1004 lines
62 KiB
Plaintext
1004 lines
62 KiB
Plaintext
Net.RandomEncounters.Book
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ADMIN: This book is designed to hold random encoutners. Once enough
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encoutners are added, you will be able to select an area, and then
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roll for random encounters. It is more detailed than just plain
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monsters, and gives leads into more adventures if the party wants
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to pursue the possibilities. Use as you like! Distribute as you like!
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All I ask is that you keep the authors and contributors with any
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version you post. Thanks and enjoy! JMD
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Author: Joseph DuBois (Scooby) Lost Net Access
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Contributors:
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Jared Thaler (ez040915@natasha.ucdavis.edu)
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Jeff Hildebrand (jrah@ssec.honeywell.com)
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Matt Carlson (matthew@rainbow.uchicago.edu) (mcarlson@nmsu.edu)
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ShadowMaster (jcarl@pizza.ess.harris.com)
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{ ADMIN: To Spur a little Creativity (rather than arguing about rules) }
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{ I am posting (1/day) a new encounter that can be added to any }
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{ campaign. The encounters are designed to be short quick }
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{ events you can add without much thought. The encoutners are }
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{ such that you can modify them to fit any level campaign. }
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{ ADMIN: Some of the posts might look familiar, this is in case any }
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{ players read this post they wont recognize the encounter and }
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{ should not be able to respond to a set encounter. Similar }
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{ encounters will be denoted by the NEW code extension (y). If }
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{ an encounter has future or similar encounters it will be }
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{ denoted by the extension xxxxxx1, xxxxxx2... }
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{ ADMIN: I do not have the manuals with me most of the time so if I go }
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{ against them, your options are (KEEP/CHANGE/DELETE)! }
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{ }
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{ The format is as follows: }
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{ TITLE: Title of Encounter }
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{ OVERVIEW: Quick overview of the encounter }
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{ TRIGGER: How the encounter starts (What starts it) }
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{ DESCRIPTION: Description of what the PC's see/here }
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{ DM NOTES: Notes to the DM }
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{ KEY: Leads into future encounters/adventures }
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{ }
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{========================NOTES ON CODES================================}
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{ 1xxx###y (Planet) }
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{ 2xxx###y (Spelljammer) }
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{ 3xxx###y (Any) }
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{ }
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{ x0xx###y (Any) }
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{ x1xx###y (City) }
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{ x2xx###y (Dungeon) }
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{ x3xx###y (Forest) }
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{ x4xx###y (Mountain) }
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{ x5xx###y (Plains) }
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{ x6xx###y (Bad Lands) }
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{ x7xx###y (Swamp) }
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{ x8xx###y (Wild Space/Sky) }
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{ x9xx###y (Phlogiston/Sky) }
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{ }
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{ xx0x###y (Any) }
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{ xx1x###y (Water/Port/Lake/Sea/River) }
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{ xx2x###y (Artic) }
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{ xx3x###y (Desert) }
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{ xx4x###y (Tropical) }
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{ xx5x###y (Road/Path/Bridge) }
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{ xx6x###y (Temperate) }
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{ xx7x###y () }
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{ xx8x###y () }
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{ xx9x###y () }
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{ }
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{ xxx0###y (Any) }
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{ xxx1###y (Sargasso/Magic Dead) }
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{ xxx2###y (Asteroids/Collapsed) }
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{ xxx3###y () }
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{ xxx4###y () }
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{ xxx5###y () }
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{ xxx6###y () }
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{ xxx7###y () }
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{ xxx8###y () }
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{ xxx8###y () }
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{ }
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{ -------y (Sub encounters[similar]) }
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TITLE: xxx###y-aaaaa ()
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OVERVIEW:
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TRIGGER:
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DESCRIPTION:
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DM NOTES:
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KEY:
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TITLE: 11000010-The Book of Demons (Planet/City/Any/Any, Cursed Object)
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OVERVIEW: A thief will try to pawn off a book on the party that
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has an entrapped demon bound in its pages.
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TRIGGER: The women will try to sell the book to who ever wants to buy it.
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She will start by asking 10,000 for the book, but will go as low as 100. She
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wants to get some cash so she can leave the city. She will tell them that she
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found it in a vault in the sewer.
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DESCRIPTION: While walking down the street you see what appears to be a women
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dressed in robes waving you over to the alley. Strung over her back is a bound
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leather sack.
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DM NOTES: The book does radiates a strong magic. Inside the book is a demon
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that has been trapped by a powerful wizard. When freed the demon can do one
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of two things. Perform an action for the PC's for freeing it, or it could be
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very pissed off and attack the PC's (This is left upto the DM) The demon will
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be freed by opening the book. The book is a heavy book with metal bindings,
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and a gold lock keeping it closed(12 gp). She will tell the party that it
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teaches you how to summon demons and control them.
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KEY: The wizard who is owner of the book is tracking the book. He sees
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the PC's with the books and will hunt them down. Or if the PC's let the demon
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go he will request that they capture it back.
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TITLE: 11000011-The Demons Book (Planet/City/Any/Any, Cursed Object)
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OVERVIEW: A Demon will try to pawn off a book on the party that will
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ensnare and teleport the party to the demons lair.
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TRIGGER: The women (demon in disguise) will try to sell the book to who
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ever wants to buy it. She will start by asking 1,000 for the book, but will go
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as low as 100. The demon wants to sell the book so he can ensnare the party
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and use their souls.
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DESCRIPTION: While walking down the street you see what appears to be a women
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dressed in robes waving you over to the alley. Strung over her back is a bound
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leather sack. She is wearing an amulet (that radiates magic) and a small black
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dagger stuck in her belt.
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DM NOTES: The book does radiates a strong magic. The women will open the
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book briefly to show that there is magical writing inside it, but then close
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it before they get the chance to read it. After the book is sold the women
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leaves (goes back to its lair). When the party starts to read the book it
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teleports all within 10' radius down to the demons lair. The lair is deep
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below the city (under the sewers). It is hot and steamy and water(sewer)
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seeps down the walls. A red fire light comes from a pit in the center of the
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room, next to which the demon is standing. He smiles at the party and then
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says "Welcome". After which he attacks. [Note: this should be for a higher
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level party. If not you can have a group of adventures save the party from
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the demon. (they were hunting it)]. There is a small chest with treasure in
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it from previous people teleported in.
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KEY: If the party escapes out through the sewers the demon might
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try to hunt them down, or send minons after them.
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TITLE: 11000012-The Farmers Book (Planet/City/Any/Any, Cursed Object)
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OVERVIEW: A Demon has pawned off a book on a local farmer that will
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ensnare and teleport everyone within a set of wards to thy demons lair.
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TRIGGER: The party hears a crier (or sees a sign) proclaiming that
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the long lost blessed book of ______ has been found! Any who hear its
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words will be blessed by fortune and be purged of all evil, etc etc etc,
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this is really a clever ploy by the demon to get as many people to come
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to the square and hear the farmer read the book, the deamon has placed
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magic wards around the square.
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DESCRIPTION: While walking down the street you see a young man walking down
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the street reading from a scroll in a loug voice, as he approaches you
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can here him speak,
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"...Eternal Fortune, Wealth, Prosperity, Long life. Those wishing
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to hear the words of the eternal, come to the city square at noon
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tommorow where the sun shall bless all and all sin will be stripped
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from your soals. Those who hear the words from the Blessed Book are
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forever blessed. The book may be read but once, then it will return
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to it's creator. Come all and be blessed with Eternal Fortune..."
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The criers voice fades as he moves out of sight.
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DM's Notes The "Blessed Book is actually a powerful magic item that
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teleports all within a set of magical signs down to the demons lair.
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The lair is deep below the city (under the sewers). It is hot and steamy
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and water(sewer) seeps down the walls. A red fire light comes from a pit
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in the center of the room, next to which the demon is standing. He smiles
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at the party and then says "Welcome". After which he attacks. [Note: this
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should be for a higher level party. If not you can have a group of
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adventures save the party from the demon. (they were hunting it)]. There
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is a small chest with treasure in it from previous people teleported in.
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KEY: If the party escapes out through the sewers the demon might
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try to hunt them down, or send minons after them. Remember, not only will
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the party be fighting to survive, they must rescue all these people and
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take them from the abyss after the deamon is defeated, the demon
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should retire to avoid total defeat, and the party may have to chase it
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and subdue it to get it to send them ALL back (if the just say send us
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back, the speaker and two people close to him may get sent back, but no
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one else! Remember it is going to twist anything it can. (It should offer
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them payment to leave and forget. Meaning it literaly strips the memory
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of the entire incident from them.)
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POSTED BY: Jared Thaler (ez040915@natasha.ucdavis.edu)
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TITLE: 11000013-The Magic Book (Planet/City/Any/Any, Book of Infinite Spells)
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OVERVIEW: A thief will try to pawn off a book on the party that is
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actually a book of infinite spells
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TRIGGER: The women will try to sell the book to who ever wants to buy it.
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She will start by asking 10,000 for the book, but will go as low as 100. She
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wants to get some cash so she can leave the city. She will tell them that she
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found it in a vault in the sewer.
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DESCRIPTION: While walking down the street you see what appears to be a women
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dressed in robes waving you over to the alley. Strung over her back is a bound
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leather sack.
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DM NOTES: The book is a Book of Infinite Spells. It was stolen from a local
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mage (who will be very pissed off). To limit the balance in getting the book
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for such a small value, have many of the pages be blank.
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KEY: The wizard who is owner of the book is tracking the book. He sees
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the PC's with the books and will hunt them down. One of the pages could have
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a curse on the page, Thus when the PC uses that page (looks like a fly spell)
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s/he is cursed. Thus an adventure to remove curse or find out what it is.
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TITLE: 11000014-The Magic Absorbing Book (Planet/City/Any/Any, Cursed Book)
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OVERVIEW: A thief will try to pawn off a book on the party that is
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actually a book of infinite spells, but it sucks the spells out of any
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mage who uses it.
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TRIGGER: The women will try to sell the book to who ever wants to buy it.
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She will start by asking 10,000 for the book, but will go as low as 100. She
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wants to get some cash so she can leave the city. She bought it from a man
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that was about to die. He said is was valuable, but does not know its true
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powers.
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DESCRIPTION: While walking down the street you see what appears to be a women
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dressed in robes waving you over to the alley. Strung over her back is a bound
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leather sack.
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DM NOTES: The book is a Book of Infinite Spells that instead of allow a
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mage to cast spells from it, actually absorbes spells currently memorized by
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the mage. If a mage that has no spells currently memorized, then it will allow
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the mage to cast the spell on the current page, just as a book of infinite
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spells would.
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KEY: None
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TITLE: 11000020-Mistaken Identity (Planet/City/Any/Any, Accussed)
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OVERVIEW: A local nodel was robbed in his coach about an hour ago, and
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sees the party. He thinks that one of the members looks like the assailents
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and calls for the local guard.
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TRIGGER: A merchant walking down the street see the party and stops to
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look at them when they walk by. A few steps past he turns and yells Thief!
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DESCRIPTION: (Roll 1d6 [1/2 needed] to notice man looking at you) You notice
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a man dressed infine clothes stop along side of the road and look your way.
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As you pass by him he stares closely at your party. A few steps pass he yells
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"Thief!" and points a finger at you! He then starts yelling for the local
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guard. (Which are within hearing range)
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DM NOTES: The noble is a local respected man. He actually thinks that
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the group is part of the robbery team(or at least one member). If the PC's
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try to confront him before the guards get there he moves away. After the
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gurads come in the ask the noble to tell them whats wrong. If the PC's
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attack the guards more guards will come and they will be thrown in jail,
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or have to escape town! When the Nobel tells the guard of what he thinks
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he mentions that the one he thinks is the guy/girl he says that he saw
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a tatoo on his left hand. That will clear the PC's if they dont have a
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tatoo. If they do they have a tatoo THEY have to prove their innocence.
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KEY: PC's are hunted by the noble (if they flee). PC's are bought
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dinner as an appolgy and asked if they would help find the robbers (If they
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are proved innocent)
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TITLE: 12000010-Faster,Stronger,Better! A Kobold??? (Planet/Dungeon/Any/Any, Super Kobold)
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OVERVIEW: A kobold looking for trouble accosts the party. He's
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tougher than he looks!
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TRIGGER: The party is walking along a dungeon when they come across
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a kobold decked out in plate mail (a little to big, was for a dwarf) and
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long sword (used two handed).
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DESCRIPTION: The party is walking along a dungeon and a lone Kobold decked
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out in plate mail and wielding a long sword like a two handed sword comes
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around the corner. He looks surprised and runs back out of view. The party
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members should scoff at this. But then the Kobold comes screaming around the corner in a charge at the party. The party will notice that the Kobold is a
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strange color of blue now and no longer struggles carrying the armor.
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DM NOTES: The Kobold is a particulaly large specimen. So much so that he
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can wear A Dwarfs Plate mail but barely. This guy had the fortune to come
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across a Dwarf that and fallen victem to a deadly trap. The Dwarf had lot's
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of loot on him. Specifically a ring and lots of potions. The Kobold sipped
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a few of the potions luckly surviving the miscablility table results. But
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he did figure out what most of them did. The potions he found were: A Potion
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of Storm Giant strength, A Potion of Super Heroism, A Potion of Speed. The
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Ring he now wears is a vampiric ring of The Kobold has swollowed all of the
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potions at once! He now has 34 HP, He now moves 12 instead of 6, Attacks 2
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times around with a THAC0 of 15, Doing d8+12 points of damage with each attack
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He can lift 1235 pounds so can easily pick up characters and through them.
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The Super Heroism will wear off in 14 round so his THAC0 will drop to 20 but
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the damage stays the same. The only side effect due to the miscibility is a
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strange color of blue to the skin. This is permanent though other effects
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will wear off. The DM may choose to make the miscibility a lethal combination
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and the Kobold will die if the party can't handle this.
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KEY: When the party is feeling particularly cocky and will scoff at
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attacking a lone kobold.
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POSTED BY: ShadowMaster (jcarl@pizza.ess.harris.com)
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TITLE: 13000010-Road Side Encounter (Planet/Forest/Any/Any, Treants)
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OVERVIEW: While camping by the road one night not far from a town the PCs are
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attacked by 3 Evil Treants.
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TRIGGER: The treants wait till the PCs are asleep. Middle of night and any
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fires are put out.
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DESCRIPTION: (Durnig a watch) You feel a light breeze. The sound of tree
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branches swaying in the wind. You think you see somthing move in the dim
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moon light, you strain your eyes, but it turns out to be only a tree.
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You turn your head back to check on the resting group, when you are
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struck from behind...
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DM NOTES: The treants will attack from all sides trying to seperate the party
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into the dark woods. There are also 3 wolves close by hunting in the night if
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the PC's gain too much of an advantage too quickly.
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KEY: Stuck within the hollow of one of the treants is a scroll case.
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Inside is a map (DM supply map) to a treasure site.
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TITLE: 14200010-Just in Time (Planet/Mountain/Artic/Any, Frozen Treasure)
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OVERVIEW: While the party is travelling the come across another group
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of adventures, that have met with a different fate!
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TRIGGER: Travelling in some artic mountains the party comes across a
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group of frozen adventures.
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DESCRIPTION: As you make your way across the white baren snow you notice
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a dark colored mound about 30' ahead of you. [After Investigating] After
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digging at the snow you come across a charred wood shelter. Most of the
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wood has obviously burned away, but yet the snow covering the shelter
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formed a bubble. Thus you devise that the fire happened after the snow
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covered it. Inside the burnt out shelter you see the corpse of two dead
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humanoids. The one body is wearing platemail and the second body is
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lying ontop of a wooden box. Inside the box you find the diary of the
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wizard "Zarule".
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DM NOTES: It was a fight between two wizards and a fighter. They had
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recently found (while exploring) a powerful magic item. The item was
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cursed, which turned one mage against the other two. One night while
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they were camping, he put up a Wall of Force in a dome just as the other
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mage was casting a Fire Ball. The snow fell on the Wall of Force and
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created the snow dome. Also hidden within the shelter the party will
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find a few provisions. These can be anything that will aid the party
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if they are stranded.
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KEY: The Party might want to go after the other wizard to try
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to get the item. Or take revenge for the dead wizard and fighter.
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DIARY NOTES: The cold is killing us. If we had not found the "Tooth of
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Varlen" the other day I think I would of killed Jofa myself....Jofa is
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changing. He wont let the tooth out of his hand and his eyes are falling
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into their sockets...
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TITLE: 14000020-Crash Landing (Planet/Mountain/Any/Any, Wyvern Down)
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OVERVIEW: An injured wyvern is found that has stolen a chest from
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a passing caravan.
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TRIGGER: While travelling in the mountains(preferably not on a popular
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road or path)
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DESCRIPTION: While travelling in the mountains you hear some noises off
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to your side. [A few seconds later] You hear the noises again. It seems
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to be coming from over behind some rocks. [If they investigate] You climb
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over a few large boulders and before you, you see in somewhat of a crumpled
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mess a small dragon. And its staring right at you! It apparently is a bit
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injured, because there is blood scattered about the rocks around it, and
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its far wing is bent over in a way that it should not be! Also several bolts
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and arrows are pertruding from its scales!
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DM NOTES: The wyvern(not dragon) had attacked a caravan that was passing
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a few miles away. It was for the most part successful, in that it grabbed
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a large chest off on of the wagons, but it was severely injured. It was
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able to fly away from the caravan, but crashed here in the moutains. The
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chest is beneeth it. It can only use its mouth attack if the party stays
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in front, otherwise it can use its tail from behind. (because its injured
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only give it 1/3 of its hit points) If the party kills it and search under
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it they will find the chest. It has broken open and there are 250gp, 120pp,
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and 2 gems worth 100gp each. Also in a another smaller chest is a crown
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worth 2500gp. The crown has a sigel on it of a local nobel. It was being
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given as a gift to another nobel as a wedding dowry. If returned the local
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nobel will be a good friend (future favors) and pay them 500gp total. If
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they try to sell it there is a 25% chance that it is reckonize it and be
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reported to the authorities as thieves! If for some chance they save the
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wyvern (It is a true neutral being) then it will gladly give the party the
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chest, and all, plus it will return back to its lair, and give them each
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a small magic item (wand [few charges], ring +1, sword +1, etc...).
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KEY: They could be arrested as theives. The wyverns mate will
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definitly want revenge against those who killed it.
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TITLE: 14000021-Crashed, but not out! (Planet/Mountain/Any/Any, Dragon Down)
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OVERVIEW: An injured gold is found that has stolen a chest from
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a passing caravan.
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TRIGGER: While travelling in the mountains(preferably not on a popular
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road or path)
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DESCRIPTION: While travelling in the mountains you hear some noises off
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to your side. [A few seconds later] You hear the noises again. It seems
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to be coming from over behind some rocks. [If they investigate] You climb
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over a few large boulders and before you, you see in somewhat of a crumpled
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mess a small dragon. And its staring right at you! It apparently is a bit
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injured, because there is blood scattered about the rocks around it, and
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its far wing is bent over in a way that it should not be! Also several bolts
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and arrows are pertruding from its scales!
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DM NOTES: The dragon was recovering a chest that was stolen from its
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lair by an evil adventuring party. It was for the most part successful,
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in that it was able to recover the chest, but it was severely injured. It was
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able to fly away from the caravan, but crashed here in the moutains. The
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chest is beneeth it. It can only use its mouth attack if the party stays
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in front, otherwise it can use its tail from behind. (because its injured
|
|
only give it 1/3 of its hit points) If the party kills it and search under
|
|
it they will find the chest. It has broken open and there are 250gp, 120pp,
|
|
and 2 gems worth 100gp each. Also in a another smaller chest is a crown
|
|
worth 2500gp. A wand of magic missles (5 charges) is hidden in the bottom of
|
|
the chest! If for some chance they save the dragon, then it will gladly give
|
|
the party the chest.
|
|
KEY: The party might be in need of a friendly dragon in the future.
|
|
(eg: an evil dragon attacks the party and the gold dragon comes to the save
|
|
the party)
|
|
POSTED BY: This idea was actually from another poster, forgot his name.
|
|
If he sends it to me I will make sure to include it in the net book! Sorry!
|
|
|
|
|
|
TITLE: 14000022-Fake Injury (Planet/Mountain/Any/Any, Dragon Trap)
|
|
OVERVIEW: An red dragon is polymorphed as a gold dragon that is hurt. It
|
|
is trying to lure the party close so it can attack by suprise!
|
|
TRIGGER: While travelling in the mountains(preferably not on a popular
|
|
road or path)
|
|
DESCRIPTION: While travelling in the mountains you hear some noises off
|
|
to your side. [A few seconds later] You hear the noises again. It seems
|
|
to be coming from over behind some rocks. [If they investigate] You climb
|
|
over a few large boulders and before you, you see in somewhat of a crumpled
|
|
mess a small dragon. And its staring right at you! It apparently is a bit
|
|
injured, because there is blood scattered about the rocks around it, and
|
|
its far wing is bent over in a way that it should not be! Also several bolts
|
|
and arrows are pertruding from its scales!
|
|
DM NOTES: The dragon is actually polymorphed into a gold dragon that looks
|
|
hurt, but is not. It wants to lure the party in to try to get a suprise attack
|
|
on it.
|
|
KEY: There is no treasure local, but its lair is on the other side
|
|
of the mountain (10% chance of finding if not a ranger). Its mate is very,
|
|
very pissed off!
|
|
|
|
TITLE: 15000010-Stampede! (Planet/Plains/Any/Any, Animal Stampede)
|
|
OVERVIEW: Stampeding Buffalo's through party
|
|
TRIGGER: Party can either be travelling or camping, and the Buffalo
|
|
stampede path runs into party!
|
|
DESCRIPTION: Off in the distance you hear a low thunder! You look in the
|
|
direction of the sound and you see a set of low clouds moving your way.
|
|
[A few minutes later] As the thunder grows louder and the clouds move
|
|
closer you see a small black object moving along the ground towards you!
|
|
[Let party take action] As it moves even closer you notice that its not
|
|
just one object, but rather a mass of objects (animals) running! Stampede!
|
|
DM NOTES: The stampede was started by a vilian who is charging the
|
|
buffalo towards a local town. The party should have a few rounds to either
|
|
try to get out of the way (not likly because they are running in a long line)
|
|
or prepare for the charge. If the party is unprotected when the buffalos
|
|
arrive they will be trampled. (15d6 damage). They party can try to divert
|
|
the buffalos away by scaring (casting spells in front of them. (reduce the
|
|
charging damage by 1d6 for each spell level cast (eg: Fireball will reduce
|
|
damage by 3d6 if cast before they reach party) (for lower level party just
|
|
reduce the damage) (also illusions will work) The stampeding buffalos will
|
|
run past party in the direction of a town. Above the stampede (in the air)
|
|
is a wizard that is hearding the buffalos towards the town. He is behind the
|
|
dust cloud so is hard to see (Even if they are looking up!). [If want to
|
|
change buffalos to a more exotic creatures - go ahead]
|
|
KEY: This is a good feeder, in that if the party is heading towards
|
|
the town that is in the path; then the town will be in ruins when the party
|
|
finally reaches it. The towns folk will try to hire the party to find out
|
|
what caused the stampede. A few locals might have seen the wizard floating
|
|
in the sky and then head off the way he came.
|
|
|
|
|
|
TITLE: 17000010-Hand of Silver (Planet/Swamp/Any/Any, Magic Found)
|
|
OVERVIEW: The party comes across a group of dead adventures, where
|
|
they find a magical hand.
|
|
TRIGGER: While travelling through a swamp the party stumbles across
|
|
an old battle site.
|
|
DESCRIPTION: Wading through the swamp you see dry land up ahead. A few
|
|
fallen logs and a large dead stump pertrude from the dry mound. As you get
|
|
closer you notice a fallen body lying behind one of the logs. Looking
|
|
around you then notice several arrows stuck in trees. Walking towards the
|
|
earth mound you stumble over a submerged body of a warrior. Trecking up
|
|
onto the mound you notice two other bodies lying face down in the mud.
|
|
DM NOTES: This was an adventuring party that was attacked by a local
|
|
group of lizardmen. They have stripped the bodies of anything valuable. If
|
|
the party searches the bodies, they find a fighter that has a left hand
|
|
covered with a long glove. If they remove the glove the see a silver hand
|
|
attached just above the wrist. The hand is made of pure silver. If it is
|
|
removed from the body it immediatly attaches itself to the holder replacing
|
|
the left arm(75%) or right arm(25%). If either hand is already missing it
|
|
will replace that one first. Once attached(old limb is severed off and falls
|
|
to the ground) it cannot be taken off until death. It functions as a normal
|
|
hand with no penalties at all. It has a normal strength of weilder, but
|
|
is conductive of electricity giving the wearer a minus two (-2) to saves
|
|
vs electrical attacks. In return it is immune to fire of any type. This is
|
|
the hand only and does not confer it to the wearer. In a hand attack it
|
|
acts as a silver weapon +1 and does 1d4+1 damage.
|
|
KEY: The lizardmen that attacked the first party might attack the
|
|
party. There is a local lizardman tribe close by.
|
|
|
|
|
|
TITLE: 21100010-Last Survivor (Spelljammer/City/Port/Any, Setup)
|
|
OVERVIEW: Illithids set a trap for an adventuring group
|
|
TRIGGERS: PC's approach the sailor
|
|
DESCRIPTION: At the bar you see a drunken sailor stooped on a stool leaning
|
|
over the end of the bar. His mug is half full and most of what he is drinking
|
|
he spills over himself. Every once in a while he raises his head and yells
|
|
"Illithids boarding us captain!" or "The helms out captain, Were going down"
|
|
DM NOTES: If the PC's approach the sailor and start talking to him. He will
|
|
tell them how he was aboard the "Fast Approach" passing by a nearby asteroid
|
|
field with a cargo of fine silks, and paintings when a illithid ship attacked
|
|
them from behind a asteroid. The battle was going OK until the illithids used
|
|
there probability travel to board the "Fast Approach". The ship went down on
|
|
a asteroid. Barth. The sailor was soon rescued by a passing elven man-a-war.
|
|
None of the cargo was recovered. (In fact the illithids reprogrammed Barths
|
|
mind to think of that story. There is no ship. The illithids are just waiting
|
|
for a group of adventures to try to find the cargo. where they can attack.)
|
|
KEY: Barth (if healed of brin wash) actually knows of a lost ship
|
|
|
|
|
|
TITLE: 30000010-The Traveller (Any/Any/Any/Any, Time Traveller)
|
|
OVERVIEW: The traveller meets the party the first time.
|
|
TRIGGER: The party can be doing anything, from resting to fighting,
|
|
and it can occur any where from an alley to a forest to a mountain top.
|
|
DESCRIPTION: All of a sudden you see a bright light appear about 10'
|
|
in front of you. When the light dims you see a spherical bubble with a
|
|
man sitting in a metal chair that has all types of contraptions mounted
|
|
on the sides... He looks and you for a moment then says greetings..
|
|
DM NOTES: This is a time/space traveller, that can be used in an
|
|
on-going campaign. (This should be the first meeting though) The traveller
|
|
created a time/space warp machine that allows him to travel around to
|
|
different universes/spheres/worlds/times. The only problem is that he can
|
|
never leave the bubble except in his own time. He does have a built in
|
|
transporter that allows him to transfer non-living objects (no larger than
|
|
a basket ball) in and out of the bubble. He will greet the party and ask
|
|
the usual questions as where he is/ who they are/ what is happening/ what
|
|
has happened/ etc... He is a historian that wants to see all time. He
|
|
does not age while in the bubble.
|
|
KEY: If they are friendly he will give them a communicator
|
|
that will allow the party to talk one way to him through time/space. This
|
|
will allow him to know what is happening, and if need be(or wants) he
|
|
can come back and view the time-line. This can be a help for the party/DM
|
|
in that sometimes he can tell what the future is like because of a certain
|
|
action the party might be taking. Thus killing off the Kobolds will eventually
|
|
destroy mankind... Or he might be able to tell what happened in the past as
|
|
to give the party reference to some point. He will not(because he cant) go
|
|
to a specific time/place (thus the party can't ask him to check out something
|
|
in the future and then tell them what happens) He can only do general time/
|
|
space shifts. Thus you (DM) can have him appear when you want, and have him
|
|
check up on the party. Or he can come back and tell them what has happened
|
|
or what would of happened if they did a certain action. (eg: The party asks
|
|
him to check out an action they are about to perform. He leaves, then 20 days
|
|
later he might appear and tell them what actually happened, or what might of
|
|
happened if they did it in the opposite action, He went to a different reality
|
|
to find out what happened)
|
|
|
|
|
|
TITLE: 30500010-You met a what? (Any/Any/Road/Any, Dragon Encounter)
|
|
OVERVIEW: The party is travelling along a road/path when they meet up
|
|
with a polymorphed dragon.
|
|
TRIGGER: The dragon approaches the party. He is sitting along side the
|
|
road that the party is travelling on.
|
|
DESCRIPTION: While travelling along the road you see an lone figure sitting
|
|
on a rock along side the road. As you approach you notice that its an old
|
|
man. As you get even nearing he raises his head and looks your way. Beside
|
|
him you notice a small sack and a quarter staff lying on the ground.
|
|
DM NOTES: The old man is actually a polymorphed dragon. He has a lair
|
|
not far from hear and from time to time checks out his land. He does this
|
|
by chagining into a travelling man/women or animal and travels along the
|
|
roads. If people are nice to him then he lets them go on their way, otherwise
|
|
if they seem rude or hostile then he leaves the party and watches them from
|
|
a distance. If they harm anyone then he will try to interfer. First he will
|
|
try to do it without getting directly involved, but if that doesn't work then
|
|
he may make an appearence. (only if he knows he cant get killed). If they are
|
|
nice to him then he will travel along the road with them for a day or two and
|
|
then depart heading into the woods.
|
|
KEY: If the party is nice (or maybe just one or two of them) he could
|
|
become an ally. He will not reveal himself to be a dragon, but as a old wizard.
|
|
He may tell the party of a local area of trouble (orcs/raiders) or something
|
|
where they could collect the treasure.
|
|
|
|
|
|
TITLE: 31000010-Illegal Ore Cargo. (Any/City/Any/Any, Smugglers)
|
|
OVERVIEW: Smuggling of illegal cargo into a city
|
|
TRIGGER: The group of smugglers see the PC's as they pass the alley and
|
|
are afraid that they are the local police. Thus they drop the Box. If the
|
|
PC's ignore it they come back in ten minutes and finish the move.
|
|
DESCRIPTION: The PC's are walking past an alley when the see several figures
|
|
down the alley moving a heavy box. The figures notice the PC's and drop the
|
|
box and run!
|
|
DM NOTES: If the PCs explore the alley they wil find that the box has broken
|
|
open. The figures that were carrying the box are all gone. (Though they will
|
|
soon return with a total of 8 men [appropriate level for a good fight] - They
|
|
thought the PC's were town guards) Inside the box is a large quantity of rare
|
|
ore from a local (planet/island) that is protected from trade agreements. If
|
|
try to sell the ore the will be arrested. The ore if processed will make a
|
|
+1 steel for making weapons, but has a green tint to it. and is easy to
|
|
enchant (thus it is valuable).
|
|
KEY: If the PC's report the metal to the local authorities they will
|
|
ask the PC's to explore the local (planet/island) to find the base that has
|
|
exporting the metal illegally.
|
|
|
|
TITLE: 31000020-Food for Naught (Any/City/Any/Any, Food Poisoning)
|
|
OVERVIEW: PC's are eating at a local establishment where nobles and
|
|
dignitaries frequent. The food is poisoned!
|
|
TRIGGER: The PC's are eating at the establishment, there are also several
|
|
local nobles currently at the establishment.
|
|
DESCRIPTION: Your meal arrives and you start eating when you notice a man fall
|
|
from his chair seated at the table to your side. The man sitting next to him
|
|
grabs his throat and starts to choke. You look down at your food and wonder?
|
|
DM NOTES: The food is intended to poison the local nobles and kill them. If
|
|
the PC's make their save they are not effected by the poison (if they are high
|
|
level then make the save with a minus). If they fail the save then they start
|
|
to choke and in 10+1d10 rounds they will die. It will be easy if the party
|
|
has a cleric in the group, otherwise you might want to put a church down the
|
|
street that has the ability to save them. But make it cost them! Either a
|
|
favor to the church or a large amount of money. (NOTE: This is not intended
|
|
to kill the PC's just a fun encounter, but stupid thinking never stops death!)
|
|
If they also save the Nobels that have eaten the poison they will reward the
|
|
party with a 100gp (total) and ask them to find the would-be killers.
|
|
KEY: If the PC's save the nobles they will ask/hire them to search
|
|
out who poisoned the food. Or the PC's may think that it was an arch villian
|
|
that tried to poison them.
|
|
|
|
|
|
TITLE: 31000030-Lions, Hamsters and Gnomes, Oh-my! (Any/City/Any/Any, Escape)
|
|
OVERVIEW: A Gnome circus is in town and the Giant Space Hamsters have
|
|
broken out of their cages.
|
|
TRIGGER: Three giant space hamsters have broken out of their cages, and
|
|
have started destroying everything around them.
|
|
DESCRIPTION: From down the street you hear faint yells! A few seconds later
|
|
the yells get louder and several scared mothers grab their children and head
|
|
for the small allyways. You then see two large fury creatures bounding towards
|
|
you! Further down the street you see another large fury creature knocking over
|
|
a caged wagon! A few seconds later two lions jump oout of the broken wagon
|
|
and attack the fury creature(sort of looks like a large 10' tall mouse!). An
|
|
unfortunate mother and child get knocked to the ground in the scramble!
|
|
DM NOTES: The local Gnome circus is in town along with their famous giant
|
|
space hamsters. Someone has unlocked the cage they were in and they have
|
|
started causing alot of trouble! Two are bounding down the street trying to
|
|
get away, while the third is attacking the lion cage wagon that was next to
|
|
them. If left alone the hamster will be able to kill one of the lions, but
|
|
the other lions will finish of the hamster in 2d4 rounds. The child will
|
|
most likely die if not saved! (Good instigator for a paladin) The other two
|
|
hamsters will charge down the streets knocking over wagons, carts, booths
|
|
until either cornered or sedated (prefered by the gnomes) or killed! Gnomes
|
|
are running all about trying to get ropes on both the lions and lone hamster
|
|
while a crew of 4 head of after the two escaping!
|
|
KEY: Circus Owners want the party to try to find out who let the
|
|
hamsters escape! They will pay 100gp per head who help!
|
|
|
|
|
|
|
|
TITLE: 31000040-Lots of Land (Any/City/Any/Any, Land)
|
|
OVERVIEW: Local merchant selling land, that may not be available!
|
|
TRIGGER: Party is in the merchant district/bazar and a man from a
|
|
booth calls them over.
|
|
DESCRIPTION: Walking down the busy street you hear the usual sellers
|
|
screams and shouts! Then above all you hear a booming voice "Hey Fine
|
|
Sir!" "Hey Fine Sir!", as you look to see where the voice is coming you
|
|
notice a fat gentlemen standing behind a stand! Layed across the top of
|
|
the stand you see various maps and drawing. Catching his eye he waves
|
|
you over towards his stand.
|
|
DM NOTES: The merchants name is Valorous. He is selling land deeds!
|
|
Valorous actually has proper deeds to MOST (not all) of his land. He
|
|
sells the deeds as squaters rights (the buyers have to establish a fixed
|
|
building on the land). The problem is that he is selling multiple deeds
|
|
to the same lot. Thus you can have several owners trying to setup on
|
|
the same land. Also musch of the land is very hostile in that there are
|
|
raiders, monsters, etc out there. There is a 20% chance that the lot of
|
|
land is false (either does not exist or does not leagally have the rights
|
|
to sell the land). (There is a 30% chance that the land is legal, but is
|
|
worth less. Swamp!)
|
|
KEY: If the land is false then the party may try to hunt down
|
|
Valorous (he has moved onto the next town/city). Or they might try to
|
|
establish a land holding. (I would make the land very hostile) This would
|
|
lead to the party trying to clear the land.
|
|
|
|
|
|
TITLE: 31000050-Dancing Thieves (Any/City/Any/Any, Thieves)
|
|
OVERVIEW: While in town the party sees a beautiful girl dancing in the
|
|
streets, while 2 invisible thieves pick pocket the party.
|
|
TRIGGER: The party passes the girl dancing in the street.
|
|
DESCRIPTION: While walking down the street you see a circle of people
|
|
standing around a girld dancing. You can barley see her, but from all the
|
|
screams and yells, you know she must be putting on some show! [If the
|
|
try to get a better look at her] You see the most beautiful girl you have
|
|
ever seen. You stare at her with wonder.
|
|
DM NOTES: If the party trys to get a better look at her they must save
|
|
versus paralyzation (Elves use their resistance to charm (-20%)) with a -4.
|
|
Working the crowd are two invisible thieves. If a memeber of the party does
|
|
save then there is a 20% chance s/he might be targeted (use a normal PP
|
|
roll to see if it succeeds). If the save is failed then there is a 85% chance
|
|
that they are targeted (no PP roll needed). The thieves take only small items
|
|
from the party (Keys/gold/gems/wands/rings/etc) [This is a good way to remove
|
|
a few small items from a party or to start another adventure because something
|
|
important was stolen]. After about an hour of this the group leaves.
|
|
KEY: The party might try to go after the group to get back their items.
|
|
The local authorities will ask the party to hunt them down. 50gp / head.
|
|
|
|
|
|
TITLE: 31000060-All in the beholders eye (Any/City/Temperate/Any, Beholder)
|
|
OVERVIEW: The party runs across a beholder eating a evil humanoid.
|
|
TRIGGER: The party is passing by (or through) a dark alley.
|
|
DESCRIPTION: About 20' in front of you you notice a large spherical orb
|
|
floating over the remains of a man. Sticking out of the orb you see what
|
|
appears to be a arm, attached to the top of the orb are several tenticals
|
|
pointing about in different directions. To the right of the half eaten body
|
|
you see another body (possibly female) lying face down. As you stop to look
|
|
and the grewsome picture it stops chewing and turns a large pick eye towards
|
|
you...
|
|
DM NOTES: The beholder is actually a friendly beholder that has been
|
|
exiled from its clan. It is normally polymorphed into a half-elf and
|
|
lives above a local tavern. The only problem is that to fully eat it needs
|
|
to convert back to its natural form. It also is picky about who it eats!
|
|
The current victim was a thief attacking the down women (who is still alive,
|
|
just unconsious) (She will tell the story of the attacker if given the chance)
|
|
The beholder will not attack, and even try to escape if attacked. It will
|
|
explain to the party what has happened if given the chance.
|
|
KEY: If the party does not kill the beholder, it will try to make
|
|
friends with them. It knows many secrets about the town, and may be able to
|
|
help the party in the future. It will ask the party to keep its identity a
|
|
secret for fear for its life, and will offer the party a map that it found
|
|
on one of its victims as a bribe! Beholder is LN in alignment.
|
|
|
|
TITLE: 31000061-All in the beholders mouth (Any/City/Temperate/Any, Beholder)
|
|
OVERVIEW: The party runs across a beholder eating a humanoid.
|
|
TRIGGER: The party is passing by (or through) a dark alley.
|
|
DESCRIPTION: About 20' in front of you you notice a large spherical orb
|
|
floating over the remains of a man. Sticking out of the orb you see what
|
|
appears to be a arm, attached to the top of the orb are several tenticals
|
|
pointing about in different directions. To the right of the half eaten body
|
|
you see another body (possibly female) lying face down. As you stop to look
|
|
and the grewsome picture it stops chewing and turns a large pick eye towards
|
|
you...
|
|
DM NOTES: The beholder is actually a scout beholder that has been scouting
|
|
the local city, to prepare for a takeover. The beholder will attack on sight,
|
|
and will try to eliminate any witnesses. If has to escape it will float off,
|
|
and when out of sight will polymoprh into a small human child. It will then
|
|
follow the party and attack them when they are uprepared.
|
|
KEY: If the party does not kill the beholder, and it is too much for
|
|
the beholder to handle, then it will send for others. Who will stalk the
|
|
party and city!
|
|
|
|
TITLE: 31000062-In the eye of the beholder (Any/City/Temperate/Any, Dragon)
|
|
OVERVIEW: The party runs across a beholder(dragon) eating a humanoid.
|
|
TRIGGER: The party is passing by (or through) a dark alley.
|
|
DESCRIPTION: About 20' in front of you you notice a large spherical orb
|
|
floating over the remains of a man. Sticking out of the orb you see what
|
|
appears to be a arm, attached to the top of the orb are several tenticals
|
|
pointing about in different directions. To the right of the half eaten body
|
|
you see another body (possibly female) lying face down. As you stop to look
|
|
and the grewsome picture it stops chewing and turns a large pick eye towards
|
|
you...
|
|
DM NOTES: The beholder is actually a polymorphed red dragon that lives in
|
|
the city. It will use spells first, then use its breath weapon. At this point
|
|
the party should assume that it may not be a beholder. If it turns back into
|
|
its normal form it will fill the alley. But it will only do this in a last
|
|
ditch effort. It can only levitate up and down (2nd level spell).
|
|
KEY: If the party does not kill the dragon it will try to escape,
|
|
letting the party think that it was actually a beholder attacking!
|
|
|
|
|
|
TITLE: 31100010-Merchant Muging (Any/City/Port/Any, Muggers)
|
|
OVERVIEW: Muggers attacking a local merchant in alley
|
|
TRIGGERS: The thugs will attack the party if they interfere.
|
|
DESCRIPTION: As you walk by an alley you hear a scream from the darkness of
|
|
the alley. As they approach you see two people bent over a third.
|
|
DM NOTES: If the PC's investigate they will find two thugs armed with
|
|
daggers robbing a local merchant. The merchant has been stabbed and is about
|
|
to die. (Bleed at 2hps for 3 rounds will put him at 0HP -Dead unconscious).
|
|
If the PC's save the merchants life he will offer to give them transport to any
|
|
known (Spelljammer) port. Free of charge. or 5000gp. He has on him 35gp, 4pp,
|
|
18sp 6cp. A ring 250gp. A charter to pick up a cargo at a local port and
|
|
deliver it to an asteroid belt for 20,000gp.
|
|
KEY: If the PC's pick up the cargo and deliver it. they will find out
|
|
that the reciepients of the cargo are Scro! The cargo is full of 5 med
|
|
ballista bolts +1.
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|
|
|
|
|
TITLE: 33000010-Free Scrap Metal (Any/Forest/Any/Any, Meteor)
|
|
OVERVIEW: During the night a meteor crashes down near the party.
|
|
This hunk of space steel could be very valuable to the right buyer.
|
|
TRIGGER: The PC's are camped out for the night in a forest not
|
|
too far from a small city.
|
|
DESCRIPTION: The watchman set up for the night sees a bright
|
|
streak, like a falling star, but much, much brighter. The ensuing
|
|
roar and crash wakes the rest of the party. It must have landed
|
|
nearby. Is this a gift from the gods?
|
|
DM NOTES: As the PC's approach the area where they think the
|
|
meteor fell, they notice that there is a clearing up ahead. The
|
|
impact of the meteor has destroyed a small chunk of the surrounding
|
|
forest. When they reach the site, a deep voice says, "Hello there."
|
|
It is only then that they notice a huge gold dragon surveying the
|
|
impact as well. If the PC's attack, they may be in for some trouble -
|
|
the dragon is huge and ancient. If the PC's talk, the dragon is
|
|
polite. The dragon knows no more about the meteor than the PC's.
|
|
The meteor is cool to the touch by the time the PC's arrive, despite
|
|
its fiery journey. The meteor would bring a nice sum of money in
|
|
the nearby city for its fine metal.
|
|
KEY: The PC's should have no real way of carrying the
|
|
meteor and no way of cutting it either. If they befriend the dragon
|
|
and offer it a substantial reward, it could carry the meteor to
|
|
the city. The meteor offers fine steel and may be used to make
|
|
magical weapons and armor. The dragon will want at least half of
|
|
the meteorite's value to carry it to the city.
|
|
POSTED BY: Matt Carlson (matthew@rainbow.uchicago.edu) (mcarlson@nmsu.edu)
|
|
|
|
|
|
TITLE: 33000011-Scrap Metal is Free (Any/Forest/Any/Any, Golem)
|
|
OVERVIEW: During the night a meteor crashes down near the party.
|
|
Its actually a iron golem that is from a spelljamming ship that crashed.
|
|
DESCRIPTION: The watchman set up for the night sees a bright
|
|
streak, like a falling star, but much, much brighter. The ensuing
|
|
roar and crash wakes the rest of the party. It must have landed
|
|
nearby. Is this a gift from the gods?
|
|
DM NOTES: The meteor is actually a iron golem that was on a spelljamming
|
|
ship. The ship entered the atmosphere out of control and burned up all
|
|
that was aboard, The only thing that did not burn up was the golem. As the
|
|
PC's approach the area where they think the meteor fell, they notice that
|
|
there is a clearing up ahead. The impact of the golem has destroyed a small
|
|
chunk of the surrounding forest. The golem was under the control of a wizard
|
|
that was on the ship. It was controled by an circlet(crown), which did not
|
|
burn up if the crash, but is several hundred feet away, under a tree.
|
|
The golem, no longer under the control of the master will attack all living
|
|
creatures on sight. If the PC's flee it will roam around the woods until
|
|
it finds more to kill. Inside the golem is a gem worth 30,000gp that
|
|
contains the summoned soul.
|
|
KEY: If the circlet is found then it should be damaged, thus
|
|
requiring the party to get it fixed (It should take a vast amount of money).
|
|
If they just leave it alone then it will eventually attack a nearby village
|
|
or city (Remind paladins of this possibility).
|
|
|
|
|
|
TITLE: 33000020 Oh, How they Danced (Any/Forest/Any/Any, Dance)
|
|
OVERVIEW: The PC's set up camp not far from a clearing. A wild
|
|
dance begins in the clearing around midnight.
|
|
TRIGGER: The PC's are camped out in a wood not far from a small
|
|
meadow. Around midnight strange sounds are heard and a fire is lit
|
|
in the clearing.
|
|
DESCRIPTION: The party is awakened by an eerie music played not
|
|
far away. As the PC's rouse themselves, the notice a bonfire has
|
|
been lit in the nearby clearing. If the party listens carefully,
|
|
they can just make out bits of a song - in goblin.
|
|
DM NOTES: As the PC's approach the area where the bonfire is
|
|
they see about twenty goblins dancing around a fire pit heaped
|
|
high with deadwood. The flames are reaching high into the air, and
|
|
a loud crackling can be heard as the wood burns. All of the goblins
|
|
are colorfully painted and ornamented but otherwise naked, and
|
|
bearing wineskins only. The goblins are actually not goblins, but
|
|
followers of Dionysis (or some similar god) wished into goblin
|
|
form (even to the extent of speech).
|
|
KEY: If the party parleys, there will be no response
|
|
until the dance is over, an hour before dawn. If the party attacks
|
|
all will flee. If the party waits, the goblins will leave once
|
|
the dance is finished, unless approached. Those who speak goblin
|
|
may learn what the goblins are and that an LN wizard wished the
|
|
dancers into this form as punishment for their chaotic tendencies.
|
|
Little save another wish can aid their plight.
|
|
POSTED BY: Matt Carlson (matthew@rainbow.uchicago.edu) (mcarlson@nmsu.edu)
|
|
|
|
|
|
TITLE: 33000021 Oh, How they Danced (Any/Forest/Any/Any, Fairy Dance)
|
|
OVERVIEW: The PC's set up camp not far from a clearing. A wild
|
|
dance begins in the clearing around midnight.
|
|
TRIGGER: The PC's are camped out in a wood not far from a small
|
|
meadow. Around midnight strange sounds are heard and strange lights
|
|
are seen coming from within the clearing.
|
|
DESCRIPTION: The party is awakened by an eerie music played not
|
|
far away. As the PC's rouse themselves, the notice twinkling lights
|
|
in the nearby clearing. If an elven party member listens carefully,
|
|
they can just make out bits of a song - in Fairy, Sprite, or other
|
|
such type.
|
|
DM NOTES: The clearing is a Fairy Ring. The periodic dances
|
|
start here, but can travel anywhere and last for days/months/years.
|
|
The players will have access to Fairy Food, but if they consume any,
|
|
they lose their save versus the dance. If they don't consume any
|
|
fairy food, they can choose to join in, or make a save to stop from
|
|
being "charmed" into the dance. Those who fail to save or chose to
|
|
join will be in the dance until it ends. A DM can use this tool to
|
|
easily shift the players in time (forward only) or place (so long as
|
|
there is a path that does not cross running water between where the
|
|
PC's get caught in the dance and where it ends). There are many
|
|
different kinds of Fairy Folk usually involved and they are usually
|
|
inclined to talk to anyone who has joined the dance. After the
|
|
dance has completed, the players should have a growth of hair/beard
|
|
to match the length of time the dance lasted.
|
|
KEY: If the party joins willingly, they can learn a lot of
|
|
interesting stuff from the Fairies (examples: Location of monsters,
|
|
details about terrain, myths or legends, how to ferment "Fairy Fire")
|
|
If a person is "charmed" into the dance unwillingly, the Fairies will
|
|
delight in teasing/tormenting them (depending on how nasty the DM
|
|
likes to run Fairies). The Fairies who enjoy the PC's may give them
|
|
some token: a dram of Leprechaun Brandy, which could be sold for
|
|
comparitively large sums to other alcoholic drinks; a fancy carved
|
|
piece of jewelry; or other worthwhile gift for being good sports.
|
|
Those who saved and didn't get caught in the dance will see it "fade"
|
|
in the morning light, taking with it their comrades, possibly
|
|
leaving them alone in the wilderness. If they want, the PC's can
|
|
bring their animals (Fairies love additional dancers and aren't
|
|
biased against animals...;-).
|
|
POSTED BY: Jeff Hildebrand (jrah@ssec.honeywell.com)
|
|
|
|
TITLE: 33000030-The Running Unicorn (Any/Forest/Any/Any, Ambush)
|
|
OVERVIEW: Kobold Witchdoctor uses illusion of a unicorn to lead party
|
|
into ambush!
|
|
TRIGGER: Party is either travelling through forest or resting.
|
|
DESCRIPTION: About 40 feet from you you notice a pure white horse eating
|
|
from a grass patch. It looks towards you, and you notice the long silver
|
|
horn ontop of its forehead. It takes off at a gallop into the woods.
|
|
DM NOTES: The unicorn is actually an illusion made by a Witchdoctor
|
|
Kobold. The unicorn will run off through the woods past where the kobolds
|
|
have set up several traps! In the nearby trees are several archers waiting
|
|
for the party to enter the trap area. The witch doctor has a wand of magic
|
|
missles (5 charges left), and a ring of protection (any +)
|
|
KEY: If the kobolds start to lose they will run aways leading the
|
|
party back to the kobold camp, where there should be a bunch more kobolds.
|
|
There will also be many traps and other archers waiting back at camp.
|
|
|
|
TITLE: 33080010-The Ambush (Any/Forest/Any/Magic Dead, Kobold Ambush)
|
|
OVERVIEW: The Kobolds know about this section of forest that is a anti
|
|
magic area. Thus they have set up traps to ambush the party.
|
|
TRIGGER: The party is going through the woods when they enter the area
|
|
that is anit magic, they get ambushed!
|
|
DESCRIPTION: You are walking through the woods when infront of you up
|
|
pops a branch fence. Quickly turning your just in time to see another branch
|
|
fence popup behind you!
|
|
DM NOTES: The kobolds have found a magic dead area, and have set up a
|
|
trap of branch fences to corral the party. The fences are 6' and will take
|
|
2+1d4 rounds to cut through or 1+1d4 rounds to climb over/through. The
|
|
kobolds have perches setup in the trees where they will fire arrows down
|
|
into the corral. Note: no spells will work for the party as will no magic
|
|
items, like protection rings/armor, and stoneskins, etc... Thus the kobolds
|
|
should have easy targets against the party. The kobolds also have several wild
|
|
dogs they let lose to attack any one who may try to climb over/through the
|
|
fences.
|
|
KEY: The party hunts down the kobolds. The magic dead area is created
|
|
by a rare rock that is hidden beneath the ground.
|
|
|
|
|
|
TITLE: 33100010-The Fishing Bear (Any/Forest/River/Any, Beholder)
|
|
OVERVIEW: The drinking bear is a decoy for a beholder, that is
|
|
waiting in hiding to ambush the party.
|
|
TRIGGER: The party either tries to cross the river, or is camping
|
|
near the river.
|
|
DESCRIPTION: Upon coming to the river you hear some splashing up stream.
|
|
Turning you notice a bear rummaging in the water. Its a large bear, but
|
|
its currently between two a few fallen logs, and a dirt mound on the far
|
|
bank. [If they move closer] It still hasn't noticed the party yet, and
|
|
as you move closer you notice the smell of dead flesh! Looking about
|
|
you see a pile of fish decaying away on the beach.
|
|
DM NOTES: The bear is actually dead, and is being animated by a
|
|
beholder behi9nd the fallen logs. It is waiting for the party to get a
|
|
little closer and then attack them from the side. Its using its TK to
|
|
move the bear around in the water. The smell is actually the bear rotting
|
|
away.
|
|
KEY: The beholder has a stash of treasure from other partys that
|
|
have fallen to the trap hidden on the far side of the dirt mound. Inside
|
|
a scroll tube is a map to the beholders clan.
|
|
|
|
|
|
TITLE: 37400010-Rat Infested Derelict(Any/Swamp/Tropical/Any, WereRats)
|
|
OVERVIEW: The party is travelling through a swamp when the come across
|
|
an old ship stuck in the middle of the swamp. A group of Wererats have
|
|
taken up home to the ship and want to keep it.
|
|
TRIGGER: The party is walking through the swamp and hear noises from
|
|
in the distance.
|
|
DESCRIPTION: Wading through the swamp you suddenly stop. Listening closer
|
|
you hear shouts, and cheers from deeper in the swamp. [As they get closer]
|
|
As you approach the noises get louder and louder. You also notice that the
|
|
water is getting deeper and deeper as you approach the noise. [In sight of
|
|
the ship] As you pear through the mist you see what appears to be an old
|
|
sailing ship. Yet you wonder how it ever got here inthe middle of the swamp.
|
|
The noises you can now hear clearly are the shouts of humanoids cheering
|
|
on some type of competition. You also notice may small rats swimming around
|
|
the water, and climbing trees, trying to get out of your way.
|
|
DM NOTES: The ship is actually an old spelljamming ship that landed here
|
|
in the swamp. On the far side on the ship is a big hole that is somewhat
|
|
boarded up (from a big fight in space) The ship landed here trying to
|
|
repair itself when it was attacked by a wererat. Soon the whole ship was
|
|
infested by the creature. The noises are coming from the interior of the
|
|
ship where a restling match is going on between a wererat and a were
|
|
Crocodile(it was infested years ago in a match). All the inhabitants of
|
|
the ship are currently at the match (set the number to appropriate size
|
|
to put up a good fight against party - min 5 + croc) The main leader will
|
|
flee if it gets too bad for his group. He mainly sits on a large stone
|
|
throne in the ship(which can be a working helm if you want) A stash of
|
|
treasure is hidden deep in the bowels of the ship.
|
|
KEY: Spelljamming helm to reach the stars(a nice way to get party
|
|
into spelljamming). Also one of the players could get infected with
|
|
lyncanthropy(must find a cure).
|
|
|
|
|
|
TITLE: 37400020-The Hunt (Any/Swamp/Tropical/Any, Lizardman Hunt)
|
|
OVERVIEW: The party comes across a semi-civilized lizardman tribe in
|
|
the middle of the swamp. The lizarmen setup a hunt to track down the party.
|
|
TRIGGER: The party can either stumble across a lizardman scout party who
|
|
will flee back to camp, the party can come across the lizardman camp (this
|
|
is better if it is a stronger party)
|
|
DESCRIPTION: [Lizardman scout party] Walking through the swamp you hear some
|
|
noises off in the distance. Stoping to concentrate on the noises you hear
|
|
shouting a couple hundred feet from you. Looking you see a few torches
|
|
(5 or 6) about chest level coming your way. Looking harder you notice large
|
|
humanoids carrying the torches, they appear to have a reflective skin as you
|
|
notice the torch light reflect off of them. Lizardman! They quickly notice
|
|
your group, turn and run in the opposite direction! [Lizardman Camp]Finally
|
|
coming to high ground you hear, shouts a few hundred feet in front of you.
|
|
Looking down you notice many clawed foot prints in the mud leading to and
|
|
from the water. Then suddenly infront of you you see a large group of
|
|
lizardmen, some have clubs, others spears, and a few even have swords. They
|
|
all start chanting, when a section of them part an out walks a large one
|
|
with many necklaces, and a staff. They all stop the chant, and the leader
|
|
holds up his staff. He says a few words in lizardish. The crowd starts up
|
|
a different chant, each time they finish a verse the leader lowers the staff
|
|
a little...
|
|
DM NOTES: If the party comes across the scouts use the second part as they
|
|
chase the lizardmen to the camp. Have the number of lizardmen be more than
|
|
the party could handle (thus hopefully they wont attack), so hopefully they
|
|
will have the sense to run. The leader (A shaman) is counting down to the
|
|
hunt. When his staff reaches the ground it starts. Have the lizardmen get
|
|
more and more excited each time a verse is finished. The idea is for the
|
|
party to run and be hunted. They should escape if they are not too thick
|
|
headed, and stay and fight. Once the hunt starts they lizardmen break off
|
|
into groups,so if the party does come across one or two groups they could
|
|
fight a little to slow them down, but this would attract more groups! If
|
|
the party is too stupid (thick headed) have the group get caught. Then they
|
|
are tied up and a great feast is prepared. If they party cant escape on
|
|
its own, have a group of lizardmen free the party. This special group is
|
|
a faction that is against the current leaders, which they want to see them
|
|
lose face, thus if the prisoners escape they may have a chance to take
|
|
control of the tribe. (This is more important than a feast to them)
|
|
KEY: The group may want to remove the lizardmen from the area. The
|
|
special group may seek the party to help them assinate the tribe leader.
|
|
|