Difference between revisions of "Wizards/text"

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There is a strong need for the NE cities: Farweston, Weetops, Highton, Palace City itself. Palace City has no bounty 'list', all threats are handled by the Champions directly or by the Guilds pro gratis.
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-Farweston: manticore, troll, huge gaot (dire CR3), renamed CR5 fen-witch
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-Weetops: tusk-hunters Guild has its HQ here. Goes against tusk raiders. Anadoned tusk and human villages with many dead. cadaver lord CR5. Danger of tusk riders on boars. Cave ginat CR5, perhaps in alliance with tusks.
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Highton: winged abductor is 4 armed gargoyle CR5, skaeveling CR5, wood golems CR6.
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-invitation to Guild for training; need to confirm intention by visiting the Slayers' Headquarters at Highton.
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-Penhen needs a book from palace City to open the dungeon portal , knows a Wizard who will lend him the tome if he send s an elf emissary
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-Limited acess libaray also an opportunity to opportunity to check out the Book of Necrocraft taken from the VCampire's palace
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-spies report that the sorceress was Pirate City Spider Agent, assassins and spies for hire. no doubt those with her were her muscle. Likely hired by tusks to ensure no interference with weird summoning-hag story was to keep villagers away. But evidence she was from X, where the Spiders perhaps have a secret base-one of the NE towns.
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-first mission: cattle now being driven into the eastern pastures, but a griffon pair have flown in from the north, menacing the herds.
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Revision as of 14:54, 16 April 2019

There is a strong need for the NE cities: Farweston, Weetops, Highton, Palace City itself. Palace City has no bounty 'list', all threats are handled by the Champions directly or by the Guilds pro gratis.

-Farweston: manticore, troll, huge gaot (dire CR3), renamed CR5 fen-witch -Weetops: tusk-hunters Guild has its HQ here. Goes against tusk raiders. Anadoned tusk and human villages with many dead. cadaver lord CR5. Danger of tusk riders on boars. Cave ginat CR5, perhaps in alliance with tusks. Highton: winged abductor is 4 armed gargoyle CR5, skaeveling CR5, wood golems CR6.

-invitation to Guild for training; need to confirm intention by visiting the Slayers' Headquarters at Highton. -Penhen needs a book from palace City to open the dungeon portal , knows a Wizard who will lend him the tome if he send s an elf emissary -Limited acess libaray also an opportunity to opportunity to check out the Book of Necrocraft taken from the VCampire's palace

-spies report that the sorceress was Pirate City Spider Agent, assassins and spies for hire. no doubt those with her were her muscle. Likely hired by tusks to ensure no interference with weird summoning-hag story was to keep villagers away. But evidence she was from X, where the Spiders perhaps have a secret base-one of the NE towns.


-first mission: cattle now being driven into the eastern pastures, but a griffon pair have flown in from the north, menacing the herds. -





The Round Theatre in Palace City holds a popular performance each year on chilly Moonless Eve. Malkin watched it in his youth and was embarrassed by its theatricality. Powdered -faced players took the role of heroic vampire hunters descending into a misty crypt, there discovering blood-suckers.

Yet what unfolds in the Castle's crypt (#30) seems at first hardly less real. The party see that the tomb in the centre of the chamber is empty; long since picked clean of its grave-goods. But there is a click as one of Guilders approaches. Then the 15' by 15' square space between the four pillars- with the empty coffin at its centre- drops smoothly downwards.

[ooc] Characters can choose to descend on the platform, or stay on the present level by stepping back onto the 5' strip at the platform's perimeter. http://archive.wizards.com/dnd/images/HoH_MW/02_HeroesHorror_150_ppi_2dy92.jpg



As the platform descends, it reveals that there is an identical (i.e. also 25' by 25' chamber) just below the present crypt. Its floor is awash with stinking marsh water. Stone benches lie on its perimeter. A group of SIX blue-skinned monsters- perhaps ghouls- leer up from this verge so as to avoid being crushed by the platform. They are half-dressed in piratical gear.

The four pillars on which the platform has descended are notched with hand-holds for the monsters to climb swiftly in and out.


Perceptions general: Dasten 15 Yona 20 Malkin 20 :poor repair, scarcrows have no decent clothes, village: Dasten 18 Yona 25 Malkin 14  : sth about the church keep : Dasten 10 Yona 19 Malkin 13 Knowledge local: Dasten 10 Yona 22 Malkin 7 Diplomacy Yona 10

Dasten

18 21

Knowledge (Local): 1d20+7 10


Yona

Three awesome perception rolls, 1 excellent Knowledge local roll, and a really lame Diplomacy roll

1d20+5: 20 [1d20=15]

1d20+5: 25 [1d20=20]

1d20+5: 19 [1d20=14]

1d20+7: 22 [1d20=15]

1d20+8: 12 [1d20=4]


Malkin

3#1d20+9: 3 # 20 [1d20=11] 14 [1d20=5] 13 [1d20=4]

And a local knowledge roll

1d20+1: 7 [1d20=6]