feat]. They make noise if they find the party and will attack if given half the chance.
Then: If the dogs hold them up long enough two of the men at arms crest the hill and fire at them, with cover and a get away path clear.
Then: The party get a listen check DC 10 to hear Ambros tell his men to 'release the war bird'. At that point a giant eagle[large hawk] is after them.
Then: Ambors corners them in a box cannon with a few of his men and his hound.
All the while: The party are in danger of hitting snares and pit traps. They can cross streams, and climb trees. They are only given short breaks.
Reward XP: 30 GP: listed (1100gp)
Man-at-arms, on horse (Fighter 3) Hp: (36) Speed: (20ft) AC: (17) Touch: (12) Attack: +9 [charge]Lance (3d8+9) OR +6 Javelin (1d6+2) Fortitude: (+5) Reflex: (+3) Will: (+1) Grapple: (+5) Key Skills: (Spot +3, Listen +3, Survival +3, Ride +10) Feats: (Mounted Combat, Ride-by-Attack, Track, Skill Focus Ride, Spirited Charge) Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 10
(Loot) -MW Chainmail -Javelin x7 -MW Lance Ambros (Ranger 4) Hp: (36) Speed: (30ft) AC: (17) Touch: (12) Attack: +8/+8 Crossbow (1d10) OR +7 Spear (1d8+1) Fortitude: (+5) Reflex: (+6) Will: (+2) Grapple: (+5) Class Features: (Favoured Enemy: +2 Animal, Endurance, Track) Feats: (Repeating Crossbow, Mounted Combat, Mounted Archery, Rapid Shot) Abilities: Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 16
(Loot) -+1 Chain shirt -MW Heavy Repeating Crossbow -Mithiral Bolts x40 -MW Spear -other loot worth what ever I owe the party.
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Post by Nygil, Nickolie on Oct 1, 2011 7:10:41 GMT -5
What a Trip?!
Mission: Restore peace to the human/shifter town of Alwin.
Reward XP: 30 GP: Myconid potion and (1 per player) Cloak of Resistance +1, Pearl of Power 1st level spell, Phylactery of Faithfulness, Bracers of Armour +1, Belt of +1 Con, Salve of Slipperiness Feats: Wild Talent
Behind the Scenes Details: The mychonoid king is possessed by a Quori tsucora (pg 297, Eberron Campaign setting) under his orders they have been attacking a human/shifter town on the surface. The mushrooms men seem blood maddened and fearless. They have driven men mad, and have been stealing the bodies of the dead. The two counter attacks were meet with failure.... none returned. Use the sanity rules!
Opening: The party appears in a graveyard at the edge of a small town of humans and shifters. The Town is Alwin and sits in the Eldeen Reaches near the edge of the Shadow Marches. The town itself is pretty small and simple. Wood and stone homes, a meeting hall, a simple fence for defense, and a small church to the Sovereign Host The graveyard is right next to the church, but it is all ripped up.
Tomb stones lay all over, with graves dug up, bodies exposed and more notable than any of that is a fight. Three shifters, and a priest seem to be in pitch battle with a dozen rotting dead, while a group of four, 5 foot mushroom men carry off a cart full of bodies, with a 2 foot tall mushroom man riding on top.
The party takes a sanity check. 2D6/4d6 sanity loss right away.
Then: The priest thanks the heroes for their help and asks if they are the answer to his prayers. If they are heroes worthy of the Destiny. If/when asked about that he says there is a trove of magical items that happen to number the same as them, and are for told to be gifts for the heroes who save the town from a deadly menace from the Dreaming Dark.
He tells them that the mushroom men have lived near by for a very long time, and were here before the village. They rarely interacted, but it was always peaceful. In the last few days though some have wondered in to town in a mindless, fearless state, and spoored everywhere, then died. Those who got to close have been scarred mentally, or driven in to a half mad state, then recovered.
After that, they showed up in force with those zombies and started stealing bodies. These men here stepped forward as guards for the dead, while the others kept the town itself safe. The three groups of men who went in to the tunnels to deal with this came back, among the zombies.
Cave: The entrance is only a mile from town, a 20min walk from where they are standing now. As they draw closer and closer the area is spotted with more and more dried blood. (Sanity check 1d6/1) They see a mountain ahead and as they get near it they find that there is in fact a large river running in to said rock face, opening a cave. The water is swift moving, but not very deep. Inside is very dark though, and smells musty.
Once inside, they need to make Balance DC 10 to charge or double most, as well as DC 5 in order to move at all. (only in battle)
They find themselves breathing in strange musty air, and make fort DC 13 checks (4 of them) on each fail they take a sanity check 1/0, and 1 wisdom damage. After a short while of dealing with this they are attacked (Spot DC 17) by three zombie crocodiles ridden by Myconid Average Worker with lances. (Sanity check, 1d4/1)
As they travel deeper in to the cave the spores keep at them, (3 more saves) until they start to notice mushrooms and mold growing much more often and in larger patches. As they find the cave growing thinner, deeper and faster (Making balance DC +5) they pass a violet fungus and are spored by it, then passing it they reach the caves mouth, and a patch of shrieker fungus (Spot DC 15 to see it first).
Cavern Proper: From here the cave opens up and they can climb out of the water in to a network of large caves, poorly lit by chemiluminescent plants growing from the ceiling. Everything is covered in mold/fungus and oddly it is kept in neat rows.... feed by dead bodies. (Sanity Check, 2d6/1d4)
Once here they get a spot DC 15 to see the six Mushroom guards surrounding them. When ever one dies they shoot out a 20ft burst of spores that are poison, DC 15 1d4 wis/1d4 sanity.
Past them the party see open 'fields' of mushrooms lined and farmed, with stone huts here and there with tools and beds. Working the fields are small and tiny sized mushroom men, dozens of them, but they seem peaceful. (Sanity, 1/0) If they attack/bother the workers release warning spores, and flee to a shed.
Leader Circle: Past all this is a 1 foot stone wall, forming a large circle, with many mushrooms growing with in it, these are the myconid children. Tending them are four circle leaders. In the middle of this is a raised platform of stone covered in strange twisting words/shapes/symbols, with bodies of now rotted out zombies all around it.(Sanity check 3d4/1d4)
From the top of this 40ft 'tower' there are flashes of light, and strange sounds (Sanity 1d4/1). It looks pretty easy to climb, DC 10. Atop it stands the king and a half dozen human/shifter zombies (Sanity 1d8/1 ). He is sporing and chanting (see below picture)
Death of a King: When he goes down purple spores fly everywhere and cover everything/one. Everyone makes a fort save DC 32 or falls asleep (the zombies die). Then they find themselves fully healed (body only) and standing in a new, very strange place. It is like a mirror with an inch of water on it is the ground, and the sky is gray and white slowly mixing paint. There does not seem to be anything for miles, asides from a point of light miles off in a single direction much more pressing however is the telepathic message from, and image of a Quori tsucora (pg 297, Eberron Campaign setting) who is standing only a few feet away, and pissed they ruined his plan to create an army to drag all mankind in to the Dreaming Dark. (Sanity Check, 3d6/1d6+1) He attacks, and when slain they all find themselves waking in the spore field near the kings body.
After Math: The mushroom men alive are free of the madness, and thankful for being saved. They give the PC's thanks, and allow them to take the kings potions (one of each bulls/bears/cats/owls/foxs/eagles but they are alchemy bonus. Then back at the town the people rejoice, and grant the PC's the 'items of the destined heroes'.
Zombie Croc Hp: (47) DR: (5/Slashing) Speed: (20ft) AC: (16) Touch: (10) Attack: +9 Bite (1d8+9) Fortitude: (+2) Reflex: (+2) Will: (+5) Grapple: (+9) Special Attacks: (Improved Grab) Feats: (Toughness) Abilities: Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1
Quoribound Myconid King Hp: (63) Fast Healing: (5/Cold or Desiccation) Speed: (20ft) AC: (13) Touch: (12) DR: (-) SR: (-) Attack: +9/+9 Slam (1d8+4) OR +10 Spore Fortitude: (+9) Reflex: (+5) Will: (+6) Grapple: (+13) Special Attacks: (spores) Special Qualities:(Plant Traits, Darkvision) Feats: (Alertness, Potion Making, Toughness, Weapon Focus: Spore, Ability Focus) Abilities: Str 20, Dex 14, Con 17, Int 16, Wis 17, Cha 22
(Loot) -Large Staff -Potions (listed in Loot)
Powers and Per Days: -Spores are all DC 17 (all spores) -Cat Fall and Vigor 3/day -Read Thoughts 2/day
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Post by Nygil, Nickolie on Oct 3, 2011 1:34:39 GMT -5
Shadow of Israfel Grayhawk Reward XP: 80 GP: See bottom (max, plus a feat)
Mission: Slay the Wizard Burgmen. (Using Sanity rules, with Wisdom bonus as sanity DR)
Hook: The party is teleported in to cell. The walls are stone, the bars are steel with strange runes raved in to them. (Sanity Check, 1d4/1) (Spellcraft DC 18 to know they are Circle of Protection From Evil). It has a lock , DC 20, and standing outside the cell in the poorly lit hallway is a 'man' in banded mail with a shield and sword. His armour bares the mark of house Olobin (knowledge Nobility DC 10). He is in truth a Dread Guard (MMII, ph 87). If they leave the cell he attacks, otherwise he just watches and checks the near by cells. (Sanity Check, 1/0)
Cells: Once out, and finished with the Dread Guard, the PC's find there are four other cells just like theirs in the room, three are empty, one has a man in rags and robes hiding in the corner. He does not want them near him. (Treat as unfriendly) He is in fact a human of house olobin, once the owner of the armour the dread guard is made of. He is now a cursed creature. He has the eyes of an Umber Hulk, the 'hands' of a Choker, and his skin is half that of a Abolith. (Sanity Check, 1d6/1)
This man tells them that they are in Burgmen's tower, and the mad wizard has many prisoners here. He steals people to do his horrid works upon, until one day he takes them and they do not return. The man asks to be put down. (Sanity Check, 1d4/0)
Hallway: The door out of this area is locked, and the dread guard did not have the key. The door is wooden, with iron bars. Lock DC 19. Search DC 20 or +17 to hit, 1 damage and Fort DC 15 or 1d4 str/1d4 str. In the hall it is still poorly lit. If they search the floor they find three other rooms just like the one they were in, only the cells are empty in all but one room. In the non empty room they find all four cells hold a young man at arms, and they have hand their fingers, eyes and much of their skin replaced.... they are all quite mad, and speak of what was taken from them, and of tiny little men trying to eat them. (Sanity Check, 2d6/1d4)
Stairs: The PC's find the stairs, and they only go up. As they head up the stairs a group of 4 meenlock (MMII pg 146) burst from hiding and attack, they are quick to flee back to cover. (Sanity Check, 1/0) (In place of fear aura make it 1d4 Sanity) At the top of the stairs they find a barred door, DC 19.
Second Floor: Here they find a large room, still badly lit. In the middle is a magical circle carved in to the stone. (Spellcraft DC 24 to know it is a circle of Teleportation, non active.) The room is host to many odd workstations, laden with surgical tools, and blood. Laying around are also a number of tomes on abberations. On the far side of the room is an other set of stairs leading up. This door is simple wood, but Locked with the spell. (DC 29). Behind the door the meenlock wait, Listen DC 15 to hear them. Again they flee if they can.
Third Floor: This stair case leads to a long wet hallway with no lights. There are wooden doors every 30ft, in this 120ft hallway. The doors are locked DC 15. Behind them is...
1: An empty room with straw on the floor and gouges in the walls. 2. This room is home to an enraged Grick, with a human mouth and skin. (no bite, or nat armour) (Sanity Check, 1/1d6) 3. This room has a tank of water, home to an aboleth. His tentacles are human arms, his eyes are human and he has hair. (Sanity Check, 1d4/1d10) It seems to be brain dead has clear signs of surgery. 4. This cell has blood everywhere, and a few human limbs. (Sanity Check, 1d4/1) 5. A choker with human arms, teeth and surgery scars on his chest is in this room, chained. (Sanity Check, 1d4/1) 6. This room is host to destrachan with elf ears, and a half orc's mouth. (Sanity Check, 1d10/1) 7. In this room is a rust monster, with human eyes. (Sanity Check, 1d6/1) 8. This acid scarred room is host to a digester with human skin, and bad burns (half health). (Sanity Check, 1d4/1)
Stairs Up: The meenlock attack again, this time not falling back. At the top is a room with three doors and a Dread Guard. Door one leads to a 'kitchen'. It is filled with meat of all kinds and is badly blood splattered, working in the room seem to be eight animated knives, and a 'unseen servant'. (Sanity Check, 1d4/1)
Room two is a study housing a massive store of knowledge about abberations, alchemy, grafts and the arcane arts. Lastly the third room is a platform, much like an elevator. It has a stone on the wall, glowing faintly. (UMD DC 20) It is 60ft up, and climb DC 25 to the doorway.
Fifth Floor: Up hear there is a nice well (magically) lit hall way, with mind warping art. (Sanity Check, 1/0) there are three doors and the stairs. Two rooms are living areas. One is home to many strange drugs and looks like an opium den, the other is home to a large bath and brazer. The last room is a kitchen/panty of more normal foods.
The stairs up lead to a locked door, DC 19. Search DC 23 to see the Scare trap. (Will DC 15 (Sanity Check, 1d4/1)).
Top Floor: Here there is a nice room with two doors. First one leads to a bed room, it is really nice and has an odd painting of a man/pig/zombie on the wall. (Sanity Check, 1d4/1)
The second door leads to a large surgical lab. It has blood, body parts, bodies, cages, cells, tanks and tools everywhere. (Sanity Check, 3d6/1d6) Standing in the middle of the room is Burgmen and his familiar, with four Dread Guards. In the cells in the back are a dozen humans/elves, they seem mostly intact with only a few skin or eye grafts.
Chained on the far side of the room are a number of tanks, one with a Chuul who's claws are now elven feet, another with a trio of Ixitxachitl with hair all over them, and human eyes. On the table in the room is a dwarf, Chuul claws being grafted to his arms, Abolith eyes already in place.
Burgmen (Wizard 3, Fleshwarper 5) Race: (Human) Init: (+10) Hp: (43) Fast Healing: (2) Speed: (35ft) Climb: (15ft) AC: (25) Touch: (13) Can't be Flanked Attack: +5/+5 Tentacle (1d6+1, Fort DC 16) AND +3 Bite (1d4-1) Fortitude: (+7) Reflex: (+4) Will: (+3) Grapple: (+3) Key Skills: (87) Class Features: (Summon Familiar, Scribe Scroll, Aberrant Familiar x2, Secret of the Beholder/Ettercap, Graft Mastery x2) Feats: (Craft Construct, Dodge, Improved Initiative, Graft Flesh) Abilities: Str 8, Dex 14, Con 14, Int 18, Wis 8, Cha 12
(Loot) -Extended Legs -Healing Blood -Chitin Plating +4 -Flexible Spine -Skum Tail -Aboleth Tentacle x2 -Grasping Mandibles
Spells Readied (Saves are base: 14) (Caster Level: 7) 1, Shield, Mage Armour, Ray of Enfeeblement, Unseen Servant, Color Spray 2, Knock, Web, Glitterdust, Detect Thoughts 3, Haste, Hold Person, Slow 4, Crushing Despair, Mass Reduce Person
Aboleth Slime: If someone fails the fort save on the tentacle they get a patch of slimey clear skin that dries out really easy. It takes a Heal Spell to fix, and as long as it is around they get -1 nat armour (min 0) and take 1d12 damage each day they do not keep it wet for more than 10min.
Familiar: Toad, AC 21, HP 21, immune to sneak/crit.
Once Burgmen is slain the survivors talk of escape and thanks, but the PC's teleported away before it can get anywhere. Anything they picked up is left behind, but they find on returning home they have gained +10 max sanity, and either Favoured Enemy: Aberrations +2, or the Aberration Bane Magic feat, as well as one of each feather token.
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Post by Nygil, Nickolie on Oct 6, 2011 0:11:30 GMT -5
Road to Urik Darksun
Reward XP: 100 GP: The Blight Blades: A Master Work Obsidian[hardness 25] Bastard Sword , 1/day it may use Diminish Plants as if cast by a 5th level druid. This is as a Standard Action that has a command word 'Blighter'. The ship will buy this back for 1200gp.
Mission: Make your way to the city state of Urik, and touch the stone.
Hook: The party arrive inside a Bhuka temple. It is a building of solid stone, and very old carvings. They are friendly, if confused. They offer advice, and directions but will not part with food or water for anything short of good steel. Even still, they are likely to gouge for prices, but offer many things. They say that Urik is north, 60 miles. This is two good days of travel at least.
The Sun: Once they step out the front door of this stone temple, they see the sun, burnt out and dieing in the sky above them. It is hot, ungodly hot, and there is nothing but waste and sand in ever direction. It is Extreme Heat (pg 13) out with not a cloud in the sky, or a lick of wind.
The Heat: Once traveling they need to make their saves, they also need to drink a gallon of water ever 6 hours, or they will only last 3+con hours before facing dehydration. They are auto dazzled by the sun. After 3 hours more exposure, the character develops severe sunburn and immediately takes 2d6 points of nonlethal damage and a –2 penalty on Fortitude saves to avoid damage or fatigue from heat dangers until the nonlethal damage is healed.
Night Fall: The Party travel 24 miles in 16 hours. At this rate it will take nearly three days of walking to get there. As night draws near they spot (roll) a patch of slightly green something off in the distance. Looking closer it seems to be a bit of grass, and trees. It is harsh, and sparse, but compared to the area around them it looks awesome. As the look, they see someone there, a woman, with a lot of traveling gear and a strange sled looking thing. She is filling water skins at a bubbling fount.
She is Lilana, a dark skinned beauty, from the east. She says that in a storm three days past she was lost, her fathers men and there mounts are out their some where, but for now she is alone. She found this place and has clung to it, and can only hope they find her. She says they are a trading group, with silks and wines for Urik, to the north.
She gets flirty with the biggest of them, and tries to kiss them. She is a Dune Hag, intent on eating them. (sandstorm) The trees and all that are false and created by her, quickly fading after they are of no use.
The Second Day as they travel the sound of battle can be heard. Over the next dune they spot a group of large bug like mantis men slaying halflings with strange throwing wedges. As it turns out one of the little men spot the heroes and bge for help, for mercy.
Truth is, the Thri kreen are killing the halflings because they attacked the night before, and stole some of the bugmen's children, then ate them.
The halflings will reward aid with a hearty thanks, and a stab in the back, but the bugs will offer them sand sails.
On the third day they start to see more and more stone, and get the feeling that people have been hear. It is clear that off in the distance there is a larger stone rise, like a stubby mountain maybe, and this is likely their goal. Still, it is a ways off.
This time they are given a listen check, DC15, to know they are being hunted. A pack of 4 Sand Hunter (sandstorm184) are herding them in to a dangerous area. Sharp rocks and such.
Lastly they make their way up a hill of sand with the city in sight.
Extra: Ankheg, live in tunnels, one of the PC's cause a tunnel to fall in, the PC's crash down into these tunnels and have to deal with angry beasts.
Hunter (Chak'Da) (Ranger 2) Race: (Thri-Kreen) Hp: (30) PP: (1) Speed: (40ft) AC: (17) Touch: (12) Attack: +6/+6/+6/+6 Claw (1d4+1) AND +4 Bite (1d4+1, Fort DC11+con, 1d6 dex) OR +3/+3 Chatkcha (1d6+3) Fortitude: (+5) Reflex: (+8) Will: (+6) Grapple: (+6) Special Qualities: (Darkvision, Immune to Sleep, Leap) Key Skills: (Jump +35, Hide +10, Survival +10, [15]) Class Features: (Favoured Enemy +2 Animal, Track, Wild Empathy) Feats: (Deflect Arrows, Point Blank Shot, Rapid Shot, Multi Attack) Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 6
(Loot) -Chatkcha x13 -Leather Armour
Powers and Per Days: -Chameleon, Know Direction 3/day -Displacement, Meta physical Claw 1/day
Jinka Doro (Paragon 3, Rogue 1) Race: (Halfling) Hp: (30) Speed: (20ft) AC: (17) Touch: (15) Attack: +3 Dagger (1d4-1) OR +8/+8 Sling (1d4+3) Fortitude: (+6) Reflex: (+11) Will: (+2) Grapple: (-2) Key Skills: (+7 Listen/Climb/Jump/Move Silently, Hide +12) Class Features: (Trap Finding, Sneak Attack +1d6) Feats: (Point Blank Shot, Rapid Shot) Abilities: Str 8, Dex 18, Con 16, Int 10, Wis 8, Cha 8
(Loot) -Sling -Dagger -Leather Armour
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Post by Nygil, Nickolie on Oct 13, 2011 0:05:06 GMT -5
A Night in The City of Guilds Ravnica
Reward XP: 100 GP: Gruul Signet[necklace] (Rage 1/day as cast by a 4th level bard... self only), sells for 1200gp and Diehard the feat. Mission: Relax and enjoy yourselves, you've earned this.
Hook: The party appear in a lavish room. Standing in front of them is a stunning older elven woman. She smiles and greets them as gentlemen. She says they have arrived at the House of All Joys, and her ladies, and men, would be happy to help them.
This matron asks them to get comfortable. She loudly claps and a collection of totally hot ladies and men walk in, dressed in little. They carry drugs, foods and drinks, offering them to the PCs. If they are questioning, everything is on the level. The matron asks if they like what they see, or should she get the changlings to fit their needs.
Then: After the party get comfy, or throw a fit the matron bursts in, in a rage. She claims they are liars posing as the Adjudicator and his men. She yells for security. Largo arrives and with out a word attacks. He does not kill if he can avoid it.
After a few rounds, or after they win the chance to get out of the building comes up. Before they get any farther than the front door they are met by four wojak, the Sargent and the guild mage. They are arrested, by force if need be.
Then: The party wake up, or find themselves in Azouirn prison, under Prahv. Their things have been taken and they all have marks on their brow, glowing marks of justice. Those with magic are also fitted with odd cuffs that deal 3d6 non lethal damage each time they try to cast. Those with nat-attacks have them bound.
They are then met by a gnomish man named Monty Bell. He is their lawyer. He reads out the long list of charges against them, then brings up the biggest trouble. They are guild-less, non-citizens. He says they would be lucky not to face life in Rix Maadi, Dungeon Palace. HOWEVER, Monty thinks he can buy them a chance.
He says if they are lucky he can get them banished to the 'rot-lands' at the edge of the Yokata district. A place where the city is crumbling and dieing. He says the Judge may be willing to banish them there..... from there they'd have a chance.
Trial: This is a farce. They are fucked all around, and half way to mind raped if they try and speak up. In the end they are told they can be banished, pleading guilty, or risk a four year trail... followed by a very likely chance of life mining under the orders of a demonic horde. The judge then says that he has 'scrambled' the teleports in them, and it would take a proper seer to have them fixed.
They are gathered up and hauled out. They are brought to a ruined wall that rings and rotting wild ruin. They are given their things and pushed off the wall 40ft down in to thorns. (4d4 damage)
Here in the ruins life is hard. Everyone and thing they see flees from them and seems somehow off. After a while they find a young wild elf man, who is willing to speak to them. He is Janka, and his mother was from the city. He says that many have been tossed here, in an 'attempt to civilize' the area. He tells them that Gruul Witches are the only beings with the power to help the party leave this place. They live in the peaks of Disparaging.
As the party move on: a group of gnoll lead by an older gnoll attack them, over goods and meat. They are cruel and crazed, when the older one dies his spirit rises and he goes all obi-wan on them but before his ghost can slay them a young witch comes forth and banishes him. She says that is a student of the Crones of Disparaging, and that the crones have asked to see them, wanting to reward the PC's for slaying the troublesome gnoll.... and cause the stars promised their appearance.
Wojak Riot Officer (Fighter 4/ Knight 4) Race: (Human) Rank: (Rank and File) Guild: (Boros) Hp: (69) Init: (+1) Speed: (30 ft) AC: (24) Touch: (17) Attack: +12/+7 Sword (1d8+5) Fortitude: (+7) Reflex: (+3) Will: (+6) Grapple: (+10) Key Skills: (Gather Info 12, Sense Motive 12, Climb 8, Jump 8) Class Features: (Fighting Challenge +1, Knight's Challenge, Ki=night's Code, Mounted Combat, Shield Block +1, Bulwark of Defence, Test of Mettle, Armour Mastery) Feats: (Urban Tracking, Weapon Focus/Specialization, Shield Wall, Shield bonus/touch ac) Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 12
(Loot) -Brestplate +1 -Heavy Steel Shield +1 -Long Sword +1 -Ring of Protection +1 -Least Boros Signet
Wojak Sargent (Fighter 6/ Knight 4, Knight Protector 2) Race: (Human) Rank: (Sargent) Guild: (Boros) Hp: (98) Init: (+1) Speed: (30 ft) AC: (27) Touch: (19) Attack: +17/+12/+7 Sword (1d8+6, +1d6 fire) Fortitude: (+10) Reflex: (+5) Will: (+13) Grapple: (+14) Key Skills: (Diplomacy 9, Gather Info 15, Sense Motive 15, Climb 10, Jump 10, Ride 10) Class Features: (Fighting Challenge +1, Knight's Challenge, Ki=night's Code, Mounted Combat, Shield Block +1, Bulwark of Defense, Test of Mettle, Armour Mastery, Defensive Stance +2, Best Effort +2, Shining Beacon) Feats: (Urban Tracking, Weapon Focus/Specialization, Shield Wall, Shield bonus/touch ac, Cleave, Great Cleave, Power Attack, Iron Will) Abilities: Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 14
(Loot) -Breastplate +2 -Heavy Steel Shield +2 -Flaming Long Sword +1 -Ring of Protection +2 -Cloak of Resistance +1 -Lesser Boros Signet
Riot Guild Mage (Cleric 4, Fighter 2, Warpriest 6) Race: (Dwarf) Rank: (Guild Mage) Guild: (Boros) Hp: (97) Init: (+0) Speed: (20ft) AC: (26) Touch: (11) Attack: +15/+10/+5 Hammer (1d8+3, +1d6) Fortitude: (+17) Reflex: (+5) Will: (+11) Grapple: (+13) Key Skills: (Diplomacy +11, Sense Motive +15, Concentration +13) Class Features: (Turn Undead, Bonus Domain, Rally, Inflame +6, Mass Cure Light wounds, Fear Aura, Heroes' Feast) Feats: (Divine Meta Magic, Combat Casting, Sacred Healing, Consecrate Spell, Spell Focus Good, Practised Spell Caster, Protection Devotion) Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 12
(Loot) -Battle Plate +2 -Heavy Steel Shield +2 -Lesser Boros Signet -War Hammer +1 of Mercy -Ring of Protection +1 -Cloak of Resistance +2
Spells Readied (Saves are base: 13) (Caster Level: 12) Domains: War, Protection, and Glory 1, Shield of Faith, Divine Favour, Bless, Bane, Command, Sanctuary 2, Aid, Silence, Shatter, Enthral, Spiritual Weapon 3, Prayer, Dispel Magic, Daylight, Searing Light 4, Dismissal, Divine Power
Largo Delacroix (Swashbuckler 3/Fighter 2/Ronin 2) Race: (Human) Hp: (62) Speed: (30ft) Init: (+9) AC: (22) Touch: (15) Attack: +12/+7 Sword (1d6+4) AND +12/+7 Mace (1d6+4) Fortitude: (+12) Reflex: (+7) Will: (+2) Grapple: (+7) Key Skills: (+10 Balance, +10 Climb, +10 Spot, +15 Tumble, +10 Bluff) Class Features: (Weapon Finesse, Grace +1, Insightful Strike, Sneak Attack 1d6, Infamy, Banzai Charge) Feats: (Combat Reflexes', Improved Intuitive, Improved Disarm, Improved Two Weapon Fighting, Dual Strike) Abilities: Str 10, Dex 18[20], Con 14, Int 14, Wis 12, Cha 10
(Loot) -Bracers +2 Dex -Breast Plate of the Gorgon (+7 AC), Make a fort DC 13 or Stunned for a round. -Short Sword +2 -Light Mace +2
Powers and Per Days: -Timely Misdirection: Bluff to not get AoO'd -Sudden Draw / Hidden Blade... Draw weapon as part of an AoO, and sneak attack -Walk the walls (run up a wall) -Acrobatic Back Stab -Twisted Charge, turn in a charge
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Post by liam on Oct 25, 2011 19:13:50 GMT -5
In my most recent mission, the party robbed a mansion occupied by a trio of hags. They missed most of the unique loot, but did come away with the following item:
Granny Green's Necklace This necklace is made of the dried fingerbones of human children, strung together with sinew. It radiates moderate Necromancy magic. This necklace provides a +1 bonus to the caster level of any necromancy spell the wearer casts, and allows them to use Chill Touch 1/Day (DC = 12 + Cha bonus). However, it has a much more powerful ability, which comes at a reasonable price. If the wearer has [Data Expunged], the wearer may use Vampiric Touch or Shivering Touch at a caster level equal to their HD. However, after a single use of one of these abilities, the necklace [Data Expunged]. Finally, the necklace [Data Expunged].
Information the ship didn't identify: The item is intelligent (Neutral Evil, INT 14, WIS 10, CHA 12, EGO 14, 10 ranks in Knowledge Nature) ), and whispers to the user in a voice that, typically, no one else can hear. It likes children, in a creepily obsessive way, and tries to compel its user to spend time around children and ingratiate himself to them ("Free candy!"), the better to secure its food supply.
The wearer can use the Vampiric Touch/Shivering Touch ability only if the necklace has been "fed" the freshly severed hand of a humanoid child. It holds a charge for up to a week, can hold up to three charges at once, and under no circumstances can use this ability more than twice in one day.
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Post by Nygil, Nickolie on Oct 27, 2011 1:43:38 GMT -5
Save Thousands of Lives From Certain Doom Underdark World, Lowerdark
Reward XP: 80 GP: Ring of the Athlete (Grants a +10 bonus on any Swim, Climb or Jump check, 12 charges), Monkey's Hair (1/day Summon Natures Ally I, Monkey Only. As if cast by a 3rd level Druid), Bottle of Endless Slim(Grease 3/day, Caster level 1) , Orb Of Answers (Divination 3/Charges), Zeus’s Bolt (Javelin +2 of Returning, Shocking and Distance 5/Charges), Boots of Landing (+2 to balance, take 2d6 less fall damage, and always land on your feet)
Mission: Help the Mayor of 'Refugee-town' reinforce the sun shield so that radiation doe....sss..sss... kks.s...shsh..kkkkksh...k... ERROR, error please return to an area with reception.
Hook: The party is teleported in to lowerdark, and not at all where they were meant to be. They must find their way up high enough for the ship to see them. They are then told they are to late, the village died, and they go home.
Opening: They appear in a dank tunnel, it leads up-ish but it is cold, wet and steep It also leads down but it is a 50ft drop in to water. They need to make three sets of Con Check Dc 10 +1 per check, Fort DC 15 +1 per check, failing either causes a 1d4 non lethal damage, and fatigue. As they near the top, 3 hours in to the climb they find that the tunnel ends. They need to go back.
The Pit: The pit is wet slick stone, this means Climb DC 30, worse it has a sharp rough edge so hanging a rope over would be HARD. There is about 70ft of water down there, no clue how deep. On the far side there is a ledge and a cave, though you can't see that from up on the ledge. The water is cold and deep, more over there is a Seryulin(MM3, pg 148) in it.
Tunnels: On the ledge they are safe, it has a tunnel sloping upwards off of it, and shows signs of people having been here lately. Not long later they find the the Young Priestess and her Drider. The pair are peaceful, and while the drider is not pleased about outsiders with weapons near his mistress, she is happy to see people at all. They talk and tell the group where they are and why that likely happened. They also warn that the tunnels ahead, while leading up, also lead past many dangers. She tells them the safest route up, but warns that no where is ever truly safe.
The biggest dangers they are likened to face are Hooked Horrors, the Derro mining, and beyond that any drow hunting for her.
The way up: This way seems pretty safe and spot on as she said it would be. That is, until the pass some mold that spores them. Fort DC 17 or confusion for 2d6 rounds. After that they are attacked by a hooked horror, who is happy to steal one and fall back to his cave where there is another hooked horror.
People: Past this they find some chest high walls, and blood stains. This area has seen crossbow fire, melee, and something with stone shattering powers. As they travel forward they find a dieing deep gnome. He is shot dead, and four derro leap from ambush with a pair of Shardsoul slayer acting as body guards to the savant (can cast 1st level spells). The area around them is also well trapped.
The Deep gnome is not dead, he is at -1 and if he is saved he will tell them his people lived here. All 40 of them, but then the derro attacked. His group stayed behind to protect the others as they fell back. The women and children, with a half dozen guards are now traveling east. He says the Derro are moving down in to this area, and for the heroes to go that way would be sure death.
Up: More derro and traps, until they find a prisoner who tells them above.
East: They travel down well worn tunnels until forced to crawl through a narrow opening, that turns in to a high walled pit (still squeezing). Here a Gibbering mouther blocks their way and three derro attack from behind.
As they leave this area they find a shaft up, it is climb DC 15, and goes up 700ft leading to a large open cave that slops up. End the mission here, OR make them fight a group of three grell (lords of maddness) then end it.
Hook Horror MM2 Shardsoul Slayer MMV with Derro
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Post by Nygil, Nickolie on Oct 27, 2011 1:44:12 GMT -5
The Honorable Dragon and The Tea Shop Rokugan
Reward XP: 90 GP: Every one gets a MW Silver Bastard Sword and Short Sword, the untainted get (Eager 3/day, on the Bastard Sword), the tainted get 1000gp
Mission: Aid the Crane Clan in restoring peace to these lands.
Hook: The party appear in a tomb. Around them are suits of Asian armour, as well as racks of weapons. Before they can do much one of the armours stand and draws a weapon, then attacks. It is wordless, soulless, and hollow... it is possessed by an oni. Once the fight is over they have a chance to look around, but once they pick something up everything else turns to dust at their touch. There is a warning written in Celestial, stating that the weapons and armour here are bound to this place and should only be taken in dire times... and even then, only one per person.
On entering the tomb they gain a single point of taint, Three more for whomever slays the armour, and then 1d4 for taking an item, and a single point more each day their after. (HoH pg 62)
Then: The door is stone, and has no way to open. It takes strength DC 25 to open and has 250 hp, and hardness 10. Outside is a lovely area, high grass and many old trees. Standing not far off, on the road is a merchant caravan. Their leader is a man named Himo-Taki, they are worried the PC's are bandits, but finding out they are out-landers instead they are much more at ease. They invite the PC's to join them on the road to Mabari, the city of Crane Clan leadership in the area.
Details: (Himo informs them they are near the boarder of the Crane and Crab. They are not truly at war, as the emperor would not allow this. Despite that point, they are openly hostile towards each other. Many fights break out, and much political fighting is going on at all times. Mabari is a larger city that the crane clan have held sway over for 300 years. 50 miles down the road from there is the town of Katagama, and it is on the boarder proper, in fact both clans claim hold over it, and are about ready to spill blood over it.)
Then: It takes a full day and a bit to arrive at the city. They set out to travel, but half way there they are met on the road by a rough group of men. They are of the crab clan lands, but not of the clan. They are bandits and little more, they demand the merchant turn over his goods and the PC's turn over their pretty weapons. None of them will fight to the death.
City: It is a jewel of marbled stone and polished silver. Farmers bringing in rice, and merchants selling wares from all over the world. It is warded by men-at-arms, and is home to a cherry tree covered temple who houses the shengeja of water and air. It's lord, Kendo-Mara, and his daughter Kerio-Sherio are the only true samurai in this place.
The man at the gate has much to say about the party, men carrying arms. He demands they tell him who the are, and in the ends asks them to come with him to the lords home to speak with Kendo-Mara. At the gate, Kiro greets them, but seems bothered by them for some reason. She leads them on to her elderly fathers chambers. They find out that her mother is long dead, and her brothers as well, but she has taken up the mantle as warrior and leader in their stead. This is not allowed, but no warrior has been able to beat her or her father and so the title of heir and samurai stands.
Kendo sees their things, and they are tainted. He says that the temple can cure them, leeching the taint from their bodies, but the weapons power would be leeched with it... it would leave them more pure, but may at least in the short term weaken them as well. Though he notes that many heroes can wield gear tainted as such for many years with little harm.
The temple is a holy place, a shrine to the celestial. Their the priestess can heal them and can remove the taint, but it deals to them the dazzled statues and 1d6 non lethal damage per taint, and this can not be healed (until the adventure is over)
Kendo-mara also would like to ask them to aid him in an important mission, he would send them to Katagama, as they are not his men they will not stir trouble be simply being there and once there seek an old ally of his and bring this master on to his side. Before the old man can get much farther and huge, armoured warrior enters the room. He is a crab clan merc. He slaps aside the men at arms and storms up to kendo, he is intent to do battle. Kendo asks him to stand down, the man draws a large sized iron great club and steps back and says' rise or die on your ass'. Kendo does, he cuts the club in half, and then splits the mans neck in the same unseen motion. He sighs deeply, and seems really broken up about this.
He asks Shiro to finish giving the quest as he now needs to deal with this. She takes them from the room in to the court yard and tells them they have no choice in this. Her father was being polite, this is an order. They are to find the Fire Dragon of the West, a powerful general and more powerful combatant. She knows little of him, as his time was before her's. She heard his breath can kill a man. They are to go to Green Leaf Tea, and find the owner. This man is said to know where the dragon lies, and how to awaken it. If they can wake the dragon and turn it to her fathers side they will win this affair with out war. More over her father will reward them duly.
The party is given food, drink and a horses. It is 60 miles to the board, and so they are given seven days to do this task.
On the road they see a fair chunk of traveling farmers, they can find out that the troubles have drawn a lot of the soldiers away from this area.... leaving it open to darker things. Stories of missing folks and poisoned water abound.
That night: They are able to rest peacefully in the company of a few farmers who are building a new home here. In the morning when they are all awake but spells are not prepared yet, armour is not on, they are attacked by goblins as dinner is served.
The rest of the way is no trouble. They arrive at the town, and find there are no guards here, but a lot of armed men walking around, some in crane garb, some in crab. Lots of fights break out. They can find a room at an inn, and hear lots of tales about both sides. The tea shop is hard to find.
Green Leaf Tea: This little shop is filled with clay pots, small tables, and has a small kitchen tucked in the back. Sitting in it is an old man in front of some strange game board. He is looking at the tiles and thinking so hard he does not see them come in. A young non patent young man at the counter tries to take their order. If they ask for the owner he will just yell Uncle, then go in to the kitchen.
Iro is the dragon, but does not say this he just will not tell them anything, and is not rude. He will quickly beat them in a fight if they do damage, or are to rude. He likes them less if they cast, or have tainted things. If things get ugly he will try to move it outside.
In the end the best they can hope for is to learn he quite the general, and warrior thing many years ago when his brother, son and many friends died in battle under his command in the name of the Dragon Clan. He has now retired to what was a peaceful village, spiritual growth, his own little tea shop and the chance to raise his brother orphan son in manner other than warrior.
Sadly they can not get him, but they can get Kuzio, his nephew. The boy is trained by Iro, and knows much of battle, though has never been to war. Either way, Kendo-Mara will reward the untainted with a weapon, and the tainted with coin....
The ship: When they are teleported back, the ship tells the tainted it can not bring the tainted weapons.... they are bound to the plane so they can not keep them.
Demon Samurai Hp: (55) Speed: (20ft) AC: (17) Touch: (10) DR: (10/Addy) Attack: +13/+8 Naginata (1d10+6, +1 Taint) Fortitude: (+5) Reflex: (+5) Will: (+5) Grapple: (+11) Special Qualities:(Construct Traits, Resistance to Energy 10 [weakness sonic]) Feats: (Weapon Focus, Vile Strike, Short Haft) Abilities: Str 18, Dex 10, Con -, Int 6, Wis 6, Cha 2
Hui Mo (Fighter 5) Hp: (34) Speed: (30ft) AC: (20) Touch: (12) Attack: +8 Chain (1d6+2) and/or +7 Shield (1d8+1) Fortitude: (+4) Reflex: (+3) Will: (-1) Grapple: (+7) Feats: (Improved Trip, Combat Expertise, Combat Reflexes, Shield Bash, Shield Charge, Weapon Focus) Abilities: Str 14, Dex 14, Con 10, Int 13, Wis 7, Cha 11
(Loot) -Chain -Chahar-aina and Partial Armour -Spiked Large Shield -Dagger
Feng Ung (Ranger 4) Hp: (27) Speed: (30ft) AC: (14) Touch: (12) Attack: +5/+5 Long Bow (1d8) Fortitude: (+5) Reflex: (+6) Will: (+2) Grapple: (+3) Class Skills: (Track, Endurance, Favoured Enemy +2 (Human), Rapid Shot) Feats: (Point Blank Shot, Ranged Disarm, Weapon Focus) Abilities: Str 8, Dex 14, Con 12, Int 11, Wis 12, Cha 9
(Loot) -Long Bow (MW) -Arrows (26) -Leather Armour
Gof Ray (Barbarian 4) Hp: (41) (49) Speed: (40ft) AC: (13) Touch: (10) Attack: +7 Maul (2d8+6) or +9 Maul (2d8+9) Fortitude: (+6) (+8) Reflex: (+1) Will: (-1) (+1) Grapple: (+8) (+10) Class Skills: (Rage 2/day) Feats: (Power Attack, Monkey Grip, Weapon Focus, Extend Rage) Abilities: Str 18, Dex 10, Con 14, Int 6, Wis 6, Cha 6
(Loot) -Cord / Dastana Armour -Over Sized Maul
Shoo (Monk 4) Hp: (23) PP: (4) (Grip of Iron) Speed: (40ft) AC: (12) Touch: (12) Attack: +2/+2 Fist (1d6+2) Fortitude: (+3) Reflex: (+6) Will: (+8) Grapple: (+8) Class Skills: (Still Mind, Evasion, Unarmed Strike, Flurry of Blows) Feats: (Improved Grapple, Stunning Fist, Choke Hold, Wild Talent, Earth's Embrace) Abilities: Str 14, Dex 11, Con 10, Int 9, Wis 15, Cha 9
Master Kendo-Mara (Samurai 6/ Iaijutsu Master 10 ) Hp: (30) Speed: (30ft) AC: (19) Touch: (19) Attack: +23/+18/+11/+6 Katana (1d10+3) (Iaijustu: 30, + 1d6 damage) Fortitude: (+8) Reflex: (+9) Will: (+12) Grapple: (+15) Class Skills: (Weapon Finesse, Canny Dodge, Lightning Blade, Strike from the Void, One Strike, Two Cuts, Strike Without Thought, Ancestral Daisho) Feats: (Improved Initiative, Quick Draw, Weapon Focus (Katana), Skill Focus: Iaijutsu, Dodge, Karmic Strike, Defensive Strike, Combat Expertise, Power Attack-Iaijutsu, Superior Expertise, Combat Reflexes, Improved Feint) Abilities: Str 8, Dex 12, Con 6, Int 24, Wis 20, Cha 21
(Loot) Keen Katana +4 of Focus, and Honor
Ninja Hit Squad (Ninja 3) Race: (Goblin) Hp: (18) Speed: (30ft) AC: (19) Touch: (19) Attack: +9 +1 to hit per ally up to five from Swarm Fighting Fortitude: (+1) Reflex: (+8) Will: (+6) Grapple: (-2) Key Skills: (Hide 15, Move Silently 15, Climb 5, Jump 5, Balance 11, Tumble 11) Class Features: (Ki Power 5, Trapfinding, Ghost Step, Poison Use, Sudden Strike +2d6) Feats: (Weapon Finises, Swarm Fighting) Skill Tricks: (Back Stab) Abilities: Str 10, Dex 20, Con 10, Int 10, Wis 16, Cha 6
(Loot) -all masterwork- -Shrunken (15) 1d1 -Net (2) 0 -Bolas (2) 1d4 -Ninja-to 1d6 -Small Centipede Poison (2) DC 10, 1d2 dex/1d2 dex -Smoke Stick (3)
Iro (Monk 10, Elemental Warrior 5) Race: (Old Male Human) Hp: (218) Speed: (70ft) Init: (+3) AC: (20) Touch: (20) Attack: +15/+15/+10 Fist (1d10+2+1 fire) OR +18 Charge (1d10+3+1 fire) Fortitude: (+13) Reflex: (+10) Will: (+14) Grapple: (+12) Key Skills: (135, Tumble +20) Class Features: (Elemental: Affinity/Manifestation/Weapon/Movement/Burst/Strike, Slow Fall 50ft, Ki Strike (Lawful/Magic), Improved Evasion, Wholeness of Body (20hp), Purity of Body, Still Mind, Flurry, Unarmed Strike) Feats: (Eyes in the Back of Your Head, Rapid Stunning, Dodge, Defensive Throw, Intuitive Attack, Improved Fire Heritage, Improved Trip, Stunning Fist, Combat Reflexes) Abilities: Str 14, Dex 14, Con 14, Int 18, Wis 22, Cha 18
(Loot) -Robe -Sandals -Tea Shop Powers and Per Days: -Fire Resistance 15, +2 on saves vs fire -For ten rounds, any melee attacks do 1d6 fire to the attacker, 5/day -For ten rounds, any melee attack made by him do +2d6 fire, When the crit +4d6 more damage 5/day -Make a Touch Attack for 10d6 fire, Fort DC 22 or catch fire for 1d4 rounds -When someone misses him he gets a free trip attack -Can't be Flanked -Stunning Fist, Stun for one round (Fort DC 23) 11/day
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Post by Nygil, Nickolie on Oct 27, 2011 1:44:36 GMT -5
Deal Gone Bad Earth
Reward XP: 100 GP: drugs cash and some guns
Mission: Slay the drug lord Miko Hanago.
Hook: The party are teleported to somewhere just south of Mexico in the jungle.
Bretta 92F(x3), Empty Bretta 92F (x4) Beretta 93R, Colt Double Eagle, Colt Python, Colt M1911, Desert Eagle, Glock 17, AK-47 (x2) Empty AK-47 (x3), Mossberg (x2), Ruined Empty Flame Thrower.
Cocain Fort DC 18, costs roughly 200 gp , craft 25, Addiction Extreme Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that. Secondary Effect: 1d4+1 enhancement bonus to Charisma for 1d10+50 minutes. Side Effects: Feelings of intense pleasure last for 1d4 hours. Overdose: If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates).
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Post by Nygil, Nickolie on Oct 27, 2011 1:44:51 GMT -5
Last Stand Middle-Earth
Reward XP: 0 to 200 GP: Mithral Dwarven-Craft Dwarven Battle Ax, Throwing Ax, Warhammer or Warpike. (all sell for 1000gp), Dwarven-Craft Extreme Mithral Shield (Sells for 900 gp) Feats: Extreme Shield Proficiency, and either Ancestral Knowledge OR Favoured Enemy Goblin +2
Introduction: A siren sounds on the ship, and you gather your supplies. You hear a voice in your head. It tells you that you are being taken to the lake Kheled Zaram (Mirrormere, to those who speak Dwarvish, if any) and that here you will find a creature that is at the end of its life. You will join it in its death: die gloriously. What they see: As soon as you are teleported, you look about to get you bearings. The bite of autumn’s cold is in the air. Near, and to your left is a hundred foot high wooden tower, with a platform only a foot wide at the top. It stands on the edge of a wide lake, completely still, reflecting the full moon perfectly. On this tower stands a dwarf dressed richly in Mithril full plate, and bearing a War-axe meant for a creature several times his size: he lifts it as if it weighs nothing. Above, the moon is full, and for a moment you leave your body and see through the Dwarf’s eyes. He is looking into the pool: you hear his thoughts; he is hoping to see in the reflection a crown placed on his head. Instead, tears of blood drip down his forehead, and instantly you snap back to your own mind. You watch as the Dwarf falls, an arrow in his eye. Next you see an axe spin through the air, and from the darkness beyond hear the shrill cry of a Goblin. You hear the Dwarf’s neck snap as he hits the ground, and you know he is dead. There are noises in the night, and torches in the distance. Several dwarves (6) you hadn’t noticed before rush to the fallen dwarf-king, and quickly make a litter from spears, rope and a bed-roll. Your attention moves to other things: to the North, West and South loom sheer cliffs. To the east swarms a mass of torches, like a field of fire in the night. 1) Spot-check: 10: You clearly distinguish an army of several hundred in the distance. 15: The army is of nearly a thousand smaller shapes, and several hundred larger ones. 17: The larger shapes are trolls. 20: You make out a goblin army, nearly a thousand strong, accompanied by nearly one-hundred mountain trolls. (Take Highest) 2) Listen-check: 10: You hear the Dwarves arguing, but cannot distinguish a language. 15: You hear the Dwarves arguing about which way to go, and understand they are speaking Dwarvish. 20: You hear the Dwarves arguing about whether to retreat across the Ford, or take the long way around the lake: you gather the ford has been damaged by ice-floes from the mountain. (Take Highest) 3) If PCs Suggest Ford, or Longway: The PC making the suggestion makes a diplomacy check at DC 15, if they fail, the Dwarves immediately take off, carrying their king, for the un-suggested location, if they pass, the Dwarves take off for the suggested location. If PCs do anything other than immediately make a suggestion, ie. they hesitate for too long to talk to these Dwarves: They get to fight Goblins, and have hesitated once. 3 Scouts (short sword + shield.) As soon as the Goblins are dispatched, the Dwarves will suggest the PCs take the Long Way round. The PCs may attempt to change the Dwarves’ minds. Again, if they hesitate too long, throw goblins at them: 5 this time, and they have hesitated twice. After those five are dispatched, the Dwarves leave for the ford without them. If the Dwarves somehow end up going a different way from the party, they will all meet up at the East-gate. Option 1: Ford: There is a fast flowing river, forded by a hastily constructed wooden bridge. The Bridge will wash away after all PCs and NPCs have taken 4 rounds, -1 round for each time they hesitated earlier. Guarding the bridge are 2 Goblin archers and three Goblin Warriors, and coming from behind are 2 Warg-riders. When the river is crossed the PCs and Dwarves arrive at the East-gate. The river is filled with ice-floes: a DC 15 to make progress, a DC 10 to stay afloat, and 1D4 cold damage each turn they are in the water. Option 2: Long Way Around: As the PCs are making their way around the lake, they are attacked by the Goblin Army’s forward scouts. 3 Warg-riding Goblins, +1 Warg-rider for each time the PCs hesitated when talking to the Dwarves earlier. Note: the Dwarves are pissed that the PCs slowed them down if they cause these extra Wargs. When the encounter is defeated, the PCs, and Dwarves arrive at the East-gate. East-gate: The party makes it to the great stairs of the East-gate. The doors of the eastgate are nearly a hundred feet high and several meters thick made of solid granite. There is a great staircase leading to the door, and the Dwarves rush to the top. The party starts further away from the door, between the dwarves and the NPCs. The first Dwarf to reach the top of the staircase speaks the magic word and the doors starts to open. Unfortunately they open very slowly. It takes one minute and thirty seconds to open wide enough to admit a large character, and another minute to close. It will admit a medium or smaller character at the one minute point. Anything between the doors when they close is crushed. NPCs: 12 Warg-riding Goblins. Once inside with the door shut behind, the encounter ends. Eastern Guard House: Everything from here on in is low-light. There are forty Dwarf Warriors in the Eastern Guard House, and the Dwarf Historian. Immediately upon your arrival, horn-blasts start echoing through the tunnels, an alarm sounding that Moria is under attack. The Dwarves are deep in discussion, and talk about taking Balin to the Chamber of Mazarbul, to be buried properly, before returning to see to the defences. The Dwarves that are not deep in discussion are running about preparing for the battle ahead. After a few minutes, or whenever dramatically applicable, the noise of the alarm horn is coupled with a pounding at the eastern gate. There are several mountain trolls bringing clubs, battering rams and the like to bear outside, and the gate shudders with the impact. Dust falls from the ceiling. There are two exits from the Guard House: to the Armoury, and to Durin’s bridge. NPCs may mention any of the following: “There is more than one way into Moria.” “This is Durburz’s doing.” “They have trolls…” Further explanation can be offered on any of these things, and NPCs will explain that Durburz is the Goblin King, and that he represents a more intelligent, and larger member of the species, though this intelligence isn’t really that impressive. More than one way into Moria: an NPC will explain the twisting tunnels of Moria, and the problem they have with Goblins entering without their notice. They have trolls: an NPC will explain the differences between Mountain Trolls and Cave trolls, and lament the fact that the Goblins were intelligent enough to use trolls under the cover of darkness. Upon further probing, he will reveal that Trolls turn to stone in sunlight. Armoury (Optional): The Armoury is a dead-end, and the PCs must go back to the Eastern Guard House. If not otherwise changed, the PCs will see the Dwarves leaving for Durin’s Bridge as they re-enter the Eastern Guard House. Two Dwarves stand guard at the armoury. Upon entering the armoury PCs have access to an array of mundane weapons, and if they ask the Dwarves, PCs will be allowed to take any or all of the following: On their way out, a Dwarf Priest will run up to the party, and ask if he can bless their weapons: each PC may answer separately, and the answer may not be taken back. Blessed weapons gain the following for the duration of the mission: granting them either Goblin Bane, or Bane Magic: Goblin. Durin’s Bridge: Durin’s bridge is a long, narrow bridge, about 10 feet wide, which spans a chasm of unknown extreme depth. Should someone fall in this chasm, they are reduced to -3 non-lethal damage and are in The Third Deep, where the party will find them, unconscious, but otherwise uninjured, or the elves will find them, and take them to join the party. The person that falls to the Third Deep will remember being magically lowered by a woman with a kind face. Durin’s bridge is a simple encounter: get across the bridge, don’t die. The ceiling is 60 feet up, and there are 10 climbing goblins on it. There are 4 Hobgoblins standing on the bridge. And after a suitable period, the East-gate can be heard crashing apart, and the sounds of battle heard in the distance. Second Hall: If the PCs get across Durin’s bridge, they will reach the second hall and bar the door behind them. Now they can take time to gather information, and talk to the dwarves which are with them. There are a few important things here: 1) a party of elves has been visiting the Dwarves, and they have gone into The Third Deep, via The Great Stair to search for some tome of lost lore. 2) If a character fell from Durin’s Bridge, it is common knowledge that his broken body may be found in The Third Deep. 3) The quickest way to Mazarbul is by Durin’s Causeway, but the disrepair of the area makes the Dwarves hesitate to take that road. Party Chooses either Durin’s Causeway, or Great Stair. If they take too long, have the goblins at the other side of the door start to break through. The Great Stair: The great stair is a 20ft. wide spiralling staircase. It descends into the earth at a more than 45 degree angle, and is hazardous. It has many paths leading from, each of which is about 10ft. wide. Essentially an infinite stair-case. The climb to descend to the third deep takes a full day. Everything thus far has taken place in the Second Deep: the Third Deep is not the lowest point in Moria, and the stair extends all the way to the fifth Deep. As the PCs move downwards, they encounter a number of hazards: two cave-ins, when they stop to rest, a gas-leak, and after that a third cave-in. Cave-ins are DC 17 reflex saves which inflict 1D6 lethal damage on every party member, and each dwarf. On a critically failed reflex save, the character takes 2D6 damage and 2 points of constitution damage. Gas-leak: After the PCs have chosen to stop, and chosen a member to watch, or not, the Gas Leak begins. Characters exposed must make a DC 15 fortitude save every 20 seconds they are exposed or take 1D4 poison damage. Each subsequent test has +1DC. Any character who is awake and has the scent ability immediately notices the gas. Any character who is awake and takes damage notices the gas. Any character who is sleeping and takes damage may roll a DC 10 wisdom check to wake up: DC 5 for PCs with scent. Characters who are awake and do not have scent may make a DC15 spot check to notice the gas which shimmers in the air. 1 minute of walking will remove the party from the area of the gas leak: during this one minute of walking there is another cave in, and every 20 seconds another test is taken. PCs arrive in the Third Deep. The Third Deep: The Third Deep is a vast cavern that opens up from the tunnel leading away from the Great Stair. Tunnels twist off in every direction, and camped in the middle of the cavern is a small group of elves. Two are warriors. Two are scholars. One is a Druid. The scholars are gathered around a tome held by the druid and are reading in hushed tones. The warriors are standing guard, and move to greet the new-comers. Eledan and Elrohir introduce themselves. They have heard the horn-blast and are well aware that Moria is under attack, and if the Dwarves are present, they will immediately offer their aid. The Lower Twenty-First Hall: Durin’s Causeway: The Upper Twenty-First Hall: The Twenty-First Hall (Main): The chamber of Mazarbul and Balin’s Tomb: NPCs: Dwarf Litter-bearer/Khazad Guard: The litter counts as a large character for occupying space, and requires 4 dwarves to carry it. When there are extra dwarves, they can fight or carry the litter, and the party may help to carry the litter. The litter + Dwarf king + Equipment weigh 320Lbs. It takes at least two characters to carry the litter. The Dwarf Historian: The Dwarf Historian will accompany the party wherever it goes, with or without permission, will not fight, and will take note of anything that happens. He carries around a plethora of things including ink; a large leather bound book, a chisel, and a small hammer. He does not wear armour, but is so unimposing that NPCs seem to ignore him. He has a potion of +4 Strength which he will give to any character which asks for his aid, claiming “I was never much of a fighter.”
Goblin Warrior (Scout 2, Fighter 2) Race: (Goblin) Hp: (27) Speed: (30 ft) Init: (+4) AC: (18) Touch: (14) Attack: +3 Melee (1d4) OR +7 Ranged (1d4) OR +3 Mounted (1d6) Fortitude: (+8) Reflex: (+3) Will: (-1) Grapple: (-3) Key Skills: (+10 Move Silently, +10 Hide, +10 Ride, Spot +6, Listen +0) Class Features: (Uncanny Dodge, Battle Fortitude +1, Trapfinding, Skirmish +1d6) Feats: (Mounted Combat, Swarm Fighting, Mounted Archery, Point Blank Shot) Abilities: Str 8, Dex 16, Con 12, Int 8, Wis 8, Cha 6
(Loot) -Short Bow -Short Sword -Spear -Studded Leather Armour\ -Buckler -Seven Arrows
Larger Goblin (Fighter 2, Barbarian 1) Race: (Hobgoblin) Hp: (32) [41] Speed: (40ft) AC: (16)[12] Touch: (13) [9] Attack: +8 Spear (1d8+7) OR +6 Javelin (1d6+5) Fortitude: (+8) [+11] Reflex: (+3) Will: (-1)[+1] Grapple: (+5) Key Skills: (Move Silently +10, Hide +5, Spot +5) Class Features: (Fast Movement, Rage 1/day) Feats: (Power Attack, Extended Rage, Improved Bull Rush, Reckless Rage) Abilities: Str 14[20], Dex 16, Con 16[22], Int 8, Wis 8, Cha 8
(Loot) -Spear -Javelin -Studded Leather Armour
Cave Troll: MM III, pg 177 Take the claws, rake, rend and replace them with a Spear for +15, 2d6 +10, and a Slam for +11, 2d6+7 [improved graba nd dazzling blow], take away fast healing and add turns to stone in sunlight.
Drums in the Deep: (During the final stand, and many fights in the underground there are drums pounding an endless rhythm. These drums grant a -1 penalty on all PC's and grants a +1 moral bonus to the enemy.)
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Post by Nygil, Nickolie on Oct 31, 2011 1:30:31 GMT -5
The Demi Plane of Dread Ravenloft Reward XP: 150 GP: Three Scrolls of Magic Circle Against Evil, Silver Holy Symbol +2 Knowledge Religion, One of his Bayonet, and Unquenchable Flame of Life (LM) or 2000 gp and Lich-Loved (VD) Feat. Mission: None given. Plot: The party find themselves in a dark candle lit room. It is very fine, and before them is a grand oaken dinning table with many red leather chairs set around it. Crystal and china are set out, with wine chilled. The table has no food on it, and no silverware. There is art on the walls, old paintings of people that they do not know. The doors are oak, highest quality, and locked. It is chilly, and there is an unlit fire place. After a short while, (or when they try something) the far door will open. Standing at the door is a man. A human, who for his race is tall and powerfully built. He is dressed in the finest of clothing with light steel armour hardly hidden beneath it. At his side is a blade, no doubt magical and master work. He is pale, yellow eyed and stands in a manner suited to a king or nobleman. His stark white hair and cocksure grin are unsettling similar to that of a drow. He introduces himself as lord of this estate, and master of the lands around it. He tells them his name Drem-Mire-De-Celicak and calls himself the Count of Varden-Kalor. He says he is vampire, and 1239 years old. He asks them to sit, (dominating those who don't), and tells them that they were sent to him by the fog. He says that it sends many people to this place, his lands. He goes on to say that they are here for a reason, he has need of them. He says that while he rules these lands, it is his children who deal with the day to day of it. He sneers, and goes on to say that one of his more angry, and young children has slipped their bonds and has gone wild. This is trouble, as no child, no mere whelp should be able to do that. He needs this vampire spawn hunted down and stopped. More over he needs to know how he broke free. Clearly he would do this himself, but he can not leave the manor, for it would invite his other children to try the same. So, it just so happens that the party appeared just in time. He promises to fold reward, they live, and gold if they do this for him. He tells them he controls three villages in the area, and it is the eastern most of them his traitor son has travelled too. The village of Dornkirk, and the vampire . It is 20 miles away... but here it is always night. The Village: Outside the gate their are a pair of gargoyles and nothing else. The village before them is cold, sparse and the folks in it seems scared. The fog clings to the edges of everything and while there is plant life it is all thick, rough and greying. How these people live here is not known. Outside the villages poor stone walls is dead wood forest and open moors. If they ask around they will learn that the counts rouge child is not the only danger here. Wolves live in the wilds, and plague their master, and all others. The road is winding and fog coated, but the way is clearly marked by waggon tracks. Hardly an hour in to the trip the full moon rises and the fog thickens. There is a howl (Listen DC 20 to know there are X wolves) Then, they are attacked. It is six were wolves with 40hp and Spring Attack. They attack from out of the fog, and back off if under 20hp. They are infected, so not contagious. If any get away they dog the party striking them from behind in ambush, then fleeing again. After a while the fog lessens and they crest a hill and past the open lands is a village. This one is worse off than the last. It is mostly boarded up and looks like it's seen battle of late. There is a scream from the church. As the party draw nearer to it they find the building is itself empty and burnt out, but behind it stands a graveyard. There the mist clings only a few inches from the ground. Standing on the far side is a vampire holding a young lady. As they draw near he smiles and holds her up as cover, and monologs. When battle becomes clear, he snaps his fingers and 20+ zombies stand up and attack. He hangs back and waits for one to get close, or for the zombies to start losing proper. (The graves are cover, but a few are open and as such hidden pits, 10ft fall, Climb DC15.) He slays the girl for bonus health, or uses her as cover. As he is about to be slain a silvered blade bursts from his chest, and his heads is ripped from his shoulders.... enter Paladin Alexander Anderson. The paladin helps clean up the last of the zombies, and maybe starts a fight with anyone clearly evil. He then chills out and tells them he is sent here by His Lord God, Mighty Daystar the Holy Pelor. He is here to cleanse the land of the taint of evil and slay all that would protect it. He would have them aid him in getting to the castle/manor of ?, so that he may finish the vampire lord and end this rein of vileness. He would go with them anyway. On the way if there is time have a Were-wolf lord appear in the mist, and with it a few standard were-wolves. Either way they get to the village once more. Anderson admonishes the people for being fools, heretics and servants of the undead. Going so far as to strike aside a man who begs them not to 'rock the boat'. At the gate the gargoyles greet the PC's, they seem almost cheerful, but Anderson cuts them down with not but an 'amen'. Inside they find the count. He offers them a choice, aid him and protect this lands balance and be rewarded... or aid the mad man and die with him. If they join with Anderson a number of Vampire Spawn appear, then he hurls papers to the walls and nails to hold them in place, he says it binds the vampires so they can not change shape.... effectively a larger Magic Circle Against Evil. If they aid the vampire Anderson binds the vampire, and fights them. Once the fight is over the winner rewards the party and they are whisked home. Alexander Anderson (Paladin 3, Gray Guard 3) Race: (Human-Half Troll) Hp: (95) Fast Healing: (10) Speed: (30ft) AC: (22) Touch: (12) Attack: +12/+12/+7/+7 Bayonet (1d6+6) OR +14/+14 Bayonet (1d6+6) Fortitude: (+16) Reflex: (+8) Will: (+9) Grapple: (+11) Special Attacks: (Two Weapon Rending, Blessed Weapons) Key Skills: (Preform Oratory +10, Knowledge Religion +10, Sense Motive +10, Spot +10, Listen +10, Hide +3) Class Features: (Aura of Good, Detect Evil, Divine Grace, Lay on Hands(6), Aura of Courage, Divine Health, Debilitating Touch, Sacrament of Trust) Feats: (Two Weapon Rend, Improved Two Weapon Fighting, Dual Strike, Brutal Throw) Abilities: Str 20, Dex 10[14], Con 22, Int 10, Wis 12, Cha 12 (Loot) -Silver Bayonet +1 (Slashing Javelin) Sacred, Holy (30) -Bracers of Armour +6 -Gloves of Dex +4 -Cloak of Resistances +3 Guy (Vampire Spawn, Fighter 2) Hp: (51) DR: (5/Silver) Fast Healing: (5) Speed: (30ft) Init: (+6) AC: (18) Touch: (15) Attack: +7 Slam (2d6+4) Fortitude: (+4) Reflex: (+8) Will: (+6) Grapple: (+7) Special Attacks: (Blood Drain) Feats: (Improved Natraul Attack,Improved Fast Healing) Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
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