Archive for the D&D 3.5 Category

The Army of the Goblin Queen

Posted in D&D 3.5, D&D 3.5e DM Content, Dungeons and Dragons, Pathfinder with tags , , on July 1, 2011 by boccobsblog

The following is an NPC villain that you can use in your D&D 3.5 game (or Pathfinder with minimal changes). The Goblin Queen is a suitable reoccurring enemy for a party of four adventurers level 7-9 (She is CR 10).

Background

Many years ago a wizard named Grinlov summoned a powerful succubus and bent the demon to his will. For many years Grinlov used the demon to slay his rivals and steal their secrets but as he neared the end of his life he attempted to become a lich and died in the process.

After Grinlov’s death his captive, Uthara, was able to escape his tower as the spells and wards that kept her imprisoned began to break down.

Uthara is unlike most succubae, rather than play the part of the spy; she is a hardened warrior having fought countless battles in the eternal bloodwar. Uthara revels in combat, teleporting into and out of the thickest parts of an encounter. Covered in the blood and gore of her enemies she has single-handedly swayed the tide of battle.

In the years since she escaped Grinlov’s tower, Uthara searched the countryside for victims worthy of her wrath and stumbled upon a tribe of goblins. She teleported into the center of the tribe as they ate their evening meal, and before the goblins realized what was happening, the succubus beheaded the goblin chief. Seeing their mightiest warrior slay in an instant, they tribe threw themselves on the knees and began to worship Uthara as their goddess and queen.

The groveling and worship of the goblins pleased the succubus and she returned their servitude with strong leadership. She began to train the goblin warriors in the arts of combat. Through the use of her polymorph ability, Uthara began to breed with the strongest female goblins in the tribe creating an army of fiendish goblins.

Soon Uthara’s tribe was ready to be tested in combat. The Goblin Queen led her forces against another goblin tribe that laired nearby; the result was a complete slaughter. Any goblin tribe that did not fall to their knees and swear fealty to the Goblin Queen was destroyed.  Uthara’s tribe grew in power and number until all other goblinoids in the area either served the Goblin Queen or lay rotting on the battlefield.

Now the Goblin Queen has set her sights on the human lands to the south…

Possible hooks:

  • The players find Grinlov’s tower and among the ruins find a journal that details his servant, a powerful succubus warrior.
  • A mass exodus of goblinoid tribes have been raiding nearby villages as they are driven out of the north by a ruthless tribe of goblins led by a powerful goddess.
  • A sage hires the PC’s to investigate rumors of a new breed of horned goblins spotted in the forest to the north.
  • Bloodied and battered survivors stumble into town screaming about a goblin invasion led by a beautiful and terrible woman with bat wings.
  • The mayor of a besieged town sends word to the PC’s begging them to assassinate the leader of the occupying goblin army surrounding his town in order to swing the tide of the battle.

Fighting the Goblin Queen

After fighting their way through hoards of goblin warriors, fiendish goblins and the half-demon goblin “princes”, the PC’s will confront Uthara. The Goblin Queen is a formidable opponent. With her DR, SR, and high AC, Uthara is a cocky combatant and fights without fear; this is not to say she fights without strategy. She will make liberal use of her Charm Monster ability on the most weak-minded members of the party (usually those in armor). Once she has charmed the melee combatants she will use her teleport ability to enter a square adjacent to a spell-caster and then grapple them and employ her energy drain.

The Goblin Queen is a highly mobile foe and should be role-played as such. Make use of her ability to fly and teleport. She is able to maneuver out of flanking with ease and should always have the advantage on the battle mat.

Uthara’s one drawback is that she doesn’t deal a lot of damage so make full use of her power attack feat. Also, if you want to up her damage positional, lose the shield and longsword and give her a two-handed sword.

While Uthara fights with wild abandon, she will not fight to the death and her teleportation, and ethereal jaunt powers should allow her to escape from most instances. The Goblin Queen will bide her time and pick the most inopportune moment to enact revenge on the PC’s.

Uthara’s full stats: Goblin Queen PDF

 

Why I Love DDO

Posted in D&D 3.5, D&D 3.5 e Content, Dungeons and Dragons, Gaming Culture, Product Review, Video Games with tags , on June 27, 2011 by boccobsblog

 The Dungeon Master. The narration helps me immerse myself in the game world. (This may seem like a small detail, but it adds a lot to my enjoyment of the game).

Repeatable Quests. I can replay any quest as many times as I like and still get XP and loot.

Variable Difficulty. Quests have five levels of difficulty to choose from: casual, normal, hard, elite, and epic. (Note you have to unlock the last three. If you beat hard, you unlock elite, etc.) This makes leveling easy and adds new life to old quests.

Hirelings. Are you a caster without a tank? No healer in the party? You can just spend a few coins and get a hireling of nearly any class/race combo.The hireling stays with you for the entire dungeon. (I pay one fifteen gold and hire a cleric and the two of us can easily complete dungeons on the hard setting)

Puzzles. For those that tire of hack and slash, DDO includes many challenging puzzles into some quests. (I tried some out this weekend and was greatly impressed)

It’s D20 system. DDO uses 3.5 mechanics (modified slightly for video game use of course). I like the familiarity and ease this brings. It also makes character creation a snap.

It’s Free. DDO is completely free to download and play. Granted there are options not available to the free account players (namely the Favored Soul class, and some races: drow, half orcs, and warforged). Also, free accounts can only have two characters. Wizards makes their money through the DDO Store, in which you can spend money to get points which can be used to buy several things (items, classes, races rare adventures, hirelings, etc).

DDO is certainly worth a try. I am enjoying it greatly.

Try DDO for free

DDO concept art from Wizards.com

3 Games of Chance for Your Fantasy RPG

Posted in D&D 3.5, D&D 4e Content, D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Pathfinder with tags , , , , , , , , , , , , , on May 16, 2011 by boccobsblog

Gambling is a reoccurring theme in fantasy novels, games, and films. I guess since they have no TVs or Xboxs all Orcs have to do when they have down time from their pillaging is to throw dice and play cards. Today I wanted to show a few games that could be used in-game to add realism and depth to your campaign’s tavern experience.

For brevity’s sake I will not be going into rules or mechanics of each game, but I will provide links to their site so you can find more information.

Three Dragon Ante

This is supposed to be the premiere card game in the D&D multiverse. TDA works well as a stand-alone card game and is quick and easy enough to be worked into an adventure without taking up the whole night. TDA (and really all of the games mentioned today) give you a great opportunity to role play and let those charismatic players shine. One thing that I really like about TDA is that it has a section in the rule book that lets you us character skills to affect the card game. This option really lets players feel like they didn’t waste those skill points and have a great deal of fun in the process. At the link provided above, you can get a free copy of the rulebook and TDA quest ideas.

Harrow

Not to be outdone by Wizards of the Coast, Paizo has created their own card game for the Pathfinder world. Harrow is a stand-alone card game that can be played in-game or out. One cool feature about Harrow, is that it is can also be used as a future telling device as well. According to Paizo’s website, Harrow features the artwork of Kyle Hunter, whose comics have appeared in Dungeon Magazine.

The Red Dragon Inn: Gambling? I’m In!

This is actually nine games inspired by Slug fest Game’s The Red Dragon Inn, and can be used interchangeably. I had a chance to demo this game (not all nine, but the main game and two others) at last year’s Gen Con and they were all easy to learn and enjoyable. The game includes a 90-card deck and rules for all nine games that can be played as a stand-alone or in-character in any fantasy RPG.

True Dungeon 2011

Posted in D&D 3.5, Dungeons and Dragons, Gaming News, Gen Con 2011, Pathfinder with tags , , on April 22, 2011 by boccobsblog

One of the coolest events at Gen Con Indy is True Dungeon, and the TD gang have just released information for this year’s events. TD will offer two new adventures, two new character options (dwarf fighter and elf wizard), and three levels of difficulty (non-lethal, normal, and nightmare). This year’s True Dungeon will be the most amazing yet.

From the TD newsletter:

True Adventures, Ltd. is proud to offer the following two completely new two-hour adventures.

“The Lair of the Sea-Lich” : This completely new underwater adventure takes place after the party has fled the lair of Smoak the newly-created draco-lich. The party must now venture into the underwater lair of the dreaded Sea-Lich who terrorizes the coast with her icy-touch and shape-changing powers. Only inside her watery tomb can the party find the origin of the evil artifact that created Smoak the draco-lich – and perhaps a method to defeat Smoak’s evil for good.

NOTE: Two slightly different versions of this adventure will be offered. One is more puzzle-oriented, while the other is more combat-focused. They count as the same adventure for earning Experience Points (XP).

“Dragon’s Redoubt” : This completely new dragon-hunt adventure takes place at the same time as last year’s battle with Smoak the red dragon. It tells the story of how the party from last year’s True Grind adventure battles their way into Smoak’s lair on their own important mission. First, to locate and open a secret door through which all other parties can flee; and second, to defeat the weakened red dragon.

We also will be offering this one-hour combat hack-fest:

“True Grind: Bloodbeard’s Bounty” : This combat gauntlet tells the story of how the party finds the location of the Lair of the Sea-Lich. Players must set sail for the waters of Brinewater Bay to learn the location of the Lair of the Sea-Lich from the dreaded orc-pirate Bloodbeard. The battle will rage above and below the Bay’s black waters. No XP, Treasure Coins or participation tokens awarded for TG. Nightmare available if whole party agrees. You must arrive 15 minutes early.

Sounds cool, but what is True Dungeon?

If you haven’t already seen the video preview of this year’s adventure, I have provided the link here.

True Dungeon Website

True Dungeon sign up starts on May 1st.

101 D&D Quest Ideas

Posted in D&D 3.5, D&D 3.5 e Content, D&D 3.5e DM Content, D&D 4e Content, D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Pathfinder with tags , , , , , , , , , , on April 18, 2011 by boccobsblog
  1. News spreads that a dragon was slain while away from his cave, a search for its unguarded hoard is underway
  2. A thief has stolen a powerful item from a lich and then joins the party for protection
  3. A wizard/collector wants a live troll to study
  4. Rat catchers are going missing under the city and a plague is spreading in their absence
  5. A local caster has summoned a creature that they cannot contain and it is destroying the area
  6. A charismatic charlatan claims (and has proof) to be the cousin/brother/son of one of the PCs
  7. A wandering merchant trades a pc for their magic item for a fake he claims is more powerful
  8. Shipments from a nearby mine have stopped when the PCs investigate they find the miners crazed and covered with red welts apparently from exposure to a new element they uncovered
  9. A white dragon is driving monsters from the north into the southern lands
  10. A planar rift has formed and outsiders are seeping through
  11. A powerful noble/wizard is hosting a masquerade ball where the guests are polymorphed into monster as their costume, but an actual monster attends to kill the noble/wizard
  12. A sorcerer has died of old age, strange things are creeping out of his tower as his spells, and dweomers break down
  13. A map has been found that leads to parts of an artifact that once reassembled, will summon a fiendish kraken
  14. The dead are rising as zombies one hour after their death
  15. Slavers are capturing peasants and merchants on the highway and selling them to mindflayers
  16. A shop/traveling merchant sells pets/familiars that are actually polymorphed people
  17. The PC’s are sent to find a hermit that lives on the “moving island”, a zircon/dragon turtle
  18. A traveling circus/faire comes to town and completely vanishes in the morning with several children
  19. An Ur priest cult is killing all the divine casters in the area
  20. Water drawn from a certain well is animating into water elementals/mephits
  21. An evil druid has taken up residence in the sewers and is waging a guerilla war on civilization
  22. Anyone who reads a cursed book, brought into town by an adventuring party, dies after reading it
  23. A killer is leaving rare flowers in the mouths of his victims
  24. A member of a planar cartographical society offers the PCs membership into the elite group if they can complete a scavenger hunt that leads them across several planes in one day
  25. A mysterious helmed/hooded/masked figure has forged an impressive army by bringing tribes of kobolds, goblins, orcs, and hobgoblins under one banner. The leader is actually a cleric disheartened by the lack of faith and respect of his flock and means to increase belief and prayer for his deity by leading an army of wolves against his flock

    Have you see D&D vs Rick & Morty?

  26. The owner of a failing inn claims to have the entrance to a mysterious dungeon in his cellar hoping that the ruse will draw business from adventurers
  27. A pack of displacer beasts/displacer beast lord is preying on farm animals and farmers alike
  28. Two rival gangs are actually devils and demons fighting a Blood War battle on the city streets
  29. The daughter/apprentice of a caster that polymorphed himself into a golden cup and placed himself in the hoard of a green dragon in an attempt to learn more about dragons, but it has been weeks and he has not come home contacts the PCs
  30. Reports that a gold dragon is ravaging the countryside turn out to be true. The dragon, sick with a rare disease, has gone mad and must be stopped
  31. Grave robbers working for a necromancer are running out of graves and start looking for easy prey
  32. A “red” dragon demanding tributes from a village is actually an especially greedy copper dragon
  33. A killer is released from prison and the father of one of his victims stages a similar murder in the hopes of framing him
  34. A traveling “holy man” is selling relics that disappear in the morning
  35. The new judge is in fact a devil hoping to harvest souls for not guilty verdicts
  36. A logging camped is being haunted by the ghost of a treant/forest haunt and his dryad followers
  37. A band of fey has been stealing wine from a rural tavern
  38. A good and helpful aranea has been captured and tried for murder while the true culprit is a drider that resides close by
  39. A college that teaches science over magic opens and arcane casters start going missing
  40. Drug-related deaths lead the PCs to an evil alchemist
  41. The PCs are hired to retrieve a meteor, but find it is being worshipped by a tribe of goblins/orcs/lizardmen etc.
  42. Several women in the area are pregnant under strange circumstances, an incubus is to blame
  43. An artifact is needed to avert a major catastrophe; its last known owner was Levistus the arch devil trapped within a glacier
  44. The PCs must find a rare herb only known to grow within Gith monasteries
  45. The PCs visit a strange village where all the people are simulacrums, an ancient wizards mark is seen everywhere
  46. The PCs are sent to a distant land to find an NPC that it turns out has been dead for 20 years
  47. The PCs must help a conflicted Erinyes to the Cradle of Creation (phb2) to be reborn into a non-evil body
  48. A map leading to the legendary Shield of Praetor has been found, it states that the shield is in the cave of a dracolich. The map was sent by the dracolich’s minions in the hopes of freeing their master who is sealed magically into his cave
  49. A local orphanage is actually run by a demonic cultist that sacrifices the weak children and raises the strong ones to be followers
  50. A powerful artifact that will allow teleportation through the layers of the abyss/hells has been uncovered and a race to claim it has begun. The PCs must beat the groups of devils and demons that see the artifact as a powerful tool to end the Blood War

    Grab a copy of Waterdeep: Dragon Heist

  51. An overmatched Marut seeks assistance with a powerful lich/vampire/mummy
  52. Rumors of “The most powerful sword” lead the PCs to an evil, intelligent, dancing sword that can animate other weapons to fight for it
  53. The PCs are sent to a battlefield to retrieve a family heirloom from a missing soldier where a necromancer and his corpse collector golem are raising the fallen as undead
  54. A cult of Tiamat have discovered a spell that ages living creatures and they are trying to use it on dragon eggs to raise powerful allies
  55. The PCs are sent to deal with a raiding ogre that turns out to be a gnome illusionist
  56. The PCs are looking for an arrow used to slay a dragon a hundred years earlier, but when they pull the arrow from the dragon’s skeleton, it animates and attacks
  57. The PCs need the help/information of a treant that will only add them if they agree to be shrunk down to clear out an infestation of insects that invaded his roots
  58. The PCs are invited to a Three Dragon Ante tourney, either as guards, VIPs, or to play
  59. A lawful good lich (Monsters of Faerun) seeks the PCs to protect him from a zealous paladin on a quest to rid the world of undead
  60. Thieves have plundered a tomb and until his golden burial mask is returned, a ghost/ghast/specter will continue to kill innocent people
  61. A group of fire giants has taken up residence in an inactive volcano, their activity threatens to awaken the volcano and cause widespread devastation
  62. A grandmotherly, if slightly senile, NPC asks the players to rid her attic of rats. The rats are in fact a group of thieves trying to open a magical doorway left by the wizard that previously owned the home
  63. A monster seen roaming close to town is actually a cursed person and not evil
  64. The PCs find a genie in a bottle, but the genie agrees to help/grant wishes/serve only after the players travel to the City of Brass and save someone the genie cares about
  65. The PCs find a wounded angel that is being hunted by powerful outsiders
  66. A newly discovered dungeon is actually a complex trap to harvest souls/magic/life energy
  67. The PCs must break an innocent man from a complex magical prison
  68. Murders attributed to a small girl are being done by her doll, a slaymate (libris motris)
  69. An ancient beholder has gone mad and his destroying the Underdark, driving monsters to the surface
  70. A gnome settlement has been overrun by Drow displacing hundreds of citizens
  71. A mad wizard has been selling potions that have poisonous/odd effects
  72. Mind flayers are draining people of their quintessence in hopes of using the substance to return to the far realm from which aberrations came
  73. A spelljammer has crashed in a remote forest/jungle and the inhabitants seek materials to repair their helm
  74. A foreign diplomat seeks the party’s monk to protect him on a mission to a country/city where magic and weapons are not allowed
  75. The tarrasque is wreaking havoc on the countryside and the party (lvl 10ish) must slow it down until the champions (20th) can arrive, but the tarrasque is actually a simulacrum (cr 10) sent by an outsider/caster/etc. and not the real thing
  76. Cultist seek a tablet that depicts a ritual that will summon a Fist of Spite (BoVD)
  77. The party must save an NPC from the stomach demiplane of Dalmosh (MM5)
  78. The guild master of the cooper’s guild wants to discredit the owner of a local winery with whom he has had an argument by poisoning his barrels
  79. A local sage/astronomer is convinced that a massive meteor is going to strike the kingdom/city/town
  80. The normally-inert gargoyles atop the temple/castle/mansion have animated and started attacking people who approach the building
  81. A group of bulettes is keeping anyone from entering or leaving the city/town/inn
  82. A doppelganger/changeling serial killer claims the identity of their most recent victim for one week before killing again
  83. A gnome settlement has been overrun by fiendish duergar led by a demon
  84. PCs seek out a powerful dwarven, smith that traded his soul to Asmodeus for unearthly crafting abilities. Before the smith will help the PCs, they must reclaim his soul from the arch devil
  85. The players find/are sent to a city that reflects the entire multiverse scaled down with a neutral inn in the center run by a power caster
  86. The PCs search for a legendary library that when found, has no books only the corpses of long-dead sages and librarian clerics that use speak with dead to obtain the knowledge
  87. The PCs need a party member/NPC raised from the dead but the only cleric powerful enough to do so has recently been turned by a vampire he was hunting
  88. The PCs find/buy/are given a strange bag of holding that has a small pocket dimension inside it where a frightened caster hides. He/she created the bag to hide in and saw that it ended up in the PCs hands to keep it safe
  89. The PCs seek an answer/information from a forgotten bard. When they find him, he is a ghost and he will only help them if they give him peace by finishing his final poem/song/movement
  90. A chaotic good horselord (CAd) has led all the horses in the region/city/town away into the hills to freedom
  91. The huntsman of a local lord/mayor has kidnapped the NPC’s daughter, and only a highly trained tracker can follow the trail and find the girl
  92. An aged and grizzled warrior is going town to town offering his magic sword/shield/armor to any fighter that can best him in honorable combat
  93. After returning from a diplomatic journey, the noble/diplomat/prince/queen is acting strangely. The PCs are asked to look into it only to find that the NPC is a doppelganger/changeling/simulacrum/charmed/possessed
  94. A pair of ethereal filchers are stealing all the curative magic in the area/city/town
  95. The answer/riddle/name/code that the PCs require is etched onto the helm of a massive golem that paces a deadly dungeon
  96. Monthly full moon attacks are blamed on a good lycan, and are actually being carried out by a pack of Moon Rats (MM2)
  97. Summoned Thoqqua threaten to compromise the structural integrity of the city/town/inn/dungeon/ as they melt tunnels through the ground below
  98. Centaur knights (phb2) are running any humanoid from their forest
  99. The PCs are sought by the patrons of a desert land where a despotic temple of cleric charges impossibly high rates for fresh water to people not of their faith
  100. A temple has hired a large number of bards for a festival where music is to be played from sun up until sundown, the only problem is that no one recalls the obscure holiday because it is a ruse to mask the sound of tomb robbers breaking into sealed vaults below the church
  101. A xenophobic elvish lord has begun to arrest non-elves after his daughter eloped with a human

Enter your email address to follow this blog and receive notifications of new posts by email.

Printable version:

101 D&D Quest Ideas

Want more? Here is another 101 quests 


Buy me an 1/18 of a cup of coffee
D&D 5E Core Rulebook Gift Set
Dungeon Mayhem – D&D Card Game
Guildmasters’ Guide to Ravnica
Waterdeep: Dragon Heist

 

 

Monte Cook’s Dungeon a Day

Posted in D&D 3.5, D&D 3.5e DM Content, Dungeons and Dragons, Pathfinder, Product Review with tags , , , , , , , , , , on April 8, 2011 by boccobsblog

New 3.5e / Pathfinder Game Content

Whenever a new edition of a game system comes out you will have some holdouts that refuse to move on (myself being one of them). Perhaps they like the rules for the previous edition, maybe they’ve just invested too much time and money, or maybe they are just nostalgic. Whatever the reasons for not moving on, these players soon find themselves without new content which can be a serious bummer.

Well for those of you that still play 3.5e there are still options available to you. One such option is Dungeonaday.com. This site is written by gaming legend, Monte Cook. Cook was instrumental in the creation of third edition and co-authored the player’s handbook (among other titles).

As the name implies, Dungeon a Day adds new content daily to include new monsters, spells, items, feats, artifacts, etc. The site also offers quests, player handouts, and maps penned by Ed Bourelle.

It should be noted that Dungeon a Day comes complete with a Pathfinder version as well. And even if you’ve left d20, 4e DMs as well as GM’s of any fantasy system will find useful ideas and maps on the site.

The site does require a subscription, but the rates are very reasonable given the amount of content you get. ($9 for a month, $24 for four months, or 81 for an entire year) If you consider what you spend on game books and quests, it is not a bad deal.

Check it out.

Dungeon a Day Website

Example Map

Dungeon Excerpt

UPDATE: It would seem that this website no longer exists.