GODS OF GOOD
Majere (The Wise) - God of Knowledge, Wisdom, Truth
Heironeous (The Guardian) - God of Justice, Protection, Honor
Pelor (The Sun Lord) - God of Sun, Healing, Light
Pan (The Innocent) - God of Leisure, Innocence, Music
Freya (The Beautiful) - Goddess of Love, Serenity, Beauty, Arts
Tymora - Goddess of Fortune
GODS OF EVIL
Loki (The Trickster) - God of Trickery, Lies, Greed
Bane (The Destroyer/Tyrant) - God of Destruction, Tyranny, Murder, Fear
Chemosh (The Corrupt) - Goddess of Undeath, Sickness, Darkness
Hades (The Torturer) - God of Suffering, Misery, Guilt
Soth (The Vengeful) - God of Vengeance, Lust, Pride, Hatred
Beshaba - Goddess of Misfortune
GODS OF NEUTRALITY
Elhonna (LN, The Earth Mother) - Goddess of Nature, Plants, Fertility
Gond (LN, The Builder) - God of Invention, Machines, Constructs
Fharlanghn (N, The Traveler) - God of Travel, Wealth, Trade
Talos (CN, The Stormlord) - God of Storms, Chaos
Neptune (N) - God of Oceans, Rain, Sailing
Malar (N) - God of Beasts, Animals, Instinct
Asha (LN) - Goddess of Dreams, Foresight
Boccob (LN) - God of Magic
(TN) - God of Judgement, Law
Charon (TN)- God of Death
GODS OF BATTLE
Hextor (NE, The Warlord) - God of War, Bloodlust
Tempus (NG, The Valiant) - God of Valor, Heroism
Kord (N, The Mighty) - God of Strength, Ambition
PATRON GODS
Mask (CN) - God of Thieves
Shar (CE) - Goddess of Shadows
Artemis (CG) - Goddess of the Moon
Wanderer (N) - God of Outcasts
RACIAL GODS
Argos - God of Giants
Bahamut - God of Good Dragons
Blibdoolpoolp - Goddess of Kuo-Toa
Corellon Larethian - God of Elves
Garl Glittergold - God of Gnomes
Great Mother - Goddess of Beholders
Gruumsh - God of Orcs
Jubilex - God of Oozes and Slimes
Kavaki - God of Goliaths
Kurtulmak - God of Kobolds
Maglubiyet - God of Goblins
Moradin - God of Dwarves
Vulkoor - God of Drow
Yeenoghu - God of Gnolls
Yondalla - Goddess of Halflings
Tiamat - Goddess of Evil Dragons
DEMIGODS
Graz'zt
Demogorgon
Orcus
Pazuzu
Pale Night
Cup/Chalice
Bloody Tooth
Wheat Stalks
Horseshoe
Eye and Pentagram
Seven Stars
Hourglass
Unicorn
Moon / Crescent Moon
Fist Clutching Lightning Bolt
Grinning Skull
Black Gauntlet
Black Rose
Smiling Mask
Weeping Mask
Broken Coin / Chains
Scythe
Ram's Head
Panpipes
Acorn
Leaf
Laughing Mask
Coiled Snake
Lidless Eye
Anvil
Fighter using a dead hollowed-out goblin as a bag to hold his magic biscuits?
Wizard hurling bottles of poop and eggs instead of fireballs?
Frenzied berzerker being slowly and agonizingly drowned by a giant clam?
Time for a Madness Check.
Spinner Kendall, Con Artist
Male human rogue 10
N Medium humanoid (human)
Init +12 (+5 Dex, +7 Ref); Senses Detect +10
Languages Common
AC 21, touch 17, flat-footed 16
(Dex +5, armor +4, deflection +2)
hp 74
Resist Evasion, Improved Uncanny Dodge, +4 on saves vs fear, +4 to avoid being intimidated
Fort +8, Ref +14, Will +7
Speed 30 ft
Melee +1 saber +13 (1d6+6/18–20) or mst dagger +13 (1d4+5/19-20)
Full Melee +1 saber +11/+6 (1d6+6/18–20), mst dagger +11/+6 (1d4+2/19-20)
Ranged mst dagger +13 (1d4+1/19–20)
Full Ranged mst dagger +13 (1d4+1/19–20), mst dagger +8 (1d4+1/19-20)
Base Atk +7/+2; Grp +8
Special Attacks Sneak Attack +5d6
Atk Options Skill Mastery (take 10 on Bluff and Tumble checks)
Combat Gear 1 potion of alter self, 1 potion of cure critical wounds (+7), 1 potion of gaseous form
Abilities Str 12, Dex 20, Con 16, Int 8, Wis 14, Cha 16
Feats Weapon Finesse, Two Weapon Fighting, Quickdraw, Improved Two Weapon Fighting, Lucky
Skills Bluff +16, Climb +11, Detect +10, Diplomacy +16, Disguise +13, Escape Artist +15, Jump +7, Open Lock +6, Sense Motive +15, Sneak +15, Tumble +15
Possessions +1 saber, cloak of resistance +1, +2 mithril chain shirt, chime of opening, passwall chalk (x2), badge of valor, 6 masterwork daggers, earring of dimension door (1 charge), 12 gp, 3 pp
Treasure brass statue (20 gp, 100 lbs), 5 bottles of elven firebrandy (10 gp each), 1 elixir of love, 3 gold bracelets (20 gp each), 1 crystal chalice (25 gp), 1 nobles outfit (10 gp)
Earring of Dimension Door - one use item, wearer removes the earring (standard, doesn't provoke) to trigger the effect. 600 foot range.
Description
• tall
Background
born
Traits or Mannerisms
• Magnetic Personality: Spinner is smooth talking, convincing and charming, and is quite adept at talking his way into or out of almost any situation. And if that fails, his charming personality and dashing looks will usually suffice. Spinner would be the perfect covert agent except for his woeful lack of knowledge concerning politics, local history, court etiquette, etc. Fortunately, his charming nature is enough to make people overlook his social gaffes...most of the time.
• Cautious: Spinner is accustomed to taking large risks, and readily does so. But despite his risk-taking nature, he is extremely aware of his own capabilities, and always has some sort of emergency escape planned. This might be in the case of a contingency invisibility spell, a potion of flight, or his special earring of dimension door, which he keeps absolutely secret (even from his allies) and will not use except to escape certain death.
• Skirt Chaser: Spinner is easily distracted by a pretty face, and gets himself into all sorts of trouble because of it.
N Medium humanoid (human)
Init +12 (+5 Dex, +7 Ref); Senses Detect +10
Languages Common
AC 21, touch 17, flat-footed 16
(Dex +5, armor +4, deflection +2)
hp 74
Resist Evasion, Improved Uncanny Dodge, +4 on saves vs fear, +4 to avoid being intimidated
Fort +8, Ref +14, Will +7
Speed 30 ft
Melee +1 saber +13 (1d6+6/18–20) or mst dagger +13 (1d4+5/19-20)
Full Melee +1 saber +11/+6 (1d6+6/18–20), mst dagger +11/+6 (1d4+2/19-20)
Ranged mst dagger +13 (1d4+1/19–20)
Full Ranged mst dagger +13 (1d4+1/19–20), mst dagger +8 (1d4+1/19-20)
Base Atk +7/+2; Grp +8
Special Attacks Sneak Attack +5d6
Atk Options Skill Mastery (take 10 on Bluff and Tumble checks)
Combat Gear 1 potion of alter self, 1 potion of cure critical wounds (+7), 1 potion of gaseous form
Abilities Str 12, Dex 20, Con 16, Int 8, Wis 14, Cha 16
Feats Weapon Finesse, Two Weapon Fighting, Quickdraw, Improved Two Weapon Fighting, Lucky
Skills Bluff +16, Climb +11, Detect +10, Diplomacy +16, Disguise +13, Escape Artist +15, Jump +7, Open Lock +6, Sense Motive +15, Sneak +15, Tumble +15
Possessions +1 saber, cloak of resistance +1, +2 mithril chain shirt, chime of opening, passwall chalk (x2), badge of valor, 6 masterwork daggers, earring of dimension door (1 charge), 12 gp, 3 pp
Treasure brass statue (20 gp, 100 lbs), 5 bottles of elven firebrandy (10 gp each), 1 elixir of love, 3 gold bracelets (20 gp each), 1 crystal chalice (25 gp), 1 nobles outfit (10 gp)
Earring of Dimension Door - one use item, wearer removes the earring (standard, doesn't provoke) to trigger the effect. 600 foot range.
Description
• tall
Background
born
Traits or Mannerisms
• Magnetic Personality: Spinner is smooth talking, convincing and charming, and is quite adept at talking his way into or out of almost any situation. And if that fails, his charming personality and dashing looks will usually suffice. Spinner would be the perfect covert agent except for his woeful lack of knowledge concerning politics, local history, court etiquette, etc. Fortunately, his charming nature is enough to make people overlook his social gaffes...most of the time.
• Cautious: Spinner is accustomed to taking large risks, and readily does so. But despite his risk-taking nature, he is extremely aware of his own capabilities, and always has some sort of emergency escape planned. This might be in the case of a contingency invisibility spell, a potion of flight, or his special earring of dimension door, which he keeps absolutely secret (even from his allies) and will not use except to escape certain death.
• Skirt Chaser: Spinner is easily distracted by a pretty face, and gets himself into all sorts of trouble because of it.
The Gut Maggot Tribe
Population 250
Leaders: Karocc (half-dragon barbarian 5, prestige 2), Yrthak (ranger 2, scout 5), Thatch (rogue 3, druid 3)
This powerful group of goblins is unusually united in their cause, mostly because of their brutal, merciless leader Karocc. Under his leadership, the tribe systematically eliminated all enemies in their forest. They tortured anyone taken alive and then staked them to trees on the outskirts of the forest, with their guts cut open, and a handful of maggots placed in the wound. The victims would live for a few days in extreme pain before finally expiring.
Fortunately for the region around the forest, the Gut Maggot Tribe does not venture out of the woods very often. One nervous village hired a group of overconfident adventurers to eliminate the goblins. The adventuers assumed the tribe would be easy pickings; after all, they were "only goblins." However, Karocc's tribe lured the invaders into ambushes, picked them off in guerilla strikes, and had littered the forest with countless traps. The survivors eventually escaped the forest, only to arrive back at the village to find the populace slaughtered, with a handful of people staked to poles in the center of the village, maggots writhing in gaping belly wounds.
Every goblin in the tribe is trained in either hunting, trapmaking or scouting. They favor quick strikes, wolf-rider ambushes, and guerilla-style tactics. Karocc knows that a straight-up fight will likely end in disaster, so he uses the familiar forest terrain to his advantage. As a result, the tribe rarely, if ever, ventures out of the woods. This has also kept the tribe from attracting too much attention from powerful foes, which Karocc also planned.
Leaders: Karocc (half-dragon barbarian 5, prestige 2), Yrthak (ranger 2, scout 5), Thatch (rogue 3, druid 3)
This powerful group of goblins is unusually united in their cause, mostly because of their brutal, merciless leader Karocc. Under his leadership, the tribe systematically eliminated all enemies in their forest. They tortured anyone taken alive and then staked them to trees on the outskirts of the forest, with their guts cut open, and a handful of maggots placed in the wound. The victims would live for a few days in extreme pain before finally expiring.
Fortunately for the region around the forest, the Gut Maggot Tribe does not venture out of the woods very often. One nervous village hired a group of overconfident adventurers to eliminate the goblins. The adventuers assumed the tribe would be easy pickings; after all, they were "only goblins." However, Karocc's tribe lured the invaders into ambushes, picked them off in guerilla strikes, and had littered the forest with countless traps. The survivors eventually escaped the forest, only to arrive back at the village to find the populace slaughtered, with a handful of people staked to poles in the center of the village, maggots writhing in gaping belly wounds.
Every goblin in the tribe is trained in either hunting, trapmaking or scouting. They favor quick strikes, wolf-rider ambushes, and guerilla-style tactics. Karocc knows that a straight-up fight will likely end in disaster, so he uses the familiar forest terrain to his advantage. As a result, the tribe rarely, if ever, ventures out of the woods. This has also kept the tribe from attracting too much attention from powerful foes, which Karocc also planned.
Starting Gold by Level
PCS
1st varies 11th 66,000
2nd 900 12th 88,000
3rd 2,700 13th 110,000
4th 5,400 14th 150,000
5th 9,000 15th 200,000
6th 13,000 16th 260,000
7th 19,000 17th 340,000
8th 27,000 18th 440,000
9th 36,000 19th 580,000
10th 49,000 20th 760,000
NPCS
1st 900 11th 21,000
2nd 2,000 12th 27,000
3rd 2,500 13th 35,000
4th 3,300 14th 45,000
5th 4,300 15th 59,000
6th 5,600 16th 77,000
7th 7,200 17th 100,000
8th 9,400 18th 130,000
9th 12,000 19th 170,000
10th 16,000 20th 220,000
Door Ninja
The Door Ninja is an animated heavy steel door with a silent portal disk attached to it (maybe with the Stick spell)
Hit Points:
Init:
Speed: 30 ft. (6 squares)
Armor Class: (+ size, + Dex, + natural), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Feats:
Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
Climb: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Large Magical Beast [extraplanar]
Environment:
Organization:
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Alignment:
Treasure:
Hit Points:
Init:
Speed: 30 ft. (6 squares)
Armor Class: (+ size, + Dex, + natural), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Feats:
Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
Climb: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Large Magical Beast [extraplanar]
Environment:
Organization:
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Alignment:
Treasure:
Fang, Sheriff of Paradise
Male half-orc fighter 4
LG Medium humanoid (half-orc)
Init +4 (+2 Dex, +2 Reflex); Senses Detect +2
Languages Common, Orc
AC 16 (standard), touch 13, flat-footed 14
(Dex +2, armor +3, deflection +1)
AC 26 (armoured), touch 14, flat-footed 25
(Dex +1, armor +8, shield +4 deflection +3)
hp 44
Resist none
Fort +7, Ref +3, Will +0
Speed 30 ft
Melee Hooktooth +9 (1d10+8/19–20)
Ranged shortbow +6 (1d6/x3)
Base Atk +4; Grp +7
Atk Options Improved Disarm (+13 disarm check)
Combat Gear 1 tanglefoot bag, 2 potions of cure light wounds (+2)
Abilities Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Feats Exotic Weapon (Bastard Sword), Weapon Focus (Bastard Sword), Expertise, Improved Disarm, Weapon Specialization (Bastard Sword)
Skills Detect +2, Handle Animal +4, Intimidate +4, Jump +6 (+0 when armored), Ride +6
Possessions Hooktooth (+1 bastard sword), masterwork studded leather, shortbow, bracers of armor +1, 5 gp
Treasure +1 heavy steel shield, +1 fullplate, 50 gp
Notes
Hooktooth - this +1 bastard sword has a bladed hook at the tip of the blade that allows the wielder to effectively disarm foes. Fang get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Description
• Personality: ??
• Black hair with streaks of grey, 6'4", 280 lbs., wears bland colors (browns and greys)
• 45 years old but still very muscular and in shape.
• Not very comfortable talking to people without military training.
• Has numerous scars, limps slightly, slight military style of speaking
Background
Fang was born in an orc clan, the child of a human slave the clan had captured. His mother died shortly after he was born. He was bullied and abused as a child, but he accepted his fate until he had the chance to kill his father while he slept and escape. He found acceptance in a mercenary army, where he sharpened his fighting skills. He became part of a special strike force used to quickly dispatch an enemy general or captain. He was forced to retire after being seriously wounded in the leg by an archer, and still limps slightly.
He moved to Paradise and quickly became known as someone not to mess with, which caught the eye of the sheriff, a female half-orc named _____. They had a son, Hofar. The mother died after ________ and Fang decided to become the sheriff in her memory. While maintaining order in Paradise Fang typically wears carries Hooktooth, a shortbow and his studded leather armor, but he keeps his heavy armor well-maintained at home in case of emergency.
Traits
• Unprejudiced: Fang is open-minded and treats everyone extremely fairly, regardless of race. Has a soft spot for orphans, outcasts and those who are exploited/picked on by others, and has no patience for those who victimize these people.
• Military Man: Genuinely likes Paradise and its people, but misses the excitement and strict rules of the military. As a result, sometimes gets annoyed with silly (in his mind) disputes and squabbles. Still uses military slang. Sees warriors and Hoof-Bite's friends as his new "peers."
• Proud Father: Unashamed of Hoof-Bite, despite his son's mental state, but is frustrated that he is unable to help him overcome his disability. Has taught Hoof-Bite how to fight well so that others will not pick on him (not really realizing that few would pick on him anyways, since Hoof-Bite is enormous) Appreciates his son's friends, as they are able to defend Hoof-Bite when Fang would feel bad doing so (against youths, for example).
LG Medium humanoid (half-orc)
Init +4 (+2 Dex, +2 Reflex); Senses Detect +2
Languages Common, Orc
AC 16 (standard), touch 13, flat-footed 14
(Dex +2, armor +3, deflection +1)
AC 26 (armoured), touch 14, flat-footed 25
(Dex +1, armor +8, shield +4 deflection +3)
hp 44
Resist none
Fort +7, Ref +3, Will +0
Speed 30 ft
Melee Hooktooth +9 (1d10+8/19–20)
Ranged shortbow +6 (1d6/x3)
Base Atk +4; Grp +7
Atk Options Improved Disarm (+13 disarm check)
Combat Gear 1 tanglefoot bag, 2 potions of cure light wounds (+2)
Abilities Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Feats Exotic Weapon (Bastard Sword), Weapon Focus (Bastard Sword), Expertise, Improved Disarm, Weapon Specialization (Bastard Sword)
Skills Detect +2, Handle Animal +4, Intimidate +4, Jump +6 (+0 when armored), Ride +6
Possessions Hooktooth (+1 bastard sword), masterwork studded leather, shortbow, bracers of armor +1, 5 gp
Treasure +1 heavy steel shield, +1 fullplate, 50 gp
Notes
Hooktooth - this +1 bastard sword has a bladed hook at the tip of the blade that allows the wielder to effectively disarm foes. Fang get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Description
• Personality: ??
• Black hair with streaks of grey, 6'4", 280 lbs., wears bland colors (browns and greys)
• 45 years old but still very muscular and in shape.
• Not very comfortable talking to people without military training.
• Has numerous scars, limps slightly, slight military style of speaking
Background
Fang was born in an orc clan, the child of a human slave the clan had captured. His mother died shortly after he was born. He was bullied and abused as a child, but he accepted his fate until he had the chance to kill his father while he slept and escape. He found acceptance in a mercenary army, where he sharpened his fighting skills. He became part of a special strike force used to quickly dispatch an enemy general or captain. He was forced to retire after being seriously wounded in the leg by an archer, and still limps slightly.
He moved to Paradise and quickly became known as someone not to mess with, which caught the eye of the sheriff, a female half-orc named _____. They had a son, Hofar. The mother died after ________ and Fang decided to become the sheriff in her memory. While maintaining order in Paradise Fang typically wears carries Hooktooth, a shortbow and his studded leather armor, but he keeps his heavy armor well-maintained at home in case of emergency.
Traits
• Unprejudiced: Fang is open-minded and treats everyone extremely fairly, regardless of race. Has a soft spot for orphans, outcasts and those who are exploited/picked on by others, and has no patience for those who victimize these people.
• Military Man: Genuinely likes Paradise and its people, but misses the excitement and strict rules of the military. As a result, sometimes gets annoyed with silly (in his mind) disputes and squabbles. Still uses military slang. Sees warriors and Hoof-Bite's friends as his new "peers."
• Proud Father: Unashamed of Hoof-Bite, despite his son's mental state, but is frustrated that he is unable to help him overcome his disability. Has taught Hoof-Bite how to fight well so that others will not pick on him (not really realizing that few would pick on him anyways, since Hoof-Bite is enormous) Appreciates his son's friends, as they are able to defend Hoof-Bite when Fang would feel bad doing so (against youths, for example).
Prelude #1
Characters:
Jamie (Changeling Rogue)
Mike (Human Fighter)
Justin (Half-Elf Sorcerer)
Ryan (Half-Orc Barbarian)
Keenan (Dwarf Cleric)
Jamie and Mike are twins. They had a Changeling mother, and a human father. Not sure how this happens, but a neighbour discovers the mother shapechanging, and the father dies. Everyone assumes that it is a doppelganger monster that has killed their real mother and has taken her place, and so she is run out of town. She has taught Jamie to always appear like Mike, so everyone thinks they are both regular humans. They are taken in by the owners of the town's inn, a married human couple named _______ and _______. Mike and Jamie eventually convince them to change the name of the inn to "The Thirteenth Step", even though it sits flat on the ground and there are no steps at all. Mike has a temper and Jamie gets into trouble, but no one holds it against them because of their tragic childhood.
Justin is a half-elf, elf father, human mother, both still alive and living in town. He was born in an elven city and trained early on to be a warrior, but he proved more adept at spellcasting, to his father's disappointment. They moved to Paradise when Justin was young, and being a mischievous and prankish type, he became friends with Mike and Jamie and hung out with them a lot.
Keenan is a ward of the church, having lost both parents to _____ attacks at an early age. The elder priests (two of them, a male Halfling Elya, and a female human Kira) are both quite old, so it is his job to make house calls and be the village's everyday cleric. He felt sorry for Mike and Jamie when their parents died/left, having gone through that himself, so he became an uncle figure to them (which became a big brother role as they matured and became closer to his mental age.)
Ryan is the dumb but strong, lovable oaf who everyone in town knows and takes care of. He is exceptionally strong because he is always performing heavy-labour chores for people and helping them. His nickname is Hoof-Bite because he used to work regularly in the stables and livestock farm, until the farmer caught him trying to bite a horse. His father Fang is the town's sheriff, and loves his son without shame. Jamie is particularly loyal to Hoof-Bite because Hoof-Bite once saved him from an angry bear after Jamie harassed it.
Tavern - owned by two human sisters, Hanra and Shanra. Hanra is the cook, Shanra is the barkeep, they also employ a number of girls as barmaids.
Three farmsteads on the outskirts of town:
#1 - Stella & Eyon, humans, 2 kids, livestock
#2 - Domo, old human male, vegetables and fruit
#3 - Var & Millie, human and half-elf, 3 kids, wheat, corn, grains
5 thieves
Mazer, male human - tough, gruff, stubborn
Lipp, male human - pathetic, sneaky
Erol male half-elf - dumb
Hemmel, male elf - fanatical but has no idea what is really going on
Seris, male halfling - ...nothing
Dead Trader = Jasper, human male (middle aged)
Male Trader = Orlar, middle aged chubby human, balding. Runs Orlar's House of Magnificence in Freeport (gems and jewellery.)
Female Trader = Mara, middle aged, chubby, jolly
=================
Orlar and Mara are robbed by 5 thieves, party arrives on scene just in time to see them fleeing on horseback. The party rounds up four horses (Ryan runs) and using Justin's raven familiar, tracks them down to a farming community 2 hours ride from town. Three farms. Jamie fills his bag full of ears of corn.
They poke around and eventually find three of the thieves, with five horses, hiding in one of the barns. Justin summons a fiendish centipede to scare them, they run outside and are knocked out by the waiting party. Mazer, Lipp, and Hemmel are the three. Mike questions them, and asks where the others are (reply: Gone to get food.) Meanwhile, Jamie tries to coerce Lipp into accepting a "deal" if he'll just blame it all on Mazer. (He later tries to convince Mazer the same thing.) During this whole time Jamie looks like an orc.
While interrogating Mazer, no one notices Lipp edge up on the hay bales he's sitting on and leap for the window. Mike grabs a pitchfork and hurls it at him, just missing him. However, his landing is heard by Ryan, who strolls over and punches out Lipp as he is trying to hop away.
They question Erol, who is dumb and panics and reveals that he didn't take the amulet. When questioned farther, he tells them that Hemmel and Seris took an amulet with a blue stone because it would "light their way."
Outside, Justin and Ryan meet Domo, who is suspicious of them and tries to shoo them away, but later offers them food. He gives them apples, apologizing for the lack of their regular meal, soup, because the well was strangely low today when he went to get the water. They go inside and discuss.
They decide to tie the three thieves to horses and send them back towards Paradise, and then explore the well. Jamie drops down into the well and finds an underground/water passage into a small cavern. He gets everyone else (Ryan holds the rope, and then climbs down). Jamie morphs into Mazer now, and walks into the next room while the others wait for a signal. There are 2 men in leather armor and one cloaked, hunched figure facing away from him. The 2 men attack, injuring Jamie, who had leapt up on a table. He flips off the table and runs away, flipping his bag of corn at one of the men. The two men pursue him around the corner, only to be chopped down in a cleave by Mike.
Mike flips the cloaked figure around, it's a dead man, stripped to the waist and a strange symbol carved into his chest. Jamie searches the room and finds the blue-stoned amulet, and he puts it on. When he holds the gem, he can see through illusions, and spots a secret door (and its triggering mechanism on the wall.) They go through, find a storeroom in one direction, and a closed door in the other. Justin casts silent portal on the door and Ryan charges in.
Inside are a halfing and an elf, both armed with chain shirts and better gear than the other thieves they've met so far. There is also a large rug in the center of the room. Ryan ducks back around the door and says "PEOPLES!" Mike charges in as the halfling drinks a potion of blinking, both halfling and elf draw their weapons (dagger, longsword). Mike and quickly wounds the elf, while the halfling is attacked by Jamie, Ryan and another centipede by Justin. While charging at the halfling, Ryan almost falls into the concealed pit trap under the rug. The halfling blinks in and out constantly and most of the party's attacks keep missing him, even Justin's ice shard spell. The elf surrenders, and Keenan pins him to the ground and strips him of weapons, revealing a brooch with the same symbol.
Meanwhile the halfling sneak attacks Ryan, then runs for the door, dodging Justin's clumsy trip attempt. Mike charges after him but misses as the halfling blinks out of view again, but Justin summons a giant fire beetle which bites the halfling, then he is impaled by Ryan, charging and stabbing with the spike on the end of his greataxe. He runs out of the room and all the way down the hall before finally smearing the halfling on the ground.
They search the place and find some okay treasure. They return to the surface after knocking Hemmel unconscious.
Jamie (Changeling Rogue)
Mike (Human Fighter)
Justin (Half-Elf Sorcerer)
Ryan (Half-Orc Barbarian)
Keenan (Dwarf Cleric)
Jamie and Mike are twins. They had a Changeling mother, and a human father. Not sure how this happens, but a neighbour discovers the mother shapechanging, and the father dies. Everyone assumes that it is a doppelganger monster that has killed their real mother and has taken her place, and so she is run out of town. She has taught Jamie to always appear like Mike, so everyone thinks they are both regular humans. They are taken in by the owners of the town's inn, a married human couple named _______ and _______. Mike and Jamie eventually convince them to change the name of the inn to "The Thirteenth Step", even though it sits flat on the ground and there are no steps at all. Mike has a temper and Jamie gets into trouble, but no one holds it against them because of their tragic childhood.
Justin is a half-elf, elf father, human mother, both still alive and living in town. He was born in an elven city and trained early on to be a warrior, but he proved more adept at spellcasting, to his father's disappointment. They moved to Paradise when Justin was young, and being a mischievous and prankish type, he became friends with Mike and Jamie and hung out with them a lot.
Keenan is a ward of the church, having lost both parents to _____ attacks at an early age. The elder priests (two of them, a male Halfling Elya, and a female human Kira) are both quite old, so it is his job to make house calls and be the village's everyday cleric. He felt sorry for Mike and Jamie when their parents died/left, having gone through that himself, so he became an uncle figure to them (which became a big brother role as they matured and became closer to his mental age.)
Ryan is the dumb but strong, lovable oaf who everyone in town knows and takes care of. He is exceptionally strong because he is always performing heavy-labour chores for people and helping them. His nickname is Hoof-Bite because he used to work regularly in the stables and livestock farm, until the farmer caught him trying to bite a horse. His father Fang is the town's sheriff, and loves his son without shame. Jamie is particularly loyal to Hoof-Bite because Hoof-Bite once saved him from an angry bear after Jamie harassed it.
Tavern - owned by two human sisters, Hanra and Shanra. Hanra is the cook, Shanra is the barkeep, they also employ a number of girls as barmaids.
Three farmsteads on the outskirts of town:
#1 - Stella & Eyon, humans, 2 kids, livestock
#2 - Domo, old human male, vegetables and fruit
#3 - Var & Millie, human and half-elf, 3 kids, wheat, corn, grains
5 thieves
Mazer, male human - tough, gruff, stubborn
Lipp, male human - pathetic, sneaky
Erol male half-elf - dumb
Hemmel, male elf - fanatical but has no idea what is really going on
Seris, male halfling - ...nothing
Dead Trader = Jasper, human male (middle aged)
Male Trader = Orlar, middle aged chubby human, balding. Runs Orlar's House of Magnificence in Freeport (gems and jewellery.)
Female Trader = Mara, middle aged, chubby, jolly
=================
Orlar and Mara are robbed by 5 thieves, party arrives on scene just in time to see them fleeing on horseback. The party rounds up four horses (Ryan runs) and using Justin's raven familiar, tracks them down to a farming community 2 hours ride from town. Three farms. Jamie fills his bag full of ears of corn.
They poke around and eventually find three of the thieves, with five horses, hiding in one of the barns. Justin summons a fiendish centipede to scare them, they run outside and are knocked out by the waiting party. Mazer, Lipp, and Hemmel are the three. Mike questions them, and asks where the others are (reply: Gone to get food.) Meanwhile, Jamie tries to coerce Lipp into accepting a "deal" if he'll just blame it all on Mazer. (He later tries to convince Mazer the same thing.) During this whole time Jamie looks like an orc.
While interrogating Mazer, no one notices Lipp edge up on the hay bales he's sitting on and leap for the window. Mike grabs a pitchfork and hurls it at him, just missing him. However, his landing is heard by Ryan, who strolls over and punches out Lipp as he is trying to hop away.
They question Erol, who is dumb and panics and reveals that he didn't take the amulet. When questioned farther, he tells them that Hemmel and Seris took an amulet with a blue stone because it would "light their way."
Outside, Justin and Ryan meet Domo, who is suspicious of them and tries to shoo them away, but later offers them food. He gives them apples, apologizing for the lack of their regular meal, soup, because the well was strangely low today when he went to get the water. They go inside and discuss.
They decide to tie the three thieves to horses and send them back towards Paradise, and then explore the well. Jamie drops down into the well and finds an underground/water passage into a small cavern. He gets everyone else (Ryan holds the rope, and then climbs down). Jamie morphs into Mazer now, and walks into the next room while the others wait for a signal. There are 2 men in leather armor and one cloaked, hunched figure facing away from him. The 2 men attack, injuring Jamie, who had leapt up on a table. He flips off the table and runs away, flipping his bag of corn at one of the men. The two men pursue him around the corner, only to be chopped down in a cleave by Mike.
Mike flips the cloaked figure around, it's a dead man, stripped to the waist and a strange symbol carved into his chest. Jamie searches the room and finds the blue-stoned amulet, and he puts it on. When he holds the gem, he can see through illusions, and spots a secret door (and its triggering mechanism on the wall.) They go through, find a storeroom in one direction, and a closed door in the other. Justin casts silent portal on the door and Ryan charges in.
Inside are a halfing and an elf, both armed with chain shirts and better gear than the other thieves they've met so far. There is also a large rug in the center of the room. Ryan ducks back around the door and says "PEOPLES!" Mike charges in as the halfling drinks a potion of blinking, both halfling and elf draw their weapons (dagger, longsword). Mike and quickly wounds the elf, while the halfling is attacked by Jamie, Ryan and another centipede by Justin. While charging at the halfling, Ryan almost falls into the concealed pit trap under the rug. The halfling blinks in and out constantly and most of the party's attacks keep missing him, even Justin's ice shard spell. The elf surrenders, and Keenan pins him to the ground and strips him of weapons, revealing a brooch with the same symbol.
Meanwhile the halfling sneak attacks Ryan, then runs for the door, dodging Justin's clumsy trip attempt. Mike charges after him but misses as the halfling blinks out of view again, but Justin summons a giant fire beetle which bites the halfling, then he is impaled by Ryan, charging and stabbing with the spike on the end of his greataxe. He runs out of the room and all the way down the hall before finally smearing the halfling on the ground.
They search the place and find some okay treasure. They return to the surface after knocking Hemmel unconscious.
things the party has done
Fang asks the party to take Hemmel to Freeport, and they travel there with Orlar who is on his way back as well. They turn the elf over to the authorities there, and Orlar buys them some fancy new equipment. They get to test this new equipment when they hear reports of zombies walking around near an abandoned mine in the hills. They travel there and find a necromancer cleric who has raised a small force of undead to excavate the mine. They attack the necromancer and dispatch the undead.
They are then asked to escort Hemmel AGAIN, this time to a major coastal city, as there has been interest about the strange symbol. They do so and Hemmel is jailed, but the next day he is found dead from unknown means, seemingly natural. The party is investigated, but eventually there are no clues and the case stops, and remains unsolved.
The party spends some time traveling around to small communities and ridding them of monster problems.
Freeport is besieged by a small army of hobgoblins, striking during a major trading convention. The party, alongside other adventurers and warriors, manage to hold the city against the force. Eventually the party sneaks out during the night and finds the army leaders, and kills them. The army falls apart after that and scatter.
When a band of gnolls attack a dwarven caravan and carries off a young dwarven girl, the party goes to rescue her. They discover that she is actually a dwarven princess, about 16 (in human years). She immediately develops a crush on Keenan, who politely declines her love.
One city tells the party that there is a trio of lizardfolk plaguing the farmers. They go to take care of them, and fall into an ambush by over 20 lizardfolk, and are taken prisoner to be eaten. They manage to escape after Jamie morphs into a lizardfolk and manages to assassinate the chief lizardfolk. In the ensuing chaos they manage to escape.
They explore the first two levels of a mysterious dungeon, but turn back before the third floor.
Due to his charming personality and good looks, Justin was asked to be an noblewoman's escort to a fancy ball. The rest of the party, suspecting a trick, decided to also infiltrate the party disguised as waiters. However, Mike got drunk and picked a fight with a duke, who happened to be the father of the young woman Justin was escorting. Meanwhile, Keenan got into a heated religious debate with another cleric who was attending, and got into a fist fight with him, and Jamie was attempting to rob the treasury. Also, Ryan was peeing in the fountain. The Duke demanded Justin help the guards round up the troublemakers, so he had to pretend to fight the others. Eventually he summoned a horde of animals, which overran the ballroom and sent all the partygoers fleeing out of the palace. There is now a bounty on Mike's head and the party is banned from the city.
They then started up a trading company in Cliffside, using the captured pirate ship from their earlier adventure there. They called it ERU (Extortions R Us). It failed because they tried to sell stolen goods and goods that weren't theirs, and also Jamie started a smuggling ring and was smuggling goods in and out of the country with the shipments. It ended when Jamie tried to sell stolen goods to an undercover agent, who busted the whole smuggling operation. Jamie, who did all his smuggling while looking like Hemmel, escaped. It was all traced back to ERU, and the party had to sell the entire operation to a rich wandering bard named Juneau, just to be able to pay for their bail and the massive legal fees.
After selling the shipping company, a gnomish shipping barge docked and asked what was going on. After finding out, they asked if the party wanted to come on a cruise with them, on their new, fresh off the design table cutting edge design craft. They agreed. It turns out the ship is submersible, and goes deep underwater. However, they are attacked by a giant squid, and the ship is defenseless. In disbelief the party asks why they don't have defenses, the gnomes reply that that task was the responsiblity of the weaponry department, who haven't been seen since they were testing their anti-dragon vehicular assault crafts, which were hot air balloons. Justin summons a giant squid to attack the other giant squid, and the gnomes and party escape during the diversion into the escape pod, a giant glass bubble that slowly sinks to the bottom of the ocean. They land on the bottom and are rescued by merfolk, who take them to their underwater city, which is encased in glimmering metal/glass sphere. The merfolk can breathe both air and water, but their city is air-based, not underwater, so the party is able to breathe there. They discuss ideas of escaping, such as traveling through the underground lava passages to the surface, increasing the buoyancy of the city so the entire city rises to the surface, and just drilling a hole in the sphere and letting the ocean suck everyone out. Since the city is so deep down, the water pressure would crush them if they left the city...by the same token the merfolk can't ascend since their bodies are used to the intense pressure. Justin theorized that if they went up to the surface their skin would flop out and become unsolid, and they would be like jellyfish.
Eventually the gnomes tell them they've been working with the merfolk architects and have devised a Buoyant Ascender Flotation Craft...which was a bigger glass bubble with pumps and handles on the outside. Their plan was to have Justin summon giant squids and propel the bubble to the surface. They bob to the surface and as luck would have it, are picked up by a ship captained by the dwarven princess, who had heard Keenan was missing on a sea adventure and had come out to rescue him. They climb aboard and immediately lock up the gnomes in the brig, for everyone's safety, and for theirs, as Mike is seething and ready to kill them all. On the way back to shore, Jamie morphs into Keenan, and seduces the princess. No one else discovers this. They get back to shore and part ways.
Hoofbite, after countless adventures and loyalty, speaks up and wants to create a place to help stupid kids. He names it The Centre for Children Who Can't Read Good and Want To Do Stuff Too. Their motto is "Take a bite out of dumb!" Amazingly, it succeeds because they hire someone else to run the entire operation. However, Jamie starts a smuggling ring operating out of the same building. The center's symbol is a horseshow with a bite taken out of it.
Somehow the party ends up with a broken scepter handle that radiates evil and is constantly compelling monsters to attack the party. The party can't seem to be rid of it, as it keeps re-appearing in their possession. They find out that it is one of three pieces of a very evil artifact, so they go on a big quest and find the other two pieces. One is in the ownership of a insane frost giant with a pet white dragon in the north, and the other is hidden deep underground in hands of a xorn hermit. They retrieve the pieces and then travel to a famous floating library, where a single sage lives with all the answers of the world. He tells them that each piece must be destroyed in a different fashion. One must be thrown into the heart of an active volcano, the other needs to be buried at the bottom of the sea (they travel to the gnomes and get them to make them ANOTHER bubble, but this time with whirling blades and protruding spikes and other assorted weapons, and an electric charge), and the head of the scepter has to be taken onto the shadow plane and thrown into the chest of a nightwalker.
They are then asked to escort Hemmel AGAIN, this time to a major coastal city, as there has been interest about the strange symbol. They do so and Hemmel is jailed, but the next day he is found dead from unknown means, seemingly natural. The party is investigated, but eventually there are no clues and the case stops, and remains unsolved.
The party spends some time traveling around to small communities and ridding them of monster problems.
Freeport is besieged by a small army of hobgoblins, striking during a major trading convention. The party, alongside other adventurers and warriors, manage to hold the city against the force. Eventually the party sneaks out during the night and finds the army leaders, and kills them. The army falls apart after that and scatter.
When a band of gnolls attack a dwarven caravan and carries off a young dwarven girl, the party goes to rescue her. They discover that she is actually a dwarven princess, about 16 (in human years). She immediately develops a crush on Keenan, who politely declines her love.
One city tells the party that there is a trio of lizardfolk plaguing the farmers. They go to take care of them, and fall into an ambush by over 20 lizardfolk, and are taken prisoner to be eaten. They manage to escape after Jamie morphs into a lizardfolk and manages to assassinate the chief lizardfolk. In the ensuing chaos they manage to escape.
They explore the first two levels of a mysterious dungeon, but turn back before the third floor.
Due to his charming personality and good looks, Justin was asked to be an noblewoman's escort to a fancy ball. The rest of the party, suspecting a trick, decided to also infiltrate the party disguised as waiters. However, Mike got drunk and picked a fight with a duke, who happened to be the father of the young woman Justin was escorting. Meanwhile, Keenan got into a heated religious debate with another cleric who was attending, and got into a fist fight with him, and Jamie was attempting to rob the treasury. Also, Ryan was peeing in the fountain. The Duke demanded Justin help the guards round up the troublemakers, so he had to pretend to fight the others. Eventually he summoned a horde of animals, which overran the ballroom and sent all the partygoers fleeing out of the palace. There is now a bounty on Mike's head and the party is banned from the city.
They then started up a trading company in Cliffside, using the captured pirate ship from their earlier adventure there. They called it ERU (Extortions R Us). It failed because they tried to sell stolen goods and goods that weren't theirs, and also Jamie started a smuggling ring and was smuggling goods in and out of the country with the shipments. It ended when Jamie tried to sell stolen goods to an undercover agent, who busted the whole smuggling operation. Jamie, who did all his smuggling while looking like Hemmel, escaped. It was all traced back to ERU, and the party had to sell the entire operation to a rich wandering bard named Juneau, just to be able to pay for their bail and the massive legal fees.
After selling the shipping company, a gnomish shipping barge docked and asked what was going on. After finding out, they asked if the party wanted to come on a cruise with them, on their new, fresh off the design table cutting edge design craft. They agreed. It turns out the ship is submersible, and goes deep underwater. However, they are attacked by a giant squid, and the ship is defenseless. In disbelief the party asks why they don't have defenses, the gnomes reply that that task was the responsiblity of the weaponry department, who haven't been seen since they were testing their anti-dragon vehicular assault crafts, which were hot air balloons. Justin summons a giant squid to attack the other giant squid, and the gnomes and party escape during the diversion into the escape pod, a giant glass bubble that slowly sinks to the bottom of the ocean. They land on the bottom and are rescued by merfolk, who take them to their underwater city, which is encased in glimmering metal/glass sphere. The merfolk can breathe both air and water, but their city is air-based, not underwater, so the party is able to breathe there. They discuss ideas of escaping, such as traveling through the underground lava passages to the surface, increasing the buoyancy of the city so the entire city rises to the surface, and just drilling a hole in the sphere and letting the ocean suck everyone out. Since the city is so deep down, the water pressure would crush them if they left the city...by the same token the merfolk can't ascend since their bodies are used to the intense pressure. Justin theorized that if they went up to the surface their skin would flop out and become unsolid, and they would be like jellyfish.
Eventually the gnomes tell them they've been working with the merfolk architects and have devised a Buoyant Ascender Flotation Craft...which was a bigger glass bubble with pumps and handles on the outside. Their plan was to have Justin summon giant squids and propel the bubble to the surface. They bob to the surface and as luck would have it, are picked up by a ship captained by the dwarven princess, who had heard Keenan was missing on a sea adventure and had come out to rescue him. They climb aboard and immediately lock up the gnomes in the brig, for everyone's safety, and for theirs, as Mike is seething and ready to kill them all. On the way back to shore, Jamie morphs into Keenan, and seduces the princess. No one else discovers this. They get back to shore and part ways.
Hoofbite, after countless adventures and loyalty, speaks up and wants to create a place to help stupid kids. He names it The Centre for Children Who Can't Read Good and Want To Do Stuff Too. Their motto is "Take a bite out of dumb!" Amazingly, it succeeds because they hire someone else to run the entire operation. However, Jamie starts a smuggling ring operating out of the same building. The center's symbol is a horseshow with a bite taken out of it.
Somehow the party ends up with a broken scepter handle that radiates evil and is constantly compelling monsters to attack the party. The party can't seem to be rid of it, as it keeps re-appearing in their possession. They find out that it is one of three pieces of a very evil artifact, so they go on a big quest and find the other two pieces. One is in the ownership of a insane frost giant with a pet white dragon in the north, and the other is hidden deep underground in hands of a xorn hermit. They retrieve the pieces and then travel to a famous floating library, where a single sage lives with all the answers of the world. He tells them that each piece must be destroyed in a different fashion. One must be thrown into the heart of an active volcano, the other needs to be buried at the bottom of the sea (they travel to the gnomes and get them to make them ANOTHER bubble, but this time with whirling blades and protruding spikes and other assorted weapons, and an electric charge), and the head of the scepter has to be taken onto the shadow plane and thrown into the chest of a nightwalker.
Returning Serial Killer
Early in their adventuring careers, the party has to track down a memorable serial killer. The killer has a "signature" such as cutting a pentagram into his victims' cheek. Additionally, he is memorable for some reason - maybe he makes it personal to the party (always good), maybe he is particularly cruel or merciless - something. He is killed when the party manages to find him. During the fight, he displays some unusual, slightly strange abilities - nothing extreme but noticeable.
The PCs move on with their lives, adventuring, gaining fame, fortune, and so forth. Eventually, they need to meet with an important NPC (archmage, mob boss, someone personally powerful or who would never be without bodyguards). When the party gets there, they find the NPC dead in his office, with a pentagram cut into his cheek.
Best done with some substantial time inbetween his death and "return", and best done if the party will instantly remember and recognize who they're dealing with.
POSSIBILITIES:
• it is the original killer, back to life somehow
• it is the original killer, but he's undead!
• it's an imitation killer
The PCs move on with their lives, adventuring, gaining fame, fortune, and so forth. Eventually, they need to meet with an important NPC (archmage, mob boss, someone personally powerful or who would never be without bodyguards). When the party gets there, they find the NPC dead in his office, with a pentagram cut into his cheek.
Best done with some substantial time inbetween his death and "return", and best done if the party will instantly remember and recognize who they're dealing with.
POSSIBILITIES:
• it is the original killer, back to life somehow
• it is the original killer, but he's undead!
• it's an imitation killer
Strangers at Home
The party goes on some adventure where there something happens...maybe a burst of magical energy that seemingly does nothing, or they pick up some strange magical item that has a mysterious aura.
When they return to their hometown, everyone treats them like strangers and have no memory of them at all.
When they return to their hometown, everyone treats them like strangers and have no memory of them at all.
Murder Paintings
There's been a series of murders, the party is asked to solve the mystery.
Eventually, they find a mansion or building or SHACK, whatever. Inside is piles of paintings and painting supplies. The only finished paintings, on stands, are of the murdered people. They are posed like they were posing for the paintings. One painting is covered. When the cover is revealed, it is a portrait of one of the PCs.
(Maybe it's a portrait of a PC that is 95% done...missing some small detail. Same effect.)
Eventually, they find a mansion or building or SHACK, whatever. Inside is piles of paintings and painting supplies. The only finished paintings, on stands, are of the murdered people. They are posed like they were posing for the paintings. One painting is covered. When the cover is revealed, it is a portrait of one of the PCs.
(Maybe it's a portrait of a PC that is 95% done...missing some small detail. Same effect.)
The Ruined Abbey
D&D adventure: This started off as a random encounter, which I elaborated on the fly. While traveling along an old road near sundown, the party sees a light like a lantern up on a ridge. The light stays in one place for a few minutes, bobbing and weaving, and occasionally flashing on and off, before moving along the ridge. The party decides to follow the light and does so for about two miles, back into the foothills of some mountains, eventually arriving at a ruined abbey. Even before they began exploring, the paladin said "I have a really bad feeling about this place, its unclean." They explored the abbey for about 20 minutes, until the ranger found the large bell laying in the bottom of the old tower and smacked it with his warhammer. A few minutes later, crows begin to flock to the abbey by the hundreds, cawing loudly and watching the PCs. Over all the racket the birds are raising, the rogue in the group think he hears chanting, very faintly and muffled. The group decides to leave, not even having explored the 1/3 of the abbey left above ground. They make it to a roadside inn an hour or so after sundown, and after a few drinks the ranger asks the innkeeper if he knows about a ruined abbey nearby. The innkeep goes pale, and said he did, that an order of monks used to live there about 100 years ago until it was discovered they were demon-worshippers and cannibals, and would lure travelers to their abbey by having one of the monks wait on a ridge near the road and lead them back. Once the monks finished their feast, they would ring the bell and place the discarded bits of their victims in the courtyard, where flocks of hungry fiendish crows would descend to devour the remains. The order was censured and destroyed by their parent church as blasphemous, but strage tales still speak of lights on the ridge, and that the ghosts of the former monks still exist there, attempting to lure travelers back to their doom for their infernal masters. All the players at the table looked at each other with looks of fear and disgust on their faces, and the paladin's player said "I KNEW that place was just wrong." Oddly enough, he NEVER tried to detect evil there.
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