in alphabetical order...(need more! see babombs post at end)


Sprite: Pixie

A young and not too bright man from a rural community has been recently exposed as a talented sorcerer.

His talents, however, come from an invisible and malicious pixie playing a prank on the dim youthster.

While the pixie is highly amused at the new respect the young man has gained by his "sorcery", the boy has followed ancient traditions for upcoming heroes and decided to drive off the local goblin tribe.

With the pixie around, it is questionable whether the man can be convinced of the lack of magical prowess and be stopped from entering the goblin lair, where he would surely die.

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David Argall

First Post

A sage wants a stirge to study, a live healthy one of course.

Easy enough to achieve by staking out whover draws the short straw and then applying a few sleep spells when a stirge shows up, but the only known local stirges are in a large swarm/flock, and anyone used as bait will be very pale by the end of the encounter, as may some other party members.

So the party must kill/drive off most of the stirges while luring one into a trap. And of course, not get drained in the process.

Next the wimp.


First Post
I'll combine the next two and make this nasty little bugger - the stirge swarm. Looks fairly simple until you realize exactly how much Constitution damage this thing will be dishing out per round - I tried to be as 'realistic' as possible when determining abilities, but for survival purposes, I'd suggest limiting it to only a single attachment attempt on each PC per round of damage dealt, otherwise you have a lot of Con loss some really unfair deaths - the point is fast terror attacks and not brute power; a little bit of preparation on the part of mid-high level adventurers will knock one of these out of the sky pretty quickly. Other than that, this hasn't been playtested and I've never conjured a monster out of thin air like this, so I couldn't tell you how balanced or mechanically correct it is, not to mention all the inevitable copy/paste inconsistencies that may or may not need slogging through.


A wealthy merchant has begun a shady logging operation on the edges of a swamp that borders several large farmland communities. Unbeknowest to the merchant, the townsfolk have made a pact with a lizardman tribe that inhabits the swamp, and by creating the logging operation, the merchant has violated it for the first time in a dozen generations. In retribution, the lizardmen have begun breeding stirges and sending them to attack the merchant's operation in large droves. However, their attacks are not only limited to the logging camp, and every few days a swarm will storm through a local town, sometimes feeding for hours before flying away. The townsfolk are baffled and panicked by the attacks, forced to barricade themselves indoors while watching friends and relatives who were caught outside drained of blood.


Stirge swarm; tiny magical beast (swarm); CR 12 (?); HD 12d10; HP 66; Init +4 (+4 dex); Spd 10 ft., fly 40 ft. (average); Face/Reach 10 ft/0 ft.; SA attach, blood drain, distraction (DC 16); SQ swarm traits, half damage from slashing and piercing, darkvision 60', low light vision; AL N; SV Fort +8, Ref +12, Will +5 Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6; Skills: Hide +14, Listen +4, Spot +4; Feats: Alertness, Weapon Finesse

Attach (Ex): If a stirge swarm hits with a touch attack, one uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). In addition, the stirge is separated from the swarm, and loses all swarm traits while attached, essentially becoming a normal stirge. The swarm is not affected by the loss, though the stirge can now be killed normally, though individually. An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off, returning to the swarm to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and returns to the swarm, seeking a new meal.

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. The swarm takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and can only grappled by separating from the swarm – see rules under attachment. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Distraction (Ex): Any living creature vulnerable to a stirge swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.


First Post
Ack, you posted while I was typing up that beast of a post. Ah, well, my post still covers the swarm entry.

Next up is: not the wimp, but the tarrasque.
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David Argall

First Post

Your friendly neighborhood sage has just made a wonderful discovery [or maybe he just had one too many and was just looking at a smuge in this old text]. If the tarrasque is scratched at this one spot, it becomes docile, at least quiet enough to be fed instead of just grabbing everything and body within its reach.

So of course you get hired to see if the text is right...

Success and you prevent the destruction usually caused by the monster. Fail and, well... at least the monster won't be quite so hungry when the next victim is spotted.

The ancient text is rather vague about where the spot is, and how hard you need to scratch it [50 points of damage?], and for how long. So our sage is eager to hear from any survivors.


That's Latin for "cool"

The party has been called upon to investigate dissapearances on the outskirts of a farming community. It started with sheep, but recently a shepheard has gone missing and people are very concerend. The villiage wise woman (adept 2) has found no trace of the supernatural at work and the local huntsman (ranger 1) has not found any tracks and the skies have been clear. There is nothing near the dissapearance except some dense folliage.

A druid will recognize the work of a tendriculos instantly, anyone else has to make a knowledge (nature) check of DC 18. Otherwise, they will have to wander through the forest and basically get jumped by them.

Usually, the tendriculos is solo, but for some reason three of them are working together. They are doing the bidding of a 10th level evil druid who is attempting to destroy the town and let nature reclaim the land. He is only holding back because he fears the town's superior numbers.

edit: next is thoqqua! Ooooh! magma worms!
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That's Latin for "cool"
A mining foreman approaches the party. He has captured a thoqqua and tortured it so that it will dig deep into the mountian. But it escaped and is now on a rampage. Other such elemental creatures have been drawn to the area as they see the thoqqua as a kind of guardian or at least a watch dog. The foreman acknowledges that he was wrong, but will still pay a handsome price to be rid of the beast.

The thoqqua hasn't "drilled" in straight lines. The party will have to bring rope and there will be many climb checks to be made. Most, if not all, battles will be fought on at least a 30 degree angle.

Next: Titian

David Argall

First Post

A bunch of halflings want to be rescued from this "great big guy". After discounting all the claims of him being hundreds of feet tall, and finding the halfings had fled at 1st sight, the party should conclude the foe is about 10-15' tall, a height the halflings describe the same way they describe anything much above 10'.

The 25' titan just happens to be out of easy sight when the party approaches and if the party decides to attack the "hill/frost/fire giant", he will be seriously annoyed.

Of course he just might forgive the party if they will.....



Strange things are about. For some reason, no ships can reach a certain populated island, some fifty miles off the mainland's coast. When investigations commence, it is found that there is a clutch of tojanida that has been summarily eating every boat to come their way. Once the tojanida are dead, they will still have to find out who or what was it that summoned them here, and why.

Next: Treant
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Inventor of Super-Toast
The party stumbles into a forest guarded by treants, and must convince them that a wizard they consider an ally is actually destroying their land....

What, not original enough? Fine.

A militant druid harnessed an army of treants to destroy a massive city whose ever-expanding borders enroach their old-growth home. Now the party will know how the other side feels, as the lord of the city hires them to deal with the treants while his city is under siege. And treants are very paitent creatures.

Next is triton.
Demiurge out.

David Argall

First Post

The party really pissed off that lich, who got them with a mass curse of polymorph into sahuagins. However, if they say they are sorry and beg for its forgiveness, it will likely remove the curse.

Did I mention there is a nation fo tritons between party and lich?

Did I mention tritons don't like sahuagins, except in tiny pieces?

Did I mention the tritons are not going to believe this stupid pissed-off lich story?


First Post
A string of bizarre killings has the small town of Palin in an uproar. Several bodies with vicious claw and bite marks have been found. What's more, they are covered in the most sickening stench imaginable. A few villagers have noticed that the rash of murders began shorly after the arrival of a mysterious stranger, speculating that he may be the cause.

The poor fellow behind these murders is the stranger, a half-troglodyte who looks very nearly human. He was an outcast in the near troglodyte tribe, and fled to a human town to try to fit in (and to avoid the troglodytes who wanted to find out if he tasted as much like a human as he looked). But poor Galak (that's his name) doesn't understand human society very well. He gets confused, and when he gets confused, his first instinct is to attack. (Or, rather, his <i>second</i> instinct is to attack; his first is to release that awful stench.) If the PCs choose to help him, can they sneak him out of the village before the villagers have him hanged?

Alternatively, he could actually be spying for the troglodytes (and lying to the PCs about his motives), or he may even be a normal troglodyte with a <i>polymorph</i> or <i>alter self</i> spell cast on him. Additionally, his arrival could have been about the same time as that of the PCs', causing the townsfolk to suspect one or all of the PCs instead. The PCs may find themselves trying to clear their names while protecting their new half-troglodyte friend.

Next up: Troll
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Magic Slim

First Post

A paladin has just lost his powers. Is it because he killed all those kobold babies? Is it because he recently discovered that he was gay? Is it because he put a very sick, old, black, communist jew out of his wretched misery? Is it because he keeps telling everyone at the local tavern that rangers suck? It's up to the PC's to find out.

Meanwhile, trolls have captured the very attractive, chain-mail-bikini-clad, nymphomaniac mayor's daughter and are sending him one of his daughter's fingers every day until he pays the ransom. The party arrives in town on the 9th day, so time is of the essence, because who knows what those sick bastards will do to the poor girl. The trolls haven't yet understood why the fingers haven't grown back.

I'm so friggin' funny


Next up: Umber Hulk


Umber Hulk

An umber hulk suddenly bursts from the ground in the middle of a military camp filled with 1st-level warriors, while PCs just happen to be around for some reason. The hulk's gaze quickly confuses great many of the warriors, and the party has to do battle with the behemoth while trying to keep the warriors from killing each other off or wandering off the nearby cliff, or getting killed by the hulk... Oh, joy!

Next: Unicorn


Inventor of Super-Toast

A glabrezu moved into Unicorn Woods several years ago, and has a plan for gaining power in the Abyss by creating an army of half-fiends, himself being the father, of course.

The first phase of the plan involves, naturally, unicorns. The half-fiend are physically identical to normal unicorns. The counties surrounding Unicorn Woods are home to a sect of female druids, whose coming-of-age rituals involve following a unicorn for three days without distrubing it. The glabrezu intends to make these druids the mothers of the next generation of half-demons, and is using the unicorns to lure the druids to him.

Once a group of druids-in-training disappear after following the unicorns, can the PCs track them down and save them from an awful fate? And how will they know which unicorns are a threat?

Next up, vampire


A mysterious white worm disease is going through the upper class neighborhoods of the city. The patients are first afflicted with a loss of energy and then slowly they begin to become paler and eventually die or go mad.

World famous Dr. Nedremus has been attending to some of the latest cases and has declared them White Worm's disease. An affliction spread outdoors during the summer and picked up from a parasite that relishes hot, bright summer days.

The true answer is the doctor is under the influence of ancient vampire who's lair is deep beneath the city in some ancient ruins. Employing gaseous form the vampire cruises through even the smallest of sewer openings that serve the city's richest districts.

The PCs must discover the answer while the rich take the good doctor's advice and stay in dark secluded places to avoid White Worm's disease.

Do not have my book here - can someone help me out on what is next?
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Vampire Spawn


The PCs are called home for a special reunion with a long lost Uncle. The party goes smashingly and the PCs leave content that all is well at home. A few levels go by doing some adventuring and the PCs forget all about the happy episode.

They receive a message that the church in their home village has been destroyed. The church asks them to check it out.

The PCs immediately figure out something is very wrong in the village. Cattle are not being tended to, the fields are a mess, and the graveyard has been disturbed as well. That night they are assaulted by a group of lesser Undead.

What's going on?
The long lost Uncle was in fact a Vampire (thus he was long, long lost). Further he has not left the village, but instead has taken up residence under the graveyard in some ancient crypts. The Vampire has converted many of the villagers into spawn and created several undead to serve him. He mostly hunts in other locations these days, but he realizes the rapidly deteriating village and destroyed church will soon call attention to the situation.

If/When the PCs destroy the Vampire Spawn, the Vampire will move on rapidly. Perhaps remaining a BBEG in an ongoing campaign - preying on isolated villages until it gets too hot and he moves on.

OK - lil' help - What's next?

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