Zardnaar
Legend
I have decided to write a new AP and post it here in ENworld. It draws on Dragonlance and Spelljammer. I'm not he best writer so cut me some slack.
For newer players What is a Kender? Think a kleptomaniac halfling with the common sense the gods gace a Gerbil and the preservation instincts of an Ant on crack driving a Dune buggy into a volcano.
Kender Apocalypse AP
Setup
The PCs are in the Inn of the Last Home. A commotion starts outside. If the PCs investigate a massive ray like ship around a mile wide is flying up high in the sky and passing a shadow over the land. A DC5 intelligence check can discern that the Spelljammer is is out of control and on a collision course with Kenderhome. The PCs have 3 choices.
1. Return to the Inn, order an ale, The Spelljammer crashes into Kenderholme causing an extinction level event. Psychic waves of pain swamp Krynn
This ends the adventure and completes a milestone. The PCs gain a level and the innkeeper shouts a round of drinks.
2. Do nothing. Treat this as 1 except the PCs do not get a drink.
3. Intervene to save Kenderhome. The PCs might have access to flying/teleportation. This cause debris to fall of the spelljammer. Inhabited debris. Roll a 1d6 to determine an encounter.
1. 1d4 beholder
2. 1d6 Illithids
3. 1d8 Umber Hulks (Murderbugs)
4. 1d10 Giff (Use Ogre stats intelligence 10 equipped with rifles from the DMG)
5. 1d12 Neogi (looking for their umber hulks)
6. 1d20 Scro (space orcs, use Orog stats)
Additional reinforcements arrive every round, roll another 1d6. Reinforcements arrive every round for for 5d6 rounds when the Spelljammer is to far away to be stopped and it hits Kenderhome.
After the impact a psychic wave of pain washes across the multiverse causing the death of every Kender (no save)
PEACH
For newer players What is a Kender? Think a kleptomaniac halfling with the common sense the gods gace a Gerbil and the preservation instincts of an Ant on crack driving a Dune buggy into a volcano.
Kender Apocalypse AP
Setup
The PCs are in the Inn of the Last Home. A commotion starts outside. If the PCs investigate a massive ray like ship around a mile wide is flying up high in the sky and passing a shadow over the land. A DC5 intelligence check can discern that the Spelljammer is is out of control and on a collision course with Kenderhome. The PCs have 3 choices.
1. Return to the Inn, order an ale, The Spelljammer crashes into Kenderholme causing an extinction level event. Psychic waves of pain swamp Krynn
This ends the adventure and completes a milestone. The PCs gain a level and the innkeeper shouts a round of drinks.
2. Do nothing. Treat this as 1 except the PCs do not get a drink.
3. Intervene to save Kenderhome. The PCs might have access to flying/teleportation. This cause debris to fall of the spelljammer. Inhabited debris. Roll a 1d6 to determine an encounter.
1. 1d4 beholder
2. 1d6 Illithids
3. 1d8 Umber Hulks (Murderbugs)
4. 1d10 Giff (Use Ogre stats intelligence 10 equipped with rifles from the DMG)
5. 1d12 Neogi (looking for their umber hulks)
6. 1d20 Scro (space orcs, use Orog stats)
Additional reinforcements arrive every round, roll another 1d6. Reinforcements arrive every round for for 5d6 rounds when the Spelljammer is to far away to be stopped and it hits Kenderhome.
After the impact a psychic wave of pain washes across the multiverse causing the death of every Kender (no save)
PEACH
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