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Overland Treks - suggestions?
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<blockquote data-quote="Nifft" data-source="post: 394354" data-attributes="member: 6562"><p>Detection Hazards: there are lots of gnolls. If the gnolls know that they're around, they'll attack. This means no campfires, which in turn reduces the HP healed by a day's rest.</p><p></p><p>To build a fire, the party must first find some safe cavern ... of course, there are no safe caverns. They'll have to kill or bargain with the cavern's occupants to stay.</p><p></p><p>What could survive an extended campaign of elimination by a determined clan of gnolls? Or alternately, what sort of creatures would be supported by gnolls (would eat them or make them serve it)? These sort of things will be the hazards that the player's must face.</p><p></p><p>- A village-sized assassin vine, where a tribe of gnolls throw prisoners / enemies / the weak & infirm.</p><p></p><p>- A city of shadows ruled by a sorcerer's ghost.</p><p></p><p>- A powerful demon is bound in a wizard's tower. Its power is corrupting the area around the tower -- the tower is surrounded by a disk of boiling, sulphurous mud. Gnolls avoid the area, as do all natural animals. The demon has been trapped since the middle of the War.</p><p></p><p>- Several gnoll tribes are stalked and harried by a small family of half-fiend troll barbarians.</p><p></p><p>- A large, slow river. Warring gnoll tribes on each side. Either no boats to speak of, or war-boats on both sides.</p><p></p><p>- A wounded beholder (missing several eyestalks) has enslaved a tribe of gnolls.</p><p></p><p>- Half-fiend bulettes, half-fiend displacer beasts, half-fiend spider eaters, half-fiend stirges.</p><p></p><p>- Winter wolves migrating south with the snow. Throw on a half-fiend winter wolf or two if you really hate the party, or have the wolves "request" the party's help to ferret out a nest of hellcats.</p><p></p><p>- Giant trapdoor spiders. Half-fiend if you'd like.</p><p></p><p>- A squad of very rusty, corroded iron golems (treat as half HP) guarding the remains of someone long dead.</p><p></p><p></p><p></p><p>Gravelands: large areas infused with necromantic and demonic powers. Each should be considered under the effects of a permanent Desecrate and Unhallow.</p><p></p><p>- A clump of skulls on posts. The skulls turn to watch the party. If attacked, each skull explodes and bestows a curse on a random party member.</p><p></p><p>- A field of skeletal arms, planted every 2 feet. They look like short cornstalks blowing in the wind. They are immoble and harmless unless someone walks next to one. Each one attacks for 1d2 damage with a BAB of 4.</p><p></p><p>- A plain of half-living, rotting flesh and maggots. To travel through it, the party must overcome the nauseating stench (as Stinking Cloud: Fort negates, DC 10+2d8 each round) and the slick, pulsating surface (Balance check, DC 5+2d8 each round). At the "heart" of the field is a Bone Devil (Osyluth) with some Lemures and a squad of half-fiend monstrous large scorpions.</p><p></p><p>- A lone hill with a bare tree at the top. The hill is a mass grave, and the tree is the manifestation of the anger of a dead druid. The hill is defended by shambling mounds and whatever spells the druid-tree casts.</p><p></p><p>- One human cleric or wizard vampire and several gnoll vampire-spawn reside in a ruined keep. The gnoll tribes trade blood for magic.</p><p></p><p>- An evil spirit has posessed a war engine, say a wheeled battering ram. Treat it as a huge fiendish animated object.</p><p></p><p>- Ghouls reside in a marshy backwater, and try to drag anyone they can into the water. Gnolls either pay them a tribute (of flesh) or send young warriors through the swamp as a rite of passage.</p><p></p><p></p><p>That's it for now.</p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 394354, member: 6562"] Detection Hazards: there are lots of gnolls. If the gnolls know that they're around, they'll attack. This means no campfires, which in turn reduces the HP healed by a day's rest. To build a fire, the party must first find some safe cavern ... of course, there are no safe caverns. They'll have to kill or bargain with the cavern's occupants to stay. What could survive an extended campaign of elimination by a determined clan of gnolls? Or alternately, what sort of creatures would be supported by gnolls (would eat them or make them serve it)? These sort of things will be the hazards that the player's must face. - A village-sized assassin vine, where a tribe of gnolls throw prisoners / enemies / the weak & infirm. - A city of shadows ruled by a sorcerer's ghost. - A powerful demon is bound in a wizard's tower. Its power is corrupting the area around the tower -- the tower is surrounded by a disk of boiling, sulphurous mud. Gnolls avoid the area, as do all natural animals. The demon has been trapped since the middle of the War. - Several gnoll tribes are stalked and harried by a small family of half-fiend troll barbarians. - A large, slow river. Warring gnoll tribes on each side. Either no boats to speak of, or war-boats on both sides. - A wounded beholder (missing several eyestalks) has enslaved a tribe of gnolls. - Half-fiend bulettes, half-fiend displacer beasts, half-fiend spider eaters, half-fiend stirges. - Winter wolves migrating south with the snow. Throw on a half-fiend winter wolf or two if you really hate the party, or have the wolves "request" the party's help to ferret out a nest of hellcats. - Giant trapdoor spiders. Half-fiend if you'd like. - A squad of very rusty, corroded iron golems (treat as half HP) guarding the remains of someone long dead. Gravelands: large areas infused with necromantic and demonic powers. Each should be considered under the effects of a permanent Desecrate and Unhallow. - A clump of skulls on posts. The skulls turn to watch the party. If attacked, each skull explodes and bestows a curse on a random party member. - A field of skeletal arms, planted every 2 feet. They look like short cornstalks blowing in the wind. They are immoble and harmless unless someone walks next to one. Each one attacks for 1d2 damage with a BAB of 4. - A plain of half-living, rotting flesh and maggots. To travel through it, the party must overcome the nauseating stench (as Stinking Cloud: Fort negates, DC 10+2d8 each round) and the slick, pulsating surface (Balance check, DC 5+2d8 each round). At the "heart" of the field is a Bone Devil (Osyluth) with some Lemures and a squad of half-fiend monstrous large scorpions. - A lone hill with a bare tree at the top. The hill is a mass grave, and the tree is the manifestation of the anger of a dead druid. The hill is defended by shambling mounds and whatever spells the druid-tree casts. - One human cleric or wizard vampire and several gnoll vampire-spawn reside in a ruined keep. The gnoll tribes trade blood for magic. - An evil spirit has posessed a war engine, say a wheeled battering ram. Treat it as a huge fiendish animated object. - Ghouls reside in a marshy backwater, and try to drag anyone they can into the water. Gnolls either pay them a tribute (of flesh) or send young warriors through the swamp as a rite of passage. That's it for now. -- Nifft [/QUOTE]
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