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![]() My concern is when facing very-low power opponents, no matter how many of them there are. A lot of vermin types have a hard enough time doing 1 point of damage. Being able to ignore monsters is in my mind a bad thing. I had a character in a LARP that had a 1 point DR effectively, and the organizers sent a horde of rats, which could only do 1 point of damage. The battle was just silly, and dreadfully tiring :P ![]()
![]() Mee Three unfortunately Spoiler: Introduction
The Druid's gift lay heavy in his hand. This seed, a powerful token of their loyalty, would deliver them the Grey Keep, and the road to Diobel would be open. The keep which protected the road would serve to block it as well, severing its link to Absalom. The Druids had promised that the seed would spell doom for the defenders, one and all, all it needed was the earth in the keeps courtyard. Stealthily slung, the seed landed in the earthen courtyard as planned, and with terrible swiftness, grew into a mass of powerful tendrils. Caught unaware by the strangling vines, the defenders were quickly enmeshed. Also from the seed sprung a dryad of dread visage. She surveyed the scene, hesitated but a moment, and commanded the vine to finish the job. The screams of the defenders made even the Chelaxian soldier outside cringe. Explanation:
Summary The Grey Keep has long been shunned, even by adventures seeking wealth, for the keep is enshrouded top to bottom by thick, thorny vegetation. However, recently uncovered evidence has suggested at least one important Andoran weapon may remain within the Keep. The PCs are contacted by the society and directed there to retrieve the lost item, and any others they should find. The pathfinders arrive at the keep and see that due to the unusually dry weather, the verdant protection is dry, a skeleton of its original form. As a result, it has become occupied by a harpy and a few charmed goblins. The PCs will find the most obvious opening - a recently collapsed wall, trapped by a primitive but deadly dead-fall trap. Shortly thereafter, they will be resisted by the harpy. Entering the keep, they will see the stark visage of dozens of skeletons, hanging in masses of dried vines and gleaming in the cold moonlight. Should they capture the harpy or one of the goblins, they can get a little information. Having lost a few goblins to the active vine below, the hateful critters will try to direct the PCs there to the treasures below, but will desperately avoid going down themselves. The Dryad is dwelling below, in the cooler, moister underground levels. She is corrupted, hateful and dangerous, but will speak with the PCs from the cover of darkness. Deeper, the PCs find tunnels full of pale vegetation – the assassin vine itself. Overcoming the plant will grant them access to the object of their mission -– Andoran weapon, Taldor Shield. Upon exiting, the PCs will be set upon by mercenaries sent to retrieve the items. Act 1 The PCs attempt to gain entry and find their progress blocked by traps. EL 3/5/7
Conclusion The PCs, having defeated the Vine, and survived the following ambush, have recovered items of value to the Society. Perhaps from the Dryad or surviving mercenaries, they may have some useful information as well. This keep can be repopulated and the trade route reopened. Faction Missions Cheliax Recover a sample of the Mother Vine, ideally some of the seeds or perhaps even the Dryad. The Cheliax know how the keep fell, of course. Preventing others from finding out would be a bonus. Osirion Peaceable contact with the Dryad yields useful information, both against the Cheliax and the Andorans.
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![]() Thanael wrote:
Reminds me of the old Raiders of the Lost Arc bit where Indy shoots the guy performing this feat. There's a failed roll... ![]()
![]() logophylia wrote:
Am glad you liked it! This is my first attempt at pricing a D&D item, so I appreciate the feedback. The idea on the damage was simply that the wearer could fight stone contructs/gargoyles/etc as if they were soft clay, so a simple punch would do mace damage. The +2 was meant to indicate what the wearer could hurt as opposed to a bonus to hit/damage. Am more familiar with 1st Ed rules then the newfangled systems :P The continuous effect was selected to allow the wearer to dig tunnels for as long as their endurance could hold out. ![]()
![]() Heck, I got the bloody date wrong. Here's mine: Gloves of the Stonemason A pair of finely crafted leather gloves of utmost softness. The leather does not appear to
Normal stone provides only as much resistance to the wearer's hands as would soft clay. Only a small area of stone is effected at a time - a whole wall would not soften and collapse at the touch of these gloves. The user can make holes, remove fittings with ease and even cut pillars. They do nothing to reduce the mass of the stone worked with, so it is quite possible for the wearer to be injured or killed when working with large amounts of stone. The user may manipulate up to 1 cubic foot of stone per minute. The wearer may make unarmed attacks as if armed with a mace against stone-based life forms, and is treated as +2 for determining what the wearer can effect. Manufactured materials such as glass, and brick are not effected by the gloves – only natural stone. Moderate Transmutation, Cl 8th, Stone Shape. Price 64 000gp (oh, and on pricing, a continous 4th level spell is pricey indeed!) Owen Anderson wrote:
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