Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)

Choo Choo Bear the Overkitty, is that you? Something positive might be said about you picking a puppy dog for your desktop.

Now a Choo Choo kitty might be something scary to behold.

GW
 

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Mechanus having been left undefended by the uncaring Defenders of Daybreak, the Judge of Law position is now open. Meanwhile, Elder, now free from his prison, chains, AND Stonebear, makes his way to the Court of Law to petition for the redress of greivances; namely, the theft of "his" Universe by the "new gods"!

Now PK has some choices... Elder could find the place empty of all life, and assume the role itself... It can always find some intelligent dupe to argue its case for it! Or, Orcus could have picked up the crown.

Now since possession is 9/10th of the law, the fact that Elder possessed the universe, previously, pretty much proves his case... unless the Dod can prove that It (and Its kind) stole it, themselves...

Of course, if Elder is running the show, he will call the other untrapped worm as a witness, and perhaps even try to get the capstone removed, to free ALL the worms! Orcus, of course (assuming he's in command) wouldn't allow that!

Elder wants to free its own kind, and return the Universe to its previous, undead state. Orcus wants to make everyone more miserable. The DoD want to save the world (again)! Every-(one/thing) is bound by the law, however, including the judge! Only the letter of the law (and the evidence that can be brought to bear) matter...

Obviously, if the DoD lose, everyone and everything does. Can they call the bloody-eyed Elf as a witness? Can he add anything about the "true history" of Spira? (And if so, won't he already be there, having foreseen his need to appear?) Is Elder's claim to Spira really bogus? And if so, then what is its real, true history?

Naturally, this can easily be worked in with the Prophecy of the Destroyer, and other such stuff, as the GM wishes. Why, you could weave this tale into whole cloth, rather easily, if you like...

Obviously, combat is not an option, and there will probably be Constructs of Law (non-living) set up to enforce the rules (such as the entire Courthouse, itself). Odd laws (such as "When a question arises for which there is no answer defined in The Law, the current godling of demarcations shall be called in to ajudicate the contested point. Should they be unavailable within a reasonable time, then the most powerful representatives of each side shall decide the matter in a manner which suits them both, without complaint, being closetted together until the matter is decided." Translation: This usually means that they go into the next room and battle it out until one is no longer able to object, then the trial continues). Spells will mostly be information-oriented, and Agar's new spells should be a great help in establishing the truth...

Then, the DoD only has to PROVE it! ;-p

This could be fun, in a non-combat sort of way. Also, in whatever case the GM chooses, above, the Judge will obviously be hostile to the DoD!

[EDIT]: In addition, Elder would probably also charge Galanna with Theocide, although Orcus, too, is probably guilty of that, as well...
 
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Really Weird Idea

I just had a really weird idea, not sure if it would fit though. It could certainly be tied to some sort of nefarious scheme though.

If you support the idea of parallel realities located through the Plane of Shadow and that sort of stuff, I wonder if you might bring a group of Defenders from another reality where divine law prohibits taking the form other than your own, so that only the most evil, depraved creatures can or will do it. These new Defenders are deposited in this reality, without really knowing what has happened, and they start doing normal good deeds, interspersed with horrible acts of murder of people or creatures who change forms. Now, these new Defenders can't really be said to be evil, because where they come from they would be considered to be doing the right thing, but they are ruining the reputation of our Defenders. Of course, when those Defenders meet our Defenders, well, they are going to believe they are some sort of powerful demons who must be slain, and then the fun really begins.

Now, I must say for the record that I only posted this idea because of the interesting possibilities for how it might be resolved, not for the, " the players must defeat themselves, " angle, because it's possible they would not have to fight them directly, as I know Sagiro already made you guys fight evil versions of yourselves. Also, since these Defenders are from a different multiverse with some different rules, they might not have the same abilities, or employ the same spells, possess the same magic items, worship the same deities, etc, etc, etc, but most of their lives would be roughly parallelled, though specific circumstances might be different.

Maybe this would be really inappropriate for your campaign, but it may spark the minds of the other readers here as well.
 

Perhaps I Missed The " Fun " And " Easy " Parts

A carnival. The next villain should be, yes, a carnival.

Don't forget the four armed, spellcasting mimes.

And the singing sahuagin ladies.
 

Piratecat said:
What are some fun, easy plots with which to restart the game?

I don't know the "future events" protocol on this thread, and I've kept it fairly obtuse, but spoilered just in case.

[sblock]Well, if S&T haven't had their big day yet, that's bound to be fun... of a sort.

Trouble is, I can't see convincing the party that their attendance would be a good idea. Malachite almost certainly wouldn't go, or wouldn't be a good guest if he did.[/sblock]
 

A fresh and fun way to start the game again? Hmmm. I don't know what tricks you've pulled on them before, and I don't know how your players would react, but if I was playing a high-to-epic campaign I think I'd lmike to play low level for a few sessions, just as a refresher.
No more checking your sevenhundred spells and what have you not. Just some fun where battlerounds take a few minutes instead of a few hours.
So make them a few new characters, first level goblins for all I care. But with the same memories. Maybe the gods want to teach them humility. Gobbo's on the run from adventurers wanting to slaughter them, being bossed around by orcs and hobgoblins, whatever. Just to make them see the other side for a change. And you can tell 'em outgame that if the goblin dies the "main character" dies as well. Just to put a little scare into them.
Malachite the goblin paladin. Should be quite funny.

Should be amusing for a few sessions untill they discover what exactly it is they need to do. Make 'em fight the odd wolf or two. An angry orc. Whatever.

Another idea is the "groundhog-day" kinda thing (gods I love that movie). Make the same day start over and over and over again untill they find out what they need to do.

As I said, I don't know if this is something your group would accept. But it is something light and fun.

Cheers,

Maarten.
 
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Here's a game that I ran in another system... It is a "Faire" (before Tournaments, Faires, and Taverns came out), wherein all violent sports (boxing, fencing, etc.) had been outlawed. It consisted of the following events:

Aid the Alchemist: He calls for something (Acetic Acid), and the PCs hand him something from the common items available. Craft (Alchemy) rolls can identify, or the player might know that "Vinegar" is the correct solution. The most correct responces wins.

Archery Contest: Most hits in (or closest to) the bull's eye wins.

Word-Scramble Puzzles: Descramble 10 in one minute or less. Make the players actually do it, but allow the PCs to make ONE Knowledge (Arcana) roll (if they have it)/word.

Poetry Contest: Yes, the players must submit their own, before the end of the session! The group judges the "best".

Coin Toss: 10 tosses of an honest coin, with the most correct guesses winning. Depending upon the DM's views of omniscience, Commune, etc., and spells used, this is easy to get 100% on!

The Price Is Right: Bid the closest to a series of items as possible, without going over, and win the event, AND the items! Unskilled Appraisers will do poorly!

Greased Pig Catching: My PCs loved this one... The pig always charges towards open space, in the pen, and has the Run Feat (DEX Bonus to AC even when running). You have to be within 5' to make a grapple attack (-4, due to the grease). Whoever grapples the pig, and immobilizes it, wins!

Trivia Contest: Questions about the town. Knowledge (Local), or the PCs' own experience may give the answers.

Rapid Assembly Contest: Since this game had a Mechanics skill, I used it. Assemble multiple pieces into 10 complete units. Least time wins.

Name That Tune: Have some songs (including a few instrumentals) lined up. Bards can use Bardic Lore. Anyone else can use player knowledge, or guess.

Name That Tuner: Various tuning forks are "played", and the PCs must guess the materials.

Ring-Joust: Participants must provide their own horse, saddle, reigns, and lance, as well as pay the high entry fee. They then get three passes at lancing a ring suspended from a cross-arm attached to a pole. Those making a hit advance to the next round, continuing until only one PC is left.

Fire-Making: Magic, chemicals, and flint & steel are specifically ruled out. Fireboards, etc., are the ways to go. First to make a fire wins.

Strongman Contest: Starting at 100#, take turns lifting (increasing the weight 10#/turn) until the strongest "man" is found. Based upon maximum weight liftable, with a PC having a 50% chance to lift that, +10%/10# less... Rolls of 1 on D20 indicate pulled muscles, and the PC must drop out...

Wargaming: Table-top battles with pretend troops... We had a whole system of skills involved in this. In D&D, it's probably easier just to play out a short scenario.

Original Hacking: Hacking, in the original sense, meant making furniture with an axe. In this contest, PCs make a throne for the King and Queen crowned in "The Fairest of the Faire".

What's Wrong With This?: Show a picture, such as "Dogs Playing Poker", for one second. The PC who spots the most things wrong with it wins. (Yes, this takes some set-up and artistic talent... or a lot of Spot rolls).

Sneaking Past: PCs attempt to sneak past the finish line while a blind-folded judge tries to Listen to them. If (s)he points to a PC, they're out. No way around having Move Silently, with this one.

Pole-Climbing: Climb to the top of a 30' pole, using the gear provided, stand atop it, then climb back down, again. Fastest wins.

The Fairest of The Faire: CHA, +1/previous event won.

All events cost something to enter (usually 1 copper piece; The Price Is Right and Ring-Joust cost more). Part of the whole is awarded to "The Fairest of The Faire".

Of course, you could add in other events, such as Wrestling, Fencing, Boxing, Underwater Basket-Weaving, etc., if you wanted. I selected 20 events to encompass the skills system used...
 
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Err, what about this for an idea?

Wind Moonfire
female human, wizard3/fighter1/druid3/child of prophesy15
Hit die: 3d4+6 plus 3d8+6 plus 15d6+30 (hp 83)
Speed: 30' ft.
Initiative: +3
AC: 21 (+3 dex, +7 gloves, +1 ring)
Attacks: Scyth of Chaos (staff of the magi with intellegence, wisdom, and charisma of 20, ego of 27, +7 enchantment, does double damage to lawful, an alignment of chaotic evil, and has a multicolored swirl on the blade; made from chaos) +18 melee (1d8+2)
Special attacks: Arcane spellcasting, divine spellcasting
Special qualities: Keen sences (able to see four times as far as humans in low-light conditions, darkvision 40' [from child of prophecy]), SR 15 (from child of prophecy)
Saves: For + 8, Ref +8, Will +18
Abilities: Str 14, Dex 16, Con 15, Int 13, Wis 19, Cha 23
Skills and feats: Bluff +25, climb +7, concentration +24, craft (blacksmith, weaponsmith, armorsmith) +8, diplomacy +13, heal +9, knowledge (arcane, divine, religion) +18, knowledge (prime of adventure) +13, listen +11, spellcraft +25(+45 with gloves); craft magic arms and armor, craft wand, diehard, empower spell, endurance, enlarge spell, leadership (31)
Alignment: CN

Spellcasting: Can cast as a level 18 druid and level 18 wizard. Child of Prophecy is a pristage class much like mystic theurge, expect as noted above.
Spellbook: knows all spells 1-6 level, seven spells from 7th and 8th level spells, two 9th level spells.

Arcane Spells per day: 6/8/8/7/6/6/4/4/3/2
Divine Spells per day: 5/7/6/6/5/4/4/3/2/1

Possession: Gloves of Fate(gives +20 knowledge (arcane), +7 to natural armor, immune to imprisonment spells and death spells), ring of protection +1, Scyth of Chaos(stole it from her mentor), vial of liquid magic. She has two major artifacts, Gloves of Fate and Scyth of Chaos. Wind had access to many other magical items, although none as as powerful. Vial of liquid magic is a minor artifact, it creates a spell for a small amount of experiance (10 xp per spell level); 37 uses remaining. Stole the liquid magic idea from PirateCat, its a good idea.


History: Born to be a rightful ruler of a dead prime, Wind was cast into a stony tomb, traveling through planes and primes until she awoke. Eight years ago she awoke, a mass bloodbath infront of her. She was the only person alive in the large city, an army of undead carried every life with them as they passed. Wind had come to make a deal with a low ranking noble family, protecting their castle and the forest and farmlands around the castle. Soon, she started learning the ways of the druids, watching herself kill a half-gobling troll destroying a nymphs home.

After half a year, Wind learned she was the prophecy of a reincarnated dragon, both her divine and arcane spellcasting gained as she learned from a wizard/cleric male elf. She bypassed his training, killing the elf when she turned 17. Now 23, and a wanted fugative, she goes from town to town, city to city, to learn different spells and knowledge about the place. She is also train to become a rogue, Wind thinks of herself as a powerful wizard , she never brings nature magic or nature where it doesnt deserve it.
 
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