Person, Place or Thing

Morpheus

Mongoose
It's been awhile since Iron Chef posted for us Conan GMs, I thought I would get the ball rolling again. The purpose of this thread is to post a person, place or thing that can be dropped into any game. If we get enough people contributing, we GMs shall never want for these things. If you do a person, please put it in stat block form. I'll start off:

Person

Wulfthir: male Aesir Barb1; HD 1d10+2; hp 12; Init +1; Spd 30'; DV 14 (P) 9 (D); Armor Leather Jerkin DR 4; Atk +6 melee (1d10+4/*3 Battleaxe) or +5 melee (1d10+5/19-20 *2 Arming Sword) SA Fighting Madness (5 rds), Versatility (-2), +1 dam w/any sword; SQ +1 to skills in cold environs, +2 to Will vs. fear effects, Barbaric Code of Honor; SV Fort +4 Ref +1 Wil +2; Str 18 Dex 8 Con 14 Int 9 Wis 9 Cha 9 Ht: 6'3" Wt: 217 lbs.
Skills and Feats: Climb +5, Craft(Herb) +0, Craft(Fishing Net) +1, Hide +0, Jump +5, Listen +0, Move Silently +0, Profession(Fisherman) +1, Spot +2, Survival +2, Track, Weapon Focus(Battleaxe), Fighting Madness
Languages:Nordheimir, Corinthian, Pictish

Wulfthir is strong and uses his strength to great effect in combat. He lives in the now and tries to live his life to the fullest. He doesn't trust people from Zamora.

I used Wulfthir as a pregen for the "Danger in the Westermarck" adventure. There were only three players, so Wulfthir ended up being an NPC. I'll post the others as we get going. Alright, who's next? 8)
 
Person

Hadrathus: male Tauran Bord1; HD 1d10+1; hp 11; Init +4; Spd 30'; DV 11 (P) 12 (D); Armor Quilted Jerkin DR 3; Atk +2 melee (1d10+1/19-20 *2 Arming Sword) and +2 melee (1d8/+3 Axe) or +4 ranged (1d8/*2 Hunting Bow); SA Favored Terrain: Forests; SQ +1 to skills in forests & plains; SV Fort +3 Ref +4 Wil +1; Str 12 Dex 15 Con 13 Int 10 Wis 10 Cha 10 Ht: 5'10" Wt: 183 lbs.
Skills and Feats: Handle Animal +2, Heal +3, Hide +4, Kn(Geography) +1, Kn(local) +1, Listen +3, Move Silently +6, Prof(farmer) +4, Spot +4, Survival +6, Track, Eyes of the Cat, Weapon Focus (Hunting Bow)
Languages: Aquilonian, Corinthian, Nemedian, Ophirean

Hadrathus is quiet and reserved-speaking only when necessary. He is an able guide and is willing to be hired for that role.
 
Person

Chief Gorla: male Pict Barb3; HD 3d10+3; hp 26; Init +6; Spd 30'; DV 12 (P) 15 (D); Armor Boar Hide DR 2; Atk +4 melee (1d10+1/*3 War Spear) or +4/+4 ranged (1d8/*2 Hunting Bow); SA Versatility, Trap Sense +1, Bite Sword, Crimson Mist; SV Fort +6 Ref +6 Wil +0; Str 12 Dex 17 Con 13 Int 10 Wis 9 Cha 12 Ht: 6'2" Wt: 175 lbs
Skills and Feats: Jump +7, Hide +10, Listen +3 Move Silently +11, Spot +5, Survival +3, Tumble +8, Point Blank Shot, Rapid Shot, Stealthy, Track, Endurance, Great Fortitude
Languages: Pictish, Talking Drum

Chief Gorla is the head of the Black Boar tribe located near the Bossonian Marches border. Recently, he has started a more active campaign to expel the settlers who are encroaching on his home. It won't be long before he calls for an all-out war.
 
Here ya go:

Thing

Eye Patch

A piece of cloth or leather (optionally metal) that covers one eye. Usually used to cover an injury to an eye for recovery or the total loss of an eye. If used by a person with two good eyes they take a -2 to attack and a -4 to spot and search checks, they also gain a +2 to disguise checks. Used to treat an eye wound it increases recovery by half.
 
Murte said:
Here ya go:

Thing

Eye Patch

A piece of cloth or leather (optionally metal) that covers one eye. Usually used to cover an injury to an eye for recovery or the total loss of an eye. If used by a person with two good eyes they take a -2 to attack and a -4 to spot and search checks, they also gain a +2 to disguise checks. Used to treat an eye wound it increases recovery by half.

Nice job! I'll post a couple of things later in the day.
 
THING:

Moorwitch (Swamp Hag)

Large Monstrous Humanoid
HD: 7d8+14 (45 hp)
Initiative: +6
Speed: 30’, Swim 20'
DV: 12
DR: 10
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (d8+7)
Full Attack: 2 claws +13 melee (d8+7) and bite +8 melee (d8+3)
Space/Reach: 10’/10’
Spec Attacks: Improved grab, rake 1d8+7, rend 2d8+10, spell-like abilities
Magic Attack Bonus: +3
Spec Qualities: Darkvision 60’
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Skills: Hide +5, Intimidate +2, Listen +10, Spot +10
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Swamps, Marshes

Appearance: A Moorwitch resembles a gaunt, 7'-9' tall elderly female, with long disheveled black hair, and long boney fingers ending in cruel talons. Their eyes glow with an eerie green glow.

Improved grab: To use this ability, a Moorwitch must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rake: Attack bonus +13 melee, damage 1d6+7. A Moorwitch can attack a grappled foe with both claws at no penalty.

Rend: A Moorwitch that hits with both claw attacks latches onto an opponent's body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

Gaze: Once per round, as a free action, a Moorwitch may cast Ill-Fortune (range: Evil Eye) as the spell. Spell DC is d20+3 (magic attack bonus). Successful save means target cannot be affected again for 24 hours.

Moorwitches are solitary humanoids that dwell deep in the heart of dismal swamps and marshes. Whether they are the remnants of some forgotten race, or some sorcerer's botched experiment, who knows.
They delight in surprising their prey before tearing them to pieces with their wicked claws. Some might say they relish the look of horror on their victim's faces. Moorwitches usually ambush their prey from a hidden position underwater, thus catching them off-guard.
Sometimes tribes of uni-browed mongrel men worship a Moorwitch, bringing them sacrifices of young virgins (Hyborian of course!).

Note: based of course on the Hags in the Monster Manuals, but mostly the one from the movie 'Legend', if memory serves me.
 
Thing (Inspired by my D&D mini that I just got)

Tyrannosaurus
Huge Animal
Hit Dice: 18d8+99 (180 hp)
Initiative: +1
Speed: 40 ft.
DV: 14 (-2 size, +1 Dex, +5 natural)
Damage Reduction: 3 (thick, tough hide)
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Low-light vision, scent
Saves: Fort +16 Ref +12 Wil +8
Abilities: Str 28 Dex 12 Con 21 Int 2 Wis 15 Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: Jungle
Organization: Solitary or pair
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)

Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple, it establishes a hold and can try and swallow the foe the following round.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage snd 8 points of acid damage per round from the tyrannosaurus' gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (DV 12). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Huge tyrannosaurus can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.

A couple of notes about this T-rex. I cut the DR for animals in half (round up) for all my creatures; otherwise, it take a miracle for anyone to just kill a horse (DR 6!). I use the monster's natural armor bonus and just cut it in half.
Also, I placed the T-rex in the jungle for a couple of reasons. One: If it stayed in the warm plains, there would be T-rexes all over Hyboria! :shock: Second: I kind of like the "Land of the Lost" feel of the Pictish Wilderness and who doesn't remember Alice from "Land of the Lost"? (I know, I know; Alice was an allosaurus, but close enough...) This is one mean SOB-I hope your PCs are tough. :twisted:
 
We could use a few places to spice things up (no spicy meatballs, IC!). I'll try to write one up either today or tomorrow. Right now I have to make my adventure for this weekend's game. :D
 
The Desert Horseshoe

The Desert Horseshoe is a full-service stable set in a city anywhere in the Hyborean countries. Its' proprietor, Ahmed al-Turkim is a Shemite Nomad who had lost an arm in a vicious fight with a warring clan. After cheating death, Ahmed decided to flee the desert for literally "greener pastures".

Ahmed is quiet and introspective, preferring to keep his head down and stay out of the affairs of his neighbors. Ahmed is friendly for the most part, but he is suspicious of other Shemites due to his experiences fighting other nomadic clans.

His impeccable judgment of horseflesh has brought him wealth enough to open his own stable. He will board and feed an animal for 1 sp a day, and for 5 sp he can concoct a meal for a horse that will allow it to travel one and a quarter times the distance it would have traveled the next day had it not been fed as well. Ahmed is also a pro at shoeing and healing mounts. He will personally sleep in the stable and nurse a wounded animal back to health for 10 silver coins a day. Ahmed has seven youngsters in his employ to help him groom and care for the animals. They can be hired to run errands or keep an eye on an animal for a mere pittance.

Ahmed is always looking to deal on his supply of horses. At any time, he will have at least one warhorse of superior quality that he will sell at one and a half times the base price. Ahmed has lesser animals to sell as well, and will offer to buy any animal at half market value. Those looking to rob Ahmed should be warned that he has trained several of the warhorses himself, and there are some animals that will attack a stranger who enters the stable unescorted just as a guard dog would.
 
Place

Gaspar's Ale House

Located in Tarantia, Gaspar's Ale House is located in the Merchant Quarter of the city. It is a gathering place of many merchants and caravan masters who come to the city and wish for a place to unwind. Gaspar provides good drink, fair music and plenty of companionship. Many discrete meetings take place in the back rooms of Gaspar's and it is said that Gaspar has his ear to every door in the city. If one is looking for information, Gaspar's is the place to go.
Gaspar is minor noble of Poitain who has had to go into hiding since King Conan took over since it was his house that was one of the backers of King Numedides. No one knows his true identity and if he was ever found out, he would be hung for treason.
 
(Ok Morpheus,heres my first post to your list.

PERSON

STARKAD BLOODEYE: Male Hyperborean Soldier 8;HD8d10+32(71hp);Init +8;SPD 25;DV 19(P) 16(D);DR8;ATK+12/+7 melee Broadsword;
SV: FORT +9 REF +6 WILL +8
STATS: STR 17 DEX 14 CON 17 INT 14 WIS 12 CHA 11
Height 6ft 4" Weight 201lbs
Skills: Intimidate +9 Ride +9 Search +5 Survival +6
Feats: Weapon focus(broadsword),Toughness,Improved initiative,Power attack,Cleave,Mounted combat,Iron will,Lightning reflexes,Spirited charge,NO HONOUR.
Equip:Broadsword,Targe,Poniard,Closed helm,Chainmail Hauberk,Hyborian Warhorse.

Starkad is the grim commander of the Bloodshields,the citadel guard of Sigtona. He is a very imposing man in his early fifties,tall and gaunt with the slow speech and violent nature common to his race.
On duty he wears a suit of Pitch blackened chainmail and a fearsome spiked helm with forward sweeping ram horns. His shield is a Targe covered with the flayed skin of a sacrificed maiden for like all the men of the Bloodshields he believes that this will give him invulnerability in battle.
The shield is then also painted with the victims blood which dries to give it a rust brown hue.
On campaign he rides a great black warhorse called Hel and wears a cloak made from the pelt of a massive polar bear.

Some thirty years ago he had been left for dead,his skull cracked by an escaping Cimmerian prisoner(Guess who?). The slave had been a favorite plaything of his mistress, Queen Tuonetar of Sigtona.
Upon waking some days later he had expected to be ritually executed for his incompetence but found instead that he was high in the Witch Queens favor. The force of the blow had turned his hair milk white,just like that of the Death Goddess. His left eye would remain permanently flooded with blood thus earning him his sobriquet.
He became the lover of Queen Tuonetar for he was obviously blessed and was not the crimson eye the totem symbol of Sigtona's Witchmen coven.
But such things could not last for ever and Tuonetars desires now lie elsewhere for she is eternally young and he is aging.
This is hard for him to accept for he is a proud man and is insanely jealous of her new young lovers. Few survive for long after she tires of their caresses and woe betide any who has the misfortune to be Cimmerian,he has a special and abiding hatred for those of that ilk.

Hope you like this one,took the Bloodshield idea from Bernard Cornwell's Warlord Chronicles. Tuonetar is either the Finnish God or Goddess of Death I think.Will be posting stats for her and the Bloodshields as soon as I can.
 
The Lost City of Ithixan

The Lost City of Ithixan (or LCI, for short) is located on the coast of the Western Sea and the Pictish Wilderness. It is an overgrown city with many huge stones (all of a grey-green pallor) that have fallen and are crumbling. The only structure still standing is a large ziggurat in the center of the city. No one knows what lies in the ziggurat as the city is home to horrible beasts the size of trees that can eat a man whole. The city is on the edge of a cliff and each year, more of the city tumbles into the sea-never to be seen again.
 
Thing!

Crawling from the hybrid realms between REH and Lovecraft comes Izaixth Spawn of Dagon!


Spawn of Dagon “Iziaxth”
Large Outsider (Demon)
Hit Dice: (10d10 + 50) 120 hp; 10 HD
Initiative: +3
Move: 25 feet; swim 40
DV: 22 (8 shell/scales; 3 Dexterity)
DR: 8 (shell/scales)
Base Attack/Grapple: +4 / +10
Attack: Crab Claw +10 melee [2d8+6 AP 7], Bite [2d6], or Tentacle Slam [2d6+12]
Full Attack: Claw and bite +10/+9 melee or Two Tentacle Slams +10
Special Attack: Improved Grab, Terror, Swallow Whole
Special Qualities: Amphibious, Aquatic Mastery, Scent, Immunities, Carapace
Saves: Fort +10; Ref +6; Will +4
Abilities: Str 26 +6; Dex 16 +3; Con 20 +5; Int 6; Wis 14 +2; Cha 18 +4
Skills: Swim +4, Knowledge (Sea) +6
Feats:
Climate/Terrain: Aquatic
Organization: Solitary

• Amphibious: Deep Ones possess both lungs and gills and can operate on land or underwater indefinitely.
• Aquatic Mastery: Deep Ones are masters of the underwater environment , able to survive the low temperatures and massive pressures at the ocean floor. Due to this intense familiarity with the terrain in an aquatic environment a Deep One gains a +1 circumstance bonus to attack rolls, a +2 circumstance bonus to DV, a +4 circumstance to Initiative and Hide, Listen, Move Silently, Search, Spot, Survival skill checks and +8 circumstance bonus to Swim checks. A Deep One may take 10 on a Swim check even if distracted or endangered.
• Carapace: The thick crab shell that covers most of the creature is tough, covered in barnacles and strange bonelike protrusions. As a result any weapon striking Iziaxth has a 50% of being forced to role for breaking- furthermore any weapon that risks being sundered deals no damage as the shell of the creature is simply too thick! Treat this as an automatic Sunder attempt. The limbs may be targeted individually but attacks suffer -2 to do so. The tentacles of which there are six may sustain up to one quarter of the creatures hit points before they are severed. The head can sustain up to three quarters of the creatures total hit points before being severed. The damage must be cumulative- that is to say directed at the same appendage; it cannot be split between limbs.(1)
• Immunities: Iziaxth is immune to all physical damage, except that dealt by either fire, or objects made from silver.
• Improved Grab: If a Deep One successfully attacks an opponent with a claw they may attempt to grapple as a free action without provoking an attack of opportunity.
• Swallow Whole: If Iziaxth succeeds on an attack and grapple check with its claw it may another grapple check the follow round, if the second check is made it may swallow the helpless victim whole (death, no save). Alternatively, it may attempt is with a bite attack as follows. If Iziaxth succeeds on a bite attack and a grapple check it may swallow whole as a free action that round- however the victim gets a reflex save (DC 15) to escape as (s)he is thrown tossed around in the creatures horrible maw as it attempts to swallow the victim.
• Terror: Although not a supernatural creature per se, a Deep One's appearance is hideous to human beings and provokes Terror of the Unknown on all land dwelling creatures.
(1) Due to this unique rule some clarification is in order. For every tentacle that is severed the creature suffers a -2 permanent loss to Dexterity. Obviously, if the head is severed the creature dies outright unable to keep fighting.

Iziaxth is a demon spawn of the Great Old One, Dagon, worshiped by the Deep Ones off the coast of Zingara. It appears as a giant crab towering some eight feet tall with the following differences; instead of legs it slithers or swims with six large tentacles that coil out from the main shell in an obscene mockery of aquatic life; its head is a large elongated eel head which replaces the standard mouth and crab eyes found on most crabs. The head is filled with rows of razor sharp teeth and the slimy writhing head is more than capable of swallowing human victims’ whole.
 
I prefer to deal with unusual places. I'm running my campaign in The Border Kingdom.

I have created:

1. A bandit's lair that has to be accessed by a sink hole (great camoflauge, no one ever goes nearby to check it out and all assume no one is there).

2. The ruins of a lost Atlantean colony in The Great Salt Marsh.

3. A salt camp next to the Great Salt Marsh. Here is where salt is gathered and prepared for transport for merchants. the nearby baron town uses salt as its main export.

4. The Acheronians use to use underground outposts against its barbarian enemies. One such facility is still intact and is being used (in part, they are afraid to go into the rest of the complex) by some bandits. The outpost has 2 entrances, 1 is a small cave opening in a narrow river gorge (this is the "backdoor", emergency exit for the Acheronians). The main entrance are 3 stone platforms that work like the aircraft elevators on air craft carriers. When the elevator is "up" then it's flush with the ground and the sentries cover the elevator with leaves and loose dirt, hence hiding it.
The catch is that the bandits HAVE to have someone underground at all times to operate the elevator, someone watching the emergency exit and usually someone above on perimeter duty to make sure no one accidentally triggers the elevator alarm (signalling to raise or lower the elevator).
 
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