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


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Bulak

First Post
Xorn

A druid discovers that a cluster of Xorns have riddled the side of a mountain, just below a mountain-lake. The snow that fell in the winter is starting to melt. The pressure on the mountain-side will become higher and higher as small streams that end in the lake turn into rivers.
Due to the Xorns digging, a huge part of the mountain side and the lake will come down if nothing is done to prevent it. The resulting mud-slide will destroy the town in the valley bellow.

Someone will have to go in and convince the indifferent Xorns that they have to leave. Diplomacy might be an option, since the Xorns probably won't survive the impending disaster. Maybe they can even be convinced to help repair the damage. If not, it will be a tough job to get this done in time.


Next: Yeth Hound
 


BiggusGeekus

That's Latin for "cool"
The party hears of a disturbance in a small villiage. Should they choose to investigate, they will discover the villiagers preparing to hang a merchant. The merchant apparently sold the villiage weapons to deal with a worg. The attack was completely unsuccessful, the worg managed to kill two of the villiagers because their weapons were ineffective. The villagers are accusing the merchant of selling them shoddy weapons and possibly even being in league with a greater evil that is somehow causing the worg to attack the village. The merchant, for his part, says he is innocent.

Any attempt to get the villiage to delay the execution will be successful (the villagers don't really have it in them to kill someone, they're good people). The party can use various magical means to determine if the merchant is telling the truth and to check the magical auras of the weapons (they are non-magical and look to be perfectly acceptable shortswords). If that is not enough to spur the party to think something more odd is afoot, they are approached by a 13-year-old lad who was brought on the hunt for the "worg" as more of an observer. He claims that the weapons struck the beast but that they did not leave a wound. He also claims to have seen the "worg" fly off after killing two of the villagers. Of course, no one believes him.

After hearing the lad's tale, a successful Knowledge (nature) check of DC 12 will let the party know that the creature must have some kind of resistance to ordinary weapons. A successful Knowledge (arcana) check of DC 12 will let the party know that they are facign a Yeth Hound and not a worg!

The creature is preying on the humans, feeding on their blood and fear. The party will be able to flush it out during the night. It wants people to come after it so it can kill them. However, the hound is not a very clever beast and likely has woefully underestimated the party. It will fly in and attack from the rear. Beyond that it will simply launch into an evil frenzy.

When the party returns victorious, the villiagers will apologize to the merchant and give him and the party a feast! During the meal, they tell stories and one of them may be about a strange green flying beast.....


next: yrthak
 

Nifelhein

First Post
I would say RTF since many people would be able to I prefer PDF, easir reading and good format.

HTML would be nice if anyone hosts it on the web.
 

ConnorSB

First Post
Yrthak:

A group of dwarves have decided to cut corners in their mine. They hired a group of mercinaries to cage a Yrthak and bring it to the mines, where its sonic lance and explosion abilities are used to blast tunnels out of the rock. The Yrthak is inteligent enough to know its captivity, and the strangly constructed cage it is kept in keeps it in constant pain, but the dwarves see nothing but a strange beast. Unfortunatly for the dwarves, they have seriously misunderestimated the beast, and it has sliped it cage and is terrorizing the mines. So the dwarves hire the origional mercs, and the party, to kill it. When the mercs or the dwarves let slip what really happened, what will the party do? Punish the dwarves, fight the shady mercinaries? And what about the beast itself? Should it be released into the wild? Caged again? Killed?

Next up, Yuan-Ti
 
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demiurge1138

Inventor of Super-Toast
Yuan-ti:
The PCs are hired by a beautiful woman who claims that her family was captured by the illithids. She gives them maps, funding, and the promise of a great reward if they return with her family members and the heads of at least ten illithids.

What the party doesn't know is that she is actually a yuan-ti pureblood- a DC 20 Spot check will allow a PC to notice her slightly slitted pupils. The "family members" are actually slaves of her enclave, who were captured by the illithids because they were implanted with capsules containing reconnaiscence to her enclave from a cult of dark nagas living in the sewers of the largest city in the kingdom.
The yuan-ti are preparing for a massive war against the "soft peoples", and if the pureblood gets her slaves back, they will have all of the information they need to begin their attack. Can the PCs uncover the ruse and foil the yuan-ti's plans?

Next is Zombie!
Demiurge out.
 

pogre

Legend
Zombie
The Set-up
The count has not been seen in his village holdings for nearly two years. His wife was carried away by the plague and now he only walks the battlement of his keep late at night grieving the loss. More and more bizarre pronouncements come forth from the count and some are afraid he has gone mad. A group of village elders has come together and put together a group to go speak with the count directly.

Behind the Scenes
The Count is long gone of course - only his corpse remains as a Zombie. One of his minions is a necromancer and is controlling the countryside. Can the PCs prove this without being blamed for the count's murder? Kidnapping a Zombie could prove to be a great challenge!

edit: I believe we're finished... :cool:
 
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