White Grotto Student

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Another idea, which can help GMs think outside the box, sort of in the Tucker's kobold's vein. Find a guest player who's very good at thinking tactically and let *them* run the monsters (you just adjudicate). Someone you know who's good, but not in the current group is usually ideal. Kind of a cameo thing.

You don't have to tell them party composition if you feel that's too much of an advantage, but let them arrange the environment, plan ambush zones, etc, as intelligent creatures might in the event they were anticipating possible attack. Tell the guest player they're allowed to TPK the party if they can pull it off. Honor their requests for "more ammo" (e.g. casters, wands, trap ideas etc - as people mention above) up to what you feel is a reasonable limit. Usually the person will come up with things you would never have thought of.

This is hit or miss - sometimes folks get into it and love the experience, sometimes some players feel it's somehow unfair (if they're not expecting/desiring a tucker's kobolds experience). YMMV, but definitely can add to a "hardmode" experience...


Zedth wrote:

Provenance wrote:

Perhaps the reason for so few cities is that there's been a large natural disaster (or a series) within the last 500 years. So everything's still competing for space/in the process of reaching equilibrium.

The only real concept I had in mind so far was that this land is a relatively recent discovery, only accessible by sea, but has lately become an exciting new frontier for daring adventurers and wealth seekers. Think of the Californian gold rush of the mid-late 1800s.

I suppose in order to back up this "gold rush" theme, I need a reason to justify a recent influx of activity. Maybe gold or mithril mines? Lucrative trade opportunities with local humanoids? A chance to carve out a settlement - like in Kingmaker?

Any other compelling ideas??

Hi Zedth -

Well, the questions in my mind tend to be "who used to live here" and "who lives here now".

If you're going for an area that's been completely cut off from any civilization, except maybe nomadic tribes, I think others above have made some great suggestions.

During the actual gold rush (1849 one) there was very significant tension (low scale war, in fact) between the Native Americans and the 49ers/settlers. Not sure how realistic you want to be, but possibly something like that is going on with whoever lives on the plains (posters above mentioned orc tribes and gnolls - not sure if you're going to run with that, but sounds workable).

Another thought - who lives in those mountains to the west? Dwarves? If they've been there a while, are there underground cities? Maybe mithril trade is going on with the dwarves there, but the overland trade route between the mts and the coast is quite dangerous, beset by raiding?

If you like that, have the dwarves had time to delve deep? Stirred up any Underdark denizens yet??

My $0.02...


People above mentioned natural disasters. That means ruins from the destroyed cities and towns (not necessarily human ones). Suggest you add additional ruins (if possible with the software), possibly on local sub-maps. Ruins are awesome, IMO.

What lives in the ruins? Well, everything. Undead former inhabitants, regular "wandering monster" types (owlbears, wyverns, abberations, etc...), goblinoids that moved in, cultists or monastic orders, outsiders left over from now broken magic circles or other containment, etc. And of course occasional dragons or other local BBEG/bosses.

Perhaps the reason for so few cities is that there's been a large natural disaster (or a series) within the last 500 years. So everything's still competing for space/in the process of reaching equilibrium.

Consider a couple mythal types areas - the magic defended the inhabitants from everything except the natural disaster... Also be sure to put some *good guys* in with all the mobs.

Perhaps in this world, there was a race of advanced, civilized ogres (ie, semi-giants or "noble" ogres). Canonical ogres are the degenerate scions of that race, but there are remnants (such as large-scaled ruins and statues) of their once-proud civilization scattered about. Maybe they previously enslaved "lesser" races such as humans/elves/dwarves, or perhaps they used to protect them.

Consider the fort/tower on the far west as the first outpost of a desert nation (at least I think that area's intended as desert). But players have to "unlock" this at higher levels, maybe by finding a way through the mts somehow - you don't want to give yourself too much to do...


Starbuck_II wrote:

Provenance wrote:

Conan = Barbarian, true. Elric = Caster (multi-classed), also true. Lestat = Undead w/ maybe psionics, meh. But what about poor Frodo? He's got nada...

Conan is a multiclass caster in the cartoons (later on he is trained to do spirit animal summoning).

I was thinking the Howard/Carter/deCamp version from the pulp serials, but your point that he's been reinterpreted (probably more times than I'm aware of) is well taken.

But to the OP's point, that would make him a bit of a caster, no? I was sorta giving the OP a win on him anyhow - not a (major) caster and not really armored (usually) either but just on the basis that in general he "fits his stereotype" pretty well.

He does fight a fairly wide variety of CR's though (over the course of 12 books + then a bunch more books other folks wrote + comics + 2 movies, etc...)


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506. Blast from the Past

Somehow, after messing with that artifact, your whole high level party ended up in a very strange land known as Cormanthyr, in a ruined city known as Myth Drannor. And geas'd to "cleanse the place of evil."

Good luck with that one! :-)


Conan = Barbarian, true. Elric = Caster (multi-classed), also true. Lestat = Undead w/ maybe psionics, meh. But what about poor Frodo? He's got nada...


This doubles as a stupid player story. Back in 3.0 when you could polymorph stuff into anything, we had a GM who for various reasons would occasionally put in something way too tough for our low mid-level party. We were OOC aware of this but sometimes we tried to fight anyhow...

We wound up teleported into a cavern with a titan who started attacking us. There were several exits, and my Sorc won initiative (and had Fly up) so I cast a hail mary polymorph at it, shouted "Run" and took off down a passage.

So it rolls a 1 and polymorphs into a hand-sized slug (my default "baleful" at the time).

The next guy up uses his turn to walk up to it and *step on it*. GM ruled that this killed it. There were groans from the other players (ie, we could have tried to sell it, plant it on enemies and Dispel, etc, etc...)

Next words out of the GMs mouth: "Oh, and I'm not giving you full experience for that..."


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505. Mad Poet

The country has had a weak king on the throne for a bit too long now, and cracks are beginning to show. The most obvious of these is Reyaldo, a well-loved Bard riding a populist wave of anti-monarchy sentiment. Now every bureaucratic misstep and minor tax increase becomes occasion for a memorable ballad or ditty, cementing these events in the minds of the citizenry. The murmurs on the street calling for King Tisius’ ouster have become much louder in recent months. And so, too, have the calls from loyalists, demanding that Reyaldo and other “troublemaking rabble” be rounded up and imprisoned, or worse. But Tisius hesitates, fearing that the standard approach of arresting the popular folk hero on trumped up charges of treason might finally galvanize the common folk to action.

Like many great artists, Reyaldo has a touch of madness about him – his emotional highs and lows serving as inspiration for his music and poetry. Hardly the right temperament for strong governmental leadership. In fact, when he’s not strumming up support for his cause (and accolades from his fans) he seems to spend significant time drinking and debauching. And those who know him say he has an even darker side – sometimes flying into violent rages during his binges, and often suddenly turning against former companions over perceived slights or disloyalty.

These days rumors abound in the capitol. Some suggest that Reyaldo is merely a pawn of forces attempting to overthrow the throne. But who? Duke Zatos has never shown disloyalty (at least not openly). It’s true that of late his support of Tisius has seemed much less enthusiastic than in years past – but given the circumstances, who can blame him.

Other rumors speak of Vranos, the King’s most senior General or the popular Almades, Captain of the City Guard as being behind the budding uprising. Some powerful courtiers have also come under suspicion. Could there be any truth to these words? Or are they all part of a carefully orchestrated plan to make trust impossible and divide Tisius from the rest of his power base?

One of the few certainties is that things finally seem to be coming to a head. And with political passions flaring, the party had better figure out which side they want to take, because in this city, claiming neutrality is soon going to make you everyone’s target.


Back after some Turkey-day funnage...

499. Staff of the Forrestal

For centuries, the druids have kept the Staff of the Forrestal hidden deep in their sanctuaries, away from those who would usurp its unparalleled power over the the laws of nature. But recently has come word that the powerful witch Garvena has somehow managed to steal the Staff and secure it in an unknown location.

Now, once rare conditions like droughts punctuated by violent storms, summer frosts, lightning strikes on cloudless days, and powerful windstorms, are all becoming more commonplace as Garvena slowly begins mastering the powers of the Staff. Indeed, the latest full moon shone blood-red – an ill omen indeed.

The druids and others who respect the balance of nature are doing what they can to counteract Garvena’s misuse of the Staff. And they have sent out a call for those willing to aid them to seek out her and the Staff, to return it to those who would not abuse its powers. It’s not a job for the weak of will or body, for Garvena was quite powerful even before she obtained the Staff. And rumors abound that Garvena herself is just a pawn for another, even more sinister, power...


492. The Serpent Crown Legends speak of the Serpent Crown – a lost artifact said to magnify the powers of the wearer’s mind 1000-fold, granting them telepathy, telekinesis, and the ability to dominate other’s wills and control their memories, among other powers. Carved in the form of a gem-inlaid striking cobra, it was created in antiquity by a now-lost culture, rich in magical lore.

Recently a map surfaced, purporting to show the location of the hidden sanctuary that holds the Crown. It gives the location as a remote island, known to some, but so far from the normal trade routes as to rarely appear on most nautical charts. Now three ships skim the glittering southern waves, each seeking the artifact:

A powerful dark wizard, recently disgraced and outcast from his peers, seeks the Crown’s powers to rectify the situation and exact some well-planned vengeance in the process.

An ambitious noble seeks the Crown to further his own ends – most likely a substantial increase in his influence and power.

A ruthless pirate plans to claim it simply to sell to the highest bidder (it is said to made of lapis lazuli and inset with numerous opals).

What dangers await those who would undertake such a risky voyage? When will the unscrupulous parties become aware of each other, and their rivalry explode into deadly conflict? And what of the mysterious guardians and deadly traps hinted at in the map?


Texas Snyper wrote:
Fixed even better.

ROFL!


Thanks for the complement. I must confess the idea is not wholly original - the basic idea is from an old Conan pulp fiction short story. (I'm a fan of those as well as some of the other early sci-fi/fantasy.) However, I embellished it/added some details to make it more of a campaign idea (the original story just ends with Conan killing everybody, I believe :-) ).

Will post a few more in a similar vein when I get a chance...


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489. Frost Giant’s Daughter The frost giants were the only family Ylada had ever known. Perhaps they found her abandoned on the steppes or stole her in a village raid, her bright red hair reminding them of one of their own. At any rate, she has grown to her (human) adulthood among them, adopted daughter of a powerful chieftain.

Now she contributes to her family’s stores by visiting the sites of battles and charming wounded soldiers – a practice that feeds her ego as well as her belly. With a combination of magic and her natural attractiveness and agility, she entices the poor souls to chase her on a several hours’ trek to where her brothers wait in ambush. Fully exhausted from their efforts, the soldiers make for easy capture, to be consumed at the giants’ leisure.

This time, however, Ylada may have gone too far. Either unknowingly or simply in contempt of regular human doings, Ylada has taken a prince - third in line to the throne. Unable to rapidly send sufficient troops to guarantee overcoming the giants by force, the king has opted to send the party, along with one of the more powerful court wizards, on a mission to extricate the prince, presumably more by stealth (or possibly negotiation) than direct force of arms.

Naturally, folks across the kingdom have heard rumors of the prince’s capture – and there are those that find it an opportune circumstance and would seek to ensure that the mission fails…


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It... is... ALIVE! (*thunder cracks*)

486. Captured Dragon

An ambitious Baron has found a way to capture and control a greater dragon and has been using it to great effect in supplementing his army and expanding his territory. Now all his rivals, kings and relatively minor nobles alike, are all scrambling to find ways to add dragons to their arsenals as well.

Of course the dragons aren’t exactly sitting idly by and tolerating this. Some have taken to slaughtering all humans and humanoids within easy reach in a “best defense is a good offense” approach to the problem.

Fearing a second War of Men and Dragons (the first had significant consequences on both sides), a greater dragon hires the party (probably not revealing who it is at first). Their mission is to infiltrate the Barony, discover the secret used to control the dragon, and free it. Once free, the formerly enslaved dragon will no doubt exact a terrible vengeance on the Baron and thus put a damper on the ambitions of others… IF the party can find a way to accomplish their goal.


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32. Adventurer’s Rule: (Rule #1: Don’t Panic) Adventurers routinely experience unusual and terrifying situations and can gain significant ability to overcome fear. An Adventurer knowing this rule can add their Adventurer level as a bonus to Will saves made against fear effects. This bonus stacks with their current Wisdom score bonus, even if their Wisdom is magically or otherwise enhanced, however it does not stack with any other bonuses to Will saves. The bonus only works against fear effects specifically. Possession of a towel in the Adventurer’s inventory gives an extra +1 to the bonus.

33. Adventurer’s Rule: (Rule #65: OK, It IS Time To Panic) An Adventurer knowing Adventurer’s Rule #2 (NOPENOPENOPE) may move as if affected by the Haste spell for a number of rounds equal to their Adventurer level, but ONLY for purposes of running away from or otherwise evading a stronger opponent. The opponent does not have to be specifically targeting the Adventurer, but it must be capable of (or the Adventurer must believe it is capable of) defeating the Adventurer.

During rounds this Rule is in effect, the Adventurer may act to aid others who are fleeing the opponent, but may not aid anyone attacking the opponent. They may not make attacks themselves, or perform attack actions such as Combat Maneuvers or casting direct damage or AOE attack spells. Also, any spell casting during rounds the Rule is in effect require a Concentration check for “Extremely violent motion while casting” (20 + spell level).

Bonuses to AC and Reflex saves, but not to attack rolls (which cannot be made during rounds this Rule is in effect), apply as per Haste.

34. Been Around the Block a Few Times: An Adventurer’s life experience and grit give them a +2 Class bonus to the following skills starting at level 8:
- Bluff
- Intimidate
- Knowledge (dungeoneering)
- Stealth
- Survival


And about that original crafter of the artifact mentioned above…

He’s actually a pretty interesting fellow. A bit tricky to put into PF terms, but certain things are clear:

He definitely started as a homebrew NPC race. Probably began as a sorcerer and then added ranks of wizard as he seems to have “natural” magical talent that he later enhanced through study. He has racial bonuses to hit points and melee skills, so not a “wimpy” magic using type. He also has a very souped up version of Leadership that works primarily with orcs but extends to a lesser extent to most evil creatures.

He’s immortal as a racial trait. However, keep in mind this is a campaign world where elves (and half-elves) can take immortality as an alternative racial trait. So unfortunately for him it’s not quite the advantage it could have been.

Backstory for this guy prior to the start of the campaign is he went *way* up in wiz/sorcerer levels, eventually getting well into mythic, with a special interest in both Enchantment and Necromancy. He also eventually got the Craft Magic Ring feat. He used this to make a whole lot of artifact level rings, which he gave out as presents to the most important NPCs around him – leaders of the various races. He actually crafted 19 rings. This guy was definitely into rings. He really really loved rings. In fact, you could almost call him the lo… er, “master” of the rings. Yes, that’s it, the *master* of the rings. Anyhow, it’s clear he gave up a promising career as a jeweler to focus on world domination.

So, after handing out the 19 rings he had crafted, he then made his own personal bound object ring in an effort to “rule” them all. Needless to say, this ticked everyone off, and so the folks who didn’t come under his sway united to attack him.

Now, one thing the super-duper special final ring did was make this guy pretty much invulnerable in battle. So, despite having armies on the field, the united good guys were apparently having a tough time of it against him. If you believe eye-witness accounts from some of these immortal elf and half elf NPCs who “…were there, 2,000 years ago…” then despite being a spellcasting class he had Whirlwind Attack, Greater Sunder, and some serious bonuses to Intimidate checks, among other things.

But, after all this is melee we’re talking about. Wouldn’t-you-know-it, the son of a human king went and rolled 3 20’s in a row and one-shotted him. The GM ruled this must have meant cutting off the finger he wore his ring on, which destroyed him.

So at this point the bound object ring’s (non-standard) phylactery properties kick in. The crafter becomes incorporeal and has to slowly “grow back” his powers. What’s not so clear, for me at least, is what he was when he was destroyed. Was he a lich? A caster who was in process of becoming one, but hadn’t quite completed it (thus explaining why his lich body didn’t reform)? Clearly he’d been dabbling in necromancy for a long time. But, since he wears his phylactery around, he’d have to be smart enough to plan for his body not to reform right by it. Very unclear and definitely homebrew.

So, at the start of the campaign he’s still separated from his ring, but has regained enough power to be gathering armies, sending out undead servants and generally gearing up to become a serious nuisance once again.

It’s probably worth mentioning that this guy is pretty much the great granddaddy of all yer BBEGs. He’s got orc armies, undead minions, ambitions for ruling the world, mythic level spellcasting and crafting, all-consuming paranoia - the whole nine yards. Like so many BBEGs, despite being the toughest guy around he’s perpetually insecure and prefers to remain “bunkered up” most of the time. In his case, this means residing in an extensive fortress, surrounded by a city filled with orcs and other minions, behind a nearly impenetrable wall of mountains, in a land shrouded in perpetual darkness, all located conveniently close to his favorite pet volcano.

CR is definitely near the top of the scale, as toasting him pretty much *is* the end of the campaign except for some light mop-up work. He’s essentially a demi-god and isn’t afraid to think and act like one – making plans that can take centuries to play out and attacking his enemies (mostly nation-states) with simultaneous top-down and bottom up strategies. Smart guy. It’s certainly debatable, but I’ll give him a CR 26 without his bound ring artifact and a 30 with if you believe what the NPCs were saying about it.

So, there you are. Hope you enjoyed my little write up. I’m sure it’s a total head-scratcher. :-)


And about that artifact…

The artifact that did such a number on our poor friend described above is a major artifact wizard’s bound object: ring that has been enhanced several times over and also converted into a phylactery (albeit a non-standard one).

In normal hands the artifact functions as a ring of invisibility (or possibly giving ethereal jaunt, it’s a little unclear). It also extends the possessor’s life, preventing them from aging normally. It purportedly can grant numerous other powers that increase according to wearer level. However, since most of the high level NPCs are too wussed out to try using it, these powers all seem relegated to the “GM’s discretion” arena.

The item is definitely cursed, such that owners become extremely possessive and obsessed with it. The Will save DC is high, probably at least in the 30’s. Success *is* possible though, even on a re-roll.

As mentioned earlier, the artifact is sentient. I’d give it an Int (and possibly Wis and Cha) in the mid 20’s, although I’m sure some would argue that one. I’d give it NE alignment, although again some might argue. Certainly its true loyalty is only to its original crafter.

The item can cast spells as a sorcerer, maybe at 20th to 25th level or so (exact level would again be a matter of debate). It is prone to manipulating its current possessor and those around him/her to accomplish its own goals. To this end it primarily favors the Enchantment school. It is particularly fond of Suggestion, but can also break out a Dominate Person when it feels so inclined. It has the Telepathy ability within a limited range, but apparently has such contempt for persons other than its original crafter that it normally prefers to stick with Detect Thoughts. It also uses a form of Limited Wish (or possibly just Mage Hand) when it decides to leave an owner. It tends to use these powers sparingly (low magic campaign).

The item also functions as a non-standard phylactery for its original crafter. (Which I guess could make him a non-standard lich? More about him in a later post…). Rather than re-forming the original crafter’s body, it allows him to continue on indefinitely outside of the artifact in incorporeal form. This all smacks very much of home-brew and I’m sure would not fly at a Society table.

It’s a major artifact as it can’t be destroyed by regular means – makes all saves against destruction, even on a 1, except against its “special weakness.” Makes for a great plot hook…

So, guessed me yet? No stumpers here, methinks.


Prince Yyrkoon wrote:


Human Order of the Dragon Cavalier who's gained and lost several exotic mounts. His banner isn't a banner at all, but the remnants of an artifact his enemies used to try and control him. He also has a ruby amulet that gives him an ungodly amount of buffs for a limited time.

His allies include a Vanara archer rogue, a hypochondriac anti-paladin, an extremely robust for his age magus specialized in making stationary defensive emplacements and governance who's also his father in law, and an enigmatic fighter clad in black armor who knows far more than he reasonably should.

Together they fight an evil empire/furry convention in earth's feudal future.

This one from way back in May appears to have slipped through the cracks. It’s Dorian Hawkmoon and his “crew” - Ohladan, D’Averec, Count Brass, and the Warrior in Jet and Gold.

Historical note: For those who may not know the novels, Hawkmoon inhabits the same universe (multiverse) and is in fact a counterpart of, the significantly more famous Elric. Both are the creations of Michael Moorcock.

Turning now to the “classics” (mostly for giggles as this will be laughably easy):

This unique creature was formerly a halfing. His (its) body and mind have been warped by extensive exposure to a major artifact that has prolonged his life for going on 2000 years. Somewhere in that time he developed darkvision, it’s not quite clear how. His obsession with the artifact has driven him quite insane, and the artifact, which is sentient, is in fact manipulating him for purposes of its own.

The creature seems to have at least a few levels of rogue as he can sneak (but not *too* well) and is definitely tougher than a commoner (but not *too* tough). He also has at least one murder to his name (more if you count goblins). He has put substantial skill ranks into climb and also has Profession: Fisherman, which has come in quite handy over the years. Also, while he’s certainly no ranger, he did wind up with a Favored Enemy which, ironically enough, is a very specific subtype of halfling.