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=== 10/02/10 - Session XXXII - Hot 'n Cold ===
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=== 10/02/10 - Session XXXII - Time of Trouble I ===
  
A number of rumours are going round in the Alice Spings area:
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A number of rumours are going round:
  
 
Gather Info DC's;
 
Gather Info DC's;
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One specific ogre called 'Gnash' (PHB CR3) has encountered the party two times so far and lived to tell the tale.
 
One specific ogre called 'Gnash' (PHB CR3) has encountered the party two times so far and lived to tell the tale.
 
He is fast becoming known as a lunatic prophet in ogre-circles, proclaiming their doom at the hands of goblins.
 
He is fast becoming known as a lunatic prophet in ogre-circles, proclaiming their doom at the hands of goblins.
 
Party left Alice Spings through North gate, been travelling for one day to town called Burt Plain. (3 days' travel North-North-West, see detailed map above).
 
 
 
==== Treasure ====
 
* Large fancy pants [50gp]
 
* Moneypouch [3276gp in gold, jewelry and gems] (Rafa)
 
  
  
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Tick
 
Tick
 
* Has bought a number of power stones in Alice Springs, exactly what types will be decided by player before next session.
 
* Has bought a number of power stones in Alice Springs, exactly what types will be decided by player before next session.
 
 
 
=== 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.'''
 
 
 
.
 
=== 13/04/10 - Session XLII (42) - halfway in the tomb ===
 
 
 
==== Storyline: ====
 
basic advanture "the mummy's Tomb"(sandstorm blz 217)
 
 
 
==== Treasure ====
 
(treasure needed / sessie = 9000gp)
 
* 2000 gp
 
* Rod of metamagic, empower (lesser,9000gp)
 
* Ring of repulsion (mic bracers of repultion) (4000gp)
 
* Illusionary room (4000gp)
 
 
 
"illusionary room" <br>
 
A small cube (2x2 inch) gives a permanent image of a room of 30 by 30 feet(silent image). Dc 11 will save to disbelief when interacted with.
 
* This contains 4 walls.
 
* A roof
 
* Paintings on the wall
 
* 2 bookcases filled with old books
 
* 2 desks against te walls
 
*      1 boekcase with gold statues between desks
 
 
 
 
=== 12/05/10 - finding birdsnest ===
 
 
the party has left te mummy tombe and found a traveling carravan at the oases. there they traded and went on there way.
 
in the village of Birdsnest they found that all the people where dead, killed by a bludgioning attack.
 
 
in the center of the village is a colossal hole of about 60ft deep. it looks like a cavein.
 
out of the cave a creature made of sand attacked the party.
 
 
 
treasure:
 
 
*Huge masterwork darkwood fullplate (8150 gp) (probely harder to sell)
 
*Belt of protection +2 (8.000 gp)
 
*Horn of Fog (2000 gp)
 
 
 
 
 
 
.
 
 
=== 19/05/10 - pillaging birdsnest ===
 
 
The party loots what they can still be salvaged from the remaining buildings in the town. They are not satisfied with what they find so decide to check out if there is anything of value left to be found in the crater. They find a cellar complex which belonged to the City Hall, step on some rodents and end up killing a very old child. Just a standard day for goblins.
 
 
 
 
 
treasure:
 
 
*Javelin of lightning 1500gp
 
*Amulet of wisdom +2 (4.000 gp)
 
*3x Scimitar +1 (1315 gp)
 
*Masterwork scimitar 315
 
*2x Letter opener (dagger +1) (1300gp)
 
 
 
 
 
=== 04/08/10 - finding a new town (again) ===
 
 
After a short rest teh party find itself face to face with a killer rabbit. The party beats of there ambush of rabbits (barely) and continues there search for a town that they didnt destroy or are chased out of. On there travels they find an old man (old ogre) sitting in the middle of the remedence of a town. the party tries to use there goblin diplomacy on him to find out what hes doing here. true to traddition of goblin diplomacy Bill talks of peace while Priest and Eric shoot the man.
 
with the teamwork that only goblins can master the party runs away and fights in turns huritng there partymembers more then the enemy.
 
 
 
ps, the rabbit was indeed based on a snow tiger
 
 
 
treasure:
 
* Ring of deflection (+2)  8000 gp
 
* Amulet of mighty fists 6000 gp
 
 
 
.
 
 
=== 20/10/10 - encountering freedom ===
 
 
while searching for the caravan the party encounters a moving city. it appears to be a giant moving hill with a town build upon it. <br>
 
 
 
 
Town<br>
 
Name: Freedom<br>
 
Also know as: traveling fortress, breeding ground of evil and lawless isle<br>
 
Leader: mayor<br>
 
Population: average 300<br>
 
 
The town is divided in area’s<br>
 
- The caravan areas. these are open spaces closed off with low fences where caravans can rent a spot. <br>
 
- The trade district.  The shops, inns and entertainers are all housed around the main square. <br>
 
- Behind the trade district is the ruling office. Here the mayor and his assistance run the. town<br>
 
- In the back is a restricted area. Here the nobles have their homes.  <br>
 
 
It is unknown what the hill is made of. some people claim that it is one very ancient sand elemental, others say it’s a dust construct and some think that it’s a colony of many sand elementals. <br>
 
 
The leader of the town is the mayor. Every few years a new mayor is appointed by a group of nobles. <br>
 
 
The town is often seen as a lawless town or evil because there are very few laws. Anything is allowed as long as you don’t hinder the other costumers. Money truly talks here. <br>
 
Hurting yourself is not a problem. <br>
 
 
The town is often used by wealthy travelers to go safely from town to town, never in history has the town been defeated. <br>
 
 
It is said that the town has a tremmorsence of a mile across and can attack any who might harm the trade. <br>
 
 
The town does not follow the rules of other countries, criminals are protected within as long as they can afford to stay. Sleeping in a non-rented spot is not a option. <br>
 
 
 
 
treasure: <br>
 
* full plate +1 (medium)  2650
 
* comp longbow +1 (4str)  1400
 
* monks belt  13000
 
* ring of protection 2000
 

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