Golden Orb

GM Jiggy: Defense of Wood Creek's page

143 posts. Alias of Jiggy (RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32).


Classes/Levels

GM Notes:

About GM Jiggy: Defense of Wood Creek

Monster Base Formulas

Minion/Mook:
HP 5+5L
Armor 1+(.25L)
Base stats +0/+0/+0
XP (L^2)x15

Lieutenant:
HP 10L
Armor 2+(.25L)
Base stats +2/+1/+0
XP (L^2)x40

Boss:
HP 20+10L
Armor 2+(.5L)
Base stats +3/+2/+1
XP (L^2)x75

Encounter XP:
3rd: 450/900/1350
4th: 750/1500/2250
5th: 1500/3000/4500
6th: 1800/3600/5400

Prototype Chart
4 - XP: —; Gold: 1d4x10; Item: Amulet of health
4 - XP: 1d6x50; Gold: 2d4x10; Item: Cape of the mountebank
5 - XP: 3d6x50; Gold: 2d4x10; Item: Ring of protection
5 - XP: 3d6x50; Gold: 2d4x10; Item: Gem of brightness (5d6+10 charges)
5 - XP: 3d6x50; Gold: 2d4x10; Item: Javelin of lightning
6 - XP: 5d6x50; Gold: 4d6x10; Item: Gloves of missile snaring
6 - XP: 5d6x50; Gold: 4d6x10; Item: Slippers of spider climbing
6 - XP: 5d6x50+250; Gold: 4d6x10; Item: Ring of resistance (random)
7 - XP: 5d6x50+250; Gold: 4d6x10; Item: Periapt of proof against poison
7 - XP: 5d6x50+500; Gold: 4d4x25; Item: Brooch of shielding
9 - XP: 5d6x50+500; Gold: 4d4x25; Item: Bag of holding
7 - XP: 5d6x50+500; Gold: 3d6x25; Item: Necklace of adaptation
7 - XP: 5d6x50+750; Gold: 3d6x25; Item: Cloak of the manta ray
6 - XP: 5d6x50+750; Gold: 4d6x25; Item: Boots of speed
6 - XP: 5d6x50+1,000; Gold: 4d6x25; Item: Gloves of swimming and climbing
6 - XP: 5d6x50+1,000; Gold: 4d6x25; Item: Driftglobe
4 - XP: 5d6x50+1,500; Gold: 3d6x50; Item:

No peeking!:

Young village by a river has acquired the patronage of a minor noble who wants to expand, partially by creating a defensible keep/center to which citizens could retreat in the event of an emergency/threat. Options include constructing a city wall from lumber from the nearby forest (offers stability in the sense that the defended location is the current city), or claiming and repairing some ruins about a mile away (farther to retreat, but more defensible with long-term staying power and might require less labor).

Phase 1: Choice
Forest
Must scout a suitable lumber-harvesting area. Random encounters with predators/monsters, then clear out a nest of [giant spiders?] to "resolve" area. Opportunity to ally with some fey or other forest denizens.

Ruined Keep
Dungeon delve. Clear out all the monsters/traps to secure the area. Find a bit of treasure in the process. Decentralized/nonlinear.

Phase 2: Progress
Finishing either project takes 20 days, plus 1d4 days for every 5 villagers killed. Every 10 days, merchants visit town.

Day 6 — Reports come in that livestock is disappearing during the night. Turns out a group of drakes has formed a nest on the far side of a hill across the river and is using the town as a hunting ground. Resolving this reveals the entrance to a dungeon (ancient temple?).

Day 21 — Foreigner starts recruiting townsfolk into an evil cult. Starting with 1 on Day 21, number of members doubles each day (2 on Day 22, 4 on Day 23, etc), but neutralized members don't count toward growth. First clue comes from Insight DC (18-X) that something's weird. Further investigation needed. Upon reaching a total of 50+ members, a secret base is established in a cave upstream and no further recruitment happens. Five days later, a ritual will be performed to augment the cult's elite with dark powers, and the following day they will assault the town with the intent to take it over.

Phase 3: Conclusion
Once the building project is completed, the patron moves into town. Promises economic boom. Turns out the noble wanted a remote location where nobody would notice he was facilitating arms deals with an ogre clan in the hills.


Short List:

Corson, human paladin.
Crax Craghorn, dragonborn sorcerer.
Holly Berrythwaite, halfling paladin.
Pavel, human druid.

Cedany, human wizard.
Narnel Falerathon, elf monk.
Felthis Stonecleaver, dwarf rogue.
Torbar, dwarf druid.
Jango Silverstring, halfling bard.