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Bugby's Bazaar Bizarre! (Levels 1 - 4)

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Greetings, Cannon Fodder Bold Adventurers!

Do you like adventure? Do you enjoy excitement? Is your pouch a little light on the sweet clinking of golden coins?

Then Zulich the Necromaster, Necromaster Extraordinaire invites you to apply for a position as a tout and roustabout valued assistant for a once-in-a-lifetime opportunity: a presentation to be presented at Bugby's Bazaar Bizarre! the Sword Coast, nay the multiplane's premier swap meet and magical conference!

For your scutwork highly trained assistance that will involve the transport and setting up of definitely not coffins a delicate magical experiment, Zulich the Necromaster, Necromaster Extraordinaire shall reward you with the sum of 250 shiny, clinky golden coins and the opportunity to witness firsthand the unveiling of a wondrous and puissant magical artifact!

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I'm in too many missions already, but I just wanted to stop by and say I really like this pitch. It's hilarious. Too bad my necromancer is already off on a mission else this'd be almost perfect for her.

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  • 3 weeks later...

Everyone needs their mummy -badumtish-. Now if we can lure in at least a couple more I won't have to rebalance any encounters.

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I'm sure that there are no possible consequences that could arise from stealing a necromantic artifact. Not a single one.

That makes two. Still room for a couple more - if there aren't any bites in the reasonable-ish future I'll see about actually doing work and recalculating for smaller party size.

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If you desperately need more bodies, I could drag my wizard into this. I'm just trying not to jump into every possible mission that I could qualify for; leave some for others.

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Oh wow, two wizards already. Well, good for you guys! Hope you get the last slot you need! I'm not going to double-down on the squishy mages and I don't have any other free level 3s. I have enough characters already available that I don't feel comfortable adding another just yet. Good luck!

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Cook'e is willing and eager to go, if a little naive.


Cook'e's large eyes looked up at the advertisement for several minutes before they blinked and he padded over to one of the chairs. There was a slight scraping against the floor as he pulled it over and then scaled it to get a better look.

Reading along, he nodded several times and even checked the weight of his coin pouch. It was awfully quiet when he shook it. Looking back at it, he was surprised to see he would be getting paid and being given the chance to see something amazing. How could he pass it up? A little thrill of excitement ran through him as he hurried to scrawl his diminutive script on the paper.

A fuzzy nose poked out from the pack on his back, twitching eagerly.


S N Lizardfolk Kobold Sorcerer 2/Cleric 1\\Scout 1/Kobold Paragon 2
Level 3, Init 3, HP 19, Speed 40
AC 15, Touch 14, Flat-footed 12, Fort 4, Ref 8, Will 8, BAB 2.25
Abilities Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 18

Claw (x2) +3 | 1d3 S
Bite +3 | 1d3 P (Secondary rules)
Ranged +6 | 1d6 P | Range 80ft
Frying Pan Warmace +3 | 1d10 B | -1 AC

Immunity to magic sleep effects and paralysis effects
Darkvision 90 - Low-light Vision
Slight BuildWhenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category., ScentThis extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

 -2 vs enchantment and illusion spells and effects




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