Post by Head Moderator on Jan 10, 2015 18:16:14 GMT -5
Quest: Infiltration, Part 2
Heroic Level
DM: tesarikone - Pamela (5XP)
Date: Tues, Jan 9, 2015
Time: 3.5 Hours
Summary: (Part 1)The group has been asked to rescue Rufias, an Archdruid, from the prison of Deathport in the Scarred Lands. Going in the guise of slaves, our journey into the heart of evil has only just begun! We last left our heroes, catching sight of Rufias in another prison cell, after Fear Guard passed by, but then a fop of a nobleman vampire showed up - Lew Arkis - and he seems quite interested in the two ladies in the cell - Maka and Jane!
(Part 2) Quick lockpicking skills got our group out of the cage, thankfully Cowboy's statement to the other slaves they could come with us was thwarted by the Fear Guard, or we'd have had a huge riot on our hands. We got Rufias and his apprentice Tinda out and began to run using Dae's knowledge he'd gleaned of where the crypts were located. We almost made it to the crypts when Lew and four Black Eyes (skeletal guards) caught up with us. It was a difficult fight, and Cowboy ended up dead, not once, not even twice, but three times. The last two, the team could only watch in horror as Cowboy chose to try and loot the body instead of rush to the portal as everyone had needed to do, and because of his choices, he died, was rezzed with a coin, and died again. Choosing not to go to the portal, caused him to be left in Deathport.
[Cowboy will rise as a Fear Guard (type of undead), loyal to Deathport. Info will be sent before our next quest there. Cowboy cannot be roleplayed anywhere else but in Deathport as a Fear Guard. If the group does not figure out a way to 'save' Cowboy he will forever serve Deathport as a Fear Guard and the character will not be able to be played anymore.]
Attendees:
fionnadhnatine - Finn
tesarikone - Maka
daemianberazalle - Daemian
mightygarthog - Cowboy [Midas Touch/Denied since he did not return with us, Maria can't pay him.]
swordofatrophy - Jane
rageofnocturne - Viper
stiliborndawn - Severius
tesarikfive - Rohdle
Rewards:
15XP, 3000gp, 1 Reputation
Cowboy only receives 15XP since XP is OOC. He did not return, so he cannot be paid the gold or the loot at this time nor did he earn the reputation.
Notes:
Maka - Lost a Rezz Coin (given to Cowboy)
Cowboy - Lost a Rezz Coin (Used)
Rohdle - Gave his Rezz Coin to Maka
Badges:
"Wasteland Warrior" if anyone does not have it for 3 hours in the Scarred Lands.
"Red Shirt" to Cowboy if he doesn't have it.
Loot:
Finn:
-50. Swarmbane Clasp [Neck]
An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). Any saves from swarm effects gain a bonus of +2.
[Worth: 4,500gp]
-7. Boots of Striding [Feet]
These iron-shod red leather boots appear rugged and worn. While wearing boots of striding, you can move more easily than usual over rough and difficult terrain. These boots allow you to move freely over difficult terrain without having to roll for checks, once per adventure. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation.
[Worth: 4000gp]
-2. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
Maka:
1. Starry Score [Book] or [Magic Item]
(Bard Only)
This scroll is made from soft white vellum. When unrolled, it reveals dense silver writing in Elven. It is a portion of a great opera performed by elves to please someone they refer to as the Queen of Stars. A good-aligned bard who does not know elven can spend one round studying it, giving them the ability to discern it enough to perform it. If you know elven, then you can perform it that round. All evil outsiders who can clearly hear the bard perform and are within 30 feet must succeed on a Willpower (DC10+Bard's Charisma) or be physically pained, taking a -3 on Strike Rolls, Damage, and Saves. Conversely, all good outsiders gain a +3 sacred bonus on Strike, Damage and Saves. Both effects last for as long as you continue to perform.
[Worth: 6000gp]
-134. Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
[Worth: 1500gp]
Dae:
89. Veil of Fleeting Glances [Face]
In addition to hiding the face, this fine lace veil protects the wearer against gaze attacks. Against any save against a gaze attack, the wearer rolls twice and uses the more favorable result. Against patterns, visual figments, and other vision-based effects and attacks that cannot affect blind creatures, the veil grants the wearer a +2 circumstance bonus on saves. The veil does not otherwise impede the wearer’s vision in any way.
[Worth: 7,000gp]
-138. Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
-Sword of the Black Eyes - This netherack broadsword 1d8 is enchanted with "Devilish**", which gives the bearer +1 saves against good aligned targets, AND anyone who is good aligned simply cannot even pick the weapon up.
Jane:
-86. Red Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500gp]
-10. Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
-55. Missive Brooch [Magic Item] or [Varied]
This crystal pendant allows the wielder to transmit up to 25 words as a telepathic message to all creatures within 500 feet. If there is another Missive Brooch within 500 feet of yours, this message can be relayed as long as there are worn Missive Brooches every 500 feet. Messages can be designated for certain specified groups of creatures, but it is possible to 'overhear' a message being sent along a chain of Missive Brooches by wearing one, being within range. This amulet can used any number of times per day.
[Worth: 500gp]
Viper:
-17. Chasable of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This long, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a chasuble of fell power adds +2 dice to any invocation the wearer uses, or to any spell the wearer casts that deals hit point damage. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 6,000gp]
-11. Demon's Tongue Charm [Neck]
Gross. The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil.
[Worth: 1,500gp]
Severius:
-63. Haunted Shoes [Feet]
Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, if the spirits are not being used as servants, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat, giving her a +2 to her Defense DC for one full round of combat.
[Worth: 7,000gp]
-40. Frosty Goblet [Magic Item]
This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell.
[Worth: 500gp]
Rohdle:
-69. Merciful Vambraces [Arms/Wrist]
(Mercy Skill)
These +1 DEF vambraces are constructed of polished steel. Once per adventure, when a healer with the skill Mercy wears these vambraces, she may re-use any of her mercies that she has already used.
[Worth: 5,000gp]
-20. Ioun Stone (blue sphere) [Magic Item]
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use.
[Worth: 1,500gp]