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Nentir Vale: done anything interesting?
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<blockquote data-quote="LostSoul" data-source="post: 5324470" data-attributes="member: 386"><p>No prob. Here's an example of something that has a kind of sci-fantasy tone but didn't turn out that way from the original rolls. (I wrote a program to roll do all the rolling for me so that I could create links between different hexes.)</p><p></p><p>[sblock=00.14 - Stoneriver]</p><p>00.14 RESOURCE - PLAINS - LEVEL 7</p><p>Settlement of 115 people based around a Ranch, Mostly evil</p><p>Links to Other Areas: 07.13 (DUNGEON - Sargon of Yeth's bio-lab)</p><p>Contents: Monster; Trap; Trick; Something Strange</p><p><em>(The above lines were generated by rolls)</em></p><p></p><p>Stoneriver.</p><p></p><p>The leader of this small community, Olaf the Grim, lords over this town like it's his own personal pleasure dome. He was an adventurer (human knife fighter) who explored the cloning labs of Sargon of Yeth in 07.13; he was able to bring out a number of "vat-men" from the tanks and use them to take over this town.</p><p></p><p>Olaf has since forgotten most of the layout of the lab.</p><p></p><p>Monster: The "vat-men" that Olaf brought from Sargon's cloning vats (treat as Evistro (and see Tricks, below), though they are not demons) hunger for blood and violence. Olaf controls them by a ritual that a companion of his found in the bio-lab; once Olaf was identified as someone who could command the creatures, he slew his companion. Olaf does not know the ritual but he keeps it around (imprinted on a paper-thin sheet of copper) just in case the vat-men get loose.</p><p></p><p>Olaf was a companion of Declamere (33.13) and Gonov Max (12.15).</p><p></p><p>Trap: Olaf's lair, a bawdy house called The Vixen's Bull, is where he does all his business. He also keeps his loot (450 gp, 57 sp, 30 cp + 1 1000 gp emerald and the vat-men command ritual) here. He hides his riches in a wall-safe behind a tapestry displaying a scene of men and women locked in cages, tormented by a chained devil. If the tapestry is touched, this triggers a trap: burst 5, +10 v Will, the character is pulled into the tapestry to be tormented by the kyton. If it is torn, everyone is freed, including the kyton. (The prisoners are too weak to fight, even characters recently pulled in; time runs differently there.)</p><p></p><p>Trick: The vat-men, when killed, release a cloud of poison. Characters who breathe in the poison gas suffer the following attack: Burst 1, +10 v Fort, the character gains an "Algol Mutation" as the gas infects his system. The gas remains there for 1d6 minutes. If the gas is collected, it can be weaponized to mutate characters; it can also be used to animate dead creatures for a short time, turning them into skulk zombies (one use per corpse). They rise free-willed, however.</p><p></p><p>Algol Mutation: If not treated via Remove Affliction within 1d6+1 days, the character begins to mutate. The character suffers from wracking pains (+10 v Fort, 4d8+5 damage, ongoing 20 poison (save)) once per hour for 1d6 hours. At the end of this time the mutation is complete: one stat, chosen randomly, is 1d2: 1- raised or 2 - lowered by 1d6 points. To determine the mutation, enter the PC's full name into Google and hit I'm Feeling Lucky.</p><p></p><p>Something Strange: One of the farmers, a man by the name of Miko, has a very large heifer that can talk.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5324470, member: 386"] No prob. Here's an example of something that has a kind of sci-fantasy tone but didn't turn out that way from the original rolls. (I wrote a program to roll do all the rolling for me so that I could create links between different hexes.) [sblock=00.14 - Stoneriver] 00.14 RESOURCE - PLAINS - LEVEL 7 Settlement of 115 people based around a Ranch, Mostly evil Links to Other Areas: 07.13 (DUNGEON - Sargon of Yeth's bio-lab) Contents: Monster; Trap; Trick; Something Strange [i](The above lines were generated by rolls)[/i] Stoneriver. The leader of this small community, Olaf the Grim, lords over this town like it's his own personal pleasure dome. He was an adventurer (human knife fighter) who explored the cloning labs of Sargon of Yeth in 07.13; he was able to bring out a number of "vat-men" from the tanks and use them to take over this town. Olaf has since forgotten most of the layout of the lab. Monster: The "vat-men" that Olaf brought from Sargon's cloning vats (treat as Evistro (and see Tricks, below), though they are not demons) hunger for blood and violence. Olaf controls them by a ritual that a companion of his found in the bio-lab; once Olaf was identified as someone who could command the creatures, he slew his companion. Olaf does not know the ritual but he keeps it around (imprinted on a paper-thin sheet of copper) just in case the vat-men get loose. Olaf was a companion of Declamere (33.13) and Gonov Max (12.15). Trap: Olaf's lair, a bawdy house called The Vixen's Bull, is where he does all his business. He also keeps his loot (450 gp, 57 sp, 30 cp + 1 1000 gp emerald and the vat-men command ritual) here. He hides his riches in a wall-safe behind a tapestry displaying a scene of men and women locked in cages, tormented by a chained devil. If the tapestry is touched, this triggers a trap: burst 5, +10 v Will, the character is pulled into the tapestry to be tormented by the kyton. If it is torn, everyone is freed, including the kyton. (The prisoners are too weak to fight, even characters recently pulled in; time runs differently there.) Trick: The vat-men, when killed, release a cloud of poison. Characters who breathe in the poison gas suffer the following attack: Burst 1, +10 v Fort, the character gains an "Algol Mutation" as the gas infects his system. The gas remains there for 1d6 minutes. If the gas is collected, it can be weaponized to mutate characters; it can also be used to animate dead creatures for a short time, turning them into skulk zombies (one use per corpse). They rise free-willed, however. Algol Mutation: If not treated via Remove Affliction within 1d6+1 days, the character begins to mutate. The character suffers from wracking pains (+10 v Fort, 4d8+5 damage, ongoing 20 poison (save)) once per hour for 1d6 hours. At the end of this time the mutation is complete: one stat, chosen randomly, is 1d2: 1- raised or 2 - lowered by 1d6 points. To determine the mutation, enter the PC's full name into Google and hit I'm Feeling Lucky. Something Strange: One of the farmers, a man by the name of Miko, has a very large heifer that can talk.[/sblock] [/QUOTE]
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