Article: 98396 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Intro ( 0/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:10:40 GMT Lines: 9 Well, this may be a largely unwanted bit of net.noise, but a couple of people wanted some of the things I made up and posted before, so I'm gonna re-post everything up 'til now. They're NPCs, adventure ideas, magical items, and monsters that I made up just to kill time. Enjoy. Or don't. Tim Dickinson dickinst@crl1.crl.aecl.ca Article: 98394 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Magical Wind ( 1/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:11:26 GMT Lines: 51 THE G'RABWELQ _____________ The lands of Bellicas have long been plagued by the mysterious storm known as the G'rabwelq, though many would swear that its frequency is increasing with the passing years. There are many tales about the G'rabwelq. Some say it's a punishment from the gods. Some say it is the last remnant of that primordial chaos from which the world was formed. Some say it is the product of a mage so dark and powerful that none know his name. No matter the source: when the G'rabwelq sweeps over the land, everything that lives learns that its hold on this safe world is tenuous, at best. The G'rabwelq does not occur at regular intervals. There was a time of 15 years, many years ago, the old ones speak of when it came not at all. At least twice, the dire winds have blown three times in a single year. No soothsayer has managed to determine when or why it comes. The G'rabwelq appears to be a severe, but otherwise normal, thunderstorm. The most reliable means of identification is from animals, who flee the area as fast as they can once the storm begins brewing. A Druid of 4th level or better can also identify the storm as something unnatural. The G'rabwelq will move through large regions quickly, as a normal storm, and although it will not last more than 2 days total, large areas can be affected. It will act much like a normal storm, too, with very high winds, rain, hail and lightning. The rain, however, will be slightly acidic, and prolonged exposure will burn the skin a little. This acidity generally destroys all but the hardiest of crops. The terribleness of the G'rabwelq is in the weird magic of its winds. Every living thing bigger than a dog caught in the whipping gusts of the storm must save vs. spells or be struck with one of the following randomly determined effects: 1 polymorphed to a random wild animal 2 held up in the air and "attacked" by savage "wind beasts", (# 3-8, AC 0, HD 6, #AT 1, D 2-16) for 2-12 rounds 3 carried 20-120 feet in the air and dropped 4 blinded 5 drain 3 points of Constitution 6 victim always hears a terrible howling sound afterwards, effectively deaf Whatever else you like. These effects may be permanent or temporary, dispellable or not, depending on your campaign. Article: 98395 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: NPCs ( 2/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:12:24 GMT Lines: 140 NPCs +++++++++++++++++++++++++++++++++++++++ Seffork the Assassin ____________________ Human Male NE S:12 I:11 W:10 D:12 C:10 CH:7 Level 8 HP 30 3x damage from backstab Pick pockets 55% Move silently 42% Hide in shadows 37% Leather armor, Potion of ESP Seffork is an ancient man, having been a member of the Assassin's Guild of Puren for more than 20 years, and of other cities in the Third Land for longer than that. He is a feared and respected member of the guild, because his skill at death comes from some inherent disrespect for the lives of the weak. Greed or power are not motivators for him, and his cruelty and callousness sometimes shock even other killers. He most often appears as a simple old man, but of immaculate appearance and grooming. Borr the Cleric _______________ Human Male NG S:11 I:10 W:14 D:11 C:8 CH:9 Level 5 HP 19 Up to 3rd level spells 1-4 henchmen Borr is a priest who began as an adventurer in the First Land. For a few years he garnered some fame battling monsters, stopping evil cults, etc. As his maturity grew, however, he felt that he priestly calling was being wasted, and he returned to his home of Thaac to minister to his people. The intervening few years have taught Borr that he was mistaken, that his destiny lies in the dark wilds; he will jump at any chance to return to a life of adventure. Thealess Muroon the Druid _________________________ Half-elven Male N S:8 I:10 W:13 D:10 C:13 CH:15 Level 6 HP 23 Up to 4th level spells Leather armor + wooden shield 1-7 henchmen Thealess is Woodward of the Transom Wilds, and has been for 3 years now. Although not strong, he is quite tall for someone of his elven heritage; combined with his serious visage, Thealess makes a very imposing figure if met in his native wood. In the Wilds he spends his time caring for the plants and animals, and studying every facet of the wheel of nature. Vish the Fighter ________________ Half-Orc Male CE S:16 I:10 W:10 D:14 C:13 CH:7 Level 7 HP 58 #at 3/2 Plate mail, Potion of Superheroism, +3 Battleaxe 1-3 henchmen Vish is an ancient (for someone of his orcish background - over 50) warrior. He appears dirty and dishevelled most of the time, but he has great wealth, and is not afraid to flash it around. Vish is very violent and warlike: he will go on nearly any mission that can profit him, no matter the danger or odds. In personal dealings, however, he is quite neurotic, almost paranoid. Bover-Tel Maccis the Magic-User _______________________________ Human Male N S:10 I:14 W:14 D:12 C:15 CH:10 Level 2 HP 9 1st level spells only 1-4 henchmen Bover-Tel is a young man, with little experience and no possessions. Some lucky (?) involvement in the last Norker War brought him a little knowledge of combat and the best place for a wizard when it occurs. He seeks now to establish himself as a mage of the Second Land one day, and believes strongly that suspicion and caution are the ways to do that. Sister Gerote the Monk ______________________ Human Female LE S:15 I:14 W:15 D:15 C:15 CH:8 Level 8 HP 25 AC 4 +3 damage with weapon Open hand combat #AT 3/2, D 2-12 Move 22" Catalepsy 16 turns Heal self d4+2 Move silently 47% Hide in shadows 37% It's not known what master taught Sister Gerote the discipline that she calls the Way of the Last. She now acts as both bodyguard and spiritual advisor for the Earl of Nurping, though rumors say that her influence now goes far beyond that... Bordundal the Fighter-Thief ___________________________ Halfling Male CN S:17 I:16 W:15 D:18 C:18 CH:15 Level 5/5 HP 47 3x damage from backstab Pick pockets 65% Move silently 60% Hide in shadows 56% Leather armor, Potion of Healing +2 shortsword 1-7 henchmen Nowhere in any of the Four Lands is there a halfling like Bordundal - many say there is no human like him, either. Although he has passed middle age, he is incredibly strong and fit. His mental agility equals that of his nimble frame. Even the years have been kind to him, and he is generally friendly and jovial to any who do not give offense. He lives the life of a mercenary and hired footpad, and makes a very good living at each, letting suspicion be his watchword. Many balk at hiring him, however, since Bordundal is known to be unpredictable by times. He has been known to commit acts that others considered very wicked with no known reason and with no apparent remorse. Article: 98397 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: NPCs ( 3/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:12:59 GMT Lines: 218 ____ |NPCs| ____ (1st edition) Laressar the Assassin _____________________ Race: Elf Sex: Female Align: Chaotic Evil S: 12 I: 11 W: 9 D: 17 C: 10 CH: 12 Level: 10 HP: 39 Leather armor Pick pockets 75% 4x damage from backstab Move silently 73% 1-5 henchmen Hide in shadows 64% +2 shortsword "Thrill" Laressar is an Assassin's Guild member of high standing and fearsome reputation. She still appears youthful and attractive, and has killed more than one victim by seducing them or catching them unawares. Laressar is a hedonist, however, and cannot avoid any temptation of the flesh unless she is on a job. Temul Breen the Cleric ______________________ Race: Human Sex: Male Align: Lawful Neutral S: 10 I: 9 W: 12 D: 8 C: 7 CH: 6 Level: 1 HP: 8 Plate mail 5% for spell failure 1st level spells Protection scroll Temul Breen is a young man who was never very good at anything. He was not hearty enough to endure long hours of work. He was not the outgoing type, and frequently alienated people because of his rough appearance and opinionated conversation. He became so resentful of his village that he left for larger towns. There he has joined a priestly order, though his devotion is sometimes questionable. Many of the elder priests believe that Temul will never advance much farther as a cleric. Tevik the Druid _____________________ Race: Half-Elf Sex: Male Align: Neutral S: 17 I: 15 W: 17 D: 18 C: 17 CH: 16 Level: 4 HP: 25 Leather armor Up to 3rd level spells 1-8 henchmen Tevik the Woodwise is the hope of the old guard of Druidism. He is a nearly perfect specimen of either man or elf, and regards the path of the Druid as the only sane path for a living thing, and he deems himself guardian of all that is green and alive. He lives in a small set of huts with whatever henchmen he retains at the time, considering himself no better than they. Tevik has sworn an oath against possessions, and keeps nothing more than food and supplies enough to live on, money enough to pay his henchmen, and a single staff that is a +1 weapon and allows him to turn invisible at will. Tevik is mature-appearing, very neat and clean, and has an incredibly inquisitive nature. Doris Glig the Fighter ______________________ Race: Human Sex: Female Align: Chaotic Good S: 15 I: 11 W: 14 D: 11 C: 9 CH: 14 Level: 8 HP: 46 Plate mail + shield 1-6 henchmen #AT 3/2 Doris Glig cuts a very imposing figure: a tall and muscular middle-aged woman, clad in plate and hefting a battle axe. Doris's past is unknown; she has obviously made a comfortable living as a mercenary, though. Doris is quite suspicious by nature however: perhaps this has aided her career. At times, though, she launches into full-fledged neurosis, and becomes quite unreliable. Temmerin the Illusionist _____________________ Race: Human Sex: Female Align: Chaotic Evil S: 11 I: 15 W: 13 D: 16 C: 13 CH: 7 Level: 12 HP: 25 Up to 6th level spells 1-3 henchmen What Temmerin lacks in personality she makes up for in her skill as an illusionist. She is a mature woman of scant possessions, and seems to live for mischief and even greater trouble: some have compared her to the old wizard Dorkill in this respect. Temmerin often travels to new lands, sows confusion and terror, and simply leaves laughing, for whatever hidden purpose. Some of her favorite spells are fear, confusion, chaos, mass suggestion, and various shadow magicks. Dumin Threk the Magic-User __________________________ Race: Human Sex: Male Align: Lawful Good S: 5 I: 17 W: 11 D: 7 C: 6 CH: 12 Level: 6 HP: 16 Spells up to 3rd level Dumin Threk was afflicted with a terrible disease when young. It's effects remain upon him now, in his maturity, and he is a very weak man, and not very quick. His successful career as a wizard is the result of recognizing his strengths and weaknesses: Dumin has spent very little time as an adventurer: instead he is visited by people far and wide who require his skills. He also acts as advisor and sage for many local authorities, where his great intelligence and perceptive mind are much sought. On the rare occasions where he ventures forth for some mission afar (never for combat, however), he is always accompanied by his companions Toras of Sill and Wullest Wooler (see below). Rumours say that Dumin loves Wullest with all the passion a man can bear, but that the feeling is unrequited. Toras of Sill, the Monk _____________________ Race: Human Sex: Male Align: Lawful Good S: 16 I: 8 W: 15 D: 15 C: 12 CH: 11 Level: 7 HP: 17 AC 5 Open hand: #AT 3/2, D 3-9 +3.5 damage with weapons Surprise 22% Move 21" Move silently 55% +2 Lawstaff Hide in shadow 43% Toras of Sill is an aged man, unkempt in appearance, with nothing but a staff to his name. In reality, he is a powerful monk, and a sometime companion of Dumin Threk and Wullest Wooler. He is also quite the practical joker. Wullest Wooler the Cleric/Ranger ________________________________ Race: Half-Elf Sex: Female Align: Chaotic Good S: 13 I: 13 W: 14 D: 9 C: 14 CH: 18 Level: 5/4 HP: 24 Chain mail Up to 3rd level spells 1-15 henchmen If there is a more beautiful woman in the Four Lands than Wullest Wooler, then tales of her visage have not yet been heard. Fair and smiling, she is the constant centre of attention when in civilized lands. Luckily for her, she usually remains in the wilderness she loves, practicing her Holy Ordainment to keep the Lands free of wickedness. Her dress is normal, and she possesses little. She is curious by nature, and will never pass up the chance to travel to new places with her friends Dumin Threk and Toras of Sill. Gor Matrell the Paladin _______________________ Race: Human Sex: Male Align: Lawful Good S: 12 I: 10 W: 13 D: 9 C: 11 CH: 17 Level: 10 HP: 52 +2 Broadsword +3 Chain mail #AT 3/2 1st level cleric spells 1-10 henchmen Gor Matrell is a Knight of Law, and rides under the Duke of the Second Land's banner. His imposing appearance and his precise and exacting manner (even when in battle) makes him a man who is respected by some, feared by others. Tim Venky the Ranger ____________________ Race: Human Sex: Male Align: Neutral Good S: 15 I: 13 W: 14 D: 9 C: 14 CH: 9 Level: 4 HP: 24 Banded mail + shield Tim Venky is a captain in the Forest Regiment of the King's Army of the Third Land. His motivation is pure for that of a soldier: he seeks only to serve, slay evil and remain humble. When Tim engages in battle, though, he becomes berserk, and shows no hint of his otherwise calm nature. Even his own men know better than to get too close to their captain during or right after battle. Theril Plank the Thief ______________________ Race: Dwarf Sex: Female Align: Neutral Evil S: 10 I: 11 W: 10 D: 14 C: 13 CH: 11 Level: 8 HP: 35 Leather armor Pick pocket 65% +2 shortsword Move silently 62% 3x damage from backstab Hide in shadow 49% 1-4 henchmen Theril Plank killed her own husband under unclear circumstances, and was chased from her mountain home. She is now an ancient and wicked dwarven crone, appearing dirty and quite hairy, looking very much like a beggar. Theril makes a good living for herself as a thief, however, freelancing from town to town and sometimes hiring on lesser footpads to help with big jobs. She is sharp of eye, ear and wit, and very perceptive. Article: 98398 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: NPCs ( 4/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:13:39 GMT Lines: 119 NPCs (1st ed.) Note that these are just quick outlines I've provided, if you need an NPC that's not just a couple of stats. I've left out specifics of possessions, weapons and magic, because these things can vary a lot. _________________________________________________ Korlin, the Assassin -------------------- Race: Human Sex: Male Align: NE Level: 4 HP: 14 S:13 I:11 W:10 D:12 C:10 CH:7 Backstab for 2x damage Pick Pockets: 35% Move Silently: 16% Hide in Shadows: 15% 2 henchmen Korlin is a fellow in his mid-30's, very clean and tidy in appearance. He favors disguise as his principal means of carrying out his assassinations, getting close by appearing to be someone trustworthy, or of no note. He has made some fortune at his work, and has average possessions for someone of his stature. Personally, he seems a very positive and optimistic person: this doesn't mean he's overconfident about his work, however. Ceallopea Jurrab, the Cleric ---------------------------- Race: Human Sex: Female Align: LE Level: 7 HP: 36 S: 13 I:11 W:10 D:5 C:12 CH:7 Spell Failure: 15% Reaction: -1 Defensive Adj: +2 Use spells up to 4th level 3 henchmen (sub-clerics) In a very short time, Ceallopea has risen to great power and prominence in her evil priesthood, despite her average wisdom. She is now only 24 years old, but began as a priestess at only 10. Ceallopea was meant to be a sacrifice to her dark god when she was only an infant, and was stabbed horribly on the altar and left as dead. Somehow, the child lived, and was stolen away by a lesser attendant priest who raised her. The wounding left Ceallopea horribly maimed and permanently crippled (low Dex and Char). Her survival was noticed by her evil deity, however, who forgave the loss of the sacrifice and decided that she would become a great force for wickedness instead. She was raised in the tradition that sought to kill her, and become powerful and evil. She's also completely maniacal, insane and unpredictable at times. She has also amassed great wealth through her priesthood. Premin, the Druid ----------------- Race: Human Sex: Male Align: N Level: 11 HP: 44 S:8 I:12 W:18 D:10 C:11 CH:15 Can cast spells up to 5th level +4 on wisdom saves 6 henchmen (woodsmen) Premin is the Keeper of the Southron Wood, and Protector of the Attendant Lands. He is only about 40 years old, a pleasant and clean-appearing man. If met with any sort of friendliness he will be helpful and cooperative in the extreme. His small home of logs and stone contains many small and useful, although not particularly valuable, things. Trelk, the Fighter ------------------ Race: Human Sex: Male Align: NG Level: 4 HP: 21 S:14 I:10 W:11 D:10 C:10 CH:9 Has plate mail and shield Trelk is a young man who seeks to one day own the world. When situations arise where his help is needed, he will give it, but if given time to think about things he often starts to worry about who's out to screw him over (he's a bit neurotic, if he's given the chance). He's also pretty opinionated for someone so young, and he's not shy about letting someone know when he thinks they're being dishonest. He's also react strongly to someone suggesting that's he's greedy (which he is). Fuvar, the Fighter/Assassin --------------------------- Race: Half-orc Sex: Male Align: LE Level: 10/13 HP: 108 S:18/96 I:17 W:14 D:14 C:19 CH:12 (17 to orcs or half-orcs) Leather armor +2 hit/+5 damage Pick pockets: 85% Move silently: 83% Hide in shadows: 68% #AT 3/2 Backstab for 5x damage 2 henchmen Fuvar is an ancient half-orc, more than 70 (!) years old. He always appears in public as a ragged old bum, and is well-known as such by most of the city guards. In reality, Fuvar is practically the pinnacle of half-orchish genetics. Incomprehensibly strong and intelligent, almost indestructibly fit and quite swift; and friendly, too. It's the perfect cover for a warrior extrodinaire and one of the most efficient assassins that the world has ever known. He will never break his cover while disguised as a beggar, even if beaten or robbed or ridiculed. If he comes forth as a fighter, he strikes a huge and imposing figure. As an assassin, he has never been seen... Fuvar has a home filled with weapons and treasure. He also has caches of weapons and poisons hidden all around the city. Article: 98399 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Moster, Deek-Kaz ( 5/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:14:29 GMT Lines: 55 DEEK-KAZ ============================================================================ HABITAT: Arctic to temperate FREQUENCY: Very Rare INTELLIGENCE: High TREASURE: Special ALIGNMENT: Chaotic Evil ---------------------------------------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: -1 MOVE: 12 HIT DICE: 10 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 60% SIZE: M (6' tall) The Deek-Kaz are feared in the northlands of Furl more than anything else. They have existed forever, being originally created, the legends say, by gods so dark and terrible that the Elder Ones banished them forever. If they were created for any purpose but to slay and spread evil among the realms of men, that purpose is unknown. But sometimes, when the winter is very harsh, the Deek-Kaz come down with the storms, and wreak their hellish havoc on any they can find. Perhaps the Deek-Kaz were once men. They are humanoid in shape, but only just. Their bodies are covered with armored plates, long, narrow, interlocking segments that form an extremely tough exoskeleton. These plates are streaked black and dark brown in color. Their limbs are likewise covered, but the plates are smaller and segmented more at the extremeties, so that they retain full movement. The head is covered by several tight-knit plates, looking quite like a helmet, and only small holes exist for dark eyes to peer through. COMBAT: The Deek-Kaz are powerful creatures of evil, whatever their origin, and they seem to exist solely to kill and raze. Whenever they appear, they always possess a powerful weapon of some sort, a polearm or large sword of +1 or +2 enchantment, which they can wield to strike twice per round. Deek-Kaz also have a number of powerful innate magicks which they can use at will (and all at 10th level of use): shocking grasp, cause light wounds, detect creatures (500' radius), detect invisibility. Once per day they may do the following: heal, lightning bolt, dispel magic, confusion, feeblemind, grow. ECOLOGY: Deek-Kaz are obviously unnatural creations of some dark magic. They do appear to be alive, as one was said to have been killed by Hurram the Wild some years ago. When the winter is particluarly harsh, it will appear in the midst of a storm to slay anyone it finds. It will hunt the north lands for a couple of weeks, and then disappear. Winters harsh enough to bring the Deek-Kaz seem to occur no more than once every 5 or 6 years. Article: 98400 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Monster, Throggar ( 6/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:15:30 GMT Lines: 40 THROGGAR ============================================================================ HABITAT: Temperate freshwater and swamp FREQUENCY: Uncommon INTELLIGENCE: Animal TREASURE: None ALIGNMENT: Neutral ---------------------------------------------------------------------------- NO. OF APPEARING: 1-4 ARMOR CLASS: 7 MOVE: 12 HIT DICE: 4 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-4/1-4/2-8 (claw/claw/bite) SPECIAL ATTACKS: Caustic bite SPECIAL DEFENSES: Leaping MAGIC RESISTANCE: Standard SIZE: L (8' long) Throggar, or Frogbeasts, are hungry, stupid animals that live in sluggish streams or swamps. They do resemble frogs in many ways, except for their great size, their claws, their teeth, and their smaller, red eyes. They will usually leap to attack any creature that passes nearby unless it is particularly huge. They can leap great distances on their powerful hind legs: 40' forward or 15' up. They can't leap backward. COMBAT: Throggar attack with claws and fangs. Salival secretions from their mouth are very caustic, however, when they are hungry or attacking. Any bite that successful hits will cause an additional 1-4 hp damage due to this acid. If their bite attack roll is a number 4 or more than that needed, they have clamped tight on their prey: no more biting damage will occur, but the noxious secretions will continue to do 1-6 hp damage per round until the beast's bite is released (a couple of good hits should do this). ECOLOGY: Throggar are usually hungry. They live in small groups, often cannibalize their companions, and give birth to live young, which prey on increasingly-larger animals. Article: 98401 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Monster, Baiter ( 6/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:16:14 GMT Lines: 38 BAITER ============================================================================== HABITAT: Temperate forest FREQUENCY: Rare INTELLIGENCE: High TREASURE: ? ALIGNMENT: Chaotic Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1-3 ARMOR CLASS: 2 MOVE: 15 HIT DICE: 8 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-10/1-10 SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard SIZE: L (9' tall) Baiters are terrible woodland beasts, rare now, but once more common. They are large humanoids, similar in appearance to trolls, except that they have long ears, smaller noses and jaws and are gray in color, not green. They are strong and fast, and very cunning. Their hides are thick, and have tufts of coarse hair. Their favorite wicked trick is that which gives them their name: they will often place bodies, coins, or other out-of-place objects in the woods where they live, relying on the curiousity of humanoid prey to distract them or lead them into a trap. If they spot prey that attempts to flee, Baiters will chase it for so long as it takes to catch it, howling loudly and horribly all the while. COMBAT: In combat, Baiters attack with their fiercely-nailed claws. ECOLOGY: Much like Trolls, Baiters are nearly fearless, and will eat almost anything that lives. Article: 98403 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Monster, Rime ( 7/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:16:58 GMT Lines: 47 RIME ============================================================================ HABITAT: Specific temperate plains FREQUENCY: Unique location INTELLIGENCE: Average TREASURE: See below ALIGNMENT: Lawful Neutral (individuals may vary) ---------------------------------------------------------------------------- NO. OF APPEARING: 50-300 ARMOR CLASS: 10 (individuals may vary) MOVE: 12 HIT DICE: 3 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: None SPECIAL DEFENSES: Mirror images MAGIC RESISTANCE: Standard SIZE: M The Rime is the name given to those remote communities of humans that live far to the west, at the plains near the base of the Helk Mountains. These settlers found that very specific soils in these lands grew a variety of unique plants: plants that proved to be very nutritious. One of these plants, which they call Politta, was very abundant, and became a staple of their diet. Over time, however, this plant "affected" the people who ate it: it gave them powers. All of the Rime can project 2-5 false mirror images of themselves when necessary. This takes a fair bit of concentration, however, and they cannot perform any action more complicated than moving quickly when projecting. Politta also seems to make the Rime quite strong and robust (thus 3 HD). It's not known whether the powers imparted by the plant are magical or psionic in nature. COMBAT: Rime, being human, will fight as normal folk would. Each settlement will have a few who are trained to keep away thieves and beasts, and thus some may have more hit dice and better attack capability than most. ECOLOGY: Rime are peaceful folk, keeping to themselves. They are cautious, though friendly, to strangers. They do contact other human settlements due to their one export, the herb trade, and they will have caches of gold and silver hidden in the nearby wilderness as their profit from this. Note that they do _not_ export Politta, however, and guard it very closely. In most respects, they act like any human settlement would. Article: 98402 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Monster, Klai Beast ( 8/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:17:37 GMT Lines: 40 BEAST OF KLAI ============================================================================== HABITAT: Tropical wilderness FREQUENCY: Rare INTELLIGENCE: Low TREASURE: None ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 1-3 ARMOR CLASS: 4 MOVE: 9 HIT DICE: 6 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-4/1-4/2-8 SPECIAL ATTACKS: Leap, bite SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard SIZE: L (8' tall) Klai Beasts are huge reptilian things. They move about on their strong hind legs and have large, powerful jaws, appearing to be more humanoid than a small dinosaur, but less so than a lizard man, and heavier. COMBAT: Klai Beasts will attack with their claws and a powerful bite in close combat. Any hit of 4 or better than the number needed indicates they have clamped their jaws on their target. If the target so bitten is less than 250 pounds it will be swiftly and savagely shaken for up to 5 rounds, with a 15% chance each round of snapping the held creature's neck or spine. If the creature bitten is larger than 250 pounds, it will be bitten automatically on each following round. Klai Beasts are swift, powerful jumpers, and can leap up to 30' forwards (which they often do to attack), 10' straight up or 20' backwards (which they can do in any round they have initiative, to escape). They can, however, only jump 4 or 5 times in quick succession, as it takes a lot of energy. ECOLOGY: Klai Beasts live in tropical climes, in jungles and grasslands. They eat any warm-blooded animals which are smaller than them. They will sometimes hunt in small groups, never larger than 4. Article: 98404 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Monster, Darbek ( 9/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:18:10 GMT Lines: 45 DARBEK (Dream Thief) ============================================================================== HABITAT: Temperate, towns and villages FREQUENCY: Very rare INTELLIGENCE: Average TREASURE: None ALIGNMENT: Neutral evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1 ARMOR CLASS: 7 MOVE: 12 HIT DICE: 1+3 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-3 SPECIAL ATTACKS: Dream theft SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 15% SIZE: S (1/2' tall) Darbek are small blue-skinned humanoid creatures. Even their eyes are dark blue, and they are difficult to spot in all but well-lit conditions. Their four limbs are each three-toed, and have small claws. COMBAT: Darbek will fight only in the direst situations (i.e., they are cornered), when they will scratch with their claws. They will normally flee any notice by other creatures. Darbek normally attack sleeping humanoids when they are dreaming. They can "sense" dreams that might be occuring up to 200 yards away, and will seek their source. If they can approach and touch the dreamer without waking him, the Darbek will "steal" the dreams, absorbing them in some unknown, mystical manner. This dream deprivation has the effect of making the sleeper very tired, irritable, and weak in the morning. If the Darbek can return to feed, the sleeper will lose 1 point each of Strength and Constitution for each two nights his dreams are stolen. If this is interrupted, the attributes will be recovered at 1 point per two days of rest. ECOLOGY: Darbek must regularly feed on humanoid dreams, and so are never found in deserted places. Neither can they survive well in cities, for the filth is despised by them, and they are often killed by rats. They are most often found living in barns or within the walls of small towns and villages, where they are known as Dream Thieves, and usually hunted by cats. Article: 98405 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Kevok's Pearls ( 10/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:18:48 GMT Lines: 56 KEVOK'S MAGICAL PEARLS ______________________ Old Kevok was a priest, a king, a spellcaster, a sage, and a sailor. Many fond tales are told of Kevok and the justice and steadiness with which he rules the Third Land of old. Of the rulers of the Third Land, which borders on the Beordic Sea, Kevok had the most affinity for the ocean. He began as a sailor, and later became a priest of the sea-god Vaarsa. In this capacity he grew in fame, power, and respect, and when the king of the time bore no sons, Kevok was the choice of the king and the people to start a new royal bloodline. Kevok ruled less like a king than like a kindly, but disciplined, father. He protected the Third Land, made it prosper, and nearly eliminated all outward signs of wickedness from the realm. He also retained his standing as high priest of Vaarsa, and took on even more when he learned much of the ways of arcane magic in later years. Kevok's interest in magic resulted in many small experiments being created and then distributed to friends of high standing, as the king was wont to do. Many of these have since passed hands and more than one has turned up in a most unexpected place. Almost all of these magical things were tuned to his love of, and respect for, the sea. Such were the wondrous Pearls of Kevok. + The Pearl of Tolerance The possessor of this pearl will find that whenever they are confronted with someone (humans, demi-humans or humanoids only) who might be resentful, biased, or hateful towards them, that their expected reactions are muted to the point of tolerance. The pearl's magic will not make close friends of such enemies, of course, only replace any hatred or distaste that might exist with tolerance or, at worst, neutrality. + The Pearl of Commerce The possessor will find that they are capable of making any transaction, either buying or selling, at whatever price the possessor first names. Note that there _are_ limits (e.g., you couldn't buy a ship for a single silver coin - the DM should use _some_ judgement). However, there is a tale that someone once used this pearl to buy 5 viable red dragon eggs from an unlucky adventurer for 50 g.p. The person on the other end of the "bargain" is allowed a saving throw vs. spells. + The Pearl of Artistry The possessor of this pearl will be able to produce a quality work of art once every two weeks, their choice of medium. There is a 5% chance each time that they will produce a work of _exceptional_ quality, and will be valued greatly. Article: 98408 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Glaive, Wellspring ( 11/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:19:49 GMT Lines: 27 GLAIVE OF THE WARRIOR --------------------- This powerful polearm is a full 9' long, with a glaive blade on the end. It is a +3 weapon that does double damage on a natural 20 roll. [Or, alternatively, if you use critical hit rules, you could have it crit hit on 19 _and_ 20.] It is somewhat more magical in nature as well: if its wielder is prominent and doing well in battle, all those fighting alongside the wielder will begin attacking with a +1 bonus [maybe better morale, too]. WELLSPRING OF THE WORLD ----------------------- The Druids say that the Wellspring is the very lifeblood of the planet, and that if you delve deep you can sometimes discover the places where it bubbles up in its farthest-reaching veins. It is a source of power unparalleled to Druids. The Wellspring appears as normal water. If imbibed by one who love the earth, it will grant them a wish [limit one wish per week, maybe]. If drunk by anyone of any neutral alignment, it will heal [21-40 hp ?] the drinker. If drunk by any non-neutral alignment, or someone who cares nothing for the land, it will do damage to them [like amount as healing?]. [Maybe some other powers, but more subtle and mysterious...] Article: 98410 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Misc. Items ( 12/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:20:26 GMT Lines: 53 Boots of Evasion ________________ The wearer of these magical boots cannot be tracked in any normal way. No prints or scent is left. Talons of Madeech _________________ The Talons appear as a pair of war gauntlets, leather overlaid with steel bands. A command word reveals the Talons' magic, however, as four razor-sharp claws shoot from the backs and project 3" beyond the closed fist. When used in hand-to-hand combat, damage will be an additional 2-7 points for each hit. A similar command retracts the Talons. Key of the Mind _______________ The Key is a small stone of oddly-shaped angles and projections. It is of ancient design and is highly desired by psionicists. Possession of the Key on one's person will _double_ the possessor's psionic attack and defense strengths. However, any psionically aware creature can sense the Key if it comes within half a mile of them. In addition, in each psionic combat where the Key is utilized there is a 3% chance per point of Intelligence less than 18 that the Key will "overload" the possessor's mind, driving them into a coma for 1-4 days and wiping all psionic abilities for 1-8 additional days (75%) or permanently (25%) after awakening. God's Edges ___________ When the DevilWars of ancient Therakesh brought many dark and evil years to those lands, there was one champion of good who led the vanguard against wickedness: the Paladin Dyrm. Lord Dyrm was ordained by the God of Therakesh, and given a sword of such vast power that darkness could never stand against it. To be sure, Dyrm used this blade, called God's Edges, to such effect that Therakesh was purged within 5 years. Now God's Edges resides in the State Capital's Cathedral, placed there by Lord Dyrm after the DevilWars. The protection of the Priests of God have kept it safe, though several attempts at theft have been made over the years. God's Edges is a +4 two-handed sword of incredible design. It is sentient, and has an intelligence of 17 and an ego of 22 (!). It can communicate telepathically with its possessor. It's of Lawful Good align, and can perform the following at will: detect evil in 100', and find and disarm any trap within 50'. Any evil creature struck by God's Edges will be affected by the permanent explosive runes inscribed on the blade at each hit. Article: 98413 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: More misc. items ( 13/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:21:21 GMT Lines: 77 HAMMER OF N'JINERE This magical device is not a weapon: it is a handheld tool of the sort a carpenter might use. It is very fine, however, with a carved handle of some unknown wood, and a head of brass, shaped into the head of a ram or some other horned animal. The hammer is not very good, it will be discovered, for traditional use. However, if it is touched against any man-made machine or contraption that is broken, it will be magically repaired. Note that it will not make work a device that, because of poor design, cannot work; nor will it create any missing parts that are needed unless such parts are no bigger than the size of a man's fist. It will only repair something that is broken, has small bits missing, or is worn out. It will repair any continguous machinery of a size equal to or less than that of water-driven flour mill. It _will_ repair any relatively simple magical man-made device. Note that only machines or devices can be repaired. A cart with a broken axle could be repaired, as could a door. A broken sword, however, could not - only machines or devices may be so repaired. _____________________________________________ BOX OF DORKILL Dorkill was (is?) a mage of more than considerable maliciousness and mischief. One of his chief enjoyments in life was duping, robbing, and/or misleading everyone he possibly could. A large part of this was done by disseminating far and wide promises of magic and power that, unfortunately, produced disatrous results. Many of Dorkill's foul tricks can still be found today, hidden amongst ancient libraries and secret caches of treasure. Dorkill's Box was one of the mage's favorite tricks. It is a magical device meant to steal and destroy people's most valued treasures [this is a good way to de-magic a party if you think you've gotten a little carried away]. From time to time, a set of old scrolls will be discovered in an ancient tome or hidden with great treasure, that seem to be magical instruction to a wizard for creating a Box of Epsijmm, a magical construct that would keep all items safe. According to the instructions, with the expenditure of much time, money and strange components (you decide what), you get a magic box that opens only on the owner's command and can hold up to 2000 lbs of stuff, magically, weighing only 30 pounds at most. The box will, in fact, perform exactly as described...for a period of a month or two. Then, one day, it'll just refuse to open, and everything that might have been inside will be stuck on the Ethereal Plane (where it keeps things). Destroying the box means everything inside is lost. A successful dispel magic _and_ an opening spell of some sort will open it, and things can be recovered. Note that Dorkill's spell is so fiendishly done, that a wizard making the box will have only a 4% chance per level of realizing that the Box is meant for ill, and that it's a trick. ___________________________________________ MASK OF DORKILL Another of the wizard Dorkill's fiendish tricks, still circulating from antiquity. This white plaster mask, complete with nose and eye holes for the average human face, radiates magic. If worn, it will make the wearer invisible...for a while. A few days or weeks later, when the mask is donned, it will fix fast to the wearer's face, and cannot be removed except by perhaps a dispel magic and/or removal of the curse involved. So long as the mask is stuck to the wearer's face, the wearer's body will be illumined by a bright yellow light like that of a strong lantern. This light shines from all of the wearer's body, and all skin would have to be completely covered to block it. The wearer will be _highly_ visible. Article: 98412 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Ideas ( 14/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:21:49 GMT Lines: 34 IDEAS for your campaign...just to spice things up. ++++++++++++++++++++++++++++++++++++++++++++++++++ > The party comes upon a feebleminded priest, or wizard. There's too many plot hooks here to even start... > Characters should get their pockets picked more often when they're in cities. They're big and rich-looking, and they'll be constant targets. Non-stop. > After the party has a forest battle, they'll be stalked and punished by the wood's druid, bent on revenge (if they damaged the forest) or preventing them from doing any harm (if they didn't). > Some locals are beig murdered - some of high standing, some common folk. The local Assassin's Guild is carrying out the executions, under order from a secret cult of half-elven fanatics. Investigation will reveal that all of those killed were half-orc, although no one knew it, most of the time. The cult despises the idea of orcs defiling the human heritage they share. > A rumor that a local priest of high standing is a demon. He's not, but if your players are like mine, they beat every rumor to death, especially if it's demonic. The priest will hear of their investigation, and may even start worrying and acting suspiciously: this may lead the players on even _more_. > Illusionists should use Change Self, Ventriloquism and Audible Glamer as much, and as intelligently, as possible. These three spells can totally screw up a party's heads. 8-) > A ranger with two brownies as companions. Article: 98411 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Ideas 2 ( 15/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:22:26 GMT Lines: 35 Use 'em or don't. See if I care. IDEAS AND SPICE FOR YER AD&D CAMPAIGN _____________________________________ > A friendly orangutan becomes the party's strong, goofy and unpredictable travelling companion for a while, whether they like it or not. See Clyde, from the Clint Eastwood movies "Every Which Way But Loose" and "Every Which Way You Can". > People (not the party) get killed in bizarro ways: - crushed within a grist mill. - skewered on the walled city's front gate portcullis. - struck dead by a falling cheese. - leg held fast under the rubble of a collapsed wall, eaten alive by stray dogs. There can be a reason behind it all (the setup to whatever other adventure you want), or not. > A discovered mage spell scroll also has a love poem written after incantation, a plea from an amorous wizard to his/her love. > Areas where females/males are looked down upon, and not allowed to walk about as free women/men: they must be kept as slaves. > Cities/towns where weapons are not allowed to be carried. Make it so that it's imperative they stop for supplies/healing/whatever, and they have to give up their precious magic weapons while they're there. I find most players hate giving up their stuff. 8-) > A wacky old witch in a hut in the woods, who will procure magical potions of wondrous efficacy for anyone willing to pay the price. each potion requires payment of something really odd: 6 turtles, 3 double-yolked eggs, a painting of a tree, or something equally goofy. Article: 98389 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Ideas 3 ( 16/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:23:01 GMT Lines: 24 IDEAS/SPICE for a campaign. > Character(s) get arrested for fighting/carrying weapons/some other obscure law, and instead of being thrown in jail they're forced to perform several says (weeks?) of community service: - street cleaning - city storage/library inventories - stray animal extermination - litter-bearer for someone important - issuing summons or assisting in the arrest of particularly dangerous people In addition, as criminals, they're given a big ol' tatoo, someplace really conspicuous. > An accident where a quantity of brightly-colored dye gets poured all over one of the characters. Takes _weeks_ to wear off. > The characters lay their hands on a book that has very curious things written inside: they may lead to further adventures, or just be teasers. - the history of a land they do not know - someone's diary - an index of animals, with drawings, none of which they've seen before - recipes - astronomy Article: 98390 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Ideas 4 ( 17/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:23:36 GMT Lines: 35 IDEAS/SPICE > Henchmen or hirelings that turn out to be insane. For example, a soldier with monomania (becomes obsessed with one task to the exclusion of all else, becomes depressed when task completed), or a megalomaniac blacksmith. > Areas with unusual forms of government. For example, a pedocracy (government by scholars and the educated), or a syndicracy (rule by a body of syndicates, each representing some business interests). > A cleric must become involved in remaking a holy water font after the old one is defiled. Several weeks of time, and great cost. > A quest/magic spell component/item recharging ritual/whatever requires that the group obtain the intact scent glands of 6 skunks. > Slogging around a swamp/sewer/wet dungeon results in some nasty parasitic infestation: throat or gastro-intestinal are my favorites. > Little magic items that charm or entrap the user. For example, a little puzzle, made of wood and wire, that you're supposed to manipulate into some particular shape (you know the kind - even a Rubik's Cube, maybe!): if the owner fails a save, he/she becomes enraptured by it, and won't put it down. If it's finally forcibly taken away, they'll react violently for a couple of turns. Or one of them little kaleidoscope tubes: if the person doesn't save, they'll continue to stare thru it and giggle. If it's taken away, same reaction as above. > An item that's haunted or cursed because it was used in the commission of a terrible murder. It'll move a little on its own, or tingle, or drop from your grasp, or moan eerily, or whatever. If the murder can be investigated and maybe solved, this behavior will stop. Article: 98414 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Dorkill's Items ( 18/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:24:03 GMT Lines: 78 DORKILL'S REVENGE [Note: I've already posted Dorkill's Box and the Mask of Dorkill.] The mage Dorkill, long lost to the ages, lives on in the diabolical tricks and snares he has left behind for the unwary. Even while he lived, Dorkill was known for a perverse sense of humour that embarrased many, harmed more, and killed not a few. Now, remnants of Dorkill's magic trickery are still being uncovered in ancient hordes of treasure. Beware these things! They will spell your undoing, or worse... All of Dorkill's objects radiate magic, and are very difficult to destroy. The Dove ________ Dorkill's Dove appears to be an ivory carving of a white dove. It is an elegant piece, set in an iron base, and alone is quite valuable. Anyone possessing it, however, will find that it confers two unpleasant attributes: [1] if you have the Dove on your person, you will _always_ be attacked by any avian creature of less than high intelligence, appearing inimicable to them [2] after two days of ownership (not necessarily on your person), you will begin to smell very strongly of bird urea (birdshit, for the non-biological). Note that the first effect can be eliminated by simply getting rid of the Dove; the second cannot, however, and will remain until a Remove Curse spell can be cast on the Stinky One(TM). The Blade of Adjustment _______________________ This fine-looking broadsword is one of Dorkill's more dangerous creations. When first used against any sort of opponent, it will act as a +2 sword for the first "battle". After that, however, the blade magically "gets used to", or "acclimates to" that sort of creature, and _from_then_on_, when used against that same sort of creature it will be normal 'to hit' and -3 for damage! Example: An adventurer picks up Dorkill's Blade of Adjustment, and promptly slays an orc with it. During the battle, the sword is +2 to hit and damage, and the orc is defeated promptly. The next day, however, the fighter's group catches up with the rest of the orc horde. Now, the Blade has acclimated to orcs, and it will hit normally and do -3 damage (it seems to "pass thru" the flesh somewhat). Later that day, they also fight a bugbear, and the sword is +2 again, for this battle. Next time he meets an orc or bugbear, though, it's cursed again. And so on. You may choose to have the sword already acclimated to several types of creatures, depending on its history. The Gauntlets _____________ One of Dorkill's more directly damaging artifacts. These appear to be fine leather and metal gauntlets for man-sized hands, and when worn will appear normal. After 9-20 (1d12+8) minutes, however, the gauntlets will suddenly contract with great force, crushing the finger and hand joints horribly. The one wearing the gauntlets will sustain damage (1-6? 1-8?), they'll be in debilitating pain for 5-20 minutes, and their hands will be useless until some serious healing magic is used on them. They'll not heal properly on their own. The Scrolls of Prejudice ________________________ Dorkill made several of the scrolls, one for each of the major races of humans, elves, dwarves, gnomes and halflings (although it's speculated that others exist as well). Each is a prejudicial treatise on how that race is particularly vile and should be eradicated. They are also (of course) magical, and anyone reading one must make a save vs. spell or be compelled to read the entire scroll; thereafter they will have a prejudicial view of that race. Note that this won't work if the reader is of the same race. Having these racial views won't force the enchanted person to attack the hated race every time they see them, but they will make clear their distaste. However, if the opportunity seems good, they may attack. The enchanted person will also attempt to get everyone else they know to read the scroll. Article: 98406 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Plot idea, Dark Mass ( 19/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:24:55 GMT Lines: 73 DARK MASS OF KOREEM-CIL _______________________ Sorry about the dorky name. This is the way I often plan my adventures: it's only a bare outline, with some general ideas of how I'd like things to progress, with some plot hooks or interesting bits along the way. It's undeveloped by any reckoning, but perhaps someone else will like some of the ideas. + The general plot: the characters have to get information about, then infiltrate a ceremony of an evil religious sect, to save the intended sacrifice. (Hey, does this sound familiar? Ahhh, so what?) If the party is lawfully good-aligned, then just drop them some rumours about the cult and its sacrificial doings. This should be sufficient to draw in properly-played PCs. If they are not inclined to do such a thing for nothing, then have them hired on to do so (a wealthy parent is concerned their newly-converted child is going to be a sacrifice, or the established local religion wants a stop put to this heathen bunch and their evil practices). In any case, info about the cult should be sketchy. They'll have to sniff out rumors about town. They'll have to pay some snitches (who may or may not give them good information). They should get a little too close for someone's comfort, and they should get attacked for it. Maybe with magic, a curse or something serious. Specifically, they'll want (i) cult background and (ii) location of the next sacrificial ceremony. The second will be very hard to get. If some of the characters want to try to infiltrate the cult, this will be next to impossible. Unless some _very_ convincing magical method is possible to replace an exisiting cultist, they'll be found out. If they try to "join", they'll be turned away and everyone's guard will be up. If they manage to locate the ceremony, they'll witness terrible magic and nasty rites. An attempt to rescue sacrifices will be met with (i) much priestly magic (ii) moderate armed resistance. If the party is strong, and they let the ceremony proceed at all before stepping in, they'll be confronted wit whatever terrible otherworldly thing the cult was attmpting to summon with the sacrifice (its notice was gained with the beginning of the ceremony, and it is furious at the sacrifices which it did not receive: it'll appear and attack everyone, cultists included). There's also a chance that they'll get captured themselves and get added to the list of sacrifices. This is a good way to go if the party splits up and comes in from two different directions, or tries to co-ordinate two different tasks at once: one group will suddeny notice that the other has been captured and is being led to the slaughter. This adds urgency to their task. 8-) If this is the case, a good hook is to have the cultists do something to one of the characters, pre-sacrifice, that is somehow permanent: a terrible scar, or a spell, or some such. Something that they have to live with (and role-play with) for the rest of their lives, preferably. There's lots of good hooks from the aftereffects, if they're successful in saving the sacrifice, or even killing off most of the cultists. They'll earn the undying enmity of that sect, and they'll be after them forever. They may get some nasty curses from the priests before they win. They may have allowed a terrible monstrosity to be summoned, which will wreak havoc, of course. They may even get blamed for this. Perhaps they'll discover that local officials or nobles were somehow illegally involved (they belong to the cult, or have struck a black deal with them). Will they reveal such a conspiracy? Can they really prove it? _____________________ There. Go for it. Article: 98407 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!usenet.eel.ufl.edu!newsfeed.internetmci.com!tank.news.pipex.net!pipex!howland.reston.ans.net!torn!nott!cu23.crl.aecl.ca!usenet From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Sword, Bellyripper ( 20/23) X-Nntp-Posting-Host: cp2210.crl.aecl.ca Message-ID: Sender: usenet@cu23.crl.aecl.ca (USENET News System) Organization: AECL X-Newsreader: Date: Thu, 21 Sep 1995 17:25:32 GMT Lines: 43 BELLYRIPPER Bellyripper is a singular magical shortsword. It rose to fame as a fabulous treasure unearthed by Duke Spyro of Gawkland, who wielded it thereafter, in a long and glorious career. The Duke gave it its name after a particularly glorious battle against a huge black dragon. Older legends claimed that Bellyripper had been forged by a mage who was only half a native of this world, and lost when that wizard's champion fell to some of this world's magic-users. The truth of those old tales can no longer be proven or disproved. It is known that Duke Spyro discovered it, and claimed it as his own. While the stories of the Duke's adventures with the powerful weapon are well known, some also speak of lesser known tales: that the sword took a toll on the Duke and his family. The Duchess, his wife of many years, was killed in a strange boating accident, and one of his sons died under even odder circumstances. His other son tried to usurp him, and Spyro was forced to kill him for it. After a few years, the Duke's success abroad was matched by dissention among his own people in Gawkland, and he eventually became a powerless firgurehead, his lands ruled by the Overking in fact. On Spyro's last adventure, where he was accompanied by an odd troupe of dwarves to the bowels of some mountainous lair, he went missing and never returned. Where Bellyripper is, exactly, is unknown. Others have ventured to the mountain where Spyro was lost, and some have returned again, although none claim to have found the sword. Bellyripper is a +2 shortsword. It is very spartan and simple in appearance, with no gems or fancy steelwork. No glyphs or symbols can be seen on it. It feels oddly warm when grasped, however. It is not intelligent, though it can perform the following acts of magic, when grasped and concentrated on [note that unless the wielder knows of these powers, or tries to perform these specific powers, the sword will not perform them]: - sheds light in a 40' radius (note that it only does this when concentrated on, not all the time) - identify to the wielder the most powerful opponent, if faced with a group of opponents