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MITFU for the entire session?

Summer-Knight925

First Post
So if you have played rifts (using the palladium rules) then perhaps you can help me.

SO. I want to have the PCs (who are on a trek from Little Rock AR to Berkeley CA) come across an old church. There is a powerful demon living in the chapel that feeds on travelers, I know how to make the demon, the question I have is treasure. I want to give them some magic items (Like some mega-damage shotgun shells [they shoot hellfire, 4d6 MDC]) and maybe a magic sword or some nifty tool (We have an operator who [rolling a 100 on the d%] fixed a plasma cannon in the last battle, which was used against a horde of zombies, lots of fun).

Any ides of items I could give them?
With stats?

We have a Master Assassin, a Dog-Boy, a Headhunter, A wilderness scout (sniper) and the operator. The headhunter has a shotgun, the dog-boy is primarily melee with vibro-sabers, the master assassin is like a close support sniper or...well hate to use the 4e 'striker' but that works, the wilderness scout is (as mentioned) a total sniper and the operator is like...a universal pilot kinda guy, also repairs armor. so if you can think of something to put into a demonic treasure pile that works great. They're ALMOST 2nd level, so if its powerful, add a curse or downside to it.
 

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Power Packs & nifty vehicles are always appreciated.

A semi-sentient magical tome could be the gift that keeps on giving. (Necronomicon...the Book of Ultimate Evil...a magical mech schematics book.)
 


Hmmm...how about a magic clip recharger...that uses life energy (IOW, HP) to charge clips. Sounds like a nice part of a demon's hoard to me.
 

Part of this campaign is about rationing and thus using MD weapons against only mega damage targets

SDC weapons see more action in this campaign than most, so recharging E-clips might not work all that great. And this is meant to be a small side-quest, so adding a magic tome could put to much emphasis on demons, the bulk of this campaign focuses on stopping the CS from getting technology to make a zombie army....but I was thinking of a story of this creature....perhaps an item that uses PPE to recharge E-clips, perhaps with sometimes ill side-effects (Insanity?)

this is meant to be a 'spice-adventure'
meaning it isn't the entire meal or even the real taste, it just adds a hint of something to the meal.

I also want to give each of them something, it sounds kinda like I'm going soft, but again, it has ill effects

like the 'hellfire shells' can (on a roll of a natural 1) backfire and do damage to the wielder, it also has a chance (thinking of 'you roll the d20 again and it you get a 5 or under') of opening a small rift that lets out a random demon.
Again, some spice

I might also do a 'hellfire blade' which is a mega-damage claymore, but functions as a flaming blade (Techno-wizard made) BUT using PPE has the same side-effects as recharging the e-clips.

but I do need to find something for the sniper, could be a rifle, could be armor or camo or something, aswell as something for the assassin (thinking a cloak of some type) and something for the operator...perhaps a tome of technology? but 'cursed' technology?
 

Well, a Tome of Tech could gradually make the repairs he does using it as a guide into something resembling Splugorth bio-tech...but demonic. Or at least otherworldly.

The assassin could get an occult blade not made for human hands. It can do Megadamage (not much, but some)...but at a cost.

For the sniper? Some kind of vision- and thus, accuracy- enhancing goggles. Goggles that slowly transform his eyes into orbs that resemble those of the demon they killed to get them! Does the transformation end there?
 

Suddenly, I find myself thinking of the enslaved demon-items of Moorcock's Elric saga ... demons bound into the shape of items.

Mechanically, they could be powered by PPE, but roleplay-wise, they feed on the character's base emotions - envy, rage, fear. The items urge these emotions to harvest them and recharge.

You could have a variety of items - from a demon bound into a MDC suit of armor, a supernaturally accurate weapon, "hellfire" bullets, energy extractors (stick it into your dying opponent to recharge energy weapons) or even "minor" technical equipment - a tricorder-like device that speaks its results in a demonic voice, low-light goggles that make your eyes glow red, replacement demonic skin grafts to heal wounds, infernal toolkits with tools that move of their own accord (perhaps infested with gremlins who love to tamper when no one is looking ;) ), etc.
 

I'm starting to think some type of riddle-based weapon could be good, where you have to speak the proper power-words in order for it to function, but the power-words are the answer to the riddle on the weapon.

I was also thinking of less obvious curses. Like a sniper rifle which when looking through the scope can see magic auras (like a ley-line walker) BUT it makes the horror factor increase against certain targets (demons and devils mostly, any evil being from another dimension) because you get to see their true form.

but the sniper gets a +3 when aiming (the scope grants this) and is a 'plasma-weapon' that tends to leave whatever it hit with some sulfuric smell. It would do 4d6 and use standard e-clips. Range 2k feet, ect. ect.

and the cloak is probably going to be a cloak of shadowmeld, to make the assassin sneakier, something that just from these past few battles could make him more of a threat. I already know there will be a flameblade in the pile, and the hellfire shells will be as well (normal shotgun damage, just does MDC instead of SDC) with something like 200 shells (sounds like a lot, but that's all of them there are...

I still don't know about the operator though, perhaps a mega-damage wrench? :p

I'm also going to add a tome of demonic lore (when used grants a +25% to Lore: demon checks) BUT is also a beacon for possession and demonic attack.

The story with the demon is your basic cult tale.

A man finds the book on demonic lore and gathers others with his charm, the cult then uses the book to summon this demon in the old chapel that no one goes too. the demon is unleashed and he kills the cult (what else do demons do too cultists?). This demon causes problems for the road which leads to Amarillo. the PCs have to stop because road troubles and thats how they face the demon, who will be a tough fight (toughest yet for them since they've only really found weak creatures or non-MDC beings (zombies and unarmored bandits)
 

For the operator, I'd either suggest demonic components (really mallable or tough stuff, but is visibly 'eeevil' looking) or perhaps tools that grant a bonus to his build checks (infernal guidance and all that...).
 

The burnt out husk of an Unmanned Aerial Vehicle drone, painted with runes of blood, which contains a bound ghost. It can be launched and scouts for the party, but it demands blood or else it might start lying and betraying them.
 

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