Hostile Hostels: The Slums
Posted in Hostile Hostels on January 22nd, 2008 | 3 Comments »
Tags: Businesses, Urban
In the town of Amberdine there exists a peculiar little tavern known as The Slums. At first glance, it certainly appears to live up to its name; the building looks rundown, more than one window is boarded up, and it is covered with graffiti.
Things start to fail a bit upon closer inspection, though. The boards nailed to the window are too well-maintained; the paint too perfectly cracked. Even the graffiti seems less edgy, using clever half-curses to avoid the outright obscenities one would expect to find. Perhaps most damning of all– The Slums is located centrally in one of the more affluent quarters of Amberdine.
The Slums is actually something of a dinner theater. Wealthy patrons pay for the privilege of seeing a vicious bar-fight three times a night. The proprietor, Angus Greedly, allows anyone to eat for free in the central area as long as they get involved when the fight breaks out. They’re given cheap food, and much of it ends up getting wasted over the course of the brawl, but the many beggars of Amberdine gladly participate.
The actual customers are allowed to sit on the second floor, giving them a fine vantage point of the fight and much-needed distance to protect them. Angus hires several bouncers to guard the staircase, preventing the riff-raff below from trying to get upstairs. The food upstairs is some of the best you can find in the city, and Angus employs both a halfling and an elf as the main chefs.
The lower portion of the tavern is set up to encourage a good fight. There are several low-hanging chandeliers, stacks of (empty) crates and barrels, lots of wooden mugs and dishes to be thrown, etc. Angus makes a point to buy the most shoddily-crafted furniture he can for the first floor, not just because he has to replace them so often, but also because they tend to break apart more spectacularly when used as weapons.
Some of the wealthy diners will drop a bit of coin to the floor below, to bring the fight closer to them. It is also not uncommon for particularly entertaining participants to be given tips and gifts from the customers. Angus even pays a few people who have proven both to be wily and entertaining combatants, and to be good at getting a fight started.
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.
Random Items being Important
epending on the kind of game that you are running, you may wish to plan escape routes.
Here’s what I mean: have the character come across a single-use item of magic that is all but useless, say a magical broach of protection from feathers. Whatever player ends up with this trinket you mark carefully. After many gaming sessions and many years you should have a couple of aces for every character – really stupid and improbable defences or exceptions that will certainly be forgotten by the players on a day-to-day basis.
When it comes time for the coup de grace roll in the life or death situation, make sure that you set up the out. “The mighty chieftain spins around with his war-spear and cries a mighty battle cry to Aarok of the sky. His face a half-mockery of man and bird as he plunges his bird-spear into [your character’s] chest.”
Then you turn to the open dice roll to determine if the character lives or “dies”. If the result is death, be immediate in announcing that the mighty war-spear of the chieftain – a strangely fashioned weapon – pierces the chest of the character and that the character of 10 years of play has been unequivocally killed. The group will be silent, and after a few moments of reflection you know that one of the players in the group may ask the inevitable question “what is it made of?”
If they don’t, continue to resolve the battle as normal. Organically, and in stages let the revelation occur that the spear is made from the feathers of a Roc or giant eagle and let the winds blow where they may.
You now have many options. The players could call you on the construction of the weapon and declare that the character is immune to the blow –trumping your determination and giving the players no end of satisfaction. The rest of the party could be defeated and taken captive in an “impossible” situation where the “dead” character could remarkably recover to save them. Whatever the outcome – you have planted an ace in the hole and can heighten the gaming experience through manipulation of a situation that on the surface appears beyond prejudice.
I am anxious in sharing this trick of the trade as I know that it could be horribly over-used and abused. Characters should play the game and the dice should be left to their job in many cases. After a few years of experience a GM should be able to bend the story where appropriate. Like any magician’s trick it takes slight of hand and practice to execute. Doing this kind of thing poorly will quickly ruin your campaign.
Here’s what I mean: have the character come across a single-use item of magic that is all but useless, say a magical broach of protection from feathers. Whatever player ends up with this trinket you mark carefully. After many gaming sessions and many years you should have a couple of aces for every character – really stupid and improbable defences or exceptions that will certainly be forgotten by the players on a day-to-day basis.
When it comes time for the coup de grace roll in the life or death situation, make sure that you set up the out. “The mighty chieftain spins around with his war-spear and cries a mighty battle cry to Aarok of the sky. His face a half-mockery of man and bird as he plunges his bird-spear into [your character’s] chest.”
Then you turn to the open dice roll to determine if the character lives or “dies”. If the result is death, be immediate in announcing that the mighty war-spear of the chieftain – a strangely fashioned weapon – pierces the chest of the character and that the character of 10 years of play has been unequivocally killed. The group will be silent, and after a few moments of reflection you know that one of the players in the group may ask the inevitable question “what is it made of?”
If they don’t, continue to resolve the battle as normal. Organically, and in stages let the revelation occur that the spear is made from the feathers of a Roc or giant eagle and let the winds blow where they may.
You now have many options. The players could call you on the construction of the weapon and declare that the character is immune to the blow –trumping your determination and giving the players no end of satisfaction. The rest of the party could be defeated and taken captive in an “impossible” situation where the “dead” character could remarkably recover to save them. Whatever the outcome – you have planted an ace in the hole and can heighten the gaming experience through manipulation of a situation that on the surface appears beyond prejudice.
I am anxious in sharing this trick of the trade as I know that it could be horribly over-used and abused. Characters should play the game and the dice should be left to their job in many cases. After a few years of experience a GM should be able to bend the story where appropriate. Like any magician’s trick it takes slight of hand and practice to execute. Doing this kind of thing poorly will quickly ruin your campaign.
Prelude #2
Characters:
Gaara (Human Warblade, Shaun)
Jeppy (Human female Barbarian, Corey)
Gaara is from a far-off, eastern land. He was banished after trying to redeem his family name, but failing because he wasn't strong enough. He is traveling to get stronger and to possibly redeem his family name through great deeds. He is confident like Sasuke, even arrogantly so, but this is because he is scared of failing again. He traveled to the west on a ship with no possessions, and earned enough doing odd jobs to buy a katana. Unfortunately the blacksmith had never seen one, so Shaun described it the best he could and he ended up with a shoddy, inferior katana for now. His upbringing was a rigid household full of rules, so he still is quite officious and lawful.
Jeppy is a large, muscular human female. Her parents died when she was young, so her aunt & uncle reluctantly took her in. (Uncle is a wealthy councillor in Paradise, aunt doesn't do much.) They have a son, Pimchee. Jeppy was very neglected growing up (think Harry Potter), and while she wasn't abused, she wasn't loved by her adoptive family either. Pimchee is a slovenly boor who is fat and doesn't do much, and likes to harass her. Jeppy was picked on as a youth, because she didn't fit in with anyone. She was too athletic for the smart kids, and too smart for the jock kids. As a result, she got in a lot of fights. Because she got nothing from her family, she worked at a farm to earn some cash and develop her muscles. One kindly farmer gave her a baby piglet on her birthday a few years back, and she has taken care of it ever since (and named it Pig.) She tends to be wary of other people because of her bad experiences with them, but trusts animals freely. Jeppy also carries around a huge barrel on her back.
Gaara was roaming around for a while and ended up in Paradise, where he met Jeppy (and assumed she was a male, something he still believes and Jeppy has not corrected.) She saw a new face that did not judge her, while Gaara was impressed with her doting nature towards Pig, a sacred animal in his homeland. They became friends. Gaara is also trying to find purpose in his life/travels, while Jeppy just wants out of this town.
Months later, they were having a friendly duel to hone their combat skills. Fang witnessed the fight (and the ensuing chaos it caused to an old man and his two mules, who were dragging a cart of logs). Fang gently reprimands them for dueling in town, and then suggests that if they are restless, Ogilvie (a merchant who passes through every couple months) needs escorts for his trip to Cauldron. Gaara and Jeppy agree.
They go to the tavern and speak with Milo, the bartender for a bit. They have some drinks before calling it a night (Shaun gets hammered, his guy doesn't drink very much.) Shaun sleeps on some bales of hay behind the blacksmith, who he helps during the day to earn his keep. Jeppy goes home and takes some mild abuse from Pimchee, who she scares away easily.
The next day they meet Ogilvie, a middle-aged out of shape man wearing blue robes and a big blue hat. They immediately suggest making a dummy out of straw and Ogilvie's robes and hat, and putting it on display on the wagon (being pulled by a single horse), and stuffing Ogilvie in the barrel and putting it in the wagon. Ogilvie, who has a load of carpets and rugs to sell, balks at the idea of being in the barrel and says how about he just lies down in the wagon under a blanket instead. Gaara and Jeppy reluctantly agree. They also put the barrel in the wagon.
It's a seven day trip. On the first night they decide that Gaara will take first watch and Jeppy the second. Gaara just sits, alert. Jeppy plays with Pig.
Second night they reach the three farmsteads and stop for water, and buy a few veggies.
Fourth night Jeppy is on watch when she sees three figures walking down the road towards them. Still far off. She hides in some nearby bushes and ties a rope into a lasso. They get closer, she can see that they're all wearing leather vests and have swords. All are men. Two have scruffy beards while the third's face is obscured by something on it. They walk up to the wagon and look around. Jeppy tries to send Pig out to investigate but Pig balks...so she tosses Pig out onto the road. Pig squeals. The three men draw swords and one thug comes to investigate, the other thug and the Last Laugh man poke around the wagon and are deciding what to do.
Jeppy doesn't make any noise to wake Gaara or Ogilvie but instead puts the rope around her neck as if she was going to hang herself, and steps out. The thug tells her stop, but is confused, but eventually conveys that he will attack if she takes another step. Gaara wakes up but remains still, listening. The Last Laugh man says to just kill her and he'll take care of Gaara and Ogilvie, then they can steal the carpets. He walks over to stab Ogilvie, but Gaara springs up and slashes away his sword. When the rogue walks into the light of the campfire Gaara can see that his face is painted black and white like a yin/yang. The loud clang fails to wake Ogilvie. Meanwhile, the thug by Jeppy stabs at her, but she slaps it away with the rope she's holding and draws her spiked maul.
The other thug leaps up onto the wagon and stabs Gaara in the shoulder. Gaara responds with a swift strike on both the thug and Last Laugh, taking out the thug but missing the Last Laugh.
Jeppy swings a massive blow that misses and destroys a nearby sapling, freaking out the rogue. He stabs Jeppy slightly but takes a big hit in return, knocking him into the tree stump. He turns to flee but trips over the stump, and Jeppy pulverizes him.
[cinema - POV of thug with Jeppy looming over, swinging down with her maul, and blood spraying up and covering her entire front.]
The rogue hits Gaara a second time, but sees the other thug get crushes and starts to panic. The rogue threatens to stab Ogilvie if Gaara doesn't back off. Gaara just attacks, he misses but the rogue only manages to cut Ogilvie's arm lightly. Ogilvie wakes up and screams when he sees what's going on.
Jeppy rushes over and tries to leap up onto the wagon, vault off, and smash the LL as she flies by. She leaps up and vaults off....and totally flies over the rogue, Gaara and Ogilvie, who all stop momentarily to watch her fly overhead.
[cinema - Gaara and the rogue fighting, Ogilvie on the ground, when suddenly Jeppy rushes up and vaults off the wagon, silhouetted against the moon with her giant maul raised and the other three gawking up at her]
Gaara is hard pressed, so Ogilvie grabs a log on fire and tosses it at the rogue. It burns him slightly and distracts him enough for Gaara to step in and finish him off.
The thug killed in the wagon is bleeding all over the carpets, but is still alive. Gaara questions him quickly, ignoring his pleas for medical aid. The thug reveals that the leader was a member of the Last Laugh thieves guild, and that they're just bandits. No ulterior motive. The thug passes out. Gaara lets him die.
They loot the bodies, try to console Ogilvie a bit over his bled-on rugs, and Gaara tells Jeppy to just wake them up next time. They get three shortswords, two daggers, two sets leather armor, one set masterwork studded leather, some cp and sp, and eight gp stamped with a jester face (though neither of them notice this.) Jeppy also takes a small wooden disk with a harlequin/yin yang symbol painted on it. Gaara advises him to keep it concealed. They also each take a dull brown cloak.
The next day they go down to a nearby river and wash out the rugs and carpets and manage to clean most of them. The rest of the trip is uneventful. They reach the Lucky Monkey inn a day away from Cauldron and stop there. When they are approaching, they spot a band of four or five baboons in the brush nearby, who stop foraging for food to watch them ominously as they walk up to the inn.
Inside they meet the innkeeper Orin, who chats with them for a bit. Gaara gives him a gp, and Orin frowns when he sees it has a jester face. Gaara groans and says to Jeppy that they're probably counterfeit. Gaara gives Orin a real gp instead. They ask about the Last Laugh thieves guild, but Orin doesn't know too much other than that he's heard mutterings about them. He does They rest, eat, and enjoy some bardic entertainment. Next day they proceed to Cauldron. They part ways with Ogilvie, who asks them what their plans on. (They say explore Cauldron.) Ogilvie says that when they're done, stop by the Drunken Morkoth inn where he is staying and see if he's still there.
(What I forgot to mention but should is that Ogilvie pays them each some money.)
Gaara (Human Warblade, Shaun)
Jeppy (Human female Barbarian, Corey)
Gaara is from a far-off, eastern land. He was banished after trying to redeem his family name, but failing because he wasn't strong enough. He is traveling to get stronger and to possibly redeem his family name through great deeds. He is confident like Sasuke, even arrogantly so, but this is because he is scared of failing again. He traveled to the west on a ship with no possessions, and earned enough doing odd jobs to buy a katana. Unfortunately the blacksmith had never seen one, so Shaun described it the best he could and he ended up with a shoddy, inferior katana for now. His upbringing was a rigid household full of rules, so he still is quite officious and lawful.
Jeppy is a large, muscular human female. Her parents died when she was young, so her aunt & uncle reluctantly took her in. (Uncle is a wealthy councillor in Paradise, aunt doesn't do much.) They have a son, Pimchee. Jeppy was very neglected growing up (think Harry Potter), and while she wasn't abused, she wasn't loved by her adoptive family either. Pimchee is a slovenly boor who is fat and doesn't do much, and likes to harass her. Jeppy was picked on as a youth, because she didn't fit in with anyone. She was too athletic for the smart kids, and too smart for the jock kids. As a result, she got in a lot of fights. Because she got nothing from her family, she worked at a farm to earn some cash and develop her muscles. One kindly farmer gave her a baby piglet on her birthday a few years back, and she has taken care of it ever since (and named it Pig.) She tends to be wary of other people because of her bad experiences with them, but trusts animals freely. Jeppy also carries around a huge barrel on her back.
Gaara was roaming around for a while and ended up in Paradise, where he met Jeppy (and assumed she was a male, something he still believes and Jeppy has not corrected.) She saw a new face that did not judge her, while Gaara was impressed with her doting nature towards Pig, a sacred animal in his homeland. They became friends. Gaara is also trying to find purpose in his life/travels, while Jeppy just wants out of this town.
Months later, they were having a friendly duel to hone their combat skills. Fang witnessed the fight (and the ensuing chaos it caused to an old man and his two mules, who were dragging a cart of logs). Fang gently reprimands them for dueling in town, and then suggests that if they are restless, Ogilvie (a merchant who passes through every couple months) needs escorts for his trip to Cauldron. Gaara and Jeppy agree.
They go to the tavern and speak with Milo, the bartender for a bit. They have some drinks before calling it a night (Shaun gets hammered, his guy doesn't drink very much.) Shaun sleeps on some bales of hay behind the blacksmith, who he helps during the day to earn his keep. Jeppy goes home and takes some mild abuse from Pimchee, who she scares away easily.
The next day they meet Ogilvie, a middle-aged out of shape man wearing blue robes and a big blue hat. They immediately suggest making a dummy out of straw and Ogilvie's robes and hat, and putting it on display on the wagon (being pulled by a single horse), and stuffing Ogilvie in the barrel and putting it in the wagon. Ogilvie, who has a load of carpets and rugs to sell, balks at the idea of being in the barrel and says how about he just lies down in the wagon under a blanket instead. Gaara and Jeppy reluctantly agree. They also put the barrel in the wagon.
It's a seven day trip. On the first night they decide that Gaara will take first watch and Jeppy the second. Gaara just sits, alert. Jeppy plays with Pig.
Second night they reach the three farmsteads and stop for water, and buy a few veggies.
Fourth night Jeppy is on watch when she sees three figures walking down the road towards them. Still far off. She hides in some nearby bushes and ties a rope into a lasso. They get closer, she can see that they're all wearing leather vests and have swords. All are men. Two have scruffy beards while the third's face is obscured by something on it. They walk up to the wagon and look around. Jeppy tries to send Pig out to investigate but Pig balks...so she tosses Pig out onto the road. Pig squeals. The three men draw swords and one thug comes to investigate, the other thug and the Last Laugh man poke around the wagon and are deciding what to do.
Jeppy doesn't make any noise to wake Gaara or Ogilvie but instead puts the rope around her neck as if she was going to hang herself, and steps out. The thug tells her stop, but is confused, but eventually conveys that he will attack if she takes another step. Gaara wakes up but remains still, listening. The Last Laugh man says to just kill her and he'll take care of Gaara and Ogilvie, then they can steal the carpets. He walks over to stab Ogilvie, but Gaara springs up and slashes away his sword. When the rogue walks into the light of the campfire Gaara can see that his face is painted black and white like a yin/yang. The loud clang fails to wake Ogilvie. Meanwhile, the thug by Jeppy stabs at her, but she slaps it away with the rope she's holding and draws her spiked maul.
The other thug leaps up onto the wagon and stabs Gaara in the shoulder. Gaara responds with a swift strike on both the thug and Last Laugh, taking out the thug but missing the Last Laugh.
Jeppy swings a massive blow that misses and destroys a nearby sapling, freaking out the rogue. He stabs Jeppy slightly but takes a big hit in return, knocking him into the tree stump. He turns to flee but trips over the stump, and Jeppy pulverizes him.
[cinema - POV of thug with Jeppy looming over, swinging down with her maul, and blood spraying up and covering her entire front.]
The rogue hits Gaara a second time, but sees the other thug get crushes and starts to panic. The rogue threatens to stab Ogilvie if Gaara doesn't back off. Gaara just attacks, he misses but the rogue only manages to cut Ogilvie's arm lightly. Ogilvie wakes up and screams when he sees what's going on.
Jeppy rushes over and tries to leap up onto the wagon, vault off, and smash the LL as she flies by. She leaps up and vaults off....and totally flies over the rogue, Gaara and Ogilvie, who all stop momentarily to watch her fly overhead.
[cinema - Gaara and the rogue fighting, Ogilvie on the ground, when suddenly Jeppy rushes up and vaults off the wagon, silhouetted against the moon with her giant maul raised and the other three gawking up at her]
Gaara is hard pressed, so Ogilvie grabs a log on fire and tosses it at the rogue. It burns him slightly and distracts him enough for Gaara to step in and finish him off.
The thug killed in the wagon is bleeding all over the carpets, but is still alive. Gaara questions him quickly, ignoring his pleas for medical aid. The thug reveals that the leader was a member of the Last Laugh thieves guild, and that they're just bandits. No ulterior motive. The thug passes out. Gaara lets him die.
They loot the bodies, try to console Ogilvie a bit over his bled-on rugs, and Gaara tells Jeppy to just wake them up next time. They get three shortswords, two daggers, two sets leather armor, one set masterwork studded leather, some cp and sp, and eight gp stamped with a jester face (though neither of them notice this.) Jeppy also takes a small wooden disk with a harlequin/yin yang symbol painted on it. Gaara advises him to keep it concealed. They also each take a dull brown cloak.
The next day they go down to a nearby river and wash out the rugs and carpets and manage to clean most of them. The rest of the trip is uneventful. They reach the Lucky Monkey inn a day away from Cauldron and stop there. When they are approaching, they spot a band of four or five baboons in the brush nearby, who stop foraging for food to watch them ominously as they walk up to the inn.
Inside they meet the innkeeper Orin, who chats with them for a bit. Gaara gives him a gp, and Orin frowns when he sees it has a jester face. Gaara groans and says to Jeppy that they're probably counterfeit. Gaara gives Orin a real gp instead. They ask about the Last Laugh thieves guild, but Orin doesn't know too much other than that he's heard mutterings about them. He does They rest, eat, and enjoy some bardic entertainment. Next day they proceed to Cauldron. They part ways with Ogilvie, who asks them what their plans on. (They say explore Cauldron.) Ogilvie says that when they're done, stop by the Drunken Morkoth inn where he is staying and see if he's still there.
(What I forgot to mention but should is that Ogilvie pays them each some money.)
Dealing with difficult personalities
When a PC has a difficult personality trait (stubborn, rebellious, loner, outsider, etc.) it can create unnecessary tension between the players. The player will want to play his loner personality, but this makes it difficult for the party to bond, and eventually irritates the other players.
A way to solve this is to have a foil - not an enemy, but essentially an NPC that the PC can take out his roleplaying thirst on. This way, the player can act standoffish or boorish towards the NPC, and the party can give him a pat on the back for treating the annoying NPC suitably. The player will probably be satisfied at being able to roleplay his character they way he wants, and cooperate with the plot/campaign/party as a result. This also gives the PC extra motivation to like the party, something that is often hard to naturally come by.
A way to solve this is to have a foil - not an enemy, but essentially an NPC that the PC can take out his roleplaying thirst on. This way, the player can act standoffish or boorish towards the NPC, and the party can give him a pat on the back for treating the annoying NPC suitably. The player will probably be satisfied at being able to roleplay his character they way he wants, and cooperate with the plot/campaign/party as a result. This also gives the PC extra motivation to like the party, something that is often hard to naturally come by.
Revena, Wild Mage
Female human sorcerer 5/wild mage 6
LG Medium humanoid (human)
Init +8 (+3 Dex, +6 Ref); Senses Detect +6
Languages Common
AC 19, touch 18, flat-footed 16
(Dex +3, armor +0, deflection +5, natural +1)
hp 48
Immune insanity, confusion, magical detection
Resist random deflector 2/day
Fort +3, Ref +6, Will +6
Speed 30 feet
Melee masterwork longspear +6 (1d8+0/x3)
Ranged Touch +8
Base Atk +5; Grp +5
Atk Options Split Ray* (+2), Quicken Spell (+4), rod of wonder
Spells Known (CL 8th+1d6)[DC: 16+spell lvl]
5th (5) - lesser spell matrix, greater fireburst
4th (7) - evard's black tentacles, ruin delver's fortune, defenestrating sphere
3rd (7) - displacement, fly, regal procession, clairaudience/clairvoyance
2nd (8) - slapping hand, invisibility, levitate, scorching ray*, mirror image
1st (7) - mage armor, true strike, magic missile, ray of enfeeblement*, benign transposition
0th (6) - mage hand, ray of frost*, daze, message, acid splash*
Abilities Str 10, Dex 16, Con 14, Int 11, Wis 8, Cha 22
SQ wild magic, random deflector, student of chaos
Feats Sudden Maximize, Magical Aptitude, Quicken Spell, Split Ray, Empower Spell
Skills Bluff +20, Detect +6
Possessions amulet of natural armor +1, bracers of armor +1, cloak of charisma +2, rod of wonder, scroll of polymorph, gray bag of tricks, wand of backbiter (28 charges), masterwork longspear, 12 gp
Wild Magic: Revena's caster level is three lower than her level indicates. However, each time she casts a spell, she rolls 1d6 and adds the result to her modified caster level to determine her adjusted caster level for that spell.
Random Deflector (Su): Immediate action, any ranged atk, ranged touch atk, spells that target only her, randomly redistribute between all targets within 20 feet, including Revena. Lasts until beginning of Revena's next turn. 2/day.
Student of Chaos (Ex): Whenever Revena uses a magic item offering a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results.
Preparation: (Revena already has mage armor cast when encountered) (3 rounds) lesser spell matrix, regal procession (12 horses), gray bag of tricks (bat, cat, badger)
Tactics: Revena tries to sap the strength of her foes with empowered or split rays of enfeeblement, and then get them trapped in evard's black tentacles. She also tries to lure enemy melee combatants near her so she can "explode" with a sudden maximized greater fireburst. If engaged by a single melee foe she relies on mirror image or uses her wand of backbiter to neutralize him while waiting for others to come near, but if there are too many melee threats she casts fly and takes to the air. She initially ignores enemy ranged foes and spellcasters, relying on her Random Deflector ability and ruin delver's fortune for protection, but if they start to be a problem she drops an evard's black tentacles on them. Once her foes are trapped or she is safe in the air, she uses defenestrating sphere and her rod of wonder.
Revena has a 25% chance each turn of abandoning what she was going to do and using her rod of wonder instead.
If she has had time to summon an animal from her gray bag of tricks, she'll try to move it close to 2 or more enemies with a low reflex save (acting insane so the act seems harmless), at which point she casts a quickened benign transposition and switches places with the animal, then casts greater fireburst (sudden maximized if she still has it available.)
If an enemy rogue is giving her a lot of trouble...what?
If Revena has to retreat, she uses her scroll of polymorph at the same time as she releases her spell matrix regal procession, summoning 12 horses and relying on the subsequent confusion to find a chance to dismiss the spell and escape.
Description/Appearance
x
Background
born
Traits or Mannerisms
• Reckless: Revena is willing to put herself at great personal risk for the chance to utterly annihilate her foes, and uses her rod of wonder whenever possible, even if she knows a spell that might be better suited for the moment.
• Deranged: Revena is utterly mad and shouts out the names of her spells as she casts them (though there is a 10% chance she is completely wrong). She is also prone to violent mood swings, and random bouts of crazed laughter.
• Devout Insanity: Revena belives in and worships ALL the gods. During battle she shouts prayers to random gods, and wears miscellaneous trinkets and symbols of her various deities. When she uses regal procession, each of the mounts summoned bears a banner with a different deity's symbol and colors.
LG Medium humanoid (human)
Init +8 (+3 Dex, +6 Ref); Senses Detect +6
Languages Common
AC 19, touch 18, flat-footed 16
(Dex +3, armor +0, deflection +5, natural +1)
hp 48
Immune insanity, confusion, magical detection
Resist random deflector 2/day
Fort +3, Ref +6, Will +6
Speed 30 feet
Melee masterwork longspear +6 (1d8+0/x3)
Ranged Touch +8
Base Atk +5; Grp +5
Atk Options Split Ray* (+2), Quicken Spell (+4), rod of wonder
Spells Known (CL 8th+1d6)[DC: 16+spell lvl]
5th (5) - lesser spell matrix, greater fireburst
4th (7) - evard's black tentacles, ruin delver's fortune, defenestrating sphere
3rd (7) - displacement, fly, regal procession, clairaudience/clairvoyance
2nd (8) - slapping hand, invisibility, levitate, scorching ray*, mirror image
1st (7) - mage armor, true strike, magic missile, ray of enfeeblement*, benign transposition
0th (6) - mage hand, ray of frost*, daze, message, acid splash*
Abilities Str 10, Dex 16, Con 14, Int 11, Wis 8, Cha 22
SQ wild magic, random deflector, student of chaos
Feats Sudden Maximize, Magical Aptitude, Quicken Spell, Split Ray, Empower Spell
Skills Bluff +20, Detect +6
Possessions amulet of natural armor +1, bracers of armor +1, cloak of charisma +2, rod of wonder, scroll of polymorph, gray bag of tricks, wand of backbiter (28 charges), masterwork longspear, 12 gp
Wild Magic: Revena's caster level is three lower than her level indicates. However, each time she casts a spell, she rolls 1d6 and adds the result to her modified caster level to determine her adjusted caster level for that spell.
Random Deflector (Su): Immediate action, any ranged atk, ranged touch atk, spells that target only her, randomly redistribute between all targets within 20 feet, including Revena. Lasts until beginning of Revena's next turn. 2/day.
Student of Chaos (Ex): Whenever Revena uses a magic item offering a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results.
Preparation: (Revena already has mage armor cast when encountered) (3 rounds) lesser spell matrix, regal procession (12 horses), gray bag of tricks (bat, cat, badger)
Tactics: Revena tries to sap the strength of her foes with empowered or split rays of enfeeblement, and then get them trapped in evard's black tentacles. She also tries to lure enemy melee combatants near her so she can "explode" with a sudden maximized greater fireburst. If engaged by a single melee foe she relies on mirror image or uses her wand of backbiter to neutralize him while waiting for others to come near, but if there are too many melee threats she casts fly and takes to the air. She initially ignores enemy ranged foes and spellcasters, relying on her Random Deflector ability and ruin delver's fortune for protection, but if they start to be a problem she drops an evard's black tentacles on them. Once her foes are trapped or she is safe in the air, she uses defenestrating sphere and her rod of wonder.
Revena has a 25% chance each turn of abandoning what she was going to do and using her rod of wonder instead.
If she has had time to summon an animal from her gray bag of tricks, she'll try to move it close to 2 or more enemies with a low reflex save (acting insane so the act seems harmless), at which point she casts a quickened benign transposition and switches places with the animal, then casts greater fireburst (sudden maximized if she still has it available.)
If an enemy rogue is giving her a lot of trouble...what?
If Revena has to retreat, she uses her scroll of polymorph at the same time as she releases her spell matrix regal procession, summoning 12 horses and relying on the subsequent confusion to find a chance to dismiss the spell and escape.
Description/Appearance
x
Background
born
Traits or Mannerisms
• Reckless: Revena is willing to put herself at great personal risk for the chance to utterly annihilate her foes, and uses her rod of wonder whenever possible, even if she knows a spell that might be better suited for the moment.
• Deranged: Revena is utterly mad and shouts out the names of her spells as she casts them (though there is a 10% chance she is completely wrong). She is also prone to violent mood swings, and random bouts of crazed laughter.
• Devout Insanity: Revena belives in and worships ALL the gods. During battle she shouts prayers to random gods, and wears miscellaneous trinkets and symbols of her various deities. When she uses regal procession, each of the mounts summoned bears a banner with a different deity's symbol and colors.
Replacement Gods
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
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
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:
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