Post by Ophelia Harrington on Jan 8, 2014 3:03:01 GMT -5
NAME : Collateral Corruption
RANKS : Amber or Sapphire
LOCATION : Leafslade, Rumeria
TRAVEL TIME : 1/4 day ride, east of Leafslade
Rewards : Mission XP & Mod Determined SL XP.
Random Magical Loot (1 per person)
1 Reputation Point
SHIMMERGROVE EFFECTS
Every time an adventurer casts a magical spell, or uses a magical benefit (including psionic and other supernatural skills, unless they are racially passive) there is a chance of WILD MAGIC.
A roll of 1d10 should be made to determine what happens to the caster:
RANKS : Amber or Sapphire
LOCATION : Leafslade, Rumeria
TRAVEL TIME : 1/4 day ride, east of Leafslade
HOOK : It is unusual for the Centaur tribes of Rumeria to ask for aid but in these unfortunate times, they have called upon the heroes of the Obsidian Heart, for such. Rumours are abound about a tribe of Centaur unlike their brethren causing mischief and harm all over the snowy forests of the North Chillwood and all the way to the coast.
(( SETTING : The journey starts at Graysage, in the Obsidian Heart holding. The Chalet is warm and comfortable for those arriving. The forests are frigid, covered with snow and ice making the terrain difficult to teleport around. So access to the forests is by foot or small mount.
The mission will take the members to the Shimmergrove; research about the setting should be done prior to accepting the mission. It is up to the adventurers to determine why they have been called to Rumeria, by talking to the townsfolk before heading off to deal with the problem. ))
MISSIONS AIDS : Knowledge: Arcana or Region: Rumeria, Rumeric (language)
MISSIONS AIDS : Knowledge: Arcana or Region: Rumeria, Rumeric (language)
Rewards : Mission XP & Mod Determined SL XP.
Random Magical Loot (1 per person)
1 Reputation Point
TOWNSFOLK: A Knowledge (local) Check or a Gather Info Check can be used to find out the information the adventurers need.
A roll of 7 will get them basic information, mostly hearsay. That there are creatures in the woods. etc.
A roll of 12 will get them further information, involving the idea that it is centaurs in the forests.
IF A CENTAUR IS SPOKEN TOO, THIS INFORMATION WILL BE BEGRUDGINGLY GIVEN.
A roll of 15 will get them details of a pack of centaurs that do not appear to well, they glow a strange golden colour... and can never be tracked.
A roll of 20 will determine that the centaurs can most often be seen around the Shimmergrove.
SHIMMERGROVE EFFECTS
Every time an adventurer casts a magical spell, or uses a magical benefit (including psionic and other supernatural skills, unless they are racially passive) there is a chance of WILD MAGIC.
A roll of 1d10 should be made to determine what happens to the caster:
1 : The caster is unable to speak in any known language for 15 minutes. They will not even understand their own thoughts.
2 : Pulsating welts the size of chestnuts grown on the casters body and will eventually pop. This is uncomfortable but not life threatening.
3 - 4 : An unfortunate smell arises from the caster, forcing team makes to walk at a distance for 10 minutes.
5 - 6 : The spell simply fails.
7 - 8 : Everyone but the caster falls over, right where they are stood and limbs become like spaghetti. They will be unable to move for 10 minutes.
9 : The caster falls asleep, right where they are stood. These random bouts of sleep will occur for the rest of the mission, but can be easily redeemed with a shake or loud noise.
10 : The spell reflects onto the caster (if a negative spell) and any damage that occurs is doubled. If the spell is positive, it reflects onto a random tree and brings it to life. It is up to the party how they deal with this.
CORRUPTED CENTAURS
The team will need to roll 1d3 each to determine how many centaurs they must face as a group. Each persons centaurs will share a HP pool, for instance: Ophelia rolls 3, her centaur pod would look something like this on the SB: OphCent /45 (3 Centaurs). Dice work in much the same way 1d is added for each extra centaur; in this instance, the dice for Ophelia's Centaurs would be 4d##.
STATS & SKILLS
Amber
2d56, 35 HP
Traits :
Strength - 0
Quickness - 7
Endurance - 5
Willpower - 0
Intelligence - 0
Perception - 3
Skills :
Combat Marksman (Ranger Bonus)
Track
Favored Terrain: Forests
Favored Enemy: Humanoid, Undead
Stealth
Hidden Sniper
Spiritual Sentinel
Sleep Immunity
Point Blank Shot
Correcting Aim
Diehard
Arcane Image
Longbow [1d6]
Leather Vest [+2 DEF]
Sapphire
2d64, 42 HP
Traits :
Strength - 0
Quickness - 8
Endurance - 5
Willpower - 0
Intelligence - 4
Perception - 3
Primary Class : Combat (Extra 1d Attack, once per combat).
Primary Profession : Ranger ("Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.)
Secondary Class : (You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. )
Skills :
Combat Marksman (Ranger Bonus)
Track
Favored Terrain: Forests
Favored Enemy: Humanoid, Undead
Stealth
Hidden Sniper
Spiritual Sentinel
Sleep Immunity
Point Blank Shot
Correcting Aim
Diehard
Arcane Image
Magical Affinity (Arcane Bonus)
Self-Healing
Reflect Spell - Any spell damage cast towards the centaur is return to the spell caster and a two Wild Magic rolls must be made.
Longbow [2d5]
Leather Vest [+3 DEF]
Exigent Arrow
CORRUPTED CENTAURS
The team will need to roll 1d3 each to determine how many centaurs they must face as a group. Each persons centaurs will share a HP pool, for instance: Ophelia rolls 3, her centaur pod would look something like this on the SB: OphCent /45 (3 Centaurs). Dice work in much the same way 1d is added for each extra centaur; in this instance, the dice for Ophelia's Centaurs would be 4d##.
STATS & SKILLS
Amber
2d56, 35 HP
Traits :
Strength - 0
Quickness - 7
Endurance - 5
Willpower - 0
Intelligence - 0
Perception - 3
Skills :
Combat Marksman (Ranger Bonus)
Track
Favored Terrain: Forests
Favored Enemy: Humanoid, Undead
Stealth
Hidden Sniper
Spiritual Sentinel
Sleep Immunity
Point Blank Shot
Correcting Aim
Diehard
Arcane Image
Longbow [1d6]
Leather Vest [+2 DEF]
Sapphire
2d64, 42 HP
Traits :
Strength - 0
Quickness - 8
Endurance - 5
Willpower - 0
Intelligence - 4
Perception - 3
Primary Class : Combat (Extra 1d Attack, once per combat).
Primary Profession : Ranger ("Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.)
Secondary Class : (You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. )
Skills :
Combat Marksman (Ranger Bonus)
Track
Favored Terrain: Forests
Favored Enemy: Humanoid, Undead
Stealth
Hidden Sniper
Spiritual Sentinel
Sleep Immunity
Point Blank Shot
Correcting Aim
Diehard
Arcane Image
Magical Affinity (Arcane Bonus)
Self-Healing
Reflect Spell - Any spell damage cast towards the centaur is return to the spell caster and a two Wild Magic rolls must be made.
Longbow [2d5]
Leather Vest [+3 DEF]
Exigent Arrow