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.

Loxar, the Spellscarred – Steal this Enemy

This is Loxar, the Spellscarred. Hailing from the Forgotten Realms, she was once a promising swordmage.  That is, until one of her missions took her to a spellplagued land. In an unfortunate accident, she gained the scar below her right eye.

At first, the scar seemed only cosmetic. But then she saw how it gave her new powers, manifesting themselves as consuming flames of blue fire. Soon after, the spellscar even erased the memories of her swordmage training. Thus, the life she once knew is all but gone.

The spellscarred are shunned by society, having forced Loxar to choose a new career. Many trade-caravans traveling from Sembia and the Thunderpeaks have come across Loxar in the western regions of Cormyr, having to offer up many of their wares to her and her bandits.

Submitted by Solo DM over at DND4E for One Player.

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.


Temple Trouble – Steal this Adventure

Location: A temple at least half a day’s travel from the party’s current location.

Situation: The normally unassuming and quiet priests of a nearby temple have started to cause incidents in the neighboring town.  Their once-a-week visits have been nothing but unwelcome.

Problem: The villagers have become scared of the temple’s  priests, clerics, and acolytes, as they have started to threaten them with eternal damnation and “pain upon this land” if they do not start “donating” to the temple.

Tasks: The players need to

  1. Protect the villagers
  2. Find out why the priests have gone greedy/evil
  3. Find out who is heading the priests
  4. Find out how to stop them

Things to explore:

  1. The party may need to speak to several people in town to get the full picture of what the priests are doing, and how much of a change it is for them.
  2. The party may need to do a skill challenge in which they move for control over the village’s small guardsmen, so that they can set up proper protection for the villagers.
  3. The party may find that the priests have fallen under the control of an evil necromancer/wizard/demon/devil/magic crystal, or whatever flavor of bad guy you choose. Of course, they will need to neutralize it.
  4. The party may find that the priests have come under the new leadership of an ambitious priest that feels he is doing the right thing.  They may prophesy the end of the world or a large war, and only be trying to “prepare” the town for its own protection.
  5. The party may find that the temple leaders are buying off the village leader – he looks the other way while the temple acolytes sneak in and steal small amounts of valuable goods from the village.  The priests then sell these goods to other towns for inflated prices (the goods can be rare and only available in a few places, one of them being the village).  The bad behavior of the priests is a red-herring, designed to keep the focus on their zealot-like activities, and away from the thefts.

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.

The Clock is Ticking – Steal this Adventure

Location: Home-town of one of the PCs, or the town they consider their base of operations.

Situation: In the past six weeks, three prominent nobles or merchants have been assassinated, one every other week.

Problem: The three assassinated persons belong to the same group (noble family, merchant’s guild, or political party). A relative of one of the PCs is also a distinguished member of this group, and those close to that person fear that he or she is next.

Task: The players need to

  1. Find out who the killers are
  2. Find out who hired the killers (if that is the case)
  3. Find out why
  4. Stop the next assassination

Things to explore:

  1. In their investigation, the PCs could find out some unsavory details regarding the assassinated NPCs activities.
  2. The PCs may find that the assassinations are an inside job.
  3. The PCs may find that the assassination has been sanctioned by a greater power.
  4. The party might not be able to stop the next assassination.
  5. The party may even find themselves framed for the assassination.

Darius Clawspawn, the Mutant – Steal this Enemy

4th Level Insectaur, of the Mutant Future
 
STR: 13 — INT: 8
DEX: 13 — WIL: 16
CON: 12 — CHA: 7
HPs: 43 — AC: 3
Mutations: venomous stinger, hard outer shell, echolocation, atrophied cerebellum

Darius Clawspawn is an outcast who has become a criminal in the Mutant Future. Born into a colony of scorpion Insectaurs, he felt his nest could easily overtake and enslave the puny humans and other mutants in his region. His colony, though, is a peaceful race, wanting nothing to do with his plans of conquest and domination. Darius has since left his colony and travelled the wastelands, attacking and destroying those he feels are weak and purposeless in the Mutant Future.

Darius has a misshapen, mutated torso of a human and the lower body of a scorpion. He has two large claws where his hands would be, giving him 3d6 of crushing damage when uses them to grasp an enemy. As an Insectaur, Darius has developed other mutations his species are known for. Taking after the pre-war species of scorpion, he has developed a hard outer shell which improves his AC to 3. He can attack with a large venomous stinger as well. When a PC is successfully hit, they will take 5d6 of poison damage unless a save vs. poison is made (half-damage). Darius’ INT score is low due to his atrophied cerebellum, so he can be easily out-thought. However, his level, DEX score , and echolocation mutation all give him a +4 to hit and +1 to damage, making him a formidable opponent in a fight.

Darius is a good local enemy to place into any Mutant Future campaign. He could easily be the leader of a bandit raider group that is terrorizing the local villagers. (Darius has recruited a local band of mants and cockroachoids to assist him in his goals). He may also be found ambushing trader caravans, or possibly trying to set himself up as a local warlord. Darius has grand plans of taking over the world, but his low INT and rash nature make that unlikely. Fortunately for him, his strength and natural weaponry make him quite dangerous when faced head-to-head.

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…