| wizzo |
Hey everyone,
As a dungeon master I am usually a pretty intense adventure crafter but as Graduate Architecture school is taking a blunt object to my face right now, I'm shafted on time to do such.
I love leaving things open and giving my PCs more breathing room and flexibility and I was wondering if anyone had posted anywhere, ideas and stats for more involved encounters and subquests.
I know that some of the RotR books have some ideas for subquests for the groups, but I'm looking for much more fleshed out things, if that is possible.
Thanks!
Jodah
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Ive got a few ideas in this subject:
Crazy Mertak
Male Goblin Sorceror 5
CE Small Humanoid (goblinoid)
Init +3 Senses Darkvision, Spot -2, Listen -2
Defense
AC 15, touch 14, flat-footed 12
(+3 dex, +1 armor, +1 size)
hp 26 (6d4+6)
Fort +3 Ref +5 Will +3,
resist fire 10
Offense
Spd 30 ft
Melee +1 Quarterstaff +3 (1d6) and Bite -3 (1d3-1)
Special Attacks Spells/day: 6/6/4 Spells Known: 2nd; Fireburst (6d8, 10 ft radius, DC 16), Balor Nimbus (6d6 fire during grapple, 6 rounds); Ist: Mage Armor, Ray of Flame (+6 touch, 3d6 fire, DC 15), Raging Flame (double mundane fire dmg, +1/die magic, 30 ft rad, 1 min), Nightsheild (+2 to saves, blocks MM)
Firey Burst: 1d6/lvl, 5 ft radius, DC 13+lvl 1/2
+1 DC Evocation, +1 CL fire
Tactics
During Combat
Crazy Mertak casts Nightsheild and Mage Armor before combat, but does not bother after fighting breaks out. He begins by casting Raging Flame on the likely battlefeild, then Firey Bursts. He ignites and eliminates survivors with ray of flame, and readies an action to drop fireburst if anyone is likely to charge him.
Morale Mertak, being crazy, rarely runs unless greatly intimidated
Statistics
Str 9, Dex 16, Con 12, Int 11, Wis 7, Cha 17
Base Atk +2, Grp -3
Feats Spell Focus (evocation), Firey Burst
Skills Bluff +6, Concentration +10, Know (arcana)+4, Spellcraft +2
Gear Alchemist's Fire (5), Bracers of Armor +1, Amber Amulet of Vermin (Huge Monstrous centipede 1/day, 1 min), Ray of Flame Spellshard (empower ray of flame 2/day), cloak of fire resistance 10
Crazy Mertak is, as his name suggests, one crazy little goblin. not actually stupid, for a goblin, but just a little too unobservant when it comes to the mundane, everyday things. Little things like his allies, and that fact that goblins are inflammable. Mertak himself is exceptionaly enthusiastic and personable, and might even qualify as "cute" in a toothy, football-headed way. The source of his sorcerous tallent is unknown, and he himself has little understanding of the machanics of magic.
Mertak has tried many things in his life, and been unsucessful at most. His attempts at rulership resulted in burning down the Licktoad lair three times, and his current attempts at highwaymaning result in the destruction of all the potential loot.
Mertak's natural leadership and personability ensures that he always has a retinue of loyal goblin followers, made up of amorous groupies and admiring warriors. This is fortunate for him, as the extremely high body count he leaves in his wake tends to decimate his forces rather quickly. the fact that he leaves no survivors precludes tales of the fates of his previous followers reaching possible new recruits.
Toss mertak at a party on their way to magnimar, as he and a band of soon-to-be-immolated 2nd-level mooks jump out at the party. Have him toss spells about willy-nilly, not caring who he hits.
Pauper's Grave Alchemical Facility
Nisk Tander, Proprietor of Bottled Solutions, sends the party to retreive the admixture logs from the abandoned Allied Alchemists facility near Pauper's Grave, a ramshackle facility nestled in a rocky cul-de-sack just on the edge of Nettlewood. The Area is dilapitated, and heavily polluted with the cast-off refuse of alchemical production and mass potion making. The local wildlife is twisted horribly, and one particular monstrosity known only as the Galloper is fast becoming a up-and-coming rural myth, edging out the territtory of the Sandpoint Devil. A great deal of Alchemical Gear is still there as well as the admixture logs. the logs are intersperced with what appear to be thassilonian runes, which seemed to form part of the basis for some of the products.
Treasure: Admixture Formulae, Alchemist's fire (6), Alchemist's Frost (3), Acidic Fire (2), Acid Flask (10), Expired Potion of CMW [2d8+1, Save vs 1 con dmg(will DC 13)](6), Tanglefoot Bag (3), Antitoxin (5), Sunrod (10), smokestick (5), a Schema of Magecraft, Schema of Alchemic Potency (1 minute, 1 bottle, Adds 1 damage die to alchemic weapon) 29 gp, 52 sp, 78 cp, & 4 pp
Toss in any interesting alchemical gear you can think up or find. One idea is a substance that doubles your natural healing rate for 1 day, but you must make a DC 13 fortitude save or become exhausted then next day
Mutated Creatures:
Poisonous Advanced Hyena
N Medium Animal
Init +2 Senses Low-light vision, Listen +6, spot +4
AC 14, touch 12, ff 12 (+2 nat, +2 dex)
hp 25 (3d8+12)
Fort +7, Ref+6, Will +1
Speed 50 ft (10 squares)
Melee Bite +4 (1d6+3 plus poison)
Space 5 ft/ Reach 5 ft
Base Atk +1, grp +3
Attack Options: Posion, Trip
Abilities: Str 14, Dex 15, con 17, int 2, wis 13, cha 6
SQ: posion (pain-inducing DC14, 1d2 dex/1d6 dex)
SA: Trip +4
Feats: Alertness, Improved Toughness
Skills: Hide +3 (+4 in long grass)
Poisonous Pony
N Medium Animal
Init +1 Senses Low-light vision, Listen +5, spot +5
AC 13, touch 11, ff 12 (+2 nat, +1 dex)
hp 13 (2d8+4)
Fort +5, Ref+4, Will +0
Speed 40 ft (8 squares)
Melee Bite +2 (1d6+1 plus poison) plus 2 hooves -3 (1d3)
Space 5 ft/ Reach 5 ft
Base Atk +1, grp +2
Attack Options: Posion
Abilities: Str 13, Dex 13, con 14, int 2, wis 11, cha 4
SQ: posion (necrotic DC13, 1d4 con/1d2 con)
Feats: Endurance
Skills: Listen +5, spot +5
Stonebone Arcane-Blood Donkey-Rat
N small Magical Beast
Init +1 Senses Low-light vision, Listen +4, spot +4
AC 14, touch 12, ff 12 (+2 nat, +2 dex)
hp 7 (1d8+3))
Fort +6, Ref+5, Will +1
Speed 40 ft (8 squares), Swim 10 ft
Melee Bite +3 (1d4+2)
Space 5 ft/ Reach 5 ft
Base Atk +0, grp +2
Abilities: Str 14, Dex 13, con 16, int 1, wis 12, cha 4
SQ: Powerfull Build, Arcane Blood (Fire, 1d8 dmg, DC 12 reflex negates)
Feats: Alertness, Weapon Finesse
Skills: Hide +6, Listen +4, MS +2, Spot +4, Swim +3
Arcane-Blood Dire Bat
N Large Magical Beast
Init +6 Senses Low-light vision, Blindsense 40 ft, Listen +10, spot +6
AC 20, touch 15, ff 14 (+5 nat, +6 dex, -1 size)
hp 30 (4d8+12) [+1 electicity dmg when hit by slashing or peircing]
Fort +7, Ref+10, Will +6
Speed 20 ft (4 squares), fly 40 ft (good)
Melee Bite +5 (1d8+4)
Space 10 ft/ Reach 5 ft
Base Atk +3, grp +10
Abilities: Str 17, Dex 122, con 17, int 2, wis 14, cha 6
SQ: Magic Blood (when struch by a peircing or slashing melee weapon, attacker must make a DC 17 reflex save or take 2d6 electricity damage
Feats: Stealthy, Ability Focus (magic blood)
Skills: Hide +4, listen +10, spot +6, MS +11
The Nettlewood Galloper
Courrupted Nashrou
CE Large Outsider (evil, chaotic, native)
Init +5 Senses Darkvision 120 ft, scent, Listen +5, spot +5
AC 19, touch 10, ff 18 (+8 nat, +1 dex, -1 size)
hp 58 (4d8+40) DR 5/cold iron or good, Fast healing 2
Immune: Disease & Posion
Resist: Acid 10
Fort +14, Ref +5, Will +2
Weakness: Vulnerability to criticals
Speed 40 ft (8 squares)
Melee 2 gores +7 each (1d8+4) and 2 claws +5 each (1d6+2) and bite +5 (1d8+2 plus Contamination)
Space 10 ft/ Reach 10 ft
Base Atk +4, grp +12
Attack Options: Aligned Strike (chaos, evil), Contamination (DC 22)
Abilities: Str 19, Dex 12, con 30, int 2, wis 7, cha 6
SA: Contamination (Bite, DC 22, Slimy Doom (inc 1day, dmg 1d4 con, fort save or 1 point permanent, prevents all forms of hit point recovery)
Feats: Improved Initiative, Multiattack
Skills: Jump +19, survival +5
Stonebone Giant Gecko
N Medium Animal
Init +4 Senses Low-light vision, scent, Listen +2, spot +2
AC 12, touch 10, ff 12 (+2 nat)
hp 15 (2d8+6)
Fort +6, Ref+3, Will +2
Speed 30 ft (6 squares) climb 40 ft
Melee Bite +4 (2d4+3)
Space 5 ft/ Reach 5 ft
Base Atk +1, grp +8
Abilities: Str 17, Dex 11, con 16, int 2, wis 14, cha 6
SQ: Expert Climber, Powerfull Build
Feats: Improved Initiative
Skills: Balance +8, Climb +20
Herbal Rot:DC 15 fortitude save, or become nausiated, additional save every round. Success: immune for 1 min, 2 consecutive failures: 1d6 nonlethal damage.
Brown Mold (CR 2) Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
Poisonous Perch: HP 2
AC 16 (+3 size, +3 dex)
Melee: Bite +3 (1 plus posion)
Attacking provokes AoO, 10 ft leap
Poison (weakening, DC 11, 1d2 str/1d6 str)
Yollan
Deformed Unique Fey
CE Medium Fey
Init +7 Senses Low-light vision, Listen +5, spot +5
AC 16, touch 13, ff 13 (+3 nat, +3 dex)
hp 16 (4d6+4) DR 10/cold iron
Immune: Disease & Posion & cold
Resist: Acid 10
Fort +2, Ref +4, Will +0
Weakness: Fire +50%
Speed 30 ft (6 squares)
Melee dagger +1 (1d4-1)
Space 5 ft/ Reach 5 ft
Base Atk +2, grp +1
Abilities: Str 9, Dex 16, con 12, int 13, wis 4, cha 17
SA: Spell-like abilities (CL 4) 3/day: Creeping Cold (3 rounds, 1d6/2d6/3d6 DC 15), Summon Nature's Ally II, Ghoul Glyph (DC 15, paralysis 1d6+2 rounds) Wracking Touch (1d6+4) At Will: Winter's Chill (1d6 cold, Fatigued, DC 14), Entangle (DC 14), Faerie Fire, Wood Wose
Feats: Improved Initiative, Empower Spell-like Ability (Creeping Cold 3/day)
Skills: Knowledge (nature +8), Survival +3, Bluff +10, Sense Motive +3, Hide +10
Yollan is a nacient nature spirit courrupted by the pollution of Pauper's grave. Her tree grew beneath the broken skylight of the main production room. She appears to be a skinny half-elf female with chalk-white skin, mossy green-black hair, and pitch-black eyes. She's totally nuts.
Locations and Events:
On the road, near the facility, the party encounters a Poisonous Pony. It comes up to them, acting like a pony. It bites anyone who comes up to pet it, then retreats and waits for the poison to take effect
Pauper's Grave is a Box canyon with trees and a small stream running through it.
At the enterance to the canyon, a pair of Stonebone Geckoes attack from the trees.
In the box canyon, anyone who comes within 10 feet of the stream is attacked by Poisonous Perch, and a pack of 7 PAH's soon assail the party as they come within sight of the facility. All the facility doors are locked, but a DC 15 spot check notices a stack of boxes that might allow one to jump up to the roof (DC 15 Jump Check to reach, and DC 10 strength check to pull yourself up, anyone already on the roof can assist, providing a +4 circumstance bonus).
If the party is trapped by the hyenas, they are driven off by the arrival of the Galloper, who then waits a round before it turns it's attention on the party.
However, those who make it to the roof encounter a massive Arcane-blood bat. It makes one round of melee attacks before taking flight. It then harries the party from the air, diving on them. If reduced to less than 1/3rd it's HP, it retreats. An enterance to the facility can be found in one of the many skylights. However, only one actually leads to a room with easy access to the floor.
1. A cluttered and disheveled office. You catch a flash of movement in the corner (DC 15 spot check (LLV) to ID the Donkey-rat). The Room contains two Donkey-Rats and various coins scattered in the desk.
2. A large open room full of mixing vats. A large, black twisted elder tree grows from the center of the room, and a DC 20 spot check notices a female figure apparently strung up by vines to the trunk.
3. A storage room with stacked pallates and boxes that nearly reach the ceiling. The bottles are mostly broken, and Herbal Rot has sprung up in the room. There is an intact box of various alchemic goods (see above).
4. This cluttered laboratory Contains the two schemas, as well as the Admixture formulae and a Eternal Wand of Lesser Orb of Acid, and a Scroll of Acidrime Blast. The room also contains a Brown Mol
Individuals leaving the compound are attacked by the Galloper. Extreme Caution is advised. It does not persue enemies beyond Pauper's Grave
catdragon
RPG Superstar 2008 Top 32
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Wow. Color me impressed! Couple of questions....
What's the acronym LLV stand for?
I'm going to assume that arcane-blooded and stone boned are a templates (right?) If so, what's your source?
I will assume that an Alchemist's Frost is just like an alchemist's fire except it does cold damage. Same with Acidic Fire, except it does acid damage.
What's a schema? You detail the Schema of Alchemic Potency, but what about the Schema of Magecraft?
Excellent work!! I was very impressed
Bobby
The Cat.Dragon
Jodah
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1. Low-light vision. Only someone with low-light vision or better can make the check
2. They're from an issue of Dragon Magazine, as is the Courrupted template. Look in Dragon 350
3. Yep, they're from Eberron. Acidic Fire acts like Alchemist's fire, except it deals 1d4 acid and 1d4 fire dmg, and 1d4 fire on the following round. There's also Alchemist's spark and alchemist's frost, which act like Acid that deal 1d8 0f the associated energy type.
Schemas also from eberron, and they are functionaly like 1/day eternal scrolls. The Alchemic Potency one adds one die of damage to an alchemic weapon, or doubles the duration/area effect/whatever is appropriate of the alchemic substance placed on it.
A schema itself is a large physical object, like a length of wood, a chunk of metal, or a slab of stone with various carvings on it.
Magecraft Grants the user a +5 bonus to all craft skills for the day.
I played Nisk Tander like a Young Doc Brown. He spends most of his time in the back of his shop, experimenting. when someone enters, he yells "just a minute." A few seconds later, there is a red flash, an explosion, or some squaking followed by a wet popping sound. He then darts into the shop and closes the door behind him to cease the spread of the noxious smoke leaking in from the back room. Nisk then wipes off the soot/dust/rat that covers his face and greets his prospective customers.