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Writing For The Kingdom

Some of you are skilled writers and might want to help create monsters, items, missions, prestige classes, maps, quests etc.   If you like this sort of thing you can pitch that stuff here.  If is approved, it will work its way into the game.
Hello, I am interested in making missions, quests or other similar things. As you might imagine I enjoy writing and creating in general, I started to write some encounters for a friend of mine who is a GM and enjoy doing so. Missions usually only have 1 - 2 encounters so I imagine they are similar. As such I would like to pitch mission packages or just ideas here.  I know that the "main stuff" hasn't started yet since we are still on the boat, however when we get there can we (out of character) know a few things through PM like who lives in the direct vicinity of landing site and such? It's so that it will be easier to write missions ideas and such. A very basic example might be something like: You need to go into the mountains to get a plant that can be used to treat a certain type of illness, such as filth fever. Does that plant accually exist? Who might you run into? 
Yeah .. so you can use the format of the missions and quests that have been posted so far and submit it here That way I can copy it and make any edits needed.
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This is an idea that might take some tweaking, but since I have no examples... I'll start with this and will edit it as suggested. Grindylow's revenge (Event idea) "These buildings full of giants won a battle against us. They killed many of our warriors, stole our treasures and now they pass through our territory with impunity... But we gathered our best heroes, they've followed them and now we know where they hide... Inside an island a few days from here. Their number keeps growing with every building that arrives, we must STRIKE. The sea will drown out their screams when we return the favor!" - Synopsys: The grindylow have established an outpost in the waters near the player's outpost and gathered some of their best warriors to lead the charge. The Outpost gets completely swarmed by seemingly endless waves of these creatures led by a team of " heroes " (Grindylow with PC levels), and everyone inside the outpost will have to fight for their life. - Objectives:  Kill or capture the grindylow " hero " party to force the attacking forces to retreat, Survive the onslaught. - Failure: As the remaining citizens flee to hide, the grindylow celebrate and sack the outpost. Much has been lost, and it will take a lot of time to recover from this. No one knows where the attack came from, but they should expect more - Success:  Capturing one of those creatures has proven quite useful... Afraid of being hurt, he gives detailed information about their outpost and organization... There will be a perfect time to strike at the heart of the problem! - Behaviour : The grindylow, being sadistic creatures will leave dying or surrendered people unconscious, but alive, so they can torture them later. The " hero " party, as the cowards they are, will try to avoid combat by stepping back towards the sea and sending any grindylow near them into combat before engaging themselves. Comments: I'm envisioning the event as follows: The grindylow attack sending waves towards the outpost,(those waves will enter buildings to sack them...)  and the PCs form a defense. They slowly cut through the unorganized Grindylow waves in a wedge, until getting in range to fight the "hero" party. (Maybe throw a spell so the good archers can't snipe the " hero " party from afar)
Great idea.  Let's keep working on this! Next cycles event maybe. I think we could have it ready by then.  I will be in touch. 
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EVENT wanted/intended CR is 3-6. Harder to balance due to confusion. For the supports and supportive behaviour. SYNOPSIS:  Local lads, lumberjacks mostly, haven't returned from work yesterday. There's too many of them to have succumbed to a fight, they know to run. Find them, and bring them back safe, and find out what's keeping them. And stop all that howling, while you're at it. OBJECTIVE: Primary: Prevent the deaths of workers (lumberjacks). Keep them safe from each other, through any means. Secondary: Stop whoever is entrancing them. FAILURE: The town has lost some workers, and should be getting ready for werewolf attacks. (Claim points on -01,02 are reset?) SUCCESS: Primary:  The workers are safe, and well, and continue to work. Secondary: We've found out that there are evil druids around. Investigations have found leads and may lead to their circle. SETUP: Initial:  Map with lots of trees and fallen trees. A small pond, hidden behind some trees, a bit away. First glance is empty, perception locates workers staring at a fake moon in the sky. Very good perception finds up to 3 werewolf druids near the pond, chanting. BEHAVIOUR: Workers: Attack anyone that isn't shifted if they can reach them in 1 turn of movement. Will walk into the smoke area, and get "cured", if it comes to that. If they can't reach anyone not shifted in 1 turn (no charges), they will attack each other, or themselves, or just stare into nothing,depending on the confusion rolls. Druids:  Stay chanting, but any agressive action, including getting within charge range, will make them cast against the PCs. Either by summoning nature's allies II[wolf] if far away, Flaming Sphere if mid-range, and Vine strike, then try to attack, if close range. If brought to 1/3rd hp, will shapeshift into wolf form and wait for one turn, then run off the map next turn. MECHANICS: Spotting: 15+ to find 4 workers, and an additional 2 more workers for every 10 over. 30+ discovers a werewolf in druid clothing near the pond, an additional werewolf for 5 over. Up to 3 druids can be found.  Area:  There is a modified "Moonstruck" spell/ritual in the entire zone. There is a small campfire, near the start, and a slight smoky haze eminating from it, which can grow bigger. Anyone in the haze is cured from being a werewolf, but not from bleeding. Anyone that drops to negative hitpoints starts bleeding profusely and will die in 2 turns from bleeding, unless someone binds their wounds (heal 15 or stabilize/cure spell, potion...). Ritual:  First phase of the ritual is to keep the workers fascinated, second is to turn them into quazi werewolves. There is no initial daze period for them, and they are more aggressive than the original spell. PCs can be affected. DC is 14 on the 2nd round, those that fail are stunned for 1 round and have a Fortitude save on the 3rd round to not shift. If they fail, they are affected like the workers, if they succeed, they are merely stunned for another round. Anyone affected will, on a roll of 1-25, instead of acting normally, attack  anyone who isn't in werewolf form if they can (excluding charges), to the best of their abilities. Haze: There's a smoky haze coming from the campfire, and it has a specific smell, distinct for a local herb. Anyone inside the haze is immune to the transformation and confusion, but not bleeding. Adding more of the herbs increases the range of the haze by 10ft each time. Finding the herbs is Profession(herbalism)/Knowledge(Nature) at 15+, or Survival/perception at 20+, with additional herbs spotted on the entire map with every 5 over. 3 herbs each check. Getting the herb is a swift action, and one can pick more of them while running with an acrobatics check (20?). Can also drag people into the haze, using drag rules. Awards additional points. Worker:  Common human laborers3: 13STR, 10DEX, 12 CON, 9INT, 11 WIS, 8CHA. Wearing leather armor, and no weapons (they dropped them). When transformed, they gain +2STR, +2CON, +1Will, -2AC, and natural attacks 2claws+3(1d6+2) and 1bite+3(1d8+2). Druid:  Werewolf(human) with fighter2/druid4. Hybrid form: 19STR, 15DEX, 17CON, 8INT, 15WIS, 8CHA. Wearing +1 Hide armor, with MW longswords, have a magic fang active for their bite attack, DR10/silver. Offensive is longsword+9 (1d8+4/19–20), bite+4 (1d6+4 plus trip and curse of lycantrophy). Spells are Flaming sphere x2, vine strike, Cure light wounds x2. Scoring:  The basic objective is to prevent deaths and get people to safety. Secondary objective is to stop the druids. Balancing this is a bit out of my scope, but I think 1 point for spotting a worker, 2 point for restraining or having him unconcious until round 6, an additional 3points for dragging them to the haze, or increasing the haze to them. Healing a dying worker awards the same as unconcious. A dead worker at round 6 awards 0 points, and will reduce the rewards. 3 points for spotting a druid, 2 points for killing one, 4 points for restraining/unconcious at round 6. Finding a herb is 1 point, bringing it to the fire is 3 points. (Note, this can rack up rather fast, and can be considered easy points for the lower levels). REWARDS: everyone chooses: a) potion of CMW, potion of CLW x4, scroll of obscuring mist, worker gold [total ca.525g + 100g for saved worker- 150g for killed worker] b) Wand of summon ally 2 (charges left?6?), worker gold [total ca.540g + 100g for saved worker - 150g for killed worker] c) MW scimitar, verious gems, worker gold [total ca.500g + 100g for saved worker- 150g for killed worker] A saved worker is one in the haze at round 6, not merely alive, while a killed worker is any worker that died. 5th place: potion of remove curse 4th place: 5th reward & 1k jewels 3rd place: 4th reward & MW Greataxe 2nd place: 3rd reward & studded leather armor+1 1st place: 2nd reward & Belt of giant strength +2 Placement rewards diminished for every worker dead (so 2 dead means 1st place gets MW greataxe, remove curse and jewels, and only the top 3 are rewarded). REMEMBER: If you spend the entire round running, you can move quadruple your speed (or three times your speed in heavy armor). If you do something that requires a full round, you can only take a 5-foot step. Paralyzed creatures can still make mental efforts (concentration, still & silent spells,...), but raging creatures cannot. Dragging someone is against his CMD. Beating the CMD lets you drag them 5 ft, with an additional 5 ft for every 5 you over. But you cannot drag someone farther than your normal speed. Unconcious and paralyzed enemies have an effective 0STR(-5 mod) and 0DEX(-5 mod) score and are helpless(-4), for a total of -14, essentially an automatic hit. //All numbers are, of course, up to the GMs. These are just my estimates. Idea is to give something for the controllers (since most missions and events will reward murderhoboing). Hostage situation. Not so sure about the workers levels/spawn rate. Keeping in mind that there's a 50% chance that they will do nothing threatening, that's why so many. Moonstruck spell on workers has no initial daze round, they shift (standard) and move (if confusion is 1-25 or 76-100). Modified moonstruck cos they prefer attacking those that aren't shifted, as well as lower DC. Don't know about the DR on the druids, maybe too high? Need to think on the words in mission.
Awesome!  Great Ideas Here .. i will look over this and get back to you with some adjustments but you have something fun here.  
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ITEMS: Cloak of thorns (minor): Aura : faint transmutation, CL 3rd, Slot  shoulders, Price  3,000gp This uncomfortable-looking cloak is riddled with needle sharp thorns, the length of a human finger. Wearing the cloak confers a +1 natural armor bonus, and anyone striking the wearer with an unarmed or melee weapon or natural attack suffers 1 point of piercing damage from the thorns. This does not function if the enemy has reach. In addition, grappling the wearer (either initiating the grapple, or being grappled) deals an automatic 1d6 damage. The thorns are too brittle to be effectively used when striking, so the damage does not apply when the wearer strikes with melee weapons or unarmed strikes. This damage is not present, if the items would be absorbed into the wearers new form, as is the case with the  Wild shape or Polymorph  and similar abilities and spells. Craft:  Craft Wonderous Item; creator’s caster level must be at least 3 (three times the natural armor bonus); barkskin , 1,500gp. Cloak of venomous thorns (minor): Aura : faint transmutation, CL  5th, Slot shoulders, Price  9,000gp This cloak looks and functions identically to a Cloak of thorns (minor) , except as noted here. Upon observation, the cloaks oozes a yellow substance. Once per minute, when first being struck, the enemy that takes damage from the thorns is also poisoned for 1d3 STR damage (Fortitude 15 negates). After expending the poison, the cloak starts to build up another charge over the course of 10 rounds (1 minute). Craft:  Craft Wonderous Item; creator’s caster level must be at least 3 (three times the natural armor bonus); barkskin, poison,  4,500gp. Cloak of venomous thorns (major): Aura : faint transmutation, CL  6th, Slot shoulders, Price  20,000gp This cloak looks and functions similarly to  Cloak of venomous thorns (minor), with the exception that the poison damage is reduced to 1 STR damage, but is always active, and the DC for the poison is increased (Fortitude 16 negates). In addition, the natural armor bonus is increased to +2, and the cloak renders the wearer completely immune to all natural and manufactured (but not magical) poisons of any kind. Once per day, the wearer may concentrate as a standard action, making the poison deal 1d3 CON damage instead, until the start of her next round. Craft:  Craft Wonderous Item; creator’s caster level must be at least 6 (three times the natural armor bonus); barkskin, poison, neutralize poison,  10,000gp Cloak of thorns (major): Aura : moderate transmutation, CL  6th, Slot shoulders, Price  20,000gp This cloak looks and functions identically to  Cloak of thorns (minor),  except as noted here. The cloaks natural armor bonus is increased to +2. The thorn damage is increased to 1d4+[natural armor bonus]. The thorn damage while being grappled is increased to 1d10. The thorns are no longer brittle, and can be used with unarmed or natural attacks, but not manufactured weapons, where they add 1d4 piercing damage. This damage is not multiplied on a critical strike, and behaves like weapon enchantments in all other aspects.  Craft: Craft Wonderous Item; creator’s caster level must be at least 6 (three times the natural armor bonus); barkskin, spike growth  10,000gp Cloak of Natures revenge: Aura : moderate transmutation, CL  9th, Slot shoulders, Price  75,000gp This cloak is usually worn by rangers or other regular druid companions, and is a sign of not only friendship, but gratitude, from a druid or the whole druidic circle. It is usually given as a gift after helping the druid(s) solve a difficult problem, one that would threaten the lands under their protection. It is sometimes seen as an unofficial badge of trust by any other druids as well.  This uncomfortable-looking cloak is riddled with sharp thorns, that look like they will pierce the wearer, giving the apperance of a stylized thorn bush. Upon closer inspection, each thorn seems to be oozing a small amount of liquid. Wearing the cloak confers a +3 natural armor bonus, and causes the wearer to sprout sharp thorns all over her body and gear. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6+3 points of piercing damage. Reach weapons and attacks are not affected by this. Grappling and being grappled while wearing this cloak deal an automatic 2d6+3 damage. Any creature damaged by this ability, after damage reduction, if any, also takes 1 STR and 1 DEX damage (Fortitude 18 negates) from the poisonous needles. 3 times per day, the owner can concentrate for 1 standard action, to turn the poison damage into 1d3 CON, (1/round for 6 rounds, DC 22 negates) until the start of her next round. The wearer is immune to all poisons, for as long as she is wearing the cloak. Any time the wearer would be affected by a poison, increase the DC of any poison from the cloak by 1, for 1 round, excluding the cloaks own poison. A creature that strikes with a natural melee attack or an unarmed melee attack deals the 1d6+3 piercing thorn damage, but does not deal the poison damage. This damage is not multiplied on a critical strike, and behaves like weapon enchantments in all other aspects. The cloak functions even when the wearer is in another form, such as those from  Wild shape or Polymorph  or similar, with the appearance shifting into suitable natural defenses (quills, thorns, ridges, spiked hair, etc.), appropriate to the new form. Craft: Craft Wonderous Item; creator’s caster level must be at least 9 (three times the natural armor bonus); creator must be able shapeshift, either through a class skill or by a spell; barkskin, Thorn body, poison or pernicious poison, neutralize poison,  37,500gp