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Glaive of the Lion-Hearted
Description
Once per day, the wielder can unleash a devastatingly loud roar upon scoring a critical hit with the glaive. This roar penetrates any silence spells within 150 ft, dispelling the spell(s) and allowing the weapon to deal its bonus sonic damage to the target. The lion fades from the banner after dispelling a spell, but the image returns the following day. If the wielder of the glaive of the lion-hearted ever runs from a fight, the lion fades and the weapon's dispelling powers cannot be used for the remainder of the day, though it remains a +2 courageous thundering glaive. If the dispelling ability has already been used for the day, the wielder suffers no penalties for retreating. Construction
Here is my rejected scenario proposal. I'd appreciate any feedback you care to offer. INTRODUCTION:
SUMMARY:
The black market can provide hints regarding jewelry stolen from one of the victims as well as poison recently purchased by a religious zealot and cleric of Norgorber. The cleric collects venomous creatures, but he is not responsible for the murders. Another suspect is the Gavel of the Lumber Consortium, Thuldrin Kreed. No solid evidence exists against him, but rumors swirl about his cruelty. When the Pathfinders discover Victor Shadowgleam, they venture into Darkmoon Wood to defeat him in his lair. The dangerous woods are guarded by poisonous spiders and charmed boars, which must be dealt with before the confronting the murderer himself. ACT 1: THE BLACK MARKET
Tier 1-2: human rogue 1 and halfling rogue 1
ACT 2: DEN OF VENOM
Tier 1-2: half-orc cleric 3 and monstrous scorpions (tiny) (x2)
ACT #3: THE TYRANT'S THUGS (OPTIONAL)
Tier 1-2: human fighter 1
ACT #4: SPIDER NEST
Tier 1-2: monstrous spiders (small) (x3)
ACT #5: MY LITTLE FRIENDS
Tier 1-2: boar
ACT #6: THE MURDERER'S LAIR
Tier 1-2: human druid 4 (has already used his wild shape ability for the day and was injured in a scuffle with his previous victim)
CONCLUSION:
If the Pathfinders accuse the wrong person, the murders continue, prompting further investigation. If unopposed, Victor becomes more brash, targeting board members directly and causing chaos to erupt throughout Falcon’s Hollow and the surrounding area.
Haldon Valmaur, the Jade Shadow
Description:
The ranger’s most distinguishing feature is a rough scar running across his left cheek and nose, a perpetual reminder of a sword fight he lost to an elf in his younger days. Ever since that duel, Haldon has shied away from melee, taking up the bow and vowing to prove himself to the world. Haldon bears not only a scar from his past failure, but also a trophy from a recent victory. An iridescent unicorn horn hangs around his neck. Although it no longer possesses any magic, Haldon prizes the horn greatly. The Jade Shadow’s closest friend is his animal companion, a black bear named Razor. A violent beast, Razor’s fur is crisscrossed by scars from tussles with other animals. The single bloody claw mark that mars the bear’s face nearly matches his master’s scar. In addition to Razor, woodland creatures also perform Haldon’s bidding, following him around as if he were a corrupted version of the pied piper. Haldon nicknamed his band of entranced animals the “twisted forest horrors” after bringing out their wicked side. The creatures have a disturbing appearance – huge fangs, never-blinking eyes, extra heads or appendages, all color drained from their fur – as if they had marched straight out of a nightmare. Motivations/Goals:
Recently, he has become more daring, allowing Razor to run amok, terrifying people, while arrows rain from the sky. The damage so far has been minimal, as the cowardly archer retreats in the face of serious resistance. However, the seeds of fear have been spread and the Jade Shadow believes he will soon receive the recognition he deserves. Schemes/Plots/Adventure Hooks:
HAUNTED SHOES
DESCRIPTION
Two times per day, the wearer can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, the wearer can command the ghostly spirits inside the haunted shoes to emerge and swirl around her, making her difficult to target in combat. The wearer gains concealment (20% miss chance) for 3 minutes. The spirits cannot be harmed, but a true seeing spell will negate the concealment effect. The concealment ability cannot be activated while any of the spirits are currently being used as unseen servants. CONSTRUCTION
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