Pika...
2010-01-22, 08:01 AM
So I got talking to a friend of mine last night and we bounced ideas of each other for our individual games.
Here is basically how mine might be going:
Map PCs are currently following
http://i47.photobucket.com/albums/f173/celestialkin/Pictures%20I%20drew/PartialModronmapofBelowdw.png
Note that this is a Modron provided map, so it is simple and to the point. The PCs/players asked for the quickest path there, but they did not ask for the safest. :smallbiggrin:
Anyway, for the outline of what we came up with:
(D&D session ideas for the 24th. Encounters are to follow this order if the PCs keep to the Modron map.)
-Randomly generate encounters in the Dwarves/Goblin valley. 1d6 (1-2= gobs, 3-4 = dwarves, 5-6=bith). Roll every half hour. 48 hours of travel through there.
Note:
1. The two are at serious war, even by Dwarven standards.
2. They have basically devolved into Barbarians since being kidnapped and abandoned on this strange planet by the Arcane Order, and have been going at it day-and-night with their enemy Goblins.
3. The northern half of the valley belongs to the Dwarves, while the Southern belongs to the Goblins.
4. They live in caves and crevasses in the valley sides.
-Desert variant race of some kind raids them in their first nights in the desert.
Notes:
1. Use pit traps, snares, get them in their sleep, and steal equipment.
2. Use camouflage, sabotage what can be taken before a battle to weaken party.
-Starving crazed modern day soldiers wandering randomly in the desert.
1. They have High Move silently and Hide skills.
2. Use AK-470s from d20 Modern or other modern weapons.
3. One has a full flame thrower. Hope that a PC is stupid enough to take it. XD
-20 guys in one of the mountains who call themselves "terrorists" plus a specific "leader" strapped with d20 Modern grenades suicide bombs them.
Note:
1. More humor"Oh lawd RUN!!!!" oriented encounter. PCs/players not supposed to "win" anything aside from staying alive by avoiding the explosions.
-Desert giant vultures.
Notes:
1. I was told a book had these stated?
-Colossal sand crab hidden as sand hill.
Note:
1. Again not an "encounter" per say, but a cinematic scene I will try to describe well and "epic".
2. Will be funny if PC originaly climb the hill for a better view or something just to start moving.
-Of course roll on the environmental hazards tables for deserts and such. :smallbiggrin:
-Once/If they reach the coast Captain Hook and his merry band will be scouting the coast looking to capture slaves.
1. Mister Smead joins them like a coward if not killed. This could help later on having SOMEONE who can pilot a ship. It ight even get them across the massive ocean. They are currently planning to do it in a metal CART. >.>
-If Hook was killed or captured and his ship taken, Listen check DC15 midway through sea journey to hear ticking from inside grandaddy of all crocodiles.
-Ghost ship lead by captain Casper.
Notes:
1. Very nice guy, but PO'd of looking like a kid for centuries.
2. Spot check to notice the crew hinting not to "mention the kid thing".
3. Hope PCs do not mention the kid thing...
-The Count as a research assistance at the secret base.
Note:
1. His Vampire domination ability instead makes you count like you have OCD, and causes illusions like the room turning black, numbers appearing in the air Acid style, and funder+lightning every time the Count finishes counting something and breaks into mad laughter.
So, any ideas, suggestions, signs of disgust, or anything you think I overlooked or could add to make this more fun/crazy/kookier, memorable? Feel free to let your imagination loose on this one? :smallsmile:
Here is basically how mine might be going:
Map PCs are currently following
http://i47.photobucket.com/albums/f173/celestialkin/Pictures%20I%20drew/PartialModronmapofBelowdw.png
Note that this is a Modron provided map, so it is simple and to the point. The PCs/players asked for the quickest path there, but they did not ask for the safest. :smallbiggrin:
Anyway, for the outline of what we came up with:
(D&D session ideas for the 24th. Encounters are to follow this order if the PCs keep to the Modron map.)
-Randomly generate encounters in the Dwarves/Goblin valley. 1d6 (1-2= gobs, 3-4 = dwarves, 5-6=bith). Roll every half hour. 48 hours of travel through there.
Note:
1. The two are at serious war, even by Dwarven standards.
2. They have basically devolved into Barbarians since being kidnapped and abandoned on this strange planet by the Arcane Order, and have been going at it day-and-night with their enemy Goblins.
3. The northern half of the valley belongs to the Dwarves, while the Southern belongs to the Goblins.
4. They live in caves and crevasses in the valley sides.
-Desert variant race of some kind raids them in their first nights in the desert.
Notes:
1. Use pit traps, snares, get them in their sleep, and steal equipment.
2. Use camouflage, sabotage what can be taken before a battle to weaken party.
-Starving crazed modern day soldiers wandering randomly in the desert.
1. They have High Move silently and Hide skills.
2. Use AK-470s from d20 Modern or other modern weapons.
3. One has a full flame thrower. Hope that a PC is stupid enough to take it. XD
-20 guys in one of the mountains who call themselves "terrorists" plus a specific "leader" strapped with d20 Modern grenades suicide bombs them.
Note:
1. More humor"Oh lawd RUN!!!!" oriented encounter. PCs/players not supposed to "win" anything aside from staying alive by avoiding the explosions.
-Desert giant vultures.
Notes:
1. I was told a book had these stated?
-Colossal sand crab hidden as sand hill.
Note:
1. Again not an "encounter" per say, but a cinematic scene I will try to describe well and "epic".
2. Will be funny if PC originaly climb the hill for a better view or something just to start moving.
-Of course roll on the environmental hazards tables for deserts and such. :smallbiggrin:
-Once/If they reach the coast Captain Hook and his merry band will be scouting the coast looking to capture slaves.
1. Mister Smead joins them like a coward if not killed. This could help later on having SOMEONE who can pilot a ship. It ight even get them across the massive ocean. They are currently planning to do it in a metal CART. >.>
-If Hook was killed or captured and his ship taken, Listen check DC15 midway through sea journey to hear ticking from inside grandaddy of all crocodiles.
-Ghost ship lead by captain Casper.
Notes:
1. Very nice guy, but PO'd of looking like a kid for centuries.
2. Spot check to notice the crew hinting not to "mention the kid thing".
3. Hope PCs do not mention the kid thing...
-The Count as a research assistance at the secret base.
Note:
1. His Vampire domination ability instead makes you count like you have OCD, and causes illusions like the room turning black, numbers appearing in the air Acid style, and funder+lightning every time the Count finishes counting something and breaks into mad laughter.
So, any ideas, suggestions, signs of disgust, or anything you think I overlooked or could add to make this more fun/crazy/kookier, memorable? Feel free to let your imagination loose on this one? :smallsmile: