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[IRON DM] Spring 2004 Contest Thread FINAL JUDGMENT POSTED, CHAMPION ANNOUNCED!
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<blockquote data-quote="carpedavid" data-source="post: 1493562" data-attributes="member: 6971"><p><strong>ROUND ONE, MATCH TWO: CarpeDavid vs Capellan</strong></p><p></p><p> </p><p>Sorry this took so long. I've been moving sooooo sloooowly today. anyway, here it is.</p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>ROUND ONE, MATCH TWO: CarpeDavid vs Capellan (alternate)</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>Ingredients:</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Brewery</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Formian Overlords</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Mustard Seed</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Trailblazer</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Club Foot</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Comic Timing</span></span></p><p></p><p></p><p></p><p><strong><em><span style="font-family: 'Arial'"><span style="font-size: 18px">12:2</span></span></em></strong></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The formian hive-city of El-ak-aru casts a shadow over the fields of Arborea. Created when a fertilized, female formian stumbled through a fleeting planar gate, El-ak-aru grew quickly, as the stranded queen sought to build shelter in the unfamiliar land. The city now stands a thousand feet tall, testament to the ability of order to triumph over chaos.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Stretching out for miles from the base of the city are the fields that the formians tend for food. As the colony has grown, so has the extent of their farming, occasionally bringing them into conflict with the native creatures of Arborea. Now is one such time.</span></span></p><p></p><p></p><p></p><p><em><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">An adventure for four 10-14th level, plane-hopping PCs</span></span></em></p><p></p><p><strong><span style="font-family: 'Arial'">Background</span></strong></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Arborea is big, and filled with uninhabited expanses, so when a formian hive-city began to grow in the middle of a field of mustard, few people took notice. Of those that did, the most notable is the famous, adventuring brewmaster, Abu Cimar. As the proprietor of the Ox Tail Breweries, the producers of the finest exotic ales available outside the Abyss, Abu travels the planes far and wide, searching for the most interesting ingredients with which to craft his beer. "Leave no stone unturned, no trail unexplored, and no beer undrunk," is the motto proudly printed on the label of all Ox Tail brews.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Abu was the one to take notice because, two years prior to the founding of the hive, he had constructed a large brewery in the vicinity. It was close to fields of barley and wheat, sat above a natural spring, and was within easy reach of a number of exotic ingredients, the most important of which was Arborean white mustard - prized for its therapeutic powers.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">When Abu first noticed the hive, he managed to negotiate a truce with the queen, and a treaty that included the protection of his lands. Lately, however, the truce has become uneasy. Some of the formian myrmarchs have directed their workers to begin tending land very close to the Ox Tail mustard fields - much too close for Abu's comfort, and he fears that the formians are close to breaking the truce entirely.</span></span></p><p></p><p><strong><span style="font-family: 'Arial'">Hooks</span></strong></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">An inquisitive band of PCs might be drawn in by the sight of a formian hive in the chaotic realm of Arborea. Upon investigation, they will learn of the brewing conflict, and, depending on their allegiances, they may decide to intervene on behalf of either side.<br /> <br /> The formians have been interested in Abu's mustard fields for quite a while. They discovered, quite by accident, that the spice holds the same therapeutic power for them as it does for humanoids. Several influential myrmarchs have begun to speculate that the good of the many now outweighs the good of the few with regard to respecting their treaty.<br /> <br /> Abu does have one ally among the myrmarchs - an old, disabled formian named 12:2. As the head of the hive nursery he actually holds great power, but he is disliked by the myrmarchs that lead the formian warriors.<br /> <br /> </span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Abu realizes that he is incapable of taking on an entire formian hive, should they decide to break the treaty. He is looking for someone more powerful than he to intervene, and is willing to hire the PCs as negotiators.<br /> <br /> </span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The three formian myrmarchs who lead the hive's warriors have begun scheming to get rid of 12:2, because they feel he stands in the way of the expansion of the hive. If the PCs are morally ambiguous, these three are willing to hire them to eliminate both 12:2 and Abu.</span></span></li> </ul><p><strong><span style="font-family: 'Arial'">NPCs</span></strong></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>12:2</strong> - Formian Myrmarch Bard 3 - 12:2 is an aberration in the normally uniform, formian society - he was born with a disability, a clubfoot. Normally, deformed individuals are given no assistance, and, depending on the severity of the deformity, end up living short lives. 12:2, though, adapted to his disability in a way that is alien to formian society: with humor. At first, his jokes and physical comedy were looked upon with disbelief, and even pity, but eventually, an appreciation for humor began to spread via the hive-mind.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'">He now is the myrmarch assigned to running the hive's nursery. His workers sort the queen's eggs, care for and feed the larva, and assist the pupa as they metamorphose into adult formians. As the overseer of the developing formians, he has enormous influence over how the young formians grow. The leaders of the formian warriors believe that 12:2 is weakening the hive by exposing the young to his humorous influence.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Because he is not a warrior, 12:2 seeks peace with Abu Cimar. He believes, unlike most formians, that not everything needs to be assimilated into their society.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">12:2 has three levels of bard, and uses his comedic talents instead of music. His comedic timing is impeccable, and can use verbal gags to achieve <em>bardic music</em> effects. He specializes in counterspelling by using puns to trip up his opponent's casting.</span></span></p><p></p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>13:27</strong>, <strong>19:18</strong>, and <strong>30:22</strong> - Formian Myrmarchs - these three are the myrmarchs in charge of the hive's warriors. They see 12:2 as a corrupting influence, and believe that his humor is beginning to awaken further emotion in the formian workers, something they see as a dire threat to the order of the hive. They do not recognize the validity of the treaty between themselves and Abu Cimar, and are willing to eliminate 12:2 in order to eliminate the treaty.</span></span></p><p></p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>Abu Cimar</strong> - Human Ranger 5/Horizon Walker 3 - Abu is a native of Arborea, having been born to a plane-hopping wizard and priestess nearly 40 years ago. For the past five years, he has been running the Ox Tail Brewery, which specializes in creating exotic ales for exotic clientele. </span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">He is extremely worldly, a bit cocky, and a hair too greedy for his own good. He is loyal to his friends, and considers 12:2 one. If he finds out about 13:27, 19:18, and 30:22's plans to eliminate 12:2, he will grant the deformed formian sanctuary in his brewery. </span></span></p><p></p><p></p><p></p><p><strong><span style="font-family: 'Arial'">Encounters</span></strong></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>Formian Hive</strong> - the formian hive is a massive complex of mud and straw packed together into a network of chambers and tunnels. It soars over a thousand feet high, with a population of around 15,000 formians. The queen is securely guarded at the relatively quiet center of the hive, but the rest of the complex is constantly in well-oiled motion. Each of the units of the hive serves a different function, and thousands of workers coordinate the operations via the hive-mind.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">If the PCs are hired by the formian leaders, they'll encounter very minimal resistance from the workers and warriors. They'll have been provided instructions on how to reach 12:2, and only if they venture off of the prescribed path, or if the queen is somehow alerted to their presence will the hive attack.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">If the PCs are hired by Abu to act as negotiators, the myrmarch leaders will agree to meet with them. Again, if they stray anywhere outside of where they are explicitly instructed to go, they will be deemed a threat, and instantly attacked by any and all formians that they encounter. In that case, the formians will use the hive-mind to coordinate trapping and eliminating the PCs.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Assuming that they do not meet a violent end, though, the PCs can expect a tough time convincing the myrmarchs to cease coveting Abu's lands. Treat the initial attitude of the three as hostile for purposes of a Diplomacy check, with a -2 penalty due to the unusual formian mindset, and the PCs must influence their attitude to friendly in order to secure a new treaty. Managing to get them to "indifferent" will at least secure the promise of no hostilities in the very near future.</span></span></p><p></p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><strong>The Ox Tail Brewery</strong> - If the PCs discover the plot against 12:2, Abu will offer him sanctuary in the brewery. It is not an especially secure location, but it is built solidly enough to withstand a small attack. Abu employs a crew of 25, mostly Experts 4 and Experts 2, who do the laborious portions of the brewing. They are capable of defending themselves against group of bandits, but would be no match for an actual formian army.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">If 12:2 does take sanctuary in the brewery, the PCs may face an assault by mercenaries covertly hired by the myrmarchs. If they have managed to overtly offend the myrmarchs in their role as negotiators, they may face an assault by formian forces. If, on the other hand, the PCs are the ones hired by the myrmarchs, and do not manage to take 12:2 in the hive, they may attempt to assault the brewery.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Should combat take place within, the PCs will have to avoid a number of obstacles: Giant copper vats of boiling liquid can be knocked over or fallen into. If the pipes carrying the fresh springwater are broken and the water comes in contact with the vats, great gouts of steam will obscure vision in the area.</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Sacks of mustard seeds may be torn open by swinging swords, spilling their contents across the floor, requiring Balance checks to avoid falling prone. Sacks of wheat, if torn open, will create flammable clouds of dust.</span></span></p><p></p><p></p><p></p><p><strong><span style="font-family: 'Arial'">Resolution</span></strong></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Depending on how the PCs were brought in, there can be several favorable resolutions to this adventure:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The PCs find and slay 12:2 - Assuming that they have not alerted the queen to their presence, they will be rewarded by the myrmarchs, but will earn the eternal enmity of Abu (assuming that they haven't killed him, too).</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The PCs defeat the rogue myrmarchs - in this case, Abu will richly reward the PCs. The hive queen, if informed of the myrmarchs' plans, will also reward the PCs for rooting out rogue elements in her city.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The PCs negotiate a truce for Abu Cimar. If the PCs are successful in negotiating a truce, the plan against 12:2 will be dropped, for the time being. They will be paid by Abu, and thanked by 12:2.</span></span></li> </ul><p><strong><span style="font-family: 'Arial'">Item Review</span></strong></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Brewery - The Ox Tail Brewery, owned by Abu Cimar.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Formian Overlords - <strong>13:27</strong>, <strong>19:18</strong>, and <strong>30:22</strong>.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Mustard Seed - coveted by both the formians and the brewery</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Trailblazer - Abu Cimar, the Horizon Walker.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Club Foot - the deformity suffered by 12:2 that lead to his unique development.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Comic Timing - 12:2's bardic ability</span></span></p></blockquote><p></p>
[QUOTE="carpedavid, post: 1493562, member: 6971"] [b]ROUND ONE, MATCH TWO: CarpeDavid vs Capellan[/b] Sorry this took so long. I've been moving sooooo sloooowly today. anyway, here it is. [size=3][font=Times New Roman][b]ROUND ONE, MATCH TWO: CarpeDavid vs Capellan (alternate)[/b] [b]Ingredients:[/b] Brewery Formian Overlords Mustard Seed Trailblazer Club Foot Comic Timing[/font][/size] [b][i][font=Arial][size=5]12:2[/size][/font][/i][/b] [font=Times New Roman][size=3]The formian hive-city of El-ak-aru casts a shadow over the fields of Arborea. Created when a fertilized, female formian stumbled through a fleeting planar gate, El-ak-aru grew quickly, as the stranded queen sought to build shelter in the unfamiliar land. The city now stands a thousand feet tall, testament to the ability of order to triumph over chaos.[/size][/font] [font=Times New Roman][size=3]Stretching out for miles from the base of the city are the fields that the formians tend for food. As the colony has grown, so has the extent of their farming, occasionally bringing them into conflict with the native creatures of Arborea. Now is one such time.[/size][/font] [i][size=3][font=Times New Roman]An adventure for four 10-14th level, plane-hopping PCs[/font][/size][/i] [b][font=Arial]Background[/font][/b] [font=Times New Roman][size=3]Arborea is big, and filled with uninhabited expanses, so when a formian hive-city began to grow in the middle of a field of mustard, few people took notice. Of those that did, the most notable is the famous, adventuring brewmaster, Abu Cimar. As the proprietor of the Ox Tail Breweries, the producers of the finest exotic ales available outside the Abyss, Abu travels the planes far and wide, searching for the most interesting ingredients with which to craft his beer. "Leave no stone unturned, no trail unexplored, and no beer undrunk," is the motto proudly printed on the label of all Ox Tail brews.[/size][/font] [font=Times New Roman][size=3]Abu was the one to take notice because, two years prior to the founding of the hive, he had constructed a large brewery in the vicinity. It was close to fields of barley and wheat, sat above a natural spring, and was within easy reach of a number of exotic ingredients, the most important of which was Arborean white mustard - prized for its therapeutic powers.[/size][/font] [font=Times New Roman][size=3]When Abu first noticed the hive, he managed to negotiate a truce with the queen, and a treaty that included the protection of his lands. Lately, however, the truce has become uneasy. Some of the formian myrmarchs have directed their workers to begin tending land very close to the Ox Tail mustard fields - much too close for Abu's comfort, and he fears that the formians are close to breaking the truce entirely.[/size][/font] [b][font=Arial]Hooks[/font][/b] [list] [*][font=Times New Roman][size=3]An inquisitive band of PCs might be drawn in by the sight of a formian hive in the chaotic realm of Arborea. Upon investigation, they will learn of the brewing conflict, and, depending on their allegiances, they may decide to intervene on behalf of either side. The formians have been interested in Abu's mustard fields for quite a while. They discovered, quite by accident, that the spice holds the same therapeutic power for them as it does for humanoids. Several influential myrmarchs have begun to speculate that the good of the many now outweighs the good of the few with regard to respecting their treaty. Abu does have one ally among the myrmarchs - an old, disabled formian named 12:2. As the head of the hive nursery he actually holds great power, but he is disliked by the myrmarchs that lead the formian warriors. [/size][/font] [*][font=Times New Roman][size=3]Abu realizes that he is incapable of taking on an entire formian hive, should they decide to break the treaty. He is looking for someone more powerful than he to intervene, and is willing to hire the PCs as negotiators. [/size][/font] [*][font=Times New Roman][size=3]The three formian myrmarchs who lead the hive's warriors have begun scheming to get rid of 12:2, because they feel he stands in the way of the expansion of the hive. If the PCs are morally ambiguous, these three are willing to hire them to eliminate both 12:2 and Abu.[/size][/font] [/list][b][font=Arial]NPCs[/font][/b] [size=3][font=Times New Roman][b]12:2[/b] - Formian Myrmarch Bard 3 - 12:2 is an aberration in the normally uniform, formian society - he was born with a disability, a clubfoot. Normally, deformed individuals are given no assistance, and, depending on the severity of the deformity, end up living short lives. 12:2, though, adapted to his disability in a way that is alien to formian society: with humor. At first, his jokes and physical comedy were looked upon with disbelief, and even pity, but eventually, an appreciation for humor began to spread via the hive-mind. He now is the myrmarch assigned to running the hive's nursery. His workers sort the queen's eggs, care for and feed the larva, and assist the pupa as they metamorphose into adult formians. As the overseer of the developing formians, he has enormous influence over how the young formians grow. The leaders of the formian warriors believe that 12:2 is weakening the hive by exposing the young to his humorous influence.[/font][/size] [font=Times New Roman][size=3]Because he is not a warrior, 12:2 seeks peace with Abu Cimar. He believes, unlike most formians, that not everything needs to be assimilated into their society.[/size][/font] [font=Times New Roman][size=3]12:2 has three levels of bard, and uses his comedic talents instead of music. His comedic timing is impeccable, and can use verbal gags to achieve [i]bardic music[/i] effects. He specializes in counterspelling by using puns to trip up his opponent's casting.[/size][/font] [size=3][font=Times New Roman][b]13:27[/b], [b]19:18[/b], and [b]30:22[/b] - Formian Myrmarchs - these three are the myrmarchs in charge of the hive's warriors. They see 12:2 as a corrupting influence, and believe that his humor is beginning to awaken further emotion in the formian workers, something they see as a dire threat to the order of the hive. They do not recognize the validity of the treaty between themselves and Abu Cimar, and are willing to eliminate 12:2 in order to eliminate the treaty.[/font][/size] [size=3][font=Times New Roman][b]Abu Cimar[/b] - Human Ranger 5/Horizon Walker 3 - Abu is a native of Arborea, having been born to a plane-hopping wizard and priestess nearly 40 years ago. For the past five years, he has been running the Ox Tail Brewery, which specializes in creating exotic ales for exotic clientele. [/font][/size] [font=Times New Roman][size=3]He is extremely worldly, a bit cocky, and a hair too greedy for his own good. He is loyal to his friends, and considers 12:2 one. If he finds out about 13:27, 19:18, and 30:22's plans to eliminate 12:2, he will grant the deformed formian sanctuary in his brewery. [/size][/font] [b][font=Arial]Encounters[/font][/b] [size=3][font=Times New Roman][b]Formian Hive[/b] - the formian hive is a massive complex of mud and straw packed together into a network of chambers and tunnels. It soars over a thousand feet high, with a population of around 15,000 formians. The queen is securely guarded at the relatively quiet center of the hive, but the rest of the complex is constantly in well-oiled motion. Each of the units of the hive serves a different function, and thousands of workers coordinate the operations via the hive-mind.[/font][/size] [font=Times New Roman][size=3]If the PCs are hired by the formian leaders, they'll encounter very minimal resistance from the workers and warriors. They'll have been provided instructions on how to reach 12:2, and only if they venture off of the prescribed path, or if the queen is somehow alerted to their presence will the hive attack.[/size][/font] [font=Times New Roman][size=3]If the PCs are hired by Abu to act as negotiators, the myrmarch leaders will agree to meet with them. Again, if they stray anywhere outside of where they are explicitly instructed to go, they will be deemed a threat, and instantly attacked by any and all formians that they encounter. In that case, the formians will use the hive-mind to coordinate trapping and eliminating the PCs.[/size][/font] [font=Times New Roman][size=3]Assuming that they do not meet a violent end, though, the PCs can expect a tough time convincing the myrmarchs to cease coveting Abu's lands. Treat the initial attitude of the three as hostile for purposes of a Diplomacy check, with a -2 penalty due to the unusual formian mindset, and the PCs must influence their attitude to friendly in order to secure a new treaty. Managing to get them to "indifferent" will at least secure the promise of no hostilities in the very near future.[/size][/font] [size=3][font=Times New Roman][b]The Ox Tail Brewery[/b] - If the PCs discover the plot against 12:2, Abu will offer him sanctuary in the brewery. It is not an especially secure location, but it is built solidly enough to withstand a small attack. Abu employs a crew of 25, mostly Experts 4 and Experts 2, who do the laborious portions of the brewing. They are capable of defending themselves against group of bandits, but would be no match for an actual formian army.[/font][/size] [font=Times New Roman][size=3]If 12:2 does take sanctuary in the brewery, the PCs may face an assault by mercenaries covertly hired by the myrmarchs. If they have managed to overtly offend the myrmarchs in their role as negotiators, they may face an assault by formian forces. If, on the other hand, the PCs are the ones hired by the myrmarchs, and do not manage to take 12:2 in the hive, they may attempt to assault the brewery.[/size][/font] [font=Times New Roman][size=3]Should combat take place within, the PCs will have to avoid a number of obstacles: Giant copper vats of boiling liquid can be knocked over or fallen into. If the pipes carrying the fresh springwater are broken and the water comes in contact with the vats, great gouts of steam will obscure vision in the area.[/size][/font] [font=Times New Roman][size=3]Sacks of mustard seeds may be torn open by swinging swords, spilling their contents across the floor, requiring Balance checks to avoid falling prone. Sacks of wheat, if torn open, will create flammable clouds of dust.[/size][/font] [b][font=Arial]Resolution[/font][/b] [font=Times New Roman][size=3]Depending on how the PCs were brought in, there can be several favorable resolutions to this adventure:[/size][/font] [list] [*][font=Times New Roman][size=3]The PCs find and slay 12:2 - Assuming that they have not alerted the queen to their presence, they will be rewarded by the myrmarchs, but will earn the eternal enmity of Abu (assuming that they haven't killed him, too).[/size][/font] [*][font=Times New Roman][size=3]The PCs defeat the rogue myrmarchs - in this case, Abu will richly reward the PCs. The hive queen, if informed of the myrmarchs' plans, will also reward the PCs for rooting out rogue elements in her city.[/size][/font] [*][font=Times New Roman][size=3]The PCs negotiate a truce for Abu Cimar. If the PCs are successful in negotiating a truce, the plan against 12:2 will be dropped, for the time being. They will be paid by Abu, and thanked by 12:2.[/size][/font] [/list][b][font=Arial]Item Review[/font][/b] [font=Times New Roman][size=3]Brewery - The Ox Tail Brewery, owned by Abu Cimar. Formian Overlords - [b]13:27[/b], [b]19:18[/b], and [b]30:22[/b]. Mustard Seed - coveted by both the formians and the brewery Trailblazer - Abu Cimar, the Horizon Walker. Club Foot - the deformity suffered by 12:2 that lead to his unique development. Comic Timing - 12:2's bardic ability[/size][/font] [/QUOTE]
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