[HELP] Flex your DM muscle and help me out.

Tears of an angel...

You said the grave was built by elves, make it more elfspecific. Tears of an elf, elven hair, whatever. Traps that don't activate for elves (and thus will be hard to find for an elven rogue).
 

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Thanks for the suggestions guys.

As it stands, Undead are starting to get old. Also, I'm not really going for a horror feel.

The things I put in place have to be logical.

Bishimon is 12th level. It has to be set up so that he can make it to the last area without destroying to many creatures or setting off traps. the player's are trailing him and I don't want him to cut his way to the Scepter and then the PCs be able to just walk through unharmed. At 12th level, he can use his spells to circumvent most traps and temporarily stop most monsters long enough to escape.

I'm mainly looking for ideas about interesting (yet logical) rooms, traps, and creatures that are designed to guard the place. (Ex: Golems, Animated stuff...)

Also, I had toyed with the idea of a Githyanki and Githzerai fight taking place here about 50 years ago. The Githyanki wanted the Orbs and came to the Realms to get them. The Githzerai came to stop them and succeeded, but all were killed. *shrugs* Was going to have a Githzarai psion covered in quintessence and trapped outside of time. After freeing him, he would join the party for a time. Not sure though.
 


Standing in the centre of a room is a tree stump, 3 feet tall and carved with excpetional detail and craftsmanship of solid stone, every crack in the bark and knot in the wood looks real. The roots of the stone tree stump spread out like any other tree seemingly into the stone floor, spreading outwards into a cricle perhaps 8 feet in diameter around it. At the edge of this circle is a groove in the stone floor, silled with some silver metal, and carved with runes that glow in a soft pale blue light. (Spot DC 15 to notice the runes are Elven and read as follows)

"those who would step within, this place of rememberence to scent the flower of Arvandor, the home of use all, should know that only the worthy may do so, reach the heart of the wood..tarry not too long lest the wood claims you"

Upon the stone tree stump sits a crown of wildflowers still in bloom, the fragrance of it alluring and enticing... any elf will recognise it as a Heartbloom, as flower depicted in many elven epics and tales as inspiring the hearts and minds of the people.

Anywho step within the circle are instantly transported (by their perception) to the heart of a beautiful wood, filled with tall ancient trees, rare wild flowers, shining sun and singing birds. (they recieve no disbelief save)

To the rest of the party the character disappears (Will save 25 to disbelief, if any make the save they can grant a +4 bonus to the remaining members by conveying the knowledge).

GM's Note: Those who make the save can see the character who stepped into the circle standing motionless, and looking tranquil yet vacant.

Meanwhile the player in the circle and hence in the woods, find it stretches on in all directions as far as they can see, occasionally they may hear the lifting voices of elves at play (listen Dc 20) but can find no trace no matter how mcuh they try.

Occasionally the character will see a White Stag appear off in the distance seemingly trying to draw them on, if they follow it, it leads the character to the heart of the wood and a glade of extraordinary beauty (takes variable time to reach as per Maze spell pg 226 PHB) in the centre of the glade is a tree stump with a crown of heartblooms exactly as depicted back in the room.

If the character picks the crown up they are instantly transported (to them and the other players) back into the room, outside the circle, and are refreshed and healed (as per Heal spell and bless).

If however the character does not follow the stag after 10 minutes they eventually reappear in the room having to them crawled through bushes and over fallen trees, and are weary and scratched to pieces from thorns and the like (1d8 Dmg and suffering as per Bane spell)

GM's note if someone makes the save and the party pull the character in the circle out of it, they are still vacant and non responsive (the character still believes he is in the forest and can act accordingly) but whether they follow the stag or not after 10 minutes they come too and recieve no healing/harm, bless or bane.

This is a nice "Elven" encounter to delay the party, but not without boon or bane...
 



Entering this circular room, they see a room with marble floor in the centre of which is a starburst set in gold, the room has white stone walls, set into the walls around the room are 12 alcoves each 3 feet deep and a little over 12 feet high, in each is a marble statue of each of the twelve elven gods that make up the Seldarine. The statues are breathtaking and convey a sense of serenity on the room (double natural heal rate for those who rest here. Note anyone defiling a statue is "cursed" as per spell).

On the north wall is a stone set at chest height, it depicts a sunburst, and obviously turns (Str 14 required) clockwise and counterclockwise and can be pushed in..the purpose of this is unknown.

Engraved into the wall below this sunburst is an inscription, chiselled into the wall in Elvish, it reads

"Magic -5, Archers +1, Inspiration +1, Isolated -1, Time -1, Avian -2, Deep +6, Mysticism +2, Woodland +8, Change -3, Vengeance -1, Wisdom +3".

GM's note: The words each appear in only one of the godly statues inscriptions, and the numbers refer to a position to either the left or right of the word mentioned, by a number of words as listed. i.e Mysticism +2 means the 2nd word right of the word Mysticism in Sehanine Moonbows inscription "Push", and likewise Isolated -1, means 1 word left of the word Isolated onFenmarel Mestarines inscription, giving "The". When put together in the order given they read:-
"Turn once to the setting sun (west/left), and push to release my gift". In this instance turning the sun on the north wall west and pushing, causes the sunburst in the centre of the floor, to grate as it drops away, and the hole is filled by a marble pedastal which rises into view, upon whic is..... well i'll leave that for you to decide <g>

At the base of each statue (Spot roll DC10) is an inscription as follows:-
Aerdrie Faenya: "Mistress of the air, who is closest to the sun, the avians of the world are her children".

Angaharradh: "Spring, and Birth, Defense and Wisdom are his gift"

Corellon Larethian: "Turn the world in motion, magic, craft, war and the people are his domain"

Deep Sashelas: "Mistress of the Deep, the elves of the Sea, and keeper of knowledge"

Erevan Ilsere: "Release of Mischief, change and Rogues to the People"

Fenmarel Mestarine: "Feral Lord of the outcasts, the isolated one"

Hanali Celanil: "Mistress of Beauty, love and romance, inspiration to the artists and closest to the heart"

Labelas Enoreth: "Setting Time in motion, master of longevity, and keeper of history"

Rillifane Rallathil: "Woodland King, keeper of wild places, and patron to Druids

Sehanine Moonbow: "Lady of Mysticism, whose touch can push reality into Dream, patron of the moon, keeper of stars, gateway to heaven"

Shevarash: "My vengeance given form, hater of Drow, master of crusades, and paragon of loss"

Solonor Thelandira: "Patron of Archers, once hunter of all, master of survival in wild places".
 

Another idea

An idea for a foreshadowing encounter:

Have one of the rooms contain wall mosaic (or tapestries) which pictorially tells the story of four (or however many) elven warriors who were sealed into the tomb when it was built to protect it for the span of their lives (which, for most Elves, is a great deal longer than the 300 years for which the tomb has existed, even without strange arcane rituals to extend their lifespans).

The room also contains three battered corpses of fairly old-looking elves in armour which the appropriate skills will identify to be ca. 300 years old (the elves themselves died recently and, needless to add, in a spectacularly bloody manner). A trail of blood leads out of the room and eventually to the dying fourth member of the group, who tells of their battle with and defeat to Bishimon just before he gives up the ghost (if you're feeling generous, asking the right questions here can get them around several traps or reveal the bad guy's capacities/weaknesses).

Playing up the apparent power levels of these ancient warriors can really put the fear of God (or, at least, fear of GM) into your players when they reflect that Bishimon essentially just wiped the floor with them.

Yours,
Altin
 



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