05. Vegypygmies of the North Brown coloration, Bronze Forest Clan. in The Ninth World | World Anvil
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05. Vegypygmies of the North Brown coloration, Bronze Forest Clan.

  • In-between Encounter (1/6) – PC rolls.
  • Event d12 (careless) – Beneath the adamantium floor surface, something grinds and churns, and ripples of change flow through the garden. Roll a new Detail for the location and apply it in the most logical way. Everybody present must make a DC 15 CON saving throw or gain a mutation.
  • Event d20 (careful) – Something turns up; it’s merely curious. Roll for an encounter.
The location is criss-crossed with dark tubes that weave in and out of the ground, coil around terrain features and entangle with the vegetation. The tubes carry some sort of fluid apparently important to the machinery that keeps this place going. An iridescent fluid, refracting brilliant colours like a peacock feather or oil on water, the consistency of shower-gel.
  Development The coolant fluid smells and tastes like absinthe. Get it on your skin and you need to roll your radiation die or else roll for Silver Mount Alterations. Drink it, and there’s no save.   If Autumn Girl is returned to her tribe, the chief will allow the party to use their lair as a base of operation. He will reward the party with one of the following:
  1. A smoke grenade (DMG pg. 268).
  2. A knockout grenade (as a 3rd level sleep).
  3. A fragmentation grenade (DMG pg. 268).
  4. Adamant foam (1 use item, appears as a spray-can: +2 AC and resistance to bludgeoning, piercing and slashing attacks from nonmagical sources. Foam turns to dust after the next long rest).
  5. Attractor. A handheld device that acts as the telekinesis spell but only with the object effect. Any item moved with the attractor comes to the device and hovers (and follows) there for 1 minute. One use item.
  6. A blaster rifle (can be used to fire either a disrupter beam (as disintegrate spell), a heat ray (as a scorching ray spell) or a flame plane (as an 11th level fiery bolt spell). This item replaces the chief’s attack spear action for the remainder of the battle.
If they killed Autumn Girl, they would become foes of the party. These tribe has mastered the art of breeding Gas Spore and will send these in to any combat first given the chance. Otherwise the tribe is made up of a: Ancient Reliquary of St. Cognitius The area has an ancient reliquary. The reliquary is surrounded by formal gardens and low hedges. A big rectangular block of marble, topped with a statue. 12 feet across. It’s hollow. You can pry away the slabs that make up the sides or lift the top to get inside. Inside, a grave. D4 Skeleton, and roll for treasure. If you steal the treasure, make a DC 15 Wisdom save or be cursed;   Roll a d12 for the curse.
  1. -1 HP, permanently, and the word THIEF branded on the character’s forehead.
  2. Transmutation! Roll for Ynnian Alterations
  3. Blind in one eye.
  4. Somebody you care about dies of unrelated causes. Probably just a coincidence.
  5. Gold Lust: halve all XP from any treasure that’s not coinage or precious metals.
  6. Karmic Misfortune: when you roll your next PC, treat all 6s as 1s.
  7. No longer gain nutrition from eating meat.
  8. -1 to all saves vs other curses, forever.
Treasure 1,400gp in ancient coin and A magical krootbow called venatio which is +3 to hit and damage vs beasts. As it shoots 3 times per shot it does 3d6 damage. It also has a canister area that allows poison to be loaded which contact the ammunition. It is a magical weapon for all other purposes.

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