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

Berandor

lunatic
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
Stirge

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.
 

WizWrm

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.

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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.

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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.
 

WizWrm

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
terrasque

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.
 

BiggusGeekus

That's Latin for "cool"
Tendriculos

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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BiggusGeekus

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
Titan

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.....
 

NiTessine

Explorer
Tojanida

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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demiurge1138

Inventor of Super-Toast
Treant:
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.
 

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