From: Skreyn@???.com Date: Sat, 08 Oct 94 16:06:21 EDT Subject: Re: Short Adventure #2
OK, here's another adventure that I wrote, which I recently posted to the list, w/o giving any monster stats. The Lizard-Men (a groundling adventure) A small town has been the victim of raids in the past few days. Rather than stealing women or gold, a group of three strange lizardmen have been kidnapping young strong men from the town and nearby farms in the dark of night (except for one night when they stole a goat, too). Upon further questioning, the party discovers that these "lizardmen" don't look much like the lizardmen they have seen or heard about before - their heads are long and triangular, and their limbs are long and thin. The next night, another young man is taken, but the boy's father managed to stab one with a pitchfork before they got away (the farmer has a limp & couldn't chase them). Following the trail of the oddly bright orange blood, they make way into the forest, where they find a spot where the "lizardmen" have stopped to help their wounded companion. The party should manage to follow the tracks of the lizardmen to their lair, the ouside of which (and both of the trails leading to it) have been trapped for protection. Inside the lair are the "lizardmen." Whenthe party first sees them face-to-face, they should definitely realize that these are _not_ lizardmen - they are too insect-like. The bugmen (there are eight or so in the lair), after a long fight, if they are losing, will grab a few of their prisoners and flee down another tunnel. Since there are other prisoners still tied up, that should give the "lizardmen" time to run down the tunnel and collapse it (it was rigged to fall in such a situation). Oddly enough, the prisoners were very well treated and fed, and none of them were harmed. The bugmen did not speak much to the prisoners, but apparently were able to speak and understand the common tongue very well. OK, what actually is going on: A groundling wizard discovered a wrecked spelljamming ship, repaired it, and took it into space. Landing on the planet's moon, he met a race of lizard-insectoids called the brakkar. Charming and enslaving some of them, he now sends them to the planet in a small ship (powered by a Furnace) to collect treasure and young strong men and bring them back to his moon base, where he has them fight in a gladiatorial arena. The strongest ones will be used to power his (larger, repaired) ship, which is powered by a Lifejammer. He then may try to pirate, attack a small country, or go to another sphere. The brakkar will return to raid the planet again, and in one of the future times, the party should get into space. Landing on the moon, they will be approached by the uncharmed brakkar, and will be taken to their queen, who will ask them to help stop the enslavement of her children by the evil wizard. Wow, I got verbose again. Sorry about that, folks - these were supposed to be short. Anyway, I have placed the stats on the brakkar after my .sig. -- Sean K Reynolds a.k.a. Veggie Boy skreyn@??????.com skreyn@???.com "You think you're so smart, but I've seen you naked, "I'll probably see you naked again." 'Blame it on me', BareNaked Ladies Brakkar Normal Queen Dark AC 4 4 4 MV 12 2 12 HD 2 10 2 TT M Y M DMG d4+1/d4+1/d4 d4+4/d4+4/3d6 d4+1/d4+1/d4 SA None See Below None SD See below See Below See Below MR Standard Standard Standard INT Average High Average AL LN LN LE SZ M L M XP 20+2 900+14 20+2 Brakkar are a race distantly related to lizard men, looking like lizard men except for their triangular heads, large scales, and long thin arms and legs. On closer inspection their arms and legs seem to have insect-like joints. They are a very orderly race, and all follow the directions of their queen. They are rather civilized, use tools, wear simple clothing, and have a written language. They live on the moon of the first planet of [*******]. Considering weapons barbaric for combat, they will fight to defend themselves and their queen, using their natural weapons. They prefer to live in large caves due to the requirements of their queen. Brakkar have more efficient metabolisms than most creatures their size, so they use only half as much air. Since they do not use weapons, they have devised ingenious methods to trap prey. Therefore all brakkar are able to set and detect traps with 50% accuracy. Working in concert, each brakkar above 3 adds 10% to the effective level of their trap setting ability. These traps are normally used to trap game and quickly (and humanely) disable it, but they are also often set up near their caves as protection. The queen brakkar is a huge bloated creature, with a swollen stomach almost 5 feet in diameter. Her main function is to lay the eggs that perpetuate the species. Her huge body is hard to move because her limbs are only slightly larger than the males of her race, resulting in a move rate of 2. If she is beleived to be in danger, all brakkar within one mile will have +2 to hit until this danger is negated. She herself has adequate defenses to compensate for her near-immobility. Her claws and teeth are more effective than that or her children, and she can communicate telepathically with any intelligent being within 10" of her. This range is a mile for members of her race. She is also able to cast three cure light wounds spells per day. Dark Brakkar are normal brakkar that have been enchanted by an evil wizard. They are not able to communicate with the queen, and their minds have been corrupted in such a fashion that they become evil. As such they are very good servants, for they unhesitatingly obey the wizard as if he were their queen. This enslavement and corruption is achevied by giving a brakkar a special potion while it is under the influence of a charm monster spell. The ingredients are not too rare, but amounts required and the time and equipment needed boosts the production cost to 500 gp per potion.
|Short Adventure #2||Skreyn@???.com|
|Re: Short Adventure #2||Kelly St.Clair|
|Re: Short Adventure #2||Skreyn@???.com|