[ATTN B.A.D.D or Anyone Rat Bastard enough] DM Question inside about an adventure

Angelsboi

First Post
The PCs will over hear about how 4 teens are missing and in each room was found a book involving the infernal arts.

Ok so the PCs will wander into a manor thats said to have been deserted for a while. But its not. A group of kids (4) are specialist wizards. One is adept at Summoning, one is adept at Abjuration, one is adept at Divination and one is adept at Enchantment (but tells the others hes good at transmutation).

This house belongs to a long dead relative of one of the kids. And he was a conjurer and involved in the infernal arts. Well these kids are sorcerers and one actually has the demonic bloodline running through him.

Well i was thinking about a wyrmling dragon living there. Not just ANY Wyrmling of course. A 1/2 Fiendish black wyrmling.

Does it also help to know in the family crypt there is a dust mephit (Medium sized) with a cloaker companion?

And for anyone else reading this: How would a Dust Mephit and Cloaker combine forces to attack intruders? I mean what would the adjusted CR become and what tactics would they use?

now, there is the manor and there is a underground crypt. Inside the manor include things such as rats, the teens and a 1/2 fiendesh black dragon wyrmling

in the crypt: Medium Dust mephit (with a Cloaker companion), Mummy, Carrion Crawler, 1d4 Dretch, quasit, imp, 1d4 lemure. im thinking about having a portal to a nether region in there.

Somehow i think this needs a plot ... Help?
 
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Well, it doesn't sound to me like there's anybody behind the wheel for the bad guys. Somebody/something in charge.

How about a ghost of the guy who used to own the place. He was staying there, plotting revenge on some crazy, 200 year old perceived injustice. All of a sudden, there is somebody in the family with enough mystical mojo (one of the sorerer teens) to help him out. He takes control of the kid and uses the infernal stuff to promise the others power. Add in the other critters as additional help collected along the way. The dragon could be some kind of advanced help from a baddy on the other side of the doorway.

So what you're left with is:

--plenty of stuff to hack

--an evil problem to solve

--some kids that are probably dangerous to the party, but it's not their fault, so they need to be rescued more than defeated
 

Oh, and if the dragon is a hench-thing of a greater evil somewhere else, it leaves you an option for a continuing storyline.
 

i got bored and did up a 1/2 fiend wyrmling for you. here's what it COULD look like.


Nihiloksus, M Black Wyrmling Black Dragon4 CR 4; Size:T Type Dragon|DRAGON|OUTSIDER; HD (4d12)+16; hp 46; Init +5 (+5 Dex, +0 Misc); Spd Walk 60', Fly 100', Swim 60'; AC 21 (flatfooted 16 , touch 17), Bite (Natural/Primary) +11 0'/BPS (1d4+5 20/x2 Neither T ) or Claw (Natural/Secondary) +6/+6 0'/PS (1d3+2 20/x2 Neither T ) or ; SA: Water Breathing(Ex),Acid Immunity(Ex),Breath Weapon(Su) 30' Line of Acid 2d4 acid DC 14,Sleep Immunity(Ex) (2),Paralysis Immunity(Ex) (2),Immune to poison (2), Acid Resistance 20 (2), Cold Resistance 20 (2), Electrical Resistance 20 (2), Fire Resistance 20 (2), Darkness 3/day (2),Desecrate 1/day (2); Vision: Darkvision (60'),Blindsight (30'),Normal,Keen Low-light AL: CE; Sv: Fort +8, Ref +9, Will +5; Str 20, Dex 21, Con 19, Int 13, Wis 12, Cha 14

Skills and Feats: Bluff +5, Intimidate +5, Knowledge (The Planes) +8, Sense Motive +4; Flyby Attack,Quicken Spell-Like Ability
Possessions: 1 Bite (Natural/Primary), 1 Claw (Natural/Secondary),



I did this in pcgen. I think the touch AC is off as I had to manually do it. But there is your 1/2fiend black wyrmling.
 

Leopold said:
I did this in pcgen. I think the touch AC is off as I had to manually do it. But there is your 1/2fiend black wyrmling.

MW Tools dragon generator will do the same thing in seconds:

Wyrmling half-fiend black dragon: CR 4; Tiny Outsider (Water, Chaotic, Evil); HD 4d12+8; hp 34; Init +2; Spd 60 ft, fly 100 ft (average), swim 60 ft; AC 18 (+2 Dex, +2 size, +4 natural); Melee bite +8 (1d4+2), 2 claws +3 (1d3+1); SA breath weapon; SQ water breathing, immunities, cold resistance 20, electricity resistance 20, fire resistance 20, blindsight, keen senses; Face/Reach 2½ ft by 2½ ft / 5 ft; AL CE; SV Fort +6, Ref +6, Will +4; Str 15, Dex 14, Con 15, Int 12, Wis 11, Cha 10.
Skills and Feats: Bluff +4, Concentration +6, Diplomacy +4, Escape Artist +6, Listen +4, Scry +5, Search +5, Sense Motive +4, Spot +4; Hover, Flyby Attack.
SA–Breath Weapon (Su): Line of acid, 30 feet long, every 1d4 rounds; damage 2d4, Reflex half DC 14.
SA–Half-Fiend Spell-Like Abilities: 3/day-darkness; 1/day-desecrate.
SQ–Immunities (Ex): Immune to acid, poison, sleep, paralysis.
SQ–Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 30 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 100 feet).


Note that as a half-fiend, the type changes from "Dragon" to "Outsider".
 

uhhh thanks =)

Yeah the ghost sounds good and im doing the manor up as per the Stronghold Guidebook.

Should he be a spectre or a ghost with Possession?
 

mw tools? what is that?


i like having more control over how i build the PC that's why i use pcgen. Hmm anything else you see wrong with the output on that file CG? I would like to know if there was anything else wrong with it so i can take it back to the coders with some info if neccessary.
 

Angelsboi said:
Should he be a spectre or a ghost with Possession?

I'd go with posession. The PCs will need to force him out to save the kid. Or, the PCs, as PCs are wont to do, slaughter everybody and then wonder why the place is still haunted.
 

This is what i have come up with.

The gang is 2 sorcerers and 2 wizards. The leader (Sorcerer level 5 - going to Acolyte of the skin) has dicovered his grandfathers deadly final secret. Hes still a ghost and now possessed. His grandfather is using his grandsons body to finish opening up a gate.

Now, why is his grandfather opening a gate and whats the Mephit, Cloaker and Dragon have anything to do with this. ARGH!
 

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