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Erebus's Profile

Our Author's latest news and articles.

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- Noble Minion of Scribbling

For Next Level: 605xp of 2255xp complete.
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Plots | 150xp

A day in the life of a cleric...

Clerics in roleplaying. Some ideas for incidents that might occur to them while at their chapel.

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Dungeon Trimmings

Dungeon ideas for inspiring role-playing and drama.

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NPCs | 45xp

Charles Champagne

Charles Champagne is most likely to be encountered as an invaluable friend to the heroes, or at the worst a charming diversion. After all he is essentially a force for good, with one very disturbing exception...

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“ THE GNOMES OF UDNALOR: Part I Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus. There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin. The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth. The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.”
ephemeralstability
“ A rather large armed group slowly walks the road. Unless you get to see what they transport, you could think it is a caravan with expensive goods, or the soldiers escort someone important. But this is a prisoner transport, on the way to mines, criminals on their way for punishment. The soldiers may be willing to talk, the captain will have a few questions on you and the road, but they will keep distance, and part soon.”
manfred
“ <b>THE COVEN</b> 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. <i>GAME NOTES</i>: 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).”
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