D500 Screen name= plot devices

Ottergame

*snort*... hehehe...

"Unfortunatly, no-one can be told what the ottergame is... you have to expierence it for yourself"

OK, people I want to see contribute here:

* RangerWickett
* Hypersmurf
 

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11) RangerWickett

While traveling through an unexplored wood, the party is offered guidance by the strange furred Wickett. If they accept his aid, their journey goes off course temporarily when Wickett finds tracks of a quarry he has sought for a long time. After a chase through dangerous parts of the forest and fighting some of the fiercest predators of the wood, Wickett and the party eventually catch up with Wickett's quarry, a nymph of the forest spring. With this success, Wickett has come of age, and will be free to travel beyond his forest, and the party will be rewarded with safe passage and a nymph's blessing. Wickett, for his own part, thereafter multiclasses as bard and becomes a wandering minstrel.

. . .

Or, a longer story . . . a young wilderness creature is rumored to know the secret to traveling to the forest moon (or possibly the Plane of Forests), where a villain is corrupting nature into artifice. The party approaches this 'Wickett,' and he agrees to teach them how to reach the forest moon, a ritual which requires several rare items. The mysterious and somewhat dim-whitted Wickett came from his homeland years ago to explore this world.

The journey to recover the items can only be undertaken by foot; because the items must power a powerful teleportation magic, they themselves cannot be teleported. Thus, Wickett leads the group across hundreds of miles of terrain, always warning of the danger they will face, but never revealing more than the location of the next needed item. The items include nothing of monetary value, just things with spiritual significance or seemingly whimsical attractions.

After many weeks of travel and adventure, when all the necessary items are collected, Wickett reveals that he could have sent them from the beginning, but their journey was necessary to attune them to the spirits of the world. Without this guidance, the group may have reached the forest moon, but would have been a threat to the natural order. By proving their trustworthiness, they have earned the aid of Wickett's people, who will help defeat the villain's armies.
 

12) While exploring ancient ruins, the party finds an old artefact called the Mirrorball. The magic item instantly fuses with the first PC who touches it, and turns him into the Mirrorball Man, a living doorway into the multiverse. From then on, the party is hunted by various factions: some of them want to harness the power of the Mirrorball Man, others want to kill him, which would close all access to the multiverse.
 


13) The Avenue of Bards* is a cramped collection of taverns, music halls, and gambling dens. As the royal court is to the aristocracy, this street is a center of power and intrigue for the common folk, especially the ones who make the livelihoods after sundown. Among all the schemers, rogues, desperate, and the many simply trying to make their way in a hard urban life, there is a bard named Blue. Few know his true history, for he's spread various tales about his life that even he admits couldn't be true. What is known is that no one is more in touch with the activities of not only the Avenue of Bards, but the city itself. If you want to know who stole the tavern-keeper's horse or who the name of the prince's secret consort, Blue is the one to ask. If he doesn't know, rest assured he will soon find out. Of course he has a price. You may simply have to buy him an ale, or you may have to give up that fancy ring you wear, it depends on what you want to know - and how well you dress and speak, and the roughness of your hands.

Blue's nickname comes from his tendency to put a quick end to tavern brawls, sometimes through his bardic talent, sometimes with his fist and a well-hidden (though not secret) weapon. Some say he does it because he can't stand for a performance to be interrupted. Others say he enjoys playing the hero to the women caught unwilling in the middle of the fight. Some few say he owns a piece of every place on the Avenue of Bards and doesn't want them torn apart in brawls. Whatever his motivation, the Avenue of Bards is one of the few such places in the empire that rarely sees a horrific brawl, and hasn't rioted since Blue took up residence.

*actually named after an obscure mason from the city's earliest days, but few call it by that name.
 

14: A distinctly unusual magical weapon, the s/LaSH is a mixture between a sword of dancing and a whip of wounding. It looks pretty stupid, like a sword with a ten-foot rope instead of a handle, but in practice it unleashes hellish malevolance upon the wielder's foes, whether wielded as a sword-and-flail double weapon or as a sword-whip in one hand. Oh, and the wounds it causes are scoured with baleful ash as its smouldering rage sears its victims.

I think it might be evil.
 


Well! This is going to be tough, isn't it.

NoPantsYet, Cursed Item

The NoPantsYet was crafted by an evil and insane wizard whose name he himself had forgotten long before he was defeated in a mad plot of world domination, by a sprite and a talking ladybug. The NoPantsYet was meant to be a Ring of Invisibility, but its creation went terribly wrong.

It operates as a normal Ring of Invisibility with a few minor exceptions. The magic within the ring is out-of-phase. As a result, takes one minute to warm up before activating, and one minute to cool down after the effect has ended. During these transitional periods, the the wearer is fully visible. Clothing and gear are not; jewelry and carried items are.

During these periods of nakedness, the wearer suffers a -2 nudity penalty to all Charisma-based skill checks, with the exception of Perform, Jokes and Comedy and Perform, Erotic Dance, to which he receives a +2 nudity bonus. If this occurs during combat, any foes attacking the wearer are stunned for one round, after which they receive a +2 morale bonus to attacks for the duration of the nakedness.

It is triggered using the command phrase, "It's not the size of the wand but the strength of the magic inside," which must be shouted in earnest (Listen vs. DC 5 to hear).

Some scholars of arcane lore have named this item The Sorceror's New Clothes, but the NoPantsYet is the preferred and accepted title. (Price 12,500 gp.)
 
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Wow... The NoPantsYet is a ring my group is going to find pretty soon... love it!!

Matafuego: (It's spanish for Fire-Killer, or actually fire extinctor)
Matafuego is a Red Large Wand of Create Water that is normally used for putting out large fires. The water comes out in form of a ray and dissipates non-magical fires within a few minutes. Other than that it's pretty useful for the elvish Mardi Gras
 

Well, you can get two from mine:

16: (folksy) The PCs inheret a home (or other building) or someone in the area does. Local legends of a curse upon the line that owned the home resurface, and the place is plagued by undead. However, this is just a hoax perpetrated by a local necromancer. Unfortunately, the hoax ends up awakening a real curse. All of this has to do with the secret cave system underneath the home, which was the breeding area for a line of cannibals, and which holds many strange arcane secrets. (okay, I couldn't resist sticking some Lovecraft in...)

17: (biblical) The local nation goes to battle, losses the battle, and in the course of it also looses an important national artifact. Scribes discover this as ancient sign of the end of the nation in question. Included in the ancient prophecies is mention of the wife of the leader of the defeated army, who is prophecized to bear the child who birth will be the final sign of the end of the nation. The wife of the general was indeed pregnant, but has now disappeared. To save the nation in question the PCs must recover the artifact, and find the pregnant woman and prevent her pregnancy (hmmm, juicy moral dilema).
 

Well, since I just found the old Mor's End EN World city project threads again, here's my writeup of "Conaill's Cocktails" (also known as "Conaill's ---- & Tails"), crossposted from the Mor's End Craft & Trade Submissions thread. (You can also find a full-color layout of the inn on the last page of that thread.)


Conaill's is a tavern located in a sturdy dwarven built two-story house between the posh and dwarven districts of Mor's End, specializing in... mixed drinks.

Conaill is a retired adventuring Fighter (his greatsword hangs on the wall behind the bar). During his many travels he has had the opportunity to sample a wide variety of peculiar local drinks,- often to great risk to his own health . He started to experiment with mixing them in order to preserve the "kick" of the original but make them somewhat safer for human consumption.

After retiring from adventuring life, Conaill decided to settle down in Mor's End and open up a bar. He hired Flibbert, a gnome with some knowledge of alchemy to run the place. Flibbert has expanded significantly on Conaill's experimentation, adding in the occasional alchemical or potion booster as well.

Conaill's Cocktails is one of those bars that has a hundred and one different colored botles on the wall behind the bar. It may not have some of the high-quality brands the Downpour carries, but it has an even larger variety. In particular, it carries a number of beverages which are not normally advisable for human consumption, such as Thundering Brew, Elven Feywine and Dragon's Piss. The latter is an exceptionally strong liquor which acts as Acid on any race that doesn't have the Dwarves' strong stomach lining. It is served in small ceramic cups,handled with metal tongs. Conaill and Flibbert have also concocted human-potable versions of almost all of these drinks, including "Dragon's Ale", which is often used for Human vs Dwarf drinking contests.

The main tavern area is approximately 40x40, with the bar along part of one of the long sides. The other walls are lined with benches. The place is lit by lanterns, with a single Everburning Torch over the bar. The area behind the bar is raised, so Flibbert can stand eye-to-eye with his patrons. Two young human barmaids help out during the busier times. For security, Flibbert keeps a Tanglefoot Bag and a crossbow with blunted bolts behind the counter. Just in case, he also has a first-aid kit with 2 Antitoxins, 2 potions of CLW, one Delay Poison and even one Neutralize Poison. You never know what race might happen to have a bad reaction to some of the more "experimental" drinks!

Behind the common area are the restrooms and a small kitchen for Conaill and Flibbert's personal use. The full-size basement underneath the bar holds storage rooms, as well as Flibbert's personal room and his Alchemist's Lab. The second floor holds Conaill's private rooms.

Conaill gets along great with the dwarven population of Mor's End, and up to one in three of his patrons tend to be dwarven. Although his bar is located in a somewhat better part of town, Conaill's adventuring friends occasionally come by to rile up the place, and Conaill himself has been known to dip a little too deeply into his own merchandise on occasion...


Conaill U'Ciaran, male human Ftr5: CR 5; ECL 5; Medium-size Humanoid (human); HD 5d10+15; hp 50; Init +2; Spd 20 ft; AC 15 (+2 leather armor, +1 ring of protection, +2 Dex) or AC 23 (+8 full plate, +1 ring of protection, +3 large shield, +1 Dex); Melee greatsword +9 (2d6+4/crit 19-20), or +1 longsword +9 (1d8+5/crit 19-20), or shortsword +8 (1d6+3/crit 19-20), or heavy lance +8 (1d8+4/crit x3); Ranged longbow +7 (1d8/crit x3); AL NG; SV Fort +7, Ref +3, Will +3; Str 16, Dex 15, Con 16, Int 13, Wis 15, Cha 10.

Skills and Feats: Balance +4*, Climb +7*, Handle Animal +1, Intimidate +6 (str), Jump +5*, Ride +8, Use Rope +3, Craft (armorsmithing) +5, Profession (brewer) +2 (*:subtract 6 from Balance, Climb, Jump when in full plate); Cleave, Combat Reflexes, Expertise, Weapon Focus (Greatsword), Improved Disarm, Mounted Combat, Power Attack.

Equipment: leather armor, full plate, +1 large shield spell resistance (15), +1 ring of protection, +1 longsword (+3 vs Evil), MW Greatsword, MW Shortsword, Heavy Lance, Mighty Composite Longbow (+3 Str), heavy warhorse, leather barding, military saddle

Conaill has a strong sense of Right and Wrong, but cares little for authority, politics, or for that matter, religion (he feels the world would be a much better place if the gods would mind their own business). His pragmatic, no-nonsense manner makes him get along well with his dwarven patrons. He is retired from adventuring, but has a strong sense of honor and responsibility and can be talked into fighting for a just cause.

Conaill sees himself as a champion for the common people of Mor's End. He acts as an advisor to the Worker's Senate, and often spends large portions of the profits from his tavern to help alleviate social problems.

Conaill is on a friendly basis with Dalvar Hammersmith, co-owner of the Downpour Alehouse. Although they are competitors, and Conaill keeps rejecting Dalvar's urgings to join the Militia, the two have developed a strong personal bond since Conaill settled in Mor's End, and they have been known to participate in friendly sparring matches.


Flibbert, male gnome Adp1/Exp2: CR 2; ECL 3; Medium-size Humanoid (gnome); HD 3d6+3; hp 16; Init +0; Spd 30 ft; AC 10; Melee unarmed strike -2 (1d3-2); Ranged light crossbow +1 (1d8-2/crit 19-20); SA spells; SQ gnome traits; AL NG; SV Fort +3, Ref +0, Will +5; Str 7, Dex 11, Con 12, Int 12, Wis 11, Cha 10.

Skills and Feats: Alchemy +9, Craft (brewing) +5, Profession (tavernkeeper) +5, Profession (herbalist) +5, Sense Motive +5, Bluff +5, Diplomacy +5, Heal +5, Knowledge (exotic Drinks) +3, Read Lips +3, Spot +2, Listen +4; Great Fortitude, Alertness.

SA–Spells: Cast dancing lights, ghost sound, and prestidigitation each 1/day.

SQ–Gnome Traits (Ex): Low-light vision, +2 save vs. illusions, +1 attack vs. kobolds and goblinoids, +4 dodge vs. giants.

Adept Spells Prepared (3/2): Cure Minor Wounds, Purify Food & Drink x2; Cure Light Wounds, Detect Evil

Equipment: Light Crossbow, Tanglefoot Bag, Alchemy Lab, Healing Kit, Holy Water, 2 Antitoxin; Potions: 2 Cure Light Wood, Delay Poison, Neutralize Poison.

Flibbert will also have several other alchemical items up to Craft DC 21 and Market Value 50 gp. He focuses on alchemical preparations incapacitate or immobilize without causing too much property damage, plus a small number of gnomish prank items.


Plot Hooks:

- Flibbert and Conaill have accidentally concocted the first "designer drug": a complex mixture of alchemy, potions and exotic liquors that produces a veritable ambrosia, but is also highly addictive. As soon as he realized its addictive effect, Conaill immediately stopped production, but somehow the word has gotten out and now someone's after the recipe.

- Someone broke into Conaill's and stole among others a bottle of rare Yuan-Ti liquor. Not only is this an expensive wine with a light, delicate flavor, it is also highly poisonous to most humanoids. The poison's effects take a week to develop, after which death is nearly inevitable. Conaill hires the PCs to retrieve the bottle or find out who drank it before that deadline. He would prefer not to let the authorities know about this, because the possession of such a bottle might jeopardize his tavern license. (If the PCs haven't found the bottle on the moring of day 7, Conaill will alert the authorities himself, and spread the word about the wine's poisonous nature, so anyone who drank it might still be able to get medical help.

- The Worker's Senate rebels against the richer guilds, threatening to overthrow the City Council. There is rioting in the streets. Is someone riling them up? Lady Kelvin hires the PCs to find out. Conaill acts as a trusted go-between with the Worker's Senate.
 

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