Post by Emmarie on May 22, 2011 14:22:17 GMT -5
The Hand-Takers 2-6 (DIFFICULT)
Someone in Carmathyn is stealing hands. The bodies of kh'rons, gnomes, humans, and other races have turned up with their hands sliced off at the wrist -- over twelve such bodies in Gwendren alone. The heroes meet a crucial witness when a handless winter kh'ron comes forward with a fantastic story: that he survived an attack by a gang of rune-covered skeletons with fleshy hands. The bony gang overpowered him and knocked him unconscious, and when he awoke, his appendages (both hands) were taken. Is a group of spellstitched undead the cause of the attacks? Are the attacks random, or are the victims connected somehow? Perhaps a sick-minded sorcerer wants the hands of master artisans, believing they will grant him creative power. Perhaps a cultist of some sort is using the hands to imbue his animated dead minions with the arcane abilities of the hands' former owners. Either way, the bony gang may attack the characters next.
[Bony Gang Members (Spellstitched Undead) 2d75 - 75hp / 1 Baddie + 1 Baddie per every 2 ppl.
Undead Traits: Immune to cold attacks, has Darkvision to 60ft, Immune to mind affecting effects (charm, compulsions, patterns, morale) Immunity to poison, sleep effects, paralysis, stunning effects, disease, and death effects.
Spellstitched undead are telepathic and send information between themselves and their creator.
They have +2 Willpower against spells.
"Necrotic Damage" - Any hit that a spellstitched makes on a living creature does more damage than normal as necrosis eats the flesh away, dealing a +5 extra to all attacks.
"Arcane Cataclysm" - A spellstitched can, once per combat if it has taken any damage already, create an arcane burst that deals damage to EVERY target AND themselves, dealing Arcane, Acid, Cold, Electric, Fire, Necrotic, Psychic, Thunder damage all at once. The damage dealt is half of it's current hit points. So if it has 50 hit points left, it will deal 25 hit point damage to SELF and to every person. [And please be logical. This attack affects the whole AREA you can't sidestep it, or evade it by any mundane means.]
"Lose a Hand" - Any person that it kills, will have one hand cut off.
[Earn: 500gp] [Loot: None.]
Runaway! 2+
A farming family near the edge of the Ancient Forest sends a call for adventurers to find their missing daughter. The girl was last seen three days ago, when she disappeared along with a thin cotton cloak, an antique shield, and two weeks' rations. Investigation may reveal that she had been receiving letters in the Sylvan tongue -- was she wooed by a charming satyr? Invited to join a small moon-worshipping sect? Or was she kidnapped by mischievous fey, who also stole the supplies to confuse the issue? Is her family covering a dark secret -- that they sold their daughter to evil druids in exchange for a bountiful harvest? The heroes must locate the girl, and time may be of the essence.
[Earn: 500gp][Loot: A bag of home grown cucumbers, tomatoes, sugar snap-beans, corn, cabbage, and carrots and a big ole' watermelon or two - and some freshly caught rabbits. Per attendee.]
Someone in Carmathyn is stealing hands. The bodies of kh'rons, gnomes, humans, and other races have turned up with their hands sliced off at the wrist -- over twelve such bodies in Gwendren alone. The heroes meet a crucial witness when a handless winter kh'ron comes forward with a fantastic story: that he survived an attack by a gang of rune-covered skeletons with fleshy hands. The bony gang overpowered him and knocked him unconscious, and when he awoke, his appendages (both hands) were taken. Is a group of spellstitched undead the cause of the attacks? Are the attacks random, or are the victims connected somehow? Perhaps a sick-minded sorcerer wants the hands of master artisans, believing they will grant him creative power. Perhaps a cultist of some sort is using the hands to imbue his animated dead minions with the arcane abilities of the hands' former owners. Either way, the bony gang may attack the characters next.
[Bony Gang Members (Spellstitched Undead) 2d75 - 75hp / 1 Baddie + 1 Baddie per every 2 ppl.
Undead Traits: Immune to cold attacks, has Darkvision to 60ft, Immune to mind affecting effects (charm, compulsions, patterns, morale) Immunity to poison, sleep effects, paralysis, stunning effects, disease, and death effects.
Spellstitched undead are telepathic and send information between themselves and their creator.
They have +2 Willpower against spells.
"Necrotic Damage" - Any hit that a spellstitched makes on a living creature does more damage than normal as necrosis eats the flesh away, dealing a +5 extra to all attacks.
"Arcane Cataclysm" - A spellstitched can, once per combat if it has taken any damage already, create an arcane burst that deals damage to EVERY target AND themselves, dealing Arcane, Acid, Cold, Electric, Fire, Necrotic, Psychic, Thunder damage all at once. The damage dealt is half of it's current hit points. So if it has 50 hit points left, it will deal 25 hit point damage to SELF and to every person. [And please be logical. This attack affects the whole AREA you can't sidestep it, or evade it by any mundane means.]
"Lose a Hand" - Any person that it kills, will have one hand cut off.
[Earn: 500gp] [Loot: None.]
Runaway! 2+
A farming family near the edge of the Ancient Forest sends a call for adventurers to find their missing daughter. The girl was last seen three days ago, when she disappeared along with a thin cotton cloak, an antique shield, and two weeks' rations. Investigation may reveal that she had been receiving letters in the Sylvan tongue -- was she wooed by a charming satyr? Invited to join a small moon-worshipping sect? Or was she kidnapped by mischievous fey, who also stole the supplies to confuse the issue? Is her family covering a dark secret -- that they sold their daughter to evil druids in exchange for a bountiful harvest? The heroes must locate the girl, and time may be of the essence.
[Earn: 500gp][Loot: A bag of home grown cucumbers, tomatoes, sugar snap-beans, corn, cabbage, and carrots and a big ole' watermelon or two - and some freshly caught rabbits. Per attendee.]