Dude! I ain't go no presents under my Christmas Tree

nedjer

Adventurer
I'll be quick - time's of the essence. Sitting here with a pile of urgent work that needs to be done well or people get let down.

Doing it fast would take about 12 hours; done by early Christmas Eve and no comeback as I'm doing the signing-off.

Doing it right; maybe by midnight at Christmas at a real push.

Anyway, I don't know how to do the first option, so I don't get to go to my FLGS for my RPG presents :confused: :.-(

Please send me a virtual RPG present instead to put under the tree for Christmas morning :) A cool monster, a wicked NPC, some ninja weapon, a campaign setting I haven't thought of or a highly desireable magic item or treasure. Best of all a new poison :)
 

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I'll be quick - time's of the essence. Sitting here with a pile of urgent work that needs to be done well or people get let down.

Doing it fast would take about 12 hours; done by early Christmas Eve and no comeback as I'm doing the signing-off.

Doing it right; maybe by midnight at Christmas at a real push.

Anyway, I don't know how to do the first option, so I don't get to go to my FLGS for my RPG presents :confused: :.-(

Please send me a virtual RPG present instead to put under the tree for Christmas morning :) A cool monster, a wicked NPC, some ninja weapon, a campaign setting I haven't thought of or a highly desireable magic item or treasure. Best of all a new poison :)

Eitur
Highly addictive, it increases your power, and as it wanes, it reduces your power by 1. Thus, to keep from suffering a loss, you have to keep using it, which of course, ultimately lowers your power until it is gone.
Game mechanic: depending on the game, let it increase one or more skills, attributes or powers by some factor to make it desirable (let's say +8 in 3e). If you had an 18str, using Eitur would give you 26str for awhile. Let it wane -1 point per week. So after 8 weeks, they'd be back to their original strength. On the 9th week, they'd be at 17str. If they take more at any time, they'll be constrained to a max improvement of their original score - how many times they used it plus 8. So the second use can only get them to 25 STR.
Design note: the idea for Eitur came from the book The Trolls Grindstone, which I read many years ago. The numbers, I just made up. You could make it a +4 bonus, that wanes -1 per day. Whatever. I recommend making the waning period be slow, so it entices the user. If it wanes too fast, it'll burn out the user in short time, and only an idiot would use it. It was created to lure the user, and make them dependent on the supplier. +4 to a stat, and a waning of -1/month might be just right.
 

I'll be quick - time's of the essence. Sitting here with a pile of urgent work that needs to be done well or people get let down.

Doing it fast would take about 12 hours; done by early Christmas Eve and no comeback as I'm doing the signing-off.

Doing it right; maybe by midnight at Christmas at a real push.

Anyway, I don't know how to do the first option, so I don't get to go to my FLGS for my RPG presents :confused: :.-(

Please send me a virtual RPG present instead to put under the tree for Christmas morning :) A cool monster, a wicked NPC, some ninja weapon, a campaign setting I haven't thought of or a highly desireable magic item or treasure. Best of all a new poison :)

Ideas: Echoes of the Soul

The remnant soul of a Spell Weaver Pilot (see Monster Manual 3, p. 202 [Epic Level monster]) is the heart of a great tower – the Spiral Tower, the Living Tower, the Redoubt of Magic. The Spell Weaver's Ghost can manifest itself in several forms (choose any type of Spell Weaver from the MM3) – but in any form, it is considered to merely an echo the fallen weaver itself. Its power and scintillating and cacophonous whispers remain even in death, and these strange emanations are what inspire the wizards and their allies. The Weaver's soul is in many pieces and is unthinking, and thus it will merely serve as the inspiring (and subliminal) spirit of the Tower. Even in heroic tier campaigns, the effects of the Weaver can play out in strange ways.

Currently, the Hexarch of the Tower has found of strand of the Weaver’s memories that revealed the steps necessary to harness the ley lines of this world and focus them for a ritual which will enable the Spiral Tower to be a font for magic that will easily supersede all planar boundaries and become a Nexus of All Worlds. The Hexarch believes this will secure the legacy of the order and protect it from outside forces – especially the strange demonic forces that have been secretly plotting against the Tower in recent years. The Hexarch has started to send parties of adventurers and lowly apprentices and swordmagi into the wilderness seeking components for the first phase of this quest to build a Nexus of All Worlds.

The symbol of the order is a lavender field with a black bisecting line running north to south with six arms at exacting angels. Most of the order and outsiders think the symbol represents a starburst, but it actually is inspired by the unconscious influence of the remnant soul of the Weaver.

The List of Hexarchs is the open history of the Spiral Tower – taught to every apprentice. The List goes back approximately 193 years, and accounts for the calendar of the Tower and now the valley. Thus it is currently known to be the 193rd List Year (LY) to people who care about such things. The actual history of the Sprial Tower is much longer however and dates back over a millennia. Over the centuries the Tower has served as the center of several civilizations, including one that formed around a Hexarch that eventually became a minor deity, Vecna. The Hexarchs of the current age have hidden this history to all but the inner council of the Tower to both protect the reputation of the Tower, but to further purge the malice of some of Tower history’s darker chapters.

There are just over twenty full-fledged wizards in the Spiral Towers roster. There are also about fifteen swordmagi currently, and there are about double each of those sums training in apprenticeship. Most apprentices are given the opportunity to take the Trial to become a full-on guild-member status at 5th or 6th level. Following that feat, a wizard or swordmage is informally considered to be a journeyman of his respective profession. ‘Master’ status is usually acknowledge when once attains a paragon path (12th level). Only about a fifth of the guild membership is considered to be masters (4-5 wizards, 2-3 swordmagi), including the current Hexarch himself.
 

Merry Xmas

nedjer_dungeon.jpg
 

poison:

Boils of Flatulence stench.

The poison causes boils to form on the body that burst and give off a flatulence stench. It makes tracking the person easier and is quite repelling in smell.
This lasts for one week unless a remove poison is casted.
 

[ame=http://www.youtube.com/watch?v=CjaPXihbORk&sns=em]YouTube - The Kinks -- Father Christmas (better audio)[/ame]

Merry Christmas man.
 

Finished up about half an hour ago. Armed with a whisky now.

Outstanding virtual presents! :cool: I'll receive a few presents in the morning, but I'm unlikely to get as much use out of most of them :)

Thanks!
 

Here is a warforged warrior to cut down your virtual tree

WARFORGED BUZZ INIT +9 SP 30 AC23 (TO10 FT15 ) AL LN CR 12 HD 12d10+36 (110)
MED CONSTRUCT FIGHTER 12 SAVES F+12 R+6 W+4 S22 D16 C16 I09 W08 C06
ATTACKS / DAM Saw Blade melee +23 1d12+2d6+11 crit 19-20 x3 Crit Confirm with +4
OR Slam Att +21 melee 1d4+6 20x2
FULL ROUND Saw Blade melee +23/+23 / +18 1d12+2d6+11 crit 19-20 x3 Crit +4
Slam Att +21 /+16 melee 1d4+6 20x2
ARMOR 23 (+3 Dex, +5 MITHRIL+3 ) 24 DODGE
SPEC ATT nada
SPEC QUA Living Construct- no sleep, no food, no breath
Immune to poison, paral, disease, energy drain
Can not heal normally
Heal spells = ½ bonus. Repair = full
Armor = Light Fortification. 25% to avoid a sneak attack or critical
FACE / REACH 5x5 / 5
SKILLS Bal +6 Intim +5 Jump +4 List +3
FEATS 10 Cleave, DODGE, Great Cleave, Great W Focus: Armblade, Improved Crit,
Improv init, Mithril Body, Power Att, Thug, Wepon Focus: Armblade,
Weapon Spec: Armblade , Improv Crit, Luck of Heroes, Improved W Spec
TREASURE Potions of Repair x3 (2d8+5), Saw Blade of Quickness+2, Sonics (+1d6), Flame
Docent of Calloss
LANGUAGE Common
BOOK / PAGE MM III page 190
NOTES 3.5 Elementally powered (Air) Saw Blade mounted on arm. Used to cut down trees…
or pests (animal or human). Used in John Play within Eldeen reaches
 

One virtual Christmas Tree v's well-hard warforged warrior armed with a deadly saw:

. . and I don't know how to do the dice rolly thing :((
 


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