Special Thanks

I feel that it is time to give a special thanks and shout-out to a few out there who have helped me with Stuffer Shack.  In one form or another,

– have donated either time, posts, advice, encouragement, or graphics (thanks for letting me steal the header, Greywulf).  You all Rock!

I don’t spend much time on the net, but the time I have spent has shown me that gamers are a cool, close bunch.  I’ve made some friends and look forward to making more.

At this point, I’m very pleased with the site and really look forward to its growth. I don’t know yet if we’ll have a “Member Galleries” section; we’ll just have to see.

One last thing – if any of you five want something from the Store, let me know and I’ll send it your way!

Thanks again everyone.

Wolf’s Run – Steal this Encounter

Wolf’s Run actually involves a Skills Challenge and a Combat Encounter.

As the PCs are traveling across the land to another town, they start to notice wolves in and about the surrounding uninhabited hills.  Any Nature-oriented character will easily be able to discern that the PCs have entered wolf territory, and that the wolves are just keeping an eye on them.  They will later notice an animal trap that has not been set off yet.  Also, any skill checks made to control horses take a -2 penalty for the rest of the day, due to the presence the wolves in the area.

As the day rolls on, thunder clouds charge through the area, indicating a forthcoming heavy rainfall.  As evening comes around, winds have picked up, lightning streaks the sky, thunder rolls the hills, and rain pounds the characters.

With one more day of traveling before reaching their destination, the heroes hear sheep through the twilight thunder.  Following the sound, they come upon a secluded, small ranch.  A man, his wife, and their two children are attempting to herd the sheep into their barn, but are having difficulty due to the weather and darkness.  Two sheep wander over to the player characters.

Regardless of whether the heroes offer to help them, they are offered a night’s rest (if the PCs haven’t asked already).  The heroes are invited to a late supper, and the youngest of the two children (a boy of 8), wants only to play with the PCs.  The family seems down-to-earth and friendly, and will ask any cleric or paladin to bless their ranch.

As it happens, the father explains that some wolves have been taking his sheep.  With no money, and no other way to trade goods for food, the father has had to resort to setting traps for the wolves.  He’s managed to kill a few of them, but they just keep coming, getting more bold each time.  The alpha male is some sort of hugely, freakish wolf, the likes of which he has never seen before.

The next morning, as the players are packing their horses, the family bids them farewell and a safe journey.  After the kids say goodbye, they run around to play.  Just as the heroes mount their horses, a huge ruckus of sheep banter erupts from the barn, and the young girl can be heard screaming.  As the PCs get over there, they see a pack of wolves running into the trees, and a huge thunder wolf carrying off the little boy.  The little girl screams, “They just grabbed him and ran off!”

The chase includes movement through very thick vegetation, bushes, trees, tree trunks, ravines, and creeks.  Visibility is very poor, many times losing site of the wolves, and the ground is very wet from the previous storm.  The difficulty numbers for the chase are difficult.

Giving chase on horseback provides a +4 bonus to all of the character’s skill checks for the skill challenge.  However, if they don’t have the Mounted Combat feat, they must use their horse’s skills (most likely a flat horse ability check, with the +4 bonus), or they can just run on foot, using their normal PC skills.  Each player must make three checks, and each is responsible for their own failures (there’s no group failure).

When all rolls are completed, all characters lose site of the wolves as they crash through yet another wall of vegetation.  Unfortunately, everyone (horses included) falls down into a steep, slippery sinkhole (it wasn’t visible from up top, and no – there are no saves to keep from falling in).  As the characters and horses fall in, they lose one healing surge for every failure they accrued from the chase (remember, each character is responsible for their own failures).

In the sinkhole, the wolves are just getting up from their own fall, and getting their bearings.  Some have tried to get out of the sinkhole, but slide down every time.  As the characters stand up, the wolves realize a fight is brewing, and turn to face the characters.  The horses are screaming something fierce, and then the huge thunder wolf spits out the injured child.

Fight on. Much of the sinkhole is difficult terrain due to puddles, mud, and downed trees.  Climbing out of the sinkhole is difficult, and the wolves are forced to fight to the death.

The Twist: The thunder wolf is angry that the rancher has been keeping ‘his sheep’ from him and his pack.  He’s even angrier that traps were set for the wolves (killing a few of them).  The snatching of the child was retribution for the traps.  The pack wolves just go with the flow because, you know, he’s a freakin’ thunder wolf.

Should the characters survive (and they should), they have made friends of the family for sure.  Keep them nearby, so they may be used again in the future.

Oh yeah. Have fun getting the horses out of the sinkhole.

Free Contest – Win This HUGE Minotaur!

This contest has been UPDATED. ENDED.  See the Results!

Welcome to the grand opening of the STUFFER SHACK! If you haven’t looked around yet, let me tell you what we’re all about.  We’re all about character backgrounds for you to steal.  We’re all about adventure and encounter ideas for you to steal. NPCs, enemies, and monsters are lying around, too!  Coming soon, we’ll have a Next Level Gaming column, with articles on how you might take your game to the next level, whether you’re a player or GM.  Basically, the Stuffer Shack is simply a resource for you and your role playing games.

Why Stuffer Shack? Well, I need a creative outlet, and this turned out to be right up my alley.  That’s it.

FREE CONTEST!

Do you have any huge-sized minotaurs?  Would you like one?  I may be kind of creative at times, but even I can’t think up everything.  That’s why we’re having a contest, to bulk up our shelves and thank you for coming in.

Here are the rules:

  • Submit an original adventure idea, encounter idea, character background, NPC, enemy, or monster (what are you playing/running right now?).  Don’t worry about stat cards or pictures, as they aren’t necessary.  Take a look at some of the stuff here for examples (submissions for all games/genres).
  • Please make your submission between 300 and 700 words (a few paragraphs up to a page).
  • If your submission has already been posted on your website, either rewrite it or let me know (so I can rewrite it).  This is to avoid duplicate content issues with page indexing.
  • All eligible submissions should be posted.  You will be cited as the author and the article will be linked to your website (if you have one).
  • Enter as many times as you want.   Those few that have made submissions already are automatically entered.
  • The contest will close on May 20, 2010, or until at least 30 submissions have been entered (whichever takes longer).  Since the Stuffer Shack is brand new, I’m guessing it’ll probably take a little longer.

What you’ll win:  The winnings have been increased.

  • 1st place – the Huge Minotaur Guardian (fits a 3×3 square area).  In addition, you’ll also win a set of Mini Counters and a set of Bloodied Markers.
  • 2nd place – A set of Mini Counters and a set of Bloodied Markers.
  • 3rd place – Your choice of a set of Mini Counters or a set of Bloodied Markers.

Thanks for taking part in this contest.  If it’s not your thing, thanks for stopping by.  Either way, I hope you come back for more!

The Dying Master Vampire – Steal this Encounter

Jaskryn has been undead for over 900 years, though he has spent much of that time imprisoned to his chair.  You see, one of his sirelings had aspirations of power, and attempted to defy his master (Jaskryn). Jaskryn responded by attempting to beat down the sireling, but was unsuccessful.  The sireling (still slightly dominated by his master), could not attempt the killing blow.  Instead, he chose to imprison Jaskryn.

He took Jaskryn’s throne and had it altered so that once his master was forced into it, barbed spikes would pierce his back.  Attempting to leave the chair meant much more damage being inflicted than from simply being placed into it.  Thus, Jaskryn was forced into the chair, and has remained there ever since.  Should he ever attempt to get out of the chair, he would cause too much damage to survive, even for an undead master vampire.  In addition, the chair was constructed to withstand being destroyed or taken apart.

Without their master to lead them, most of his sirelings have wandered off or been killed.  Only a few remain out of loyalty to tend to his needs.  They patchwork his clothing back on, give him some of their blood (or from some animal/monster they found in the dungeon), and try to keep him company.

The Player Characters: The PCs come into this encounter because they have gotten lost in a forgotten dungeon.  They haven’t seen light, felt air currents, or come across any intelligent life for days (maybe weeks).  Then one day, as their rations are winding down, they hear some footsteps.  As they investigate, they come across a tattered woman in a torn, dirty gown.  She does not want to fight the PCs because she knows she can’t win.

The woman is a vampire, and wants nothing but to get the PCs back to her master.  Perhaps if he feeds on one of them he might be strong enough to break out of the chair and survive.  She does not offer that she is a vampire, but will not dispute it.  She will tell them that her master might be able to get them out of the dungeon, but will not elaborate.  No, she does not know how to get out herself.

If the PCs agree, she will lead them back to his chamber.  Jaskryn wants nothing but to feed on fresh blood so that he might gain enough strength to break free of the chair.  The problem is that if he does, he will become enraged, and go insane.  He will agree to any terms the PCs give (truthfully), as long as one of the PCs will cut his own arm (donating two healing surges) so that blood can drip into the master’s mouth.

The Twist: Before the session starts, have a private talk with one of your more mature players.  Tell him, “When Jaskryn asks you to do something, you do it. His request sounds completely reasonable to you, and you feel compelled to do it.  Make it look like your character is not dominated, because he is. 

During the encounter, Jaskryn will ask the PCs to donate some blood to him so he can gain enough strength to survive getting up from the chair.  This is a condition of him leading them out of the dungeon.  If they all refuse, ask the specific player character (whose player you have already talked to).   (he should agree to it).  I tried this on my group, and it worked like a charm – everyone loved it.

The Kicker: When Jaskryn drinks the PCs blood, he gains enough strength to break free of the chair (and ripping apart much of his back in the process).  However, the infusion of fresh blood is too much for him, and he goes berserk.  Before Initiative is rolled, he is able to kill his two remaining sirelings.  After that, he goes after the the PCs.

If the PCs survive, they are still stuck in the dungeon.  How (or if) they get out is up to you.

Medusa Dread, the Snake – Steal this Monster

Medusa Dread

No one likes dealing with a medusa dread, even other medusa.  This abomination, just before being born, burrows deeper into its mother (which is a normal medusa), and begins feasting.  Not until the mother medusa dies in the next few hours does the medusa dread eat its way out.

Medusa dread are rare, and are thought to be myth by most.  Making them even more rare is the fact that if the father is present when it is born, he kills it.  Unlike its parents, it will eat anything, even other medusa.

Medusa Dread Tactics

The medusa dread is not smart enough to make bows, but it can fashion spears and javelins.  It prefers to live in caves or dungeons where others cannot get decent range on it.  If it thinks it can win a fight without using its petrifying gaze, it will do so (so as to eat the prey later).  Otherwise, it prefers to use its javelins at first, and then move in for close combat to get the most out of its reactionary petrifying attack.

Medusa Dread Lore

A character knows the following information with a successful Nature check, in addition to what is found in the Monster Manual.

DC 15: A medusa dread is said to be the body of a person, and the tail of a snake (and rather large), though that is supposedly a myth.

DC 20: Medusa dread are not smart enough to carry out aspirations of wealth and power.  If they ever gain it, it doesn’t last long.

DC 25: All other medusa hate the medusa dread, and will either send small armies of underlings after it, or gang up on it with other medusa.  It’s gaze attack is more potent than smaller medusa, and it can use it more often.  Even after a killing blow has landed, the medusa dread can still get off one last petrifying attack on its killer.

Elora, the Right Hand – Steal this Enemy

Elora, beaten down as a child and abused as a young woman, has since learned to fend for herself.  In truth, she has gotten revenge on almost everyone that has wronged her.  Even the duke tried to enslave her.  When two of his personal guards fell to her blade, the duke quickly realized his mistake, and then made amends with her by offering her a place among his personal guards.

Her station as a personal guard offers her many perks, and she’s keen on staying there until she loses interest.  She is afforded more leniency than the other guards, doesn’t have to work as much, and doesn’t have to wear any of their silly uniforms.  She’s quite aware of her effect on others, especially men, and is not above using that to her advantage.

Though she is loyal to the duke for now, she is ultimately self-serving.  She feels that she is above everyone, and will never submit to anything, unless it is on her terms.  Even then, she will never allow herself to lose face.


Clawspawn, a Demon – Steal this Monster

Clawspawn

Clawspawn are sent to negotiate when their masters know that it will probably be fruitless.  This soldier will negotiate or threaten, only until it appears that it will be unsuccessful.  At that point, it attacks, and it usually has lesser demons escorting it.

Clawspawn Tactics

Being a soldier, he fights with his head as well as his weapons.  He prefers to immobilize targets, then reposition himself to fight others, so that he is not attacked by everyone at the same time.

Clawspawn Lore

A character knows the following information with a successful Arcana check.

DC 15: A clawspawn’s master sends it in when it needs something done, or information gained.  It appears that the master would like the task carried out without violence, but because it sends a clawspawn, it thinks that violence is the end result anyway.

DC 20: A clawspawn’s tail can attack any target within 3 squares; it isn’t limited to attacks in front of him.

DC 25: A clawspawn loves the art of war.  As such, he can sometimes be goaded into a duel, one on one, as long as he believes his opponent will stick to the terms.

Inspired by Darius Clawspawn.

Corvin, the Cave Bear – Steal this Background

Haddus, aged and injured, of the likes that would not heal, sat in his courtyard watching his son and grandson.  Corvin, robust and proud, was instructing the young one in the ways of the Cave Bear, as had been taught to him by his father.  Haddus mused how the circle of life turned.

In his younger years, Haddus traveled the region, gaining much wisdom.  When he finally settled down, he was content with a wife and child.  As his son grew, Corvin was instructed by his father in the ways of self defense and in the ways of defending others.  Soon, other children from the street became interested, and so were allowed to join.  Haddus taught not only self defense, but also of humbleness, gratitude, and giving.

The lord of the town (and those under him), feeling Haddus’ school as an affront to his own militia and beliefs, heckled Haddus and his students occasionally.  Fights and scuffles were commonplace, culminating into a duel between the lord and Haddus.

When Haddus lost the duel, the lord decreed that the school shall be closed for good, and any teaching of the Cave Bear would result in punishment.  Crippled from the duel, Haddus has only managed to scrape by the last 10 years, almost losing his home several times.

Now that Corvin is of age, and much of that neighborhood war remains a memory, he has started teaching his own son and some of the other children from the neighborhood in the ways of the Cave Bear.  Though no one has made any claims as to the law being broken by the school, Corvin secretly hopes that someone might, so that he can fight his own duel, and restore honor to the Cave Bear and his father.

Haddus knows that his son is simply too proud to stay in this town, and must soon venture out to explore the world, before finding his place in it.  Corvin knows this as well, but is hesitant to leave the home of the Cave Bear.  Though his son will be well-cared for, he still waits for a sign…

Crux Tel, the Shadar-Kai – Steal this Background

In the Shadowfell, Shadar-Kai live in the extreme.  You would too, lest you succumb to the dreary woes of that realm.  In that extreme you would embrace pain, just so that you could feel something.  They are no strangers to pain, these Shadar-Kai, and no strangers to combat.  They look forward to it, relish it, love it.  Crux Tel is one such warrior.

By chance, he had the opportunity to travel to the natural world, where the light of day burned his skin for the first time, he smelled the stench of roses for the first time, and the opportunities for great battles with natural beasts begged, for the first time.  He doesn’t think he’ll ever get used to this natural world, with all it’s pleasantries.

It was enough to make any sane Shadowfeller go insane.  But, no other from his tribe had been to the natural world, and he wasn’t going to lose this opportunity.  For when he went back home, he would crow his battles all night long, like no other Shadar-Kai had.  The natural world, or Hell (as he referred to it), would just have to endure him until then.

“I know he kidnapped your kids, and you want them back, but they’re just kids.”

The Twist: Crux Tel’s position in his tribe was that as a defender.  However, this Swordmage always felt he should have been trained as a Raiding Hunter, and so he always fights as a striker, charging into battle without any regard for his safety.  He’ll attempt the most daring stunts in battle and go after the toughest foes by himself, just so that he can crow about it later, when he finally returns to his tribe.

Though Crux Tel is a devote follower of the Raven Queen, he is logical enough to know that most gods have something of value to offer, when needed.

He doesn’t know yet what to think about these softies in the natural world, except that they’re soft.  It’ll take a lot for them to prove themselves otherwise.

Boresh, the Betrayer – Steal this Enemy

Boresh is an older bother to one of the player characters (in a family with three brothers), and son to a famous heroic father.  As the eldest son, it was thought that he would follow in his father’s footsteps, becoming a great fighter.  And indeed, he did grow to become strong.

However, as a young adult, he failed to protect his mother and their home while his father was away.  The intruders (supposedly enemies of his father) ransacked his home and had beaten his mother.  Boresh tried to fend them off, but fell to the invaders, sustaining horrid injuries.

Though he was never blamed for not be able to protect his mother and brothers (one of which is a player character), he none-the-less felt horrid guilt and incompetence.  He wanted nothing more than to be able to protect his family.

Soon, he was quietly approached by a vassal of a powerful entity, offering to grant him power in exchange for minor services.  At first, the services consisted of acquiring rare plants and herbs, and sacrifices of small animals (birds & rodents).  But as his “powers” were granted to him at an ever-slow pace, he asked the vassal for ways to increase it.  The vassal agreed to the request, and instructed Boresh to sacrifice his family dog.  After some contemplation, Boresh agreed.

The relationship between the vassal and Boresh continued like this for two years, culminating with Boresh sacrificing known criminals.  By this time, his Fighter skills had improved significantly, as well as gaining powerful Warlock powers (granted by the vassal).

Unfortunately, his youngest brother walked in on one of these sacrifices accidentally.  The two got into an argument, which led to a fight, and subsequently the accidental death of the brother.  Feeling ashamed, he wrote a note, claiming to be an old enemy of his father’s, and placed his brother’s body and the note in the town square in the middle of the night.  The note was written to signify hatred of Boresh’s father, signed by Lucis (a random name).

At this point, Boresh stopped associating with the vassal, and buried his warlock powers deep inside.  His father, coming out of retirement, vowed to track down this ‘Lucis’ and destroy him.  So he set off on a long journey as only a grieving father, yet famous hero, could.  After two months of traveling, word came back to Boresh and his town that his father had fallen in battle (presumably to Lucis).

Boresh then publicly announced that he would not go after his brother’s or his father’s killer, that he had a responsibility to his mother, his remaing brother (the PC) and his estate, which he now inherited.

At this point, he took on the role as head of the house.  Caring for his mother and teaching his younger brother how to be a man.  He was strong, and a good fighter, but every few months either his house or those of his neighbors would be attacked by barbaric orcs.  Boresh and his brother (the PC) fought well against these invaders, but eventually the threats became too great, so Boresh resumed contact with the vassal.

The vassal agreed to grant Boresh increased strength and speed, as long as he resumed and continued his service.  Unfortunately, the sacrifices needed for his power-gain were escalating, and he eventually succumbed to the madness of the dark lords.  Soon he was sacrificing the homeless, then farmers, and then young women.  His power had consumed him, and as a mockery to his sanity, he gained the ability to change shape into that of Lucis, becoming two people.  Part of the time he stayed at home as Boresh, and other times he ventured out as Lucis.

Through his Lucis persona, he has goals to achieve.  And yes, many people will perish as a result of his endeavors.

THE TWIST: The vassal is a succubus, employed by the likes of Mephistopheles (ruler of the 8th Plane of Hell).  Mephistopheles has plans for this Boresh, which he will slowly cultivate into fruition.  Everything that has happened to Boresh, his family, his father, and his town was instigated by the succubus.

Boresh must be presented as an NPC who makes appearances from time-to-time, often to help the players (mainly his brother).  He genuinely doesn’t want to hurt his brother or his friends, and is actually a likable guy, but as the party gets closer and closer to Lucis’s endeavor (whatever it is), he starts to become more agitated.

At first, as Lucis, he will not fight the players.  He will let his minions and soldiers do that.  Not until he becomes a level-appropriate enemy will he finally reach the end of his rope, facing off with the group (namely his brother).  When the players realize that Lucis is actually Boresh – well, that’s up to you.

Optional Twist: Have a second player use Boresh as as a Fighter-type in the group as his normal character (he will have to know everything about your plans for Lucis).  Make sure the fighter is made up using the normal rules, but otherwise let the player decide his powers (perhaps you could even give him small little bonuses or powers that may or may not be noticed by the other PCs).  At the end of your campaign, have the player character reveal that he is actually Lucis, and then he and the GM fight the other players.  Make sure that Lucis now has a nice elite or solo combination of fighter and warlock powers to throw at the group.