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Author Topic: Plot/World Building for Campaign  (Read 22013 times)
Revenant Sorrow
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« Reply #345 on: December 27, 2012, 04:30:37 PM »

This is evil but i like it
Doorknob Smeared with Contact Poison

CR 5; mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19. Market Price: 9,650 gp.

Maybe your teleporter experiences this trap each time he teleports
Lightning Bolt Trap

CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. Cost: 15,000 gp, 1,200 XP.

Could be fun if your party has one of those check everything for treasure kind of characters
Box of Brown Mold

CR 2; mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal); Search DC 22; Disable Device DC 16. Market Price: 3,000 gp

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Navarre
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« Reply #346 on: December 27, 2012, 04:39:15 PM »

I did almost kill my wizard because she opened a package not meant for her. The package was coated on the inside with a contact poison distilled from a magical plant in my world called black blossom.

Black blossom can be distilled down into various types of oils and powders. One is called "coma white" and would have put her into a 2d4 day coma if she'd failed her save.

Contact poisons are so easy to catch people with because, well, they touch things. Colorless, odorless gases are fun too.

When it comes down to the necromancer's personal protection (ie when the party faces her) I wonder what she might have to her benefit?
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Revenant Sorrow
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« Reply #347 on: December 27, 2012, 05:44:00 PM »

Just gonna keep asking till you have the whole thing finished huh. Who's playing the DM's role now.  Tongue

To change things up maybe something Fiendish or half Fiendish which ever you prefer or is more appropriate for your party to face. I'm thinking Lizard folk because they live near swamps yes?

Possibly a Wyvern that serves as the necromancers Steed as well as companion.

Alternatively you could take a page from my book and roll up a Minotaur Half Black Dragon. The party will have a hard enough time trying to take him out alone also could give the necromancer time to escape if you want to bring her back at some point.
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Navarre
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« Reply #348 on: December 27, 2012, 05:56:58 PM »

Just gonna keep asking till you have the whole thing finished huh. Who's playing the DM's role now.  Tongue

Yeah, would you go ahead and roll initiative for my NPCs? k'thanx!  Grin
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Revenant Sorrow
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« Reply #349 on: December 27, 2012, 06:17:06 PM »


Yeah, would you go ahead and roll initiative for my NPCs? k'thanx!  Grin

Not sure how many NPC's you'll have but here's the first 50ish
Quote from: Navarre's Sub DM: rolled 1d20: 5, rolled 1d20: 17, rolled 1d20: 4, rolled 1d20: 12, rolled 1d20: 14, rolled 1d20: 14, rolled 1d20: 13, rolled 1d20: 11, rolled 1d20: 8, rolled 1d20: 8, rolled 1d20: 15, rolled 1d20: 9, rolled 1d20: 1, rolled 1d20: 8, rolled 1d20: 2, rolled 1d20: 14, rolled 1d20: 18, rolled 1d20: 12, rolled 1d20: 19, rolled 1d20: 15, rolled 1d20: 20, rolled 1d20: 10, rolled 1d20: 18, rolled 1d20: 8, rolled 1d20: 3, rolled 1d20: 10, rolled 1d20: 7, rolled 1d20: 14, rolled 1d20: 3, rolled 1d20: 15, rolled 1d20: 16, rolled 1d20: 3, rolled 1d20: 4, rolled 1d20: 9, rolled 1d20: 18, rolled 1d20: 14, rolled 1d20: 6, rolled 1d20: 15, rolled 1d20: 18, rolled 1d20: 18, rolled 1d20: 13, rolled 1d20: 2, rolled 1d20: 19, rolled 1d20: 8, rolled 1d20: 5, rolled 1d20: 6, rolled 1d20: 16, rolled 1d20: 18, rolled 1d20: 2, rolled 1d20: 5
Reference: Navarre's Sub DM
You rolled 1d20: 5 | [ 5 ] 5
You rolled 1d20: 17 | [ 17 ] 17
You rolled 1d20: 4 | [ 4 ] 4
You rolled 1d20: 12 | [ 12 ] 12
You rolled 1d20: 14 | [ 14 ] 14
You rolled 1d20: 14 | [ 14 ] 14
You rolled 1d20: 13 | [ 13 ] 13
You rolled 1d20: 11 | [ 11 ] 11
You rolled 1d20: 8 | [ 8 ] 8
You rolled 1d20: 8 | [ 8 ] 8
You rolled 1d20: 15 | [ 15 ] 15
You rolled 1d20: 9 | [ 9 ] 9
You rolled 1d20: 1 | [ 1 ] 1
You rolled 1d20: 8 | [ 8 ] 8
You rolled 1d20: 2 | [ 2 ] 2
You rolled 1d20: 14 | [ 14 ] 14
You rolled 1d20: 18 | [ 18 ] 18
You rolled 1d20: 12 | [ 12 ] 12
You rolled 1d20: 19 | [ 19 ] 19
You rolled 1d20: 15 | [ 15 ] 15
You rolled 1d20: 20 | [ 20 ] 20
You rolled 1d20: 10 | [ 10 ] 10
You rolled 1d20: 18 | [ 18 ] 18
You rolled 1d20: 8 | [ 8 ] 8
You rolled 1d20: 3 | [ 3 ] 3
You rolled 1d20: 10 | [ 10 ] 10
You rolled 1d20: 7 | [ 7 ] 7
You rolled 1d20: 14 | [ 14 ] 14
You rolled 1d20: 3 | [ 3 ] 3
You rolled 1d20: 15 | [ 15 ] 15
You rolled 1d20: 16 | [ 16 ] 16
You rolled 1d20: 3 | [ 3 ] 3
You rolled 1d20: 4 | [ 4 ] 4
You rolled 1d20: 9 | [ 9 ] 9
You rolled 1d20: 18 | [ 18 ] 18
You rolled 1d20: 14 | [ 14 ] 14
You rolled 1d20: 6 | [ 6 ] 6
You rolled 1d20: 15 | [ 15 ] 15
You rolled 1d20: 18 | [ 18 ] 18
You rolled 1d20: 18 | [ 18 ] 18
You rolled 1d20: 13 | [ 13 ] 13
You rolled 1d20: 2 | [ 2 ] 2
You rolled 1d20: 19 | [ 19 ] 19
You rolled 1d20: 8 | [ 8 ] 8
You rolled 1d20: 5 | [ 5 ] 5
You rolled 1d20: 6 | [ 6 ] 6
You rolled 1d20: 16 | [ 16 ] 16
You rolled 1d20: 18 | [ 18 ] 18
You rolled 1d20: 2 | [ 2 ] 2
You rolled 1d20: 5 | [ 5 ] 5
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Revenant Sorrow
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« Reply #350 on: December 27, 2012, 06:33:08 PM »

I can roll more if you need them  Cheesy
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Navarre
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« Reply #351 on: December 27, 2012, 06:36:11 PM »

Nah, I only had 52. I'll roll the last two, thanks. lol

Ah. Bad news for Random NPC #13. I had such high hopes for him too.   Cheesy

The swamp island is surrounded by a force field created by the father of the evil necromancer. The father is a 20th level necromancer and the daughter is level 15.

The father created the dome to ward off a force that was the literal slough of the gods; the essence of Evil. Oddly, the father himself was Lawful Evil and I'm not certain how he created a ward large enough to encompass his entire swamp island home.

Later, the daughter perverted the magic even farther when she modified the dome to keep her father who created it out of it, and thus off the island. The dome also prevents magical communication and teleportation across its borders.

I wonder how this dome was first created, how it was later modified against its creator, and how the party might go about bringing it down? Being as it's all tied to necromantic magic, I bet it something cool. And as soon as someone explains it to me I will think of it all on my own. *grins*
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Revenant Sorrow
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« Reply #352 on: December 27, 2012, 07:01:06 PM »

The father used souls. Sacrifices of humanoid flesh he found a way to manipulate the energy of a soul to devise a powerful field of energy. The left over remains we're used in various other experiments.

The Daughter tried recreating the same experiment only this time she went with a different angle. She tried this on her sister someone she loved greatly. This soul because it was given as a gift of love rather than stolen she was able to use it to manipulate her fathers field expanding it and modifying it as she saw fit. Saddened at the lost of her sister she used her necrotic magic to bring her body back to life as an empty vessel so she could continue her love lust for her kin.

So Nav did you come up with anything on that force field yet? I'm drawing a blank  Roll Eyes
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Navarre
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« Reply #353 on: December 27, 2012, 07:09:40 PM »

Yeah, I've got one cool idea. Tell me what you think...

The father was the one who had cursed the hags in the first place. He stole their spiritual energy (and beauty) to create the force field.

The daughter tried to reshape the force field using the spiritual energy of her sister. Because the two sisters were in love (in more ways than one) the daughter was able to not only alter the field to keep out her father but to magnify its power.

This drained her sister of life though. But the daughter used her necromancy to bring her sister's shell back to "life" so they could continue both their bid for power and their romance.

I don't know where I got this idea. It just came to me.

I think it's pretty damn clever though, if I do say so myself. What do you think?   Wink
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Revenant Sorrow
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« Reply #354 on: December 27, 2012, 07:12:14 PM »

I like it. I only wish I could have come up with something that awesome. Wink
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Revenant Sorrow
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« Reply #355 on: December 27, 2012, 10:01:54 PM »

So we kind of set up your magiacky world and your necrotic fortress. Anything else you need help withstealing my ideas co-developing
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Cowboy Centaur
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« Reply #356 on: January 03, 2013, 01:50:35 PM »

Is this a private party or can anyone brainstorm?
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Revenant Sorrow
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« Reply #357 on: January 03, 2013, 01:53:24 PM »

Is this a private party or can anyone brainstorm?

Gaumer created it originally but Nav used it to help create part of his home game recently. I think it's open but we should try to limit it to one person building at a time just so it's less confusing. Since no one is positing currently I say Hijack it and brainstorm my friend.
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Cowboy Centaur
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« Reply #358 on: January 03, 2013, 02:02:20 PM »

Game I'm DMing has the pc's (warlock, ranger and paladin) recently hired to provide protection on a ship heading on an expedition to a mysterious island with the route besieged by pirates, not sure what they'll find on it besides the obvious cash, but they're already doing pretty well for themselves as the ranger negotiated armor for all three of them plus 40% of the take. Not sure what problems to throw at them, but I'm thinking the islands haunted. Pirates and ghosts make a great combo don't they?

They're level 3 and have only been role playing for about 5 sessions, so I don't wanna be too hard on them, but on the other hand I don't want to baby 'em
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Revenant Sorrow
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« Reply #359 on: January 03, 2013, 02:06:02 PM »

Game I'm DMing has the pc's (warlock, ranger and paladin) recently hired to provide protection on a ship heading on an expedition to a mysterious island with the route besieged by pirates, not sure what they'll find on it besides the obvious cash, but they're already doing pretty well for themselves as the ranger negotiated armor for all three of them plus 40% of the take. Not sure what problems to throw at them, but I'm thinking the islands haunted. Pirates and ghosts make a great combo don't they?

They're level 3 and have only been role playing for about 5 sessions, so I don't wanna be too hard on them, but on the other hand I don't want to baby 'em

3.5e or 4e? Does the party have a dedicated healer or are they just hopeful about surviving fights and help up after?
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