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  1. #121
    At this point the party should be concerend. If they've done their research they know that a Queen Formian is typically surrounded by 20 Myrmarchs (Knowledge Planes DC 15). Also a Knowledge (Local) check of DC 12 will reveal that the Formians are technically in the right. They were called here to perform a favor for a wizard who is now dead. There was a green dragon in the area that the wizard was unable to handle. He summoned the Formians to do the work for him and the rulers of the time agreed to hand over some of the land in exchange for the Formian's service of destroying the green dragon.

    They were able to trick the Formians however, and stipulated that the land would not transer over to them until the last of the town council had died. One of the town council was a half-elf and they thought they would have plenty of time to prepare for the Formian's return. But the dragon learned of the plot and attacked the council. The Formians killed it but the dragon was able to Feeblemind the half-elf. The rest of the council was killed in the fight and no one knew what had happend. The half-elf spent the remainder of his days quietly in a garden and no one knew of the coming danger.

    Now the Formians are back.

    The party can talk their way out of this one. They can make a Diplomacy check (+15 modifier, unfriendly) to have the Formians go away for ten more years and be granted even more land when they return. They can make a Diplomacy check (+5, unfriendly) and negotiate for the return of the humans in exchange for gold or weapons equalling 10,000gp.

    Or the party can fight. This particular queen is a little weak. She only has 5 Myrmarch attendants and is small for her kind (150hp). The Formians will not hold a grudge if the party gives a formal declaration of war and 24 hours notice. They will fight to the last. If the party makes a surprise attack, any remaining Myrmarchs will teleport without error to their home plane and report the trechery.

    note: if a formal declaration is given others will hear of the upcoming battle and give the PCs some magic items. Noteably the wizard's former apprentice who will give the PCs a wand of fireballs with 15 remaining charges for use in the battle; it was his master's and was intended for use against the Formians.

    next: frost worm
    Last edited by BiggusGeekus; Saturday, 14th June, 2003 at 04:25 PM.
    "I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
    — EGG, Dragon #7

 

  • #122
    well handled BG

  • #123
    Boingy! Boingy! COPPER SUBSCRIBER
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    A druid exile, having long plotted his revenge against the arctic communities who sent him packing, has discovered the fabled kayit aygiti, a relic that grants control over frost worms. The druid has assembled an army of these powerful beasts, and is using them to visit terror and death upon those he hates.

    Next: Fungi!
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  • #124
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    Elsewhere, in the sewers of a great but decadent city, a half-fiend/half-violet fungus cleric is forging the city's dispossessed into a dangerous and loyal cult dedicated to horrible Abyssal powers. Of course, the cult's subterranean complex is guarded by many shriekers.

    Next: Gargoyles!
    Last edited by Mark Chance; Sunday, 15th June, 2003 at 05:23 PM.
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  • #125
    Boingy! Boingy! COPPER SUBSCRIBER
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    Floggalt!

    Floggalt, half-fiend/half-violet fungus cleric 5: CR 10; Medium-size Outsider (Plant); HD 7d8+28; hp 59; Init +1 (Dex); Spd 10 ft., fly 10 ft. (average); AC 16 (+1 Dex, +5 natural); Atks +8 melee (1d6+4 and poison, 4 tentacles), +3 melee (1d6+2, bite); Reach 10 ft. (with tentacle); SA spells, rebuke undead, domains (Evil and Plant), poison, spell-like abilities (3/day - darkness, poison, 1/day - desecrate, unholy blight); SQ plant, darkvision 60 ft., resistance (acid, cold, electricity, fire) 20; SV Fort +11, Ref +4, Will +5; Str 18, Dex 12, Con 18, Int 10, Wis 13, Cha 14; AL CE.
    Skills: Diplomacy +6, Hide +5, Knowledge (religion) +5, Listen +5, Move Silently +5, Spot +5.
    Feats: Combat Casting, Brew Potion.
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  • #126
    Nasty fungus you got there Mr. Chance!

    Anyway, Gargoyles!

    A group of Gargoyles ally themselves with mankind to fend off a rival human tribe. Betrayed by one of their own kind they are turned to stone for a thousand years, awakening in modern New York City on top of a clocktower. Then--


    What do you mean "it's already been done"?

    Rats.


    TAKE TWO

    An ancient temple has mysitical stone gargyoles that were said to have been protectors in ancient times. The temple is going to come under attack by (insert the standard campaign threat here, if none, assume orcs [GO GREEN!]) The temple only has half of the tablet to bring the gargoyles back to life and asks the party decend into a tomb to retrieve the other half.

    The temple's half gives the basic instructions to transform the majority of the gargoyes. The other half (the one the party is searching for) brings back the larger ones, but also contains the "flavor text" which isn't important to the ritual, but important to the temple. They left it in the tomb because it was put there in ancient times and they didn't want to disturb it out of respect. But now, they feel it is more pragmatic to retrieve it.

    The tomb has many traps and guarded by the ghosts of fallen priests. (speak with dead will reveal the mystery here, otherwise proceed on). Why would so many precautions be taken to prevent the raising of the temple's protectors? All is revelaed in the last room, where the tablet lies with a large gargoyle (48 hp) who is trapped in with the remaining tablet half. It seems the gargoyles were not protectors but attackers, and the temple priests of old reverted them to stone and kept the tablet that released the larger gargoyles away from the tablet that released the "normal" ones. Over the many centuries, the original story was lost and permutated into the modern fable.

    Note, that if the players think to do a Kowledge (History) check of DC 22, they can discover this on their own. But this is very obscure trivia and very old. The temple books from the past 200 years have the "new" incorect version so there is little reason a player would know the truth offhand.

    In any event, upon learning the truth, the players realize the release of the "guardians" is drawing near and they have 15 minutes to get back to the surface and convince the high priest to call off the ceremony (Diplomacy - 15, Bluff -17, the truth works better than lies on this holy person).

    If the players fail to stop the release of the gargoyles, entitle the next adventure "Gargoyles and Orcs a go-go!"

    Next - I dream of Genie!
    "I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
    — EGG, Dragon #7

  • #127
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    Originally posted by BiggusGeekus
    Nasty fungus you got there Mr. Chance!
    That's what she said!

    Oh. Wait a minute....



    On to the jann.

    For many, many years, a decaying wizard's tower has stood unoccupied of its dark mistress. Only her various guardians and wards remain to protect her demense. Among these guardians are a group of jann who have soaked up the seeping eldritch energies of the wizard's fortress. These energies have greatly heightened the jann's Intelligence scores (+1d6 Int each). The jann have delved into the wizard's arcane library. They are now wizard themselves, adding potent spell-casting abilities to their natural qualities.

    Thus, exploring and looting this magical ruin is just that much more perilous.

    Next: Djinni!
    Last edited by Mark Chance; Monday, 16th June, 2003 at 01:01 AM.
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  • #128
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    *bump*

  • #129
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    A young djinni summoned and bound to guard passage through a dungeon has been infected with whirling sickness, a magical disease that afflicts Air creatures. The whirling sickness forces the djinni into whirlwind form for 7 out of every 10 rounds.

    The room the djinni guards is actually a shaft some 40 feet long and 30 feet in diameter. The floor is a lattice of sturdy iron crossbars about 1-foot-thick with about 2 feet of space between bars. When not in whirlwind form, the djinni lays exhausted on the floor at the bottom of the shaft.

    The djinni's whirlwind fills the entire chamber above the lattice with dangerous, roaring winds. The djinni cannot communicate, but magic such as detect thoughts or an appropriate Knowledge skill check can determine that the whirlwind is actually a creature. Dispel magic has no effect on the djinni, but cure disease applied within the whirlwind itself cures the djinni.

    Next up: Efreeti!
    Last edited by Mark Chance; Tuesday, 17th June, 2003 at 12:44 PM.
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  • #130
    (this one's gonna be a bit short, sorry)

    You have learned that an Efreet has captured the princess! You must rescue her!

    Dramatic image of the battle is below!


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    http://www.rpgnow.com/products/WOTC/tsr2011.jpg

    edit: ghoul is next, unless someone wants to take a more serious swing at efreet.
    Last edited by BiggusGeekus; Tuesday, 17th June, 2003 at 10:55 PM.
    "I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
    — EGG, Dragon #7

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