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DnD Desert Raiders Campaign DM Notes
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=== 08/03/10 - Session XXXVII - exiting the second snowglobe === ==== Storyline: ==== the inhabitants of the land don’t take the genies plan laying down. The party met a group of desert nymphs that tried to stop the last cold zone from being formed. <br> these “expendable” troops weren’t very clever, all they were told was that killing everything inside the shadow dome would stop the ritual. <br> when they finaly fought there way through the enemys defences they where to late to stop the ginies, all they could see where 4 goblins at the summoning circle <br> ==== Treasure ==== * 6x Large fancy pants [50gp] each * mountain of coins, worth 8000gp weight 134 lbs * coinbox (see below) * nymp's belt, tiny '''Coinbox''' (shadow creature template) <br> Diminutive Aberration (Shapechanger) <br> Hit Dice: 15d8+15 ( 82 hp) <br> Initiative: +5 <br> Speed: 15 ft. (3 squares), climb 10 <br> Armor Class: 24 (+4 size, +5 Dex, +3 natural), touch 19, flat-footed 17 <br> Base Attack/Grapple: +11/+-4 <br> Attack: tongue (touch)( +20 melee (1 +2 electric) <br> Full Attack: 2 tongue (touch) +20 melee (1 +2 electric) <br> Space/Reach: 1/2 ft./10 ft. <br> Special Attacks: electric sting <br> Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape, immunity to sonic, electric sting, sight obscured, hardness 10, resistance to cold 15. Low-light vision. Shadow blend, Fast healing 2, Mirror Image, luck bonus, damage reduction 5/magic. <br> Saves: Fort +8, Ref +11, Will +12 <br> Abilities: Str 10, Dex 20, Con 12, Int 12, Wis 13, Cha 10 <br> Skills: sleight of hand +25 (+30), Disguise +29, spot +11, Hide +33 (38), move silent +25, climb +14 <br> Feats: skill focus disguise, skill focus SoH, skill focus move silent, weapon finesse tongue, skill focus hide. <br> Challenge Rating: 5 <br> A Coinbox looks like a wooden box of about 1 cubic feet. It appears to be made of a Darkwood with mithral bands holding it together. <br> At its frond it has a well decorated attached lock fine enough to be worn as a necklace for a nobal’s men. <br> Coinboxes speak Common. <br> COMBAT <br> A coinbox wont attack anything directly. It prefers to be taken in and steal till its full. <br> Mimic Shape (Ex): A coinbox can assume any shape of roughly 1 cubic feet. To see though this disguise the target must make a successful spot check opposed to the coinbox’s disguise. <br> Tongue: The coinbox has a tongue with a 10ft reach. with it he can make touch attacks and steal small objects. <br> Electric sting(Ex): 2 electric damage to person holding it. <br> Skills: A coinbox has a racial bonus of +8 on Disguise , +10 on hide, +8 on climb, +10 on move silent. <br> sight obscured (Su):at will, +5 circumstance bonus on hide checks, sleight of hand checks, and any other checks that involve concealing the subject’s action or gestures. <br> Hollow inside: a coinbox can hold roughly 2000 coins at one time <br> Shadow blend (Su), In any condition other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. <br> Fast healing: 2 <br> Mirror Image (Sp): 1/day as spell caster lvl 5 (1d4+1 image’s of itself, AC 19) <br> luck bonus: +2 luck bonus on saves (already counted above) <br> DM side notes: <br> A rich locked box owned by goblins tells a shopkeeper one thing, “the box is stolen”. <br> The box can look more expensive or cheaper when appraised by a person depending on the box his set of mind. <br> If the box wants to be sold (when there are gold coins in the shop) it will become a value of 3000 gp. <br> Detect magic: <br> Round 2: 1 magical effect <br> Round 3: Faint <br> Round 3 + Spellcraft: DC 15 school is Illusion <br> '''cursed belt''' <br> This fine belt holds 1 pouch. This pouch functions like a bag of holding for maximum 150lbs. <br> When the belt is worn the belt and pouch grow to be used by any character. However, this belt also gives a temporary negative lvl every time that the belt is worn, if it is taken off and worn again it gives another negative lvl. <br> Each day the belt is not worn one negative lvl is removed. <br> Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and –1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable. <br> '''Note: this belt is "fine" and thus to small to use unless worn.''' .
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