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30 Freetext

Cheka Man
April 9, 2006
Hits: 5867
Comments: 15
Ideas: 0
Votes: 10 / 3.950000
30 Rangers    NPCs  (Extras)   (Natural)

Here are the thirty Rangers of the Bushland National Park-the good the bad, the clean and the dirty.

Scrasamax
April 9, 2006
Hits: 7635
Comments: 14
Ideas: 0
Votes: 10 / 4.400000
30 Barkeepers    NPCs  (Extras)   (Mercantile)

Herein are listed 30 Barkeeps, Bartenders, or proprietary owners of the drinking and sleeping establishments so frequented by adventurers and their loyal henchmen.

MoonHunter
March 17, 2006
Hits: 12581
Comments: 5
Ideas: 19
Votes: 5 / 4.000000
Weather Related PlotSeeds    Plots  (Nature)   (Encounter)

The point of the submission is quite simple: man vs nature is a common conflict in fiction, but not so much in gaming, this submission is a step to correct that.

MoonHunter
December 10, 2005
Hits: 12582
Comments: 21
Ideas: 13
Votes: 9 / 4.388889
True Immersion    Articles  (Humor/ Editorial)   (Gaming - In General)

You can talk the talk, but can you walk the walk?

Spark
December 9, 2005
Hits: 19295
Comments: 14
Ideas: 9
Votes: 10 / 3.800000
A Compendium of Tavern Names    Locations  (Establishment)   (Any)

Taverns are the love of my life. This post is a compendium of around 100 tavern names, from fine dining to coarse fighting, to use in your campaign or world.

MoonHunter
December 4, 2005
Hits: 62843
Comments: 11
Ideas: 0
Votes: 6 / 4.833333
City Image    Locations  (City)   (Any)

Every city (or town or village) expresses its personality (or the cultural personality of its people) and its identity through its buildings, roads, and other pieces of engineering. They are permanent expressions of the local culture.

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       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp


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