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Post by Jeremie on Jan 13, 2013 23:04:54 GMT -5
Here I will be listing short summaries of the missions I run, as well as rewards for the players (apart from the standard pay).
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Post by Jeremie on Jan 13, 2013 23:40:05 GMT -5
Mission One
The players were contacted by a mysterious person, who gave his name only as F. They were contracted to deliver a shipment of water to a group of merchants outside the city for personal use (strictly not for resale).
The water was successfully delivered, however the party began to have serious doubts about the legitimacy of these dealings. A bit of investigating uncovered a worrisome rumour that these "merchants" were actually a small group of mercenaries and assassins who tended to take on small-time jobs such as killing guards or members of the Order.
After collecting and delivering the payment to the mysterious cloaked stranger, they decided to go back and steal the water. Rather than take the stealthy approach, they made a full assault on the building, killing the small crew who were still inside during the night, and distributed the water to the refugees of the city.
Upon re-entering the inner city, they were confronted by the cloaked person, who turned out to be the elven alchemist Faren, head of the EGA. It appears that he had poisoned the water in order to take out these criminals, and he was very concerned that refugees had drunk it instead.
He gave the party instructions on obtaining the materials required for an antivenom, which they quickly obtained, working through the night. The antivenom was created in time, and most of the refugees were collected and administered the antivenom. In total only three deaths resulted.
Rewards: All players were given cloaks by Faren. They can be worn over cloaks of resistance (in which case the linings of the cloaks meld, essentially becoming the same cloak until they are removed).The cloaks are all gray until the owner wears them, at which point they take on the listed appearance and grant the following abilities:
Scott: Your cloak becomes bright white with red flames dancing at the bottom edge. It grants +1 on initiative checks.
Colin: Your cloak becomes shifting hues of green and brown soothing to your animal companion. Your animal companion is better able to focus, and can ignore up to 5 feet of difficult terrain when charging.
Richard: Your cloak becomes dusty shades of brown. You gain the effects of the quickdraw feat when an enemy within thirty feet has a melee weapon drawn.
Robert: Your cloak becomes covered in brightly covered patches which confuse your enemies as you dance past them. It grants a +1 dodge bonus to AC against attacks of opportunity. This stacks with feats like Mobility.
Peter: Your cloak becomes a deep, rippling blue when you put it on. Listening closely you feel as if you can hear the sound of waves emanating from it. It grants you the ability to use create water once per day without using a spell slot.
Alchemist Guy: Your cloak becomes red, which a curious symbol in black on the back, which looks like a cross with a snake twisting around it. It grants you a +2 bonus to your craft: alchemy checks. Sorry I forgot your name.
These cloaks are very strongly magical, and gain abilities as you complete missions (only the ones that I DM).
Also, Scott, Peter and Richard gain influence points.
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robert632
Nerd-Newbie
Fantabulous dancer
Posts: 38
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Post by robert632 on Jan 14, 2013 8:50:35 GMT -5
I suppose a cloak of resistance interferes with wearing these cloaks, correct?
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Post by Jeremie on Jan 14, 2013 22:07:34 GMT -5
Nope, hence why I specified "They can be worn over cloaks of resistance"
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robert632
Nerd-Newbie
Fantabulous dancer
Posts: 38
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Post by robert632 on Jan 14, 2013 23:55:42 GMT -5
Oh. I should probably finish reading before I ask things.
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Post by Jeremie on Jan 17, 2013 21:05:45 GMT -5
Mission 2:
Thanks to Richard Parg for writing/DMing this mission in my place.
The party was again greeted by Faren, head of the EGA, in a tavern. They were instructed to venture to a temple in the blightlands in search of an ancient relic: a chalice that grants life and well-being. Knowing this would be important in these times of need, the party ventured to the temple, fighting a horde of cultists and making their way through deadly traps. After avoiding the giant pit, the snakes (why did it have to be snakes?), and a giant boulder, they finally found what they sought. However, the chalice was already being appropriated by an adventurer who intended for it to be put into a museum. An agreement was reached with him (not without the use of deadly force of course), however when the party tried to leave the temple, they realized there was no way to bring the chalice with them. As the room began to crush them, they were forced to leave the chalice in the room, which caused water to lift them safely out of the room. Several drow, also looking for the chalice, ambushed them outside, however they proved no match for the party.
Rewards:
Richard has assigned influence to Melissa, Bryar and me.
Faren gives out magical cloaks as described above to the players who didn't have them yet, with the following properties:
Bryar: Your cloak becomes swirling clouds of violet and blue on a sheer black background. You gain a +1 bonus to CL on spells that target your allies.
Melissa: Your cloak becomes bright red with a rising yellow sun inscribed upon it. The sun glows with a flickering light (giving off as much light as a torch). You can suppress the glow at will (for instance if you need to sneak).
James: Your cloak becomes silver, with a giant blue arrow pointing upwards on the back. It grants you the ability to use a medium sized longbow without penalty to attack.
Ana: Your cloak takes on the shades of a thundercloud, with steaks of lightning forking down the back. Your movement speed increases by five feet.
Scott: You discover the name of your cloak: The Cloak of Flickering Blades. It now grants a +2 bonus to initiative.
Colin: You discover the name of your cloak: The Cloak of the Beast Master. It now grants you the ability to ignore up to 10 feet of difficult terrain while charging with your mount. You also gain the ability to speak to animals, but only with your bonded animal companion.
For those whose cloaks were upgraded, the listed bonus is the TOTAL, it does not add to what you had before.
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Post by organizationroxas on Jan 19, 2013 16:38:56 GMT -5
Melissa: Your cloak becomes bright red with a rising yellow sun inscribed upon it. The sun glows with a flickering light (giving off as much light as a torch). You can suppress the glow at will (for instance if you need to sneak).
So I'm a walking talking night light? Hrm. Would have been useful against those snakes.
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Post by Jeremie on Jan 21, 2013 11:11:10 GMT -5
Mission 3:
The peacekeepers contacted the party, asking them to solve a problem with aberrations raiding a small mountain village near the blight. Upon their arrival, the villagers were distrustful of them, however they were eventually convinced to allow the party to help them. The party fought off the next attack from the aberrations, then tracked them back to an abandoned wizard's fortress. Fighting off the aberrations gathered around it, they eventually found the source of the problem: a small statuette of an aberration which was luring the aberrations to the area, where they were then forced to raid the village for food.
Deciding to destroy the statue (by a narrow margin; several members of the party wanted to put it in the town and tell the villagers that it wards off demons), they took it to a volcano several days march away. Fighting off more aberrations drawn to the statuette, including a close call with an Abyssal Harvester, they eventually destroyed the statuette and returned back to Last Hope. There they were greeted by Faren, who said that although the officer who had assigned them this mission didn't really seem to care, he had been keeping an eye on them and appreciated their hard work.
Rewards: Same format as previous missions.
Gio: You discover the name of your cloak: The cloak of the Bomber. Once per day you can, upon missing with a bomb, choose not to have it explode. This is in addition to the +2 on craft: Alchemy checks.
Richard: Your cloak becomes a shifting pattern of flames, making it appear as though you are on fire. When you cast Bull's Strength on yourself, you may choose to cast it as a movement action.
Luis: Your cloak becomes the color of steel. You gain DR 1/adamantine.
Alex: Your cloak becomes a pattern of bones and flesh. Whenever you drink a mutagen (or cognetagen), you gain 1 temporary hit point per alchemist level. These last one hour.
Trevor: Your cloak becomes swirling colours, and gives off very faint musical melodies. You gain the ability to attempt to play Earth music. You must succeed at a DC 20 knowledge plains followed by a DC 20 perform check to do so.
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Post by Jeremie on Jan 21, 2013 11:12:16 GMT -5
Also Richard Luis and Alex get inf.
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Post by RichardP on Jan 25, 2013 14:32:56 GMT -5
I took over Mission 4 for Jeremie and the summery is as follows.
Mission 4:
Faren contacted the coalition members with another mysterious note which brought them to another mysterious punnily named tavern. He explained the party was to collect two pieces of a relic capable of controlling dragons and one of which was held by an evil sorceress. During this explanation the party was attacked by the sorceress' Babau summonings which were defeated easily using cleverly timed daylight and black tentacle spells. At which time Faren transported the party to the cave where the first relic was.
After some dragon wrestling to convince the keeper of the first relic that the party was worthy of their quest. They then flew on Steve (the bad ass dragon)'s back to reach the location of the sorceress' hideout. After noticing an invisible wall and eating it, the party was assaulted by a big dumb ugly orc barbarian with an Ugly Stick. Handily defeating Krog (the aforementioned idiot barb) through a combination of mead, and teamwork, the party beat a dragon to death with: its dragon riding sorceress master, a slew of bullets, a friendly dragon (summoned by the first relic (who is perfect to dance on the back of while swinging a scimitar to cut dragons out of the sky)), and a metamagic rod turned improvised thrown weapon.
The friendly dragon then thanked the party imparting on each of them a magical reward.
The rewards for this mission are as follows:
Each party member receives a magical dragon tattoo. Each member can decide the color size location etc. of the tattoo but it must depict some aspect of a dragon. These tattoos have the following magical properties.
Lewis: Your tattoo allows you to expend two grit points as a swift action to increase your crit threat range to 19-20. This effect also increases your misfire chance by 2. The effect lasts until you either misfire or crit.
Matthew Your tattoo allows you to use 1 portion of dragon meat (you received 10 portions from the tail) to create a Dragon Feast. Dragon Feasts take 1 full round action to prepare and occupy a 10ft. sq. area. Party members adjacent to a Dragon Feast can spend a standard action to eat the feast granting Heroism for 10 rounds. A Dragon Feast consumed outside of combat lasts 4mins or until combat starts and then lasts 10 rounds of combat. Enemies who consume the Dragon Feast do not receive Heroism. Consuming Dragon Feast more than 3 times a day induces the sickened condition. Additional portions of dragon meat can be bought from Faren (500gp/10 portions).
Briar Your tattoo allows you to act first in any round which you are casting Haste, regardless of initiative. This ability can be used during a surprise round in which you could normally act. This ability replaces your turn in the round it’s used. You can however still make a five foot step in addition to casting Haste assuming you would normally be allowed a movement and a standard action that round.
Robert Your tattoo can move on your body and change its shape (while maintaining a Draconian image). This affect is pleasing to those watching it and grants you a +2 on your perform dance checks.
Steve Your tattoo is on either Steve or Zeph and allows Steve to Elbow Drop a grappled enemy. In order to use this ability it must be your turn and you must have continued the grapple on a foe at least 10 ft. off the ground. Activating this ability plunges both you and your target towards the ground. If the enemy can fly you must beat the enemies fly check by 5. If successful you slam your foe into the ground dealing fall damage plus 1x strength modifier. This normally releases the grapple. If you chose to maintain the grapple Steve and any riders take half this dmg and steve must roll a grapple check and beat the foe's CMD+10.
Ana Your tattoo persists into wild shape and grants the ability to used metamagic rods which were on your person before entering wild shape while in wild shape.
Faren received a rod with the ability to summon and control a CR 15 Black Dragon. Steve has possession of an Orb of Power capable of summoning and controlling a CR 15 White Dragon. Steve has the ability to give the Orb to any faction leader and may choose to use the Orb for Coalition sanctioned purposes. Attempting to use the orb without permission from a high ranking coalition member (DM), results in a punishment deemed fit by the coalition member overseeing his current mission (DM).
Influence has been awarded as follows: 1 to Robert, 1 to Briar, 1 to Luis.
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Post by Cellidor (Sam) on Jan 25, 2013 15:23:27 GMT -5
And the Lucha become Luchaer, aww yeah.
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Post by Apples on Jan 25, 2013 17:34:39 GMT -5
Point of interest, Mr Barkeep the 175cm Halfling tells the truth all of the time. Therefore when he claimed to have dragon claws, he was telling the truth (though they were not showing at the time). He did use them for one attack in a previous mission but I do not think any of this party was in that party.
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Post by admiral on Jan 27, 2013 11:33:20 GMT -5
Oh god more crits (and for the time you've known me and you still dont spell my name as Luis )
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Post by Jeremie on Jan 29, 2013 0:12:14 GMT -5
Mission 5:
The group was asked by Faren to investigate the raids by ships of undead on port cities in the area controlled by the Gouros Remnants (since he was busy laying groundwork on behalf of the Saurian Reclamation to gain permission to conduct expeditions there). To this end the party was lent a ship, which they used to valiantly combat a ghost ship and a giant skeleton. However, their ship was sucked down a whirlpool, and hey found themselves in an underwater temple shielded by walls of force. They killed the cleric who was raising the undead to build the ships, then burned all the ships but one, making a daring escape in it by dispelling a section of the wall of force.
Rewards are as follows:
Melissa: You discover the name of your cloak: The Cloak of Sunfire. Instead of glowing with the light of a torch, it acts as per the spell Daylight (i.e. it can be used to dispel darkness, petrify rock trolls, damage shadow creatures, and dazzle creatures with light sensitivity, etc.). You also get to keep the Captain's Hat, which allows you to act as though you had maximum ranks in Profession: Sailor. It also gives you a +4 bonus on knowledge checks relating to oceans or sailing.
Richard: You discover the name of your cloak: The Cloak of the Dragon. At will, you can cause arcane runes and writing to appear in the flame pattern on the cloak, corresponding to your known spells. The cloak acts as your spellbook, and you can add two spells to it from the wizard spell list every time you take a level in Eldritch Knight. You also get to keep the compass, which points to the nearest, greatest source of danger. It can only give you x,y coordinates.
Luis: You discover the name of your cloak: The Cloak of the Defender. Whenever an adjacent ally is attacked in combat, you may, before the attack is made, as and immediate action, transfer your shield bonus to AC to that player until your next turn. You lose your shield bonus to AC until your next turn. (FYI immediate action can only be used once per round and it takes up your swift action from your next turn).
Alex: You discover the name of your cloak: The Cloak of the Damned. You act as though constantly under the effects of a Deathwatch spell. Also, I figure I might as well post this here: You need to recheck what your viper bomb does, because you are using it VERY incorrectly. Also, the mask is not an allowed item, since you can only spend 1/4 of your starting gold on wondrous items, so you'll have to get rid of it.
Influence goes to Richard for the epic aerial battles, Melissa for being a tremendous captain, and Alex for being a good sport about having nothing to do but attach bombs to ballista bolts for like 12 rounds of combat.
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Post by asdf987 on Jan 29, 2013 9:32:14 GMT -5
Isn't it half for wonderous items?
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