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<blockquote data-quote="JediMike42" data-source="post: 5477090" data-attributes="member: 99886"><p>It's been a while. This is what's been going on with the party.</p><p></p><p></p><p></p><p></p><p> Much has occurred. The party soon after fought a Froghemoth (just like it sounds), dropped Roc eggs onto bandits waiting to ambush them and then died soon after the paladin was kidnapped, caged in Gannon's dimension. They broke free, got the people they needed out, killed most of the Company of the Shining Stone (freeing the Rogue after killing just the fighter and barbarian) and lost their Holy Avenger. HOWEVER, while there the greedy rogue dropped from Neutral Good to True Neutral when he knowingly exposed Boris the Dragon Disciple to a Book of Opposite Alignment - from which he failed his save, changing from Neutral Good to Neutral Evil.</p><p></p><p></p><p> In the next game they traveled to a far off island, saved some druids, influenced a chain of reactions from a legend (shoggoth!), and destroyed a vile worm wizard thing. During their time there the Rogue fails a save vs Insanity gas and drops to Chaotic Evil. After returning to their Keep, Boris' Church to himself has finished the basic construction and has gotten onto detailed work.</p><p></p><p></p><p> An ambassador arrives from a country to the north under seige by it's neighbors. After a mushroom trip in the wilds (not my idea, but my PC got a +1 to his Wisdom!) the party splits, the rogue heading for the attacking kingdom. After routing a few battallions the paladin and Boris arrive at the castle as the rogue teleports in via a scroll with the corpse of the opposing country's king. After destroying most of the head of command and their heavy troops (clay golems) Boris and the rogue kidnap and charm the new Battallion Commander and get a treaty signed, basically handing over both Saxodsky, the nation under seige and Moldnistrea, the attacking state, to Trianestra - the small country that our characters have established as their territory outside their keep. During these escapades, the Paladin finally realizes that Boris is evil (not that the Rogue has also become evil) and has not acted on that knowledge yet.</p><p></p><p></p><p> It's my turn to run again. My idea is for a tribal man from the woods to arrive at the keep with a message inscribed on a piece of bark reading: "Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." (In one of the previous games they attended a spellcasting tournament as a backdrop to a larger plot). When Boris touches it, he gets hit with a Flesh to Stone. Hopefully this takes him right out of the game so I don't need to worry about his involvement. I assume this means that the PCs will take the Ranger NPC and track the tribal. They get led into a trap of Summoned Nature's Allies by the Shaman of a tribe which worships a local Green Dragon (Prend) who masquerades as a wizard for the tournament each year, and collects statues of the winners. He also is the unspoken lord of this territory, which the Rogue and Boris want to annex into Trianestra. This is a smaller thing to occupy the players while I get a bigger thing set up with either the Imperial Alliance to the south or the Nation of Connorea to the Northeast (although the Port City-State of Lethis is to the west, they have established level 18 casters - these level 12 characters are not ready for that).</p><p></p><p></p><p> There is also the Church of the Green Avenger to consider, which at this point is becoming something like a religious mafia. There is an Awakened Rabbit with a level of Sorcerer as well as a few arcane apprentices in that wing of the church, two fifth level warriors in the militarized wing and the Rogue leads the shadow wing. Presiding over the general population is a 6th level Cleric.</p><p></p><p></p><p> The Siege of Prendergast!</p><p> As construction continues on the Church of the Green Avenger, a woodsman arrives with a piece of bark on which a message is written in Draconic, which he hands to a follower/worker while growling and then scampers off. It reads: </p><p>"Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." </p><p></p><p>As soon as Boris touches the bark, he must make a DC 30 Fortitude save or become Petrified via Flesh to Stone. Only Boris must make this check and on a successful save the charge on the bark is lost and loses all magical properties. With a successful DC 25 Survival Check they can follow his trail, moving a few miles each day through underbrush, vines and thorns. Otherwise they are doomed to be lost - see the appropriate section in the book.</p><p></p><p></p><p> A week after traveling into the Forests of Entri they enter the territory of the Green Claw. Every half mile or so is a statue. </p><p>"Set into the ground with no living thing within fifteen feet of it is an ebony tree that is devoid of foliage. Staked and tied against it are the skeletal bones of a myriad of creatures. The legs are birdlike, the torso from an owlbear, the several arms of a girrallon, the skeletal wings of some giant bird and the slender predatory skull of something otherwise unrecognizable. The visage in front of you is clearly fiendish." (Successful Knowledge: Nature or History Check 25 - Displacer Beast) </p><p></p><p>Passing the statues and entering the territory, they will begin to get followed by Hawkeye, the Druid's familiar. Once they work themselves into the forest as far as they can get, the track going cold instantly, Grenthed the Shaman emerges from the woods with nine summoned Girallons. </p><p>“Emerging from the wood equidistantly with a 5 Girallons on each side, encircling the three of you, is a tall, slender wood elf female dressed in a set of black dragonhide fullplate. The plant life contorts around her, equally desiring to be near her and terrified of actually getting her attention. When she speaks it with a smooth and slow wisdom that resonates in dissonance with the forest around you.” </p><p>A quick talk is had where she commands them to leave as they have already procured the statue of what is now Boris - if the PCs are smart and drag it out longer than a minute and a half (in-game time), the summoned Girallons begin to disappear. If not, the Druid departs and they attack.</p><p> </p><p></p><p>After traveling for a while they will find that there is one gigantic tree larger than all the others, and that it seems to be in the center of Green Claw territory. As they approach any side of the tree, there will be a Fiendish Giant Flytrap waiting for them about 50 feet from the trunk. With Tremorsense and the amount of cover from foliage it can get within reach to snatch at minimum one of the party members for a surprise round. </p><p>Once they've thwarted it, they will be approached by a fancifully dressed Gnome playing the lute. This is Tahrr Entz the Glabrezu, a demon who used to have worshippers in these woods. The past century or so, however, a more powerful foe has taken root and now they worship him. This is unacceptable for Tahrr, but he lacks the power to overcome both the Tribe and the Dragon. If, however, the Player Characters have any interest in resolving this matter for him he would be MORE than happy to make it worth their while and offer what limited magical assistance is available to him (a Wish spell). All that he requires in return is that they leave all but their friend up in the trees, for him to help. All of this will be veiled in lies. If they manage to see through his ruse and combat ensues, he will first Reverse Gravity and then attempt to summon allies, following with Power Word Stun, Chaos Hammer, Unholy Blight and Confusion. Ultimately if he doesn't think he can win he'll flee, leaving the PCs to climb the tree. </p><p></p><p>"A small fancifully dressed Gnome cautiously gripping his lute wanders towards you from the base of the tree. 'Ho there! You wouldn't be looking for those statues would you?' His spiel: 'Well it's a pleasure to meet you. The knightwatch, I assume! You must be Feeliu. You are so very well known in these parts. And you, Archibald. Well just the kind of adventurers I was hoping to see! My dilemma, gentlemen, is thus: I told an old adventuring friend about these statues, which an old drunk barbarian in a tavern informed me about. He is incredibly interested and wants them for research, to restore these people to their natural state and all you understand. For a few weeks now I've been trying to get up there to do recon so my friend can teleport here, but the Tribe simply will not let me! I can't do it myself; I'm infirm, you see, but I am predigiously talented with scrolls and my wizard friend, Alteer, provided me with a scroll to give one good adventurer, like yourselves, a boost in their desire and ability to get him to those statues! So what do you say boys?"</p><p> </p><p></p><p>If they can succeed on beating average Perception checks (+11) they may be able to get up to the canopy without being noticed. If not they find their path subtly leading to the treetop village of the Green Claws and are quickly surrounded and herded to the central branch by dozens of barbarians. There is a pit 50ft across carved 20ft down into the wood with a sickly green well in the center. </p><p>“Dropping into the pit in front of you is probably the most fit thing you’ve ever seen, a primal elf. He peaks above seven feet in height and is rippling with lithe muscle with a grace matched only by brute strength. Your unease with him turns to a mutual respect tinged with fear as he begins to speak, unholstering the two picks slung across his back and dipping them into the well, where you notice the phrases ‘Murderstick’ and ‘Murderpick’ on his weapons. His voice echoes in the pit as he bellows, “You have invaded the territory of the Green Claw Tribe. We have but one law in our territory - Do not tread where you may bleed. The Green Claws leave no tracks. - Therefore my sister and I Grenthed challenge the two of you to combat. Draw your blades, dip them into the Well of Prend and prepare to die.””</p><p> </p><p></p><p>The two of them will answer any questions related to the battle but otherwise remain silent until someone rolls initative, where Grenthel Rages and Grenthed Wild Shapes into something Huge. As the battle moves on she will change to Diminutive size and try to revive Grenthel, calling in Hawkeye to create a distraction.</p><p> </p><p></p><p>After successfully subduing their two leaders, the Green Claw tribe descend onto the bodies, ripping out pieces of flesh to consume (brain and heart included) while stripping the bodies of what they can, they then disband into the woods. The Druid’s Full Plate will probably be all the PCs can salvage. A perception check in the pit will yield granite and with an Intelligence Check DC 15 they can figure out where above them it fell from - leading them to Prend’s lair. As they climb and clear the giant bough, they see this: </p><p>“Strolling casually among dozens of statues is a miserly old man with a gigantic wizard’s hat, nearly as tall as he is. As he passes each statue he spends a moment of reflection in each, sometimes casting a small Illusion spell that replays the events of each Arcane Tournament Champion. Among the assembled petrified spellcasters are creatures of every race, some powered through divinity. The only dragon disciple among them, however, is Boris, who takes the center of all the statues (also being the largest). It is here where he stops to look directly and and address you. “Welcome to my home. I saw what you did below, but that’s not a great matter. They can be easily replaced. I have to do so because of one or another roving bands of adventurers anyway. Tell me, do you like my collection?”” </p><p></p><p></p><p></p><p>From there the party is welcome to attempt negotiation, but success is unlikely. Prend is not interested in sharing his lands, and will be absolutely and totally unwilling to release any of the petrified spellcasters (of which only three are evil, including Boris)</p><p> </p><p></p><p>Grenthel Elven Barbarian 11/Ranger 2 CR 13 </p><p>Init +6; Spd 40ft; Low-Light Vision; Perception +21 </p><p>AC 25 = 10+ 6 Dex+ 6 Armor+ 1 Shield + 2 Deflection </p><p>HP: 162; BAB +13/+8/+3; CMB +19; CMD 25; DR 2/ - </p><p>Fort +13, Ref +12, Will +4 </p><p>Melee: +18/+13/+8 Heavy Pick (1d6+7+1d6 Acid, Crit 19-20/x4) and +18/+13/+8 Light Pick (1d4+7, Crit 19-20/x4) </p><p>Special Abilities: Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Greater Rage (Fiend Totem and Lesser and Greater, Improved Damage Reduction, Mighty Swing), Favored Enemy: Humans +1, Track, Wild Empathy, Combat Style: Two-Weapon Fighting </p><p>Skills: Acrobatics +22, Climb +22, Knowledges (Geography, Nature) +12, Intimidate +18, Perception +21, Survival +19, Stealth +24 </p><p>Feats: Double Slice, Improved Two-Weapon Fighting, Greater Two Weapon Fighting, Two-Weapon Defense, Improved Critical: Heavy Pick, Improved Critical: Light Pick, Toughness </p><p>Str 22, Dex 22, Con 16, Int 16, Wis 12, Cha 16 </p><p>Equipment: +1 Furious Corrosive Heavy Pick (+3 Raging), +1 Furious Corrosive Light Pick (+3 Raging), +2 Mithral Shirt with Moderate Fortification, +2 Ring of Protection </p><p>RAGING - HP: 195 , DR 3/ -, Str 28, Con 22, Will +7 </p><p>Full Attack +23/+18/+13 Heavy Pick (1d6+12+1d6 Acid, Crit 19-20/x4) and +23/+18/+13 Light Pick (1d4+12+1d6 Acid, Crit 19-20/x4) and Gore +18 (1d8+5 Piercing) </p><p>Barbed, anyone striking with a melee weapon, unarmed strike or natural weapon takes 1d6 piercing. </p><p>Aura of Menace: Good creatures adjacent are Shaken and take 2d6 Slashing at the beginning of the barbarian's turn. Neutral are Shaken but take no damage. Evil are unaffected.</p><p> </p><p></p><p>Grenthed, Elven Druid 11 CR 11 </p><p>Init +3; Spd 30ft; Low-Light Vision; Perception +28 </p><p>AC 25 =10+10 Armor+3 Dex+2 Deflection </p><p>HP 100; BAB +8/+3; CMB +10; CMD 26 </p><p>Fort +9, Ref +6, Will +13 </p><p>Melee +10/+5; Ranged +11 </p><p>Spells </p><p>0th At Will Detect Magic, Light, Mending, Purify Food/Drink, Read Magic, Stabilize </p><p>1st 6+1 Calm Animals, Cure Light Wounds x4, Entangle x2 </p><p>2nd 6+1 Hold Animal, Barkskin (+4 NA) x2, Bear's Endurance, Bull's Strength, Flame Blade, Owl's Wisdom </p><p>3rd 5+1 Dominate Animal, Poison x3, Cure Moderate Wounds (2d8+10), Greater Magic Fang (+2) </p><p>4th 4+1 Summon Nature's Ally IV, Cure Serious Wounds (3d8+11) x3, Reincarnate </p><p>5th 3+1 Beast Shape III, Animal Growth, Baleful Polymorph, Cure Critical Wounds (4d8+11) </p><p>6th 2+1 Antilife Shell, Greater Dispel Magic x2 </p><p>Special Abilities: Nature Bond (Animal Domain), Nature Sense (+2 K/N and Survival), Orisons, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (4/Day, Diminutive to Huge Animals as Beast Shape III, Small to Large Elemental/Plant as Elemental Body III/Plant Shape II), Venom Immunity, Speak with Animals 14 Rounds/Day </p><p>Skills: Fly +18, Handle Animal +16, Knowledges (Geography, Nature) +11, Perception +28, Spellcraft 16, Survival +20 </p><p>Feats: Combat Casting, Dodge, Mobility, Natural Spell, Skill Focus: Perception, Toughness </p><p>Equipment: Dragonhide Fullplate of Wild Speed, +2 Ring of Protection </p><p>Str 14, Dex 16, Con 14, Int 14, Wis 22, Cha 14</p><p> </p><p></p><p>Hawkeye; Small Neutral Evil Hawk 9HD </p><p>Speed 10 ft, Fly 80 ft (Average) </p><p>AC 19 =10+4 Dex+5 natural armor </p><p>HP: 36+8d8 </p><p>Fort +7, Ref +9, Will +4 </p><p>Attack: +8 Bite (1d4+3) Talons +3/+3 (1d4+1) </p><p>Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 9 </p><p>Skills: Fly +11, Perception +17, Stealth +21 </p><p>Feats: Run, Skill Focus (Stealth), Skill Focus (Perception), Stealthy </p><p>Special Abilities: Link, Share Spells, Evasion, Devotion</p><p> </p><p></p><p>Girallon N Large Magical Beast CR 6 </p><p>Spd 40ft, Climb 40ft; Space 10ft, Reach 5ft </p><p>Init +7; Darkvision 60 ft, Scent; Perception +11 </p><p>AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size) </p><p>HP 86; BAB +7; CMB +12; CMD 25 </p><p>Fort +9, Ref +8, Will +5 </p><p>Melee: Bite +10 (1d6+4), 4 Claws +10 (1d4+4; if two or more hit, +1d4+6 Rend) </p><p>Feats: Improved Initiative, Iron Will, Skill Focus (Perception), Toughness </p><p>Skills: Climb +14, Perception +11, Stealth +5 </p><p>Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7</p><p> </p><p></p><p>Giant Fiendish Flytrap N Huge Plant CR 11 </p><p>Spd 10ft; Space 15ft; Reach 15ft </p><p>Init +8; Darkvision 60ft, Tremorsense 60ft; Perception +10 </p><p>AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size) </p><p>HP 149; BAB +9; CMB +18 (+22 grapple); CMD 32 (can't be tripped) </p><p>Fort +17, Ref +8, Will +5 </p><p>DR 5/Good; Resist Cold,Fire/10; SR 16 </p><p>Immune: Mind-Affects, Paralysis, Poison, Polymorph, Sleep, Stun; Resist Acid 20 </p><p>Melee Bites +15/+15/+15/+15 (1d8+7 plus grab) </p><p>Feats: Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite) </p><p>Skills: Perception +10, Stealth +9 (+17 in undergrowth) </p><p>Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6 </p><p>Engulf: Turn begins with opponent two sizes smaller grappled, it closes jaws with new CMB as a Pin. 1d8+7 and 2d6 Acid. Airtight.</p><p> </p><p></p><p>Tearhh Entz the Glabrezu CE Huge Outsider CR 13 </p><p>Init +0; Darkvision 60 ft, True Seeing; Perception +26 </p><p>Spd 40ft; Space 15ft; Reach 15ft </p><p>AC 28, touch 8, flat-footed 28 (+20 natural, –2 size) </p><p>HP 200; BAB +12; CMB +24; CMD 34 </p><p>Fort +18, Ref +4, Will +11 </p><p>DR 10/Good; Immune: Electricity, Poison; Resist Acid, Cold, Fire/10; SR 24 </p><p>Melee: Pincers +20/+20 (2d8+10/19–20), Claws +20/+20 (1d6+10), Bite +20 (1d8+10) </p><p>Special Attacks: Rend (2 Pincers, 2d8+15) </p><p>Spell-Like Abilities (CL 14th) Constant—True Seeing </p><p>At Will—Chaos Hammer (DC 19), Confusion (DC 19), Dispel Magic, Mirror Image, Reverse Gravity (DC 22), Greater Teleport (self plus 50lbs of objects only), Veil (self only), Unholy Blight </p><p>1/day—Power Word Stun, Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%) </p><p>1/month—Wish (granted to a mortal humanoid only) </p><p>Feats: Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike </p><p>Skills: Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (History, Local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17 </p><p>Languages: Abyssal, Celestial, Draconic; Telepathy 100 ft. </p><p>Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20</p><p> </p><p></p><p>Prend, Mature Adult Green Dragon LE Huge Dragon (Air) 17HD CR 13 </p><p>Init +0; Darkvision 120ft, Blindsense 60ft; Perception +27 </p><p>Speed 40ft, Fly 200ft (Poor), Swim 40ft </p><p>Space 15ft; Reach 10ft (15ft with Bite) </p><p>Aura: Frightful Presence (210ft, DC 21) </p><p>AC 30 (Touch 8, Flat-Footed 30; +22 natural, -2 size) </p><p>HP 195; BAB +17; CMB +28; CMD 38 (42 vs. trip) </p><p>DR 10/Magic; SR 24; Immune: Acid, Paralysis, Sleep </p><p>Fort +15, Ref +10, Will +15 </p><p>Melee: Bite +24 (2d8+13/19-20), 2 Claws +24 (2d6+9/19-20), 2 Wings +22 (1d8+4), Tail Slap +22 (2d6+13) </p><p>Special Attacks: Breath Weapon (50-ft. cone, DC 23, 14d6 Acid), Crush (Small creatures, DC 23, 2d8+13) </p><p>Spell-Like Abilities (CL 17th; Concentration +20) </p><p>At Will—Charm Person (DC 14), Entangle (DC 14), Suggestion (DC 16) </p><p>Spells Known (CL 7th; Concentration +10) </p><p>3rd (5/Day)—Fireball (DC 16), Haste </p><p>2nd (7/Day)—Alter Self, Detect Thoughts (DC 15), Mirror Image </p><p>1st (7/Day)—Magic Missile, Shield, Silent Image (DC 14), Summon Monster I, Ventriloquism (DC 14) </p><p>0 (At Will)—Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Resistance, Prestidigitation </p><p>Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16 </p><p>Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (Bite, Claws), Iron Will, Multiattack, Power Attack </p><p>Skills: Fly +12, Knowledge (Arcane, Nature) +23, Perception +27, Spellcraft +23, Stealth +12, Survival +23, Swim +37, UMD +23 </p><p>Languages Common, Draconic, Elven, Sylvan </p><p>Special Abilities: Trackless Step, Water Breathing, Woodland Stride </p><p>LOOT: Potion of Greater Magic Fang (+3), Robe of Blending, +1 Thundering Speeded Repeating Heavy Crossbow, 16,000 Gold</p><p> </p><p></p><p></p><p></p><p>THE QUESTIONS I POSE TO YOU: </p><p></p><p></p><p></p><p>What do I do with the Paladin? He's not keen on doing anything else with the character - we talked about maybe going Anti-Paladin or something but he had no interest in it. According to the Cursed Opposite Alignment rules Boris isn't supposed to want to change his alignment back and doing so is quite a pain in the ass.</p><p> </p><p></p><p></p><p></p><p>Nobody knows that the Rogue has gone insane and evil either - I can get that to come out in the next game though, but should I? It'd be about the same time frame for when Boris became Evil and got exposed.</p><p> Ideas for Wilderness traps. </p><p></p><p></p><p></p><p></p><p></p><p>I'm thinking the tribe could live up in a grand tree that is tied to the dragon, so upon his death (he living in the highest reaches of the canopy) the whole thing topples down slowly, but that's an after the fact kind of thing. </p><p>Trapped by the Druid via plenty of Summoned Animals. Maybe have her Dominate Animal a Tyrranosaur and have it run them off their trail to the tribe's dwellings?</p></blockquote><p></p>
[QUOTE="JediMike42, post: 5477090, member: 99886"] It's been a while. This is what's been going on with the party. Much has occurred. The party soon after fought a Froghemoth (just like it sounds), dropped Roc eggs onto bandits waiting to ambush them and then died soon after the paladin was kidnapped, caged in Gannon's dimension. They broke free, got the people they needed out, killed most of the Company of the Shining Stone (freeing the Rogue after killing just the fighter and barbarian) and lost their Holy Avenger. HOWEVER, while there the greedy rogue dropped from Neutral Good to True Neutral when he knowingly exposed Boris the Dragon Disciple to a Book of Opposite Alignment - from which he failed his save, changing from Neutral Good to Neutral Evil. In the next game they traveled to a far off island, saved some druids, influenced a chain of reactions from a legend (shoggoth!), and destroyed a vile worm wizard thing. During their time there the Rogue fails a save vs Insanity gas and drops to Chaotic Evil. After returning to their Keep, Boris' Church to himself has finished the basic construction and has gotten onto detailed work. An ambassador arrives from a country to the north under seige by it's neighbors. After a mushroom trip in the wilds (not my idea, but my PC got a +1 to his Wisdom!) the party splits, the rogue heading for the attacking kingdom. After routing a few battallions the paladin and Boris arrive at the castle as the rogue teleports in via a scroll with the corpse of the opposing country's king. After destroying most of the head of command and their heavy troops (clay golems) Boris and the rogue kidnap and charm the new Battallion Commander and get a treaty signed, basically handing over both Saxodsky, the nation under seige and Moldnistrea, the attacking state, to Trianestra - the small country that our characters have established as their territory outside their keep. During these escapades, the Paladin finally realizes that Boris is evil (not that the Rogue has also become evil) and has not acted on that knowledge yet. It's my turn to run again. My idea is for a tribal man from the woods to arrive at the keep with a message inscribed on a piece of bark reading: "Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." (In one of the previous games they attended a spellcasting tournament as a backdrop to a larger plot). When Boris touches it, he gets hit with a Flesh to Stone. Hopefully this takes him right out of the game so I don't need to worry about his involvement. I assume this means that the PCs will take the Ranger NPC and track the tribal. They get led into a trap of Summoned Nature's Allies by the Shaman of a tribe which worships a local Green Dragon (Prend) who masquerades as a wizard for the tournament each year, and collects statues of the winners. He also is the unspoken lord of this territory, which the Rogue and Boris want to annex into Trianestra. This is a smaller thing to occupy the players while I get a bigger thing set up with either the Imperial Alliance to the south or the Nation of Connorea to the Northeast (although the Port City-State of Lethis is to the west, they have established level 18 casters - these level 12 characters are not ready for that). There is also the Church of the Green Avenger to consider, which at this point is becoming something like a religious mafia. There is an Awakened Rabbit with a level of Sorcerer as well as a few arcane apprentices in that wing of the church, two fifth level warriors in the militarized wing and the Rogue leads the shadow wing. Presiding over the general population is a 6th level Cleric. The Siege of Prendergast! As construction continues on the Church of the Green Avenger, a woodsman arrives with a piece of bark on which a message is written in Draconic, which he hands to a follower/worker while growling and then scampers off. It reads: "Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." As soon as Boris touches the bark, he must make a DC 30 Fortitude save or become Petrified via Flesh to Stone. Only Boris must make this check and on a successful save the charge on the bark is lost and loses all magical properties. With a successful DC 25 Survival Check they can follow his trail, moving a few miles each day through underbrush, vines and thorns. Otherwise they are doomed to be lost - see the appropriate section in the book. A week after traveling into the Forests of Entri they enter the territory of the Green Claw. Every half mile or so is a statue. "Set into the ground with no living thing within fifteen feet of it is an ebony tree that is devoid of foliage. Staked and tied against it are the skeletal bones of a myriad of creatures. The legs are birdlike, the torso from an owlbear, the several arms of a girrallon, the skeletal wings of some giant bird and the slender predatory skull of something otherwise unrecognizable. The visage in front of you is clearly fiendish." (Successful Knowledge: Nature or History Check 25 - Displacer Beast) Passing the statues and entering the territory, they will begin to get followed by Hawkeye, the Druid's familiar. Once they work themselves into the forest as far as they can get, the track going cold instantly, Grenthed the Shaman emerges from the woods with nine summoned Girallons. “Emerging from the wood equidistantly with a 5 Girallons on each side, encircling the three of you, is a tall, slender wood elf female dressed in a set of black dragonhide fullplate. The plant life contorts around her, equally desiring to be near her and terrified of actually getting her attention. When she speaks it with a smooth and slow wisdom that resonates in dissonance with the forest around you.” A quick talk is had where she commands them to leave as they have already procured the statue of what is now Boris - if the PCs are smart and drag it out longer than a minute and a half (in-game time), the summoned Girallons begin to disappear. If not, the Druid departs and they attack. After traveling for a while they will find that there is one gigantic tree larger than all the others, and that it seems to be in the center of Green Claw territory. As they approach any side of the tree, there will be a Fiendish Giant Flytrap waiting for them about 50 feet from the trunk. With Tremorsense and the amount of cover from foliage it can get within reach to snatch at minimum one of the party members for a surprise round. Once they've thwarted it, they will be approached by a fancifully dressed Gnome playing the lute. This is Tahrr Entz the Glabrezu, a demon who used to have worshippers in these woods. The past century or so, however, a more powerful foe has taken root and now they worship him. This is unacceptable for Tahrr, but he lacks the power to overcome both the Tribe and the Dragon. If, however, the Player Characters have any interest in resolving this matter for him he would be MORE than happy to make it worth their while and offer what limited magical assistance is available to him (a Wish spell). All that he requires in return is that they leave all but their friend up in the trees, for him to help. All of this will be veiled in lies. If they manage to see through his ruse and combat ensues, he will first Reverse Gravity and then attempt to summon allies, following with Power Word Stun, Chaos Hammer, Unholy Blight and Confusion. Ultimately if he doesn't think he can win he'll flee, leaving the PCs to climb the tree. "A small fancifully dressed Gnome cautiously gripping his lute wanders towards you from the base of the tree. 'Ho there! You wouldn't be looking for those statues would you?' His spiel: 'Well it's a pleasure to meet you. The knightwatch, I assume! You must be Feeliu. You are so very well known in these parts. And you, Archibald. Well just the kind of adventurers I was hoping to see! My dilemma, gentlemen, is thus: I told an old adventuring friend about these statues, which an old drunk barbarian in a tavern informed me about. He is incredibly interested and wants them for research, to restore these people to their natural state and all you understand. For a few weeks now I've been trying to get up there to do recon so my friend can teleport here, but the Tribe simply will not let me! I can't do it myself; I'm infirm, you see, but I am predigiously talented with scrolls and my wizard friend, Alteer, provided me with a scroll to give one good adventurer, like yourselves, a boost in their desire and ability to get him to those statues! So what do you say boys?" If they can succeed on beating average Perception checks (+11) they may be able to get up to the canopy without being noticed. If not they find their path subtly leading to the treetop village of the Green Claws and are quickly surrounded and herded to the central branch by dozens of barbarians. There is a pit 50ft across carved 20ft down into the wood with a sickly green well in the center. “Dropping into the pit in front of you is probably the most fit thing you’ve ever seen, a primal elf. He peaks above seven feet in height and is rippling with lithe muscle with a grace matched only by brute strength. Your unease with him turns to a mutual respect tinged with fear as he begins to speak, unholstering the two picks slung across his back and dipping them into the well, where you notice the phrases ‘Murderstick’ and ‘Murderpick’ on his weapons. His voice echoes in the pit as he bellows, “You have invaded the territory of the Green Claw Tribe. We have but one law in our territory - Do not tread where you may bleed. The Green Claws leave no tracks. - Therefore my sister and I Grenthed challenge the two of you to combat. Draw your blades, dip them into the Well of Prend and prepare to die.”” The two of them will answer any questions related to the battle but otherwise remain silent until someone rolls initative, where Grenthel Rages and Grenthed Wild Shapes into something Huge. As the battle moves on she will change to Diminutive size and try to revive Grenthel, calling in Hawkeye to create a distraction. After successfully subduing their two leaders, the Green Claw tribe descend onto the bodies, ripping out pieces of flesh to consume (brain and heart included) while stripping the bodies of what they can, they then disband into the woods. The Druid’s Full Plate will probably be all the PCs can salvage. A perception check in the pit will yield granite and with an Intelligence Check DC 15 they can figure out where above them it fell from - leading them to Prend’s lair. As they climb and clear the giant bough, they see this: “Strolling casually among dozens of statues is a miserly old man with a gigantic wizard’s hat, nearly as tall as he is. As he passes each statue he spends a moment of reflection in each, sometimes casting a small Illusion spell that replays the events of each Arcane Tournament Champion. Among the assembled petrified spellcasters are creatures of every race, some powered through divinity. The only dragon disciple among them, however, is Boris, who takes the center of all the statues (also being the largest). It is here where he stops to look directly and and address you. “Welcome to my home. I saw what you did below, but that’s not a great matter. They can be easily replaced. I have to do so because of one or another roving bands of adventurers anyway. Tell me, do you like my collection?”” From there the party is welcome to attempt negotiation, but success is unlikely. Prend is not interested in sharing his lands, and will be absolutely and totally unwilling to release any of the petrified spellcasters (of which only three are evil, including Boris) Grenthel Elven Barbarian 11/Ranger 2 CR 13 Init +6; Spd 40ft; Low-Light Vision; Perception +21 AC 25 = 10+ 6 Dex+ 6 Armor+ 1 Shield + 2 Deflection HP: 162; BAB +13/+8/+3; CMB +19; CMD 25; DR 2/ - Fort +13, Ref +12, Will +4 Melee: +18/+13/+8 Heavy Pick (1d6+7+1d6 Acid, Crit 19-20/x4) and +18/+13/+8 Light Pick (1d4+7, Crit 19-20/x4) Special Abilities: Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Greater Rage (Fiend Totem and Lesser and Greater, Improved Damage Reduction, Mighty Swing), Favored Enemy: Humans +1, Track, Wild Empathy, Combat Style: Two-Weapon Fighting Skills: Acrobatics +22, Climb +22, Knowledges (Geography, Nature) +12, Intimidate +18, Perception +21, Survival +19, Stealth +24 Feats: Double Slice, Improved Two-Weapon Fighting, Greater Two Weapon Fighting, Two-Weapon Defense, Improved Critical: Heavy Pick, Improved Critical: Light Pick, Toughness Str 22, Dex 22, Con 16, Int 16, Wis 12, Cha 16 Equipment: +1 Furious Corrosive Heavy Pick (+3 Raging), +1 Furious Corrosive Light Pick (+3 Raging), +2 Mithral Shirt with Moderate Fortification, +2 Ring of Protection RAGING - HP: 195 , DR 3/ -, Str 28, Con 22, Will +7 Full Attack +23/+18/+13 Heavy Pick (1d6+12+1d6 Acid, Crit 19-20/x4) and +23/+18/+13 Light Pick (1d4+12+1d6 Acid, Crit 19-20/x4) and Gore +18 (1d8+5 Piercing) Barbed, anyone striking with a melee weapon, unarmed strike or natural weapon takes 1d6 piercing. Aura of Menace: Good creatures adjacent are Shaken and take 2d6 Slashing at the beginning of the barbarian's turn. Neutral are Shaken but take no damage. Evil are unaffected. Grenthed, Elven Druid 11 CR 11 Init +3; Spd 30ft; Low-Light Vision; Perception +28 AC 25 =10+10 Armor+3 Dex+2 Deflection HP 100; BAB +8/+3; CMB +10; CMD 26 Fort +9, Ref +6, Will +13 Melee +10/+5; Ranged +11 Spells 0th At Will Detect Magic, Light, Mending, Purify Food/Drink, Read Magic, Stabilize 1st 6+1 Calm Animals, Cure Light Wounds x4, Entangle x2 2nd 6+1 Hold Animal, Barkskin (+4 NA) x2, Bear's Endurance, Bull's Strength, Flame Blade, Owl's Wisdom 3rd 5+1 Dominate Animal, Poison x3, Cure Moderate Wounds (2d8+10), Greater Magic Fang (+2) 4th 4+1 Summon Nature's Ally IV, Cure Serious Wounds (3d8+11) x3, Reincarnate 5th 3+1 Beast Shape III, Animal Growth, Baleful Polymorph, Cure Critical Wounds (4d8+11) 6th 2+1 Antilife Shell, Greater Dispel Magic x2 Special Abilities: Nature Bond (Animal Domain), Nature Sense (+2 K/N and Survival), Orisons, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (4/Day, Diminutive to Huge Animals as Beast Shape III, Small to Large Elemental/Plant as Elemental Body III/Plant Shape II), Venom Immunity, Speak with Animals 14 Rounds/Day Skills: Fly +18, Handle Animal +16, Knowledges (Geography, Nature) +11, Perception +28, Spellcraft 16, Survival +20 Feats: Combat Casting, Dodge, Mobility, Natural Spell, Skill Focus: Perception, Toughness Equipment: Dragonhide Fullplate of Wild Speed, +2 Ring of Protection Str 14, Dex 16, Con 14, Int 14, Wis 22, Cha 14 Hawkeye; Small Neutral Evil Hawk 9HD Speed 10 ft, Fly 80 ft (Average) AC 19 =10+4 Dex+5 natural armor HP: 36+8d8 Fort +7, Ref +9, Will +4 Attack: +8 Bite (1d4+3) Talons +3/+3 (1d4+1) Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 9 Skills: Fly +11, Perception +17, Stealth +21 Feats: Run, Skill Focus (Stealth), Skill Focus (Perception), Stealthy Special Abilities: Link, Share Spells, Evasion, Devotion Girallon N Large Magical Beast CR 6 Spd 40ft, Climb 40ft; Space 10ft, Reach 5ft Init +7; Darkvision 60 ft, Scent; Perception +11 AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size) HP 86; BAB +7; CMB +12; CMD 25 Fort +9, Ref +8, Will +5 Melee: Bite +10 (1d6+4), 4 Claws +10 (1d4+4; if two or more hit, +1d4+6 Rend) Feats: Improved Initiative, Iron Will, Skill Focus (Perception), Toughness Skills: Climb +14, Perception +11, Stealth +5 Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7 Giant Fiendish Flytrap N Huge Plant CR 11 Spd 10ft; Space 15ft; Reach 15ft Init +8; Darkvision 60ft, Tremorsense 60ft; Perception +10 AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size) HP 149; BAB +9; CMB +18 (+22 grapple); CMD 32 (can't be tripped) Fort +17, Ref +8, Will +5 DR 5/Good; Resist Cold,Fire/10; SR 16 Immune: Mind-Affects, Paralysis, Poison, Polymorph, Sleep, Stun; Resist Acid 20 Melee Bites +15/+15/+15/+15 (1d8+7 plus grab) Feats: Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite) Skills: Perception +10, Stealth +9 (+17 in undergrowth) Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6 Engulf: Turn begins with opponent two sizes smaller grappled, it closes jaws with new CMB as a Pin. 1d8+7 and 2d6 Acid. Airtight. Tearhh Entz the Glabrezu CE Huge Outsider CR 13 Init +0; Darkvision 60 ft, True Seeing; Perception +26 Spd 40ft; Space 15ft; Reach 15ft AC 28, touch 8, flat-footed 28 (+20 natural, –2 size) HP 200; BAB +12; CMB +24; CMD 34 Fort +18, Ref +4, Will +11 DR 10/Good; Immune: Electricity, Poison; Resist Acid, Cold, Fire/10; SR 24 Melee: Pincers +20/+20 (2d8+10/19–20), Claws +20/+20 (1d6+10), Bite +20 (1d8+10) Special Attacks: Rend (2 Pincers, 2d8+15) Spell-Like Abilities (CL 14th) Constant—True Seeing At Will—Chaos Hammer (DC 19), Confusion (DC 19), Dispel Magic, Mirror Image, Reverse Gravity (DC 22), Greater Teleport (self plus 50lbs of objects only), Veil (self only), Unholy Blight 1/day—Power Word Stun, Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%) 1/month—Wish (granted to a mortal humanoid only) Feats: Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike Skills: Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (History, Local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17 Languages: Abyssal, Celestial, Draconic; Telepathy 100 ft. Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20 Prend, Mature Adult Green Dragon LE Huge Dragon (Air) 17HD CR 13 Init +0; Darkvision 120ft, Blindsense 60ft; Perception +27 Speed 40ft, Fly 200ft (Poor), Swim 40ft Space 15ft; Reach 10ft (15ft with Bite) Aura: Frightful Presence (210ft, DC 21) AC 30 (Touch 8, Flat-Footed 30; +22 natural, -2 size) HP 195; BAB +17; CMB +28; CMD 38 (42 vs. trip) DR 10/Magic; SR 24; Immune: Acid, Paralysis, Sleep Fort +15, Ref +10, Will +15 Melee: Bite +24 (2d8+13/19-20), 2 Claws +24 (2d6+9/19-20), 2 Wings +22 (1d8+4), Tail Slap +22 (2d6+13) Special Attacks: Breath Weapon (50-ft. cone, DC 23, 14d6 Acid), Crush (Small creatures, DC 23, 2d8+13) Spell-Like Abilities (CL 17th; Concentration +20) At Will—Charm Person (DC 14), Entangle (DC 14), Suggestion (DC 16) Spells Known (CL 7th; Concentration +10) 3rd (5/Day)—Fireball (DC 16), Haste 2nd (7/Day)—Alter Self, Detect Thoughts (DC 15), Mirror Image 1st (7/Day)—Magic Missile, Shield, Silent Image (DC 14), Summon Monster I, Ventriloquism (DC 14) 0 (At Will)—Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Resistance, Prestidigitation Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16 Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (Bite, Claws), Iron Will, Multiattack, Power Attack Skills: Fly +12, Knowledge (Arcane, Nature) +23, Perception +27, Spellcraft +23, Stealth +12, Survival +23, Swim +37, UMD +23 Languages Common, Draconic, Elven, Sylvan Special Abilities: Trackless Step, Water Breathing, Woodland Stride LOOT: Potion of Greater Magic Fang (+3), Robe of Blending, +1 Thundering Speeded Repeating Heavy Crossbow, 16,000 Gold THE QUESTIONS I POSE TO YOU: What do I do with the Paladin? He's not keen on doing anything else with the character - we talked about maybe going Anti-Paladin or something but he had no interest in it. According to the Cursed Opposite Alignment rules Boris isn't supposed to want to change his alignment back and doing so is quite a pain in the ass. Nobody knows that the Rogue has gone insane and evil either - I can get that to come out in the next game though, but should I? It'd be about the same time frame for when Boris became Evil and got exposed. Ideas for Wilderness traps. I'm thinking the tribe could live up in a grand tree that is tied to the dragon, so upon his death (he living in the highest reaches of the canopy) the whole thing topples down slowly, but that's an after the fact kind of thing. Trapped by the Druid via plenty of Summoned Animals. Maybe have her Dominate Animal a Tyrranosaur and have it run them off their trail to the tribe's dwellings? [/QUOTE]
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