Set |
Inspired by the '101 things those Goblins could be doing' thread;
Save my ass!
Farmer Burkhart begs the adventurers he's allowed to crash in his house to investigate the strange noises and lights coming from the barn. "Old Nell is in there! Ya gotta do sumthin!"
Inside the barn, a troop of Goblins have cornered 'Old Nell,' a feisty donkey, in her stall, and are apparently attempting to play 'pin the tail on the donkey' with the beleagured animal.
Nell is bleeding from a half-dozen tiny stab marks to her hindquarters, and has apparently also done her share of damage, as one Goblin is very dead (critical hit, failed stabilization roll), another is unconscious (stabilized), a third is disabled (at 0 hit points) but still cheering his compatriots on, and another is staggering around wounded and trying to get away from the 'little horse' (1 hit point remaining). At least three have successfully 'pinned' the donkey, and are now arguing over which of them is now the leader (as they had apparently decided that the most successful 'tail-pinner' would be the new leader). A 1st level Goblin Adept, the 'genius' who first decided on this method of determining the new leader, is encouraging them to settle it with a singing contest when the party breaks in (as he's realized that he doesn't know enough curing magic to even get the currently injured members of his raiding party up, let alone anyone else who gets hurt!).
Unfortunately, when the party opens the corral gate to get in, Nell bolts for the opening, Bull Rushing the PC in the lead, followed by a horde of screaming Goblins! Roll Initiative (Nell goes first)!
CourtFool |
The PCs meet at a crossroad where two merchants, with their wagons, are in a heated debate. Apparently one merchant failed to yield the right of way according to [insert God of Travel here]’s law. Outraged, the other merchant charged his wagon into the ‘offender’.
The horses became entangled and in the chaos, one of the wagons was overturned. The contents spilled out. The debate revolves around the ownership of one particular item of value. One merchant is accompanied by his son. The other by a hired mercenary (feel free to add more depending on party size).
Obviously the son sides with his father and the mercenary with his employer. If the PCs do not intervene, fistacuffs will ensue, followed shortly by the son and mercenary becoming involved. If the PCs still fail to intervene, one of the merchants will be run through with a blade (oops!). An avatar of wrath will appear (this is a crossroads, after all. A place commonly believed to have magical properties).
Set |
The PCs meet at a crossroad where two merchants, with their wagons, are in a heated debate.
Ooh, that's a neat one, because if the PCs are meeting there, they might end up arguing different sides of the 'debate,' particularly if one merchant seems to be of a nationality of one player, while another merchant is prominently displaying the holy symbol of the cleric players diety.
And then the argument turns out to be a trap, as the 'merchants' have gotten the party distracted while their bandit buddies get into place to spring their ambush!
Set |
.seuqsarrat erid hsidneif 4d2
Fiendish is weaksauce. Make them Half-Dragon, Half-Fiends, and now you're talking. And that's just using Core, obviously things could get worse...
I wonder what kind of beastie I could make by 'de-Advancing' the Tarrasque all the down to Tiny size? Fear the Turtle of the Apocalypse!
Charles Scholz |
Unfortunately, when the party opens the corral gate to get in, Nell bolts for the opening, Bull Rushing the PC in the lead, followed by a horde of screaming Goblins! Roll Initiative (Nell goes first)!
I did this to my party when they wanted to go hunting for the Sandpoint Devil. I critted on the surprise round and got the only fighter in the party to -8 HP. It was all downhill from there for the poor PCs. That is what they get for taking on CR8 creature with and EL3 party. HA HA HA HA HA! Very Evil Laugh
Thraxus |
Fear the Turtle of the Apocalypse!
I could not resist.
He doesn't deal much damage, but he is hard to put down. Some abilites were dropped because the new size made them useless.
Snapping Turtle of the Apocalypse CR 15
N tiny magical beast
Init +11; Senses darkvision 60 ft., low-light vision, scent, Listen +17, Spot +17
DEFENSE
AC 35, touch 19, flat-footed 28 (+2 Size, +7 Dex, +16 natural)
Hp 426 (48d10+162)
Fort +29, Ref +30, Will +20
Defenses DR 15/epic; Regeneration 40
Immune fire, poison, disease, energy drain, and ability damage; Resistance SR 32
OFFENSE
Spd 20 ft.
Space 2-1/2 ft.; Reach 0 ft.
Melee bite +57 (1d6-3/18-20/x3), gore +52 (1d2-5), and 2 claws +52 (1d2-5)
TACTICS
Morale The snapping turtle of the apocalypse fights to the death.
STATISTICS
Abilities Str 5, Dex 24, Con 17, Int 3, Wis 14, Cha 14
Base Atk +48; Grp +37
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Endurance, Improved Initiative, Improved Natural Attack (bite), Iron Will, Mobility, Spring Attack, Toughness (6), Weapon Finesse
Skills Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks); the snapping turtle of the apocalypse has a +8 racial bonus on Listen and Spot checks.
SQ augmented critical, carapace, frightful presence, rush
SPECIAL ABILITIES
Augmented Critical (Ex) The snapping turtle of the apocalypse’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Carapace (Ex) The snapping turtle of the apocalypse’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Frightful Presence (Su) The snapping turtle of the apocalypse can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the snapping turtle of the apocalypse. The save DC is Charisma-based.
Regeneration (Ex) No form of attack deals lethal damage to the snapping turtle of the apocalypse. The snapping turtle of the apocalypse regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the snapping turtle of the apocalypse fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 436 hp). The snapping turtle of the apocalypse is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The snapping turtle of the apocalypse can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 436 hit points) and using a wish or miracle spell to keep it dead.If the snapping turtle of the apocalypse loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Rush (Ex) Once per minute, the normally slow-moving snapping turtle of the apocalypse’s can move at a speed of 150 feet.
ECOLOGY
Environment any
Organization solitary
Treasure none
Alignment always neutral
Advancement 49+ HD (Tiny)
Level Adjustment —
Gurubabaramalamaswami |
As the party is going home from a night of tavern crawling a sewer grate pops open in front of them and a screaming gnome bolts out and runs down the street with nary a glance behind him. Hot on his heals is a very angry band of kobolds screaming in Draconic "Give it back!"
If a conversation actually begins, the kobolds will speak only Draconic for ceremonial reasons. It seems an important fertility rite has been interrupted by the theft of a sacred idol. For effect some of the kobolds should be wearing ridiculously ornate and oversized cod-pieces (carved like the neck and head of a dragon).
KaeYoss |
As the party is going home from a night of tavern crawling a sewer grate pops open in front of them and a screaming gnome bolts out and runs down the street with nary a glance behind him. Hot on his heals is a very angry band of kobolds screaming in Draconic "Give it back!"
If a conversation actually begins, the kobolds will speak only Draconic for ceremonial reasons. It seems an important fertility rite has been interrupted by the theft of a sacred idol. For effect some of the kobolds should be wearing ridiculously ornate and oversized cod-pieces (carved like the neck and head of a dragon).
Can you do me a favour? Can you *never* reveal what the goblin stole please?
Gurubabaramalamaswami |
Gurubabaramalamaswami wrote:Can you do me a favour? Can you *never* reveal what the goblin stole please?As the party is going home from a night of tavern crawling a sewer grate pops open in front of them and a screaming gnome bolts out and runs down the street with nary a glance behind him. Hot on his heals is a very angry band of kobolds screaming in Draconic "Give it back!"
If a conversation actually begins, the kobolds will speak only Draconic for ceremonial reasons. It seems an important fertility rite has been interrupted by the theft of a sacred idol. For effect some of the kobolds should be wearing ridiculously ornate and oversized cod-pieces (carved like the neck and head of a dragon).
It was a gnome. And I will spare you the details of the fully functional ceremonial rod. And the holy oil. And I won't even mention the leather.
I'll leave it entirely up to your imagination.
What the hell is the flag button?
KaeYoss |
What the hell is the flag button?
Might be to report posts that are created with the intention to shatter people's minds. Like yours. The rod part was bad enough. The oil was worse. The leather wasn't so bad, except that I could hardly read that part, because of all the blood streaming from my hemorrhaging brain and streamed all around my eyes, down my face.
Gurubabaramalamaswami |
Gurubabaramalamaswami wrote:Might be to report posts that are created with the intention to shatter people's minds. Like yours. The rod part was bad enough. The oil was worse. The leather wasn't so bad, except that I could hardly read that part, because of all the blood streaming from my hemorrhaging brain and streamed all around my eyes, down my face.What the hell is the flag button?
See...that's why all gnomes must die. If he'd left the damn thing where it was the kobolds would've never revealed their dirty secrets.
But really, what more can you expect from a bunch of midget dragon wannabees?
Gurubabaramalamaswami |
Back on topic: this one works best if one of the PCs is a magic type apprenticed to an older magic type.
The party is sent by its mentor figure to pick up a package from a friend. Arriving at the friends place they find him face down in a pool of blood. Investigation shows that the victim had his/her throat cut. The victim is still clutching a talisman of some sort. Maybe the PCs scared off the murderer.
About this time the City Watch shows up and (of course) assume the PCs are the villains. Do they run? Fight? Talk their way out? Whatever happens, later on they begin receiving demands for the talisman and threats if they don't divvy up.