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Re: A Matter of Justice
Posted: Wed Jan 30, 2013 11:10 pm
by dymondy2k
No I liked your idea.. I am sensing a collaboration in the future

I edited the other post but you posted your last one while I was still working on it..
Room 12.. some 'non human' guards.. maybe some cheap labor from the surrounding hills..
Re: A Matter of Justice
Posted: Wed Jan 30, 2013 11:52 pm
by Hywaywolf
as for room 12, how about something from the field guide, a Giant Barb Snail. They have just recently slimed their way up from the crevice and entered into the room. Two dead gate guards are in the room and the snails are in the process of devouring their bodies. Maybe the Bradford five won't find it as easy as they thought to get away. The description of the temporary bridge from the other side could include a damp 'runoff' trailing down the face of the crevice and a edge of the bridge at the base shows some sign of 'rotting" (which is really where the snails chewed their way through.
Snail, Giant Barb
Armor Class: 17, 18 or 19 by Hit Dice
Hit Dice: 4, 6 or 8 or 4*, 6*, 8*
No. of Attacks: 1 bite or spit barbs
Damage: 1d8, 1d12 or 2d8 by Hit Dice or 1d4
Movement: 10'
No. Appearing: 1d4, 1d4 Wild Lair 1d4
Save As: Fighter: 4, 6, 8
Morale: 8
Treasure Type: None
XP: 240, 500, 875 by hit die or poisonous:
280, 555, 945
These slow, tedious creatures grow strong, dagger sized teeth which they can spit in times of duress: launched via
extremely high pressure breath out a very narrowly pursed mouth to ranges of 30/60/90 feet they do 1d4 damage.
The number of teeth available is usually twice the hit die: 2d4, 2d6 or 2d8 for the above types, some of which are
kept in reserve by folding them back into the mouth. They spit them one at a time (alternately 1d2, 1d3 or 1d4 by hit die). Some 1 in 6 of these creatures also develop poisons; half the time the poison is paralytic (paralyzes for 4d6 hours) or deadly (kills). Victims hit by a tooth (or bitten) must save versus poison or suffer the effect. They are omnivorous. The statistics given should be considered small, medium and large sizes for common types, although even larger sizes may exist.
Re: A Matter of Justice
Posted: Thu Jan 31, 2013 12:10 am
by dymondy2k
DONE!! I love it! It just comes out of right field and throws the whole thing willy nilly!
So in Room 7 I added a Halfling 'runner'. When the fight there begins, he will run off to warn the others in Room 9. Because he is so short they won't see him on the other side of the barricade unless they climb it.
Another idea I had was to put the Bradford 5 in masks, basically hiding their Identity unless they are captured and killed. Should I give them titles/occupations in Bradford or let the DM decide.
Re: A Matter of Justice
Posted: Thu Jan 31, 2013 12:46 am
by Hywaywolf
since you are trying to keep it simple I think the GM can add his own names and occupations for the Bradford 5.
What is the distance between the landings on either side of area 13? If its less than 50' an enterprising PC might try to throw a rope with grappling hook in the hopes of making a rope bridge. Also, archers will want to know if its short distance.
Re: A Matter of Justice
Posted: Thu Jan 31, 2013 3:06 am
by dymondy2k
I put a target AC in for an archer to hit the rope and release the bridge from the other side.. but should add a distance.. from eyeballing the map I would say 30'
Re: A Matter of Justice
Posted: Thu Jan 31, 2013 7:49 am
by Hywaywolf
The AC is good to know, but what I meant about distance was that at 30' it can be hit with a dagger or hand axe at -2 or with a short bow at +1. If it was over 50' then no bonus with a short bow. Which reminds me, were those +2 arrows shortbow or long bow?
Re: A Matter of Justice
Posted: Thu Jan 31, 2013 9:48 am
by dymondy2k
I never really make a distinction.. But we'll say long bows..
Re: A Matter of Justice
Posted: Thu Jan 31, 2013 10:07 am
by Solomoriah
Occupations aren't necessary, but please, name them. Making a GM come up with a name in the middle of the game, or alternately expecting the GM to think one up in advance, is, well, unreasonable. If the GM is as lazy and absent-minded as me, anyway.

Re: A Matter of Justice
Posted: Thu Jan 31, 2013 10:11 am
by Hywaywolf
Haha, see Chris says you need to add more detail. Might as well turn it into a full blown mystery module complete with intrigue, minor quests, detailed towns and area maps,

Re: A Matter of Justice
Posted: Thu Jan 31, 2013 10:23 am
by dymondy2k
They are already named
