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Post by Rofusco on Jan 29, 2013 10:38:40 GMT -5
Isn't it half for wonderous items? Yes.
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Post by Jeremie on Jan 29, 2013 11:11:51 GMT -5
Ah I see, it looks like it was corrected in a later post.
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Post by Jeremie on Jan 31, 2013 19:18:14 GMT -5
Mission 5:
The party was summoned to the Saurian Quarter of the outer city, where they met an elder of the Saurian tribe. He explained that the Saurian Reclamation had finally gained enough support to run expeditions into the Gouros Empire, from where they had heard rumours of ancient ruins being discovered. Hoping to find their lost city, the Saurian Reclamation, with the support of Faren, sent the adventurers to investigate.
They quickly found the man who was claimed to have found the ruins, but he explained that he would help them only if they helped him first: several villagers had recently disappeared and nobody would believe him that something suspicious was up. The party, thinking he was crazy, did a bit of investigating, and eventually found out that within this small village was a dark organization. They pressed one man until he killed himself rather than reveal anything to them, so they decided to cut off his face in order to attempt to disguise themselves as him and infiltrate the organization. Shenanigans followed, and eventually they found the Lich that was heading the organization and killed it.
The shepherd who had found the city (named Jimothy), showed them the ruins, and they set up a base camp and deployable teleporter outside it. The Saurians have since made a fairly large camp, and intend to begin investigating what they have recognized as their long lost capitol city.
David: Your cloak blends in with your surroundings, giving you a +2 bonus to stealth. It also gives you a +2 bonus to sense motive.
Peter: You discover the name of your cloak: The Cloak of Mercy. You now only take a -2 penalty when trying to deal non-lethal damage. You also gain a +4 bonus to all charisma based checks against enemies you have previously knocked unconscious using non-lethal damage.
Matthew: Your cloak becomes bright yellow. As a swift action, you can consume bananas to gain back 1d8 temporary hit points. These hit points last for one minute, and this ability can only be used if you do not already have temporary hit points.
Colin: Your cloak attunes to your personality: specifically your affection for your mount. You form a closer bond with your mount, and can substitute your handle animal check for its reflex and will saves.
Richard: Your cloak attunes to your personality: specifically your recklessness. It allows you to use the charge action on surprise rounds.
Influence goes to David, Richard and Peter.
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Post by Jeremie on Feb 6, 2013 2:04:02 GMT -5
Mission 6:
Several coalition members were contacted by Faren in the usual way, but with an unusual request: due to the lack of Coalition support, the Saurian Reclamation could not directly hire Coalition members. Faren, however, could, and decided to have them give the Saurians a hand. The first patrols into the ancient city had encountered monsters, and it was thought that a Coalition team would be best for clearing out a space for a base camp within the city. They were also asked to pick up any dinosaurs they found along the way for taming.
The party managed to capture two raptors and three huge pterodactyls on their way in to the city. Upon arrival however, they found it inhabited by Ngoga, an ancient and long extinct species of half-orangutan half-cyclops once used as warrior-beasts by the ancient cyclops races. Thinking the Ngoga may be capable of speech (they weren't), they captured two. However, the Ngoga they captured began screaming, which brought more, as well as a cyclops, over to investigate. Slaying the cyclops, they found it had been camped near a strange portal.
Investigating the portal, Richard threw two Ngoga through, one dead and one alive. Emily noticed that as he did so, he uncovered a bit of bone with his boot, revealing the ancient bones of a deceased Ngoga. The wiser members of the party ascertained that this was likely a portal back in time, and therefore decided to leave it because hey, who cares anyways?
When they reached the large building they were going to clear out, they found it occupied by an old man, who they battled. It was a fierce battle, as he was a deadly Chronomancer, a time wizard. They dispatched him eventually, but when they tried to find his notes they burst into flames. All that was left was a large metal sigil, bearing a crest that appeared to be a dragon's symbol.
The time portal, when they went back to it, was gone, and they notified the Saurian Reclamation, who has now moved into the building where the wizard was working.
Rewards:
Richard: Your cloak increases in power, allowing you to make one attack with each weapon on a charge.
Peter: Your cloak attunes to your personality, specifically your determination to use your captives to your advantage. You may grant a creature protection from coalition members. You may only affect one creature in this way at a time, and you can only change the target once every hour. This prevents coalition members apart from yourself from dealing lethal damage to that creature. In addition, they cannot willingly cause its death through direct action (although this does not protect the creature from death caused through negligence). This does not negate penalties to attack from attempting to deal non-lethal damage.
Alex (the alchemist) Your cloak attunes to your personality, specifically your fascination with death. By removing the arm of a medium, humanoid corpse, you can graft it onto your body, allowing you to act as though you had the vestigial arm alchemist discovery. This process takes ten minutes, and your body begins to reject the extra arm after twelve hours, at which point it must be removed, again taking ten minutes, otherwise you take 2 con damage per ten minutes. The arm must come from a fresh corpse: the person must have died within the last hour. The time before rejection is halved if the corpse is not of the same race as you.
Alex (the ninja) Your cloak becomes black as the night, and forms a tight mask around your face, hiding everything but your eyes. You gain a +2 bonus to stealth checks.
Emily: Your cloak becomes covered in a serpent scale pattern. It grants you the ability to make better use of your allies; you receive a +4 bonus to hit while flanking rather than the standard +2.
Brad: Your cloak becomes a dark red, the colour of dried blood. It doubles the duration of your mutagens.
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Post by Jeremie on Feb 20, 2013 12:43:59 GMT -5
Mission 7:
Faren, on behalf of the Saurian Reclamation, contacted the party. They were sent to find a missing scouting party which had been exploring another section of the city.
The party attempted to cross a bridge over the river separating the sections of the city, but were stopped by a group of giants and half-ogres. They convinced the leader to let them join them, but only if they beat him in a duel. The bard fought bravely, and eventually defeated the hill giant. The party continued on, deciding not to join the giants, and found an injured saurian.
After defeating an ambush of giants, they spoke to the saurian, who explained that the rest of his scouting team was trapped in an old building, with giants trying to break in. The party rushed over to help, surprising the giants and completely destroying all but one, who was captured by the now freed saurians.
The saurians explained that they had gotten some intel that the giants were having a great feast that night, and that "big boss", a huge biclops, would be attending. Apparently he was notorious for over-drinking at these events, and an assassination opportunity as good as this would be rare.
The party tracked down the location of the feast and snuck in, poisoning the cask of ale that the biclops would be drinking from. Then the bard figured, heck, why not just put a rain of frogs in one of the larger barrels? So that happened...
Anyways point is, the leader was assassinated after he passed out, a lot of giants got shitfaced off the frog-ale, the alchemist tossed a few bombs in the air for no apparent reason and everyone ran like hell.
Robert gains 2 influence points.
James: You receive a new cloak from Faren for your new character: Your cloak becomes a pattern of red scales, tough as dragon hide. It grants you a +1 natural armor bonus.
Melissa: Your cloak attunes to your personality: specifically your willingness to do good regardless of the cost. You can expend two uses of your channel energy to recall any spell of third level or lower with the fire, chaotic or good descriptor.
Alex: Your cloak increases in power, granting you +1 maximum number of bombs per day.
Robert: You discover the name of your cloak: The Cloak of the Fox. Whenever you roll a 1 or a 2 on your damage dice with the scimitar, you may treat it as a 3.
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Post by Jeremie on Mar 4, 2013 22:33:38 GMT -5
Mission 8: The party was sent to find what had happened to a scavenging team sent to a presumably safe area to find supplies.
When they arrived, they tracked the team down, and found tracks leading into an immense tunnel system under the city. Fighting their way through a bunch of giant termites, they eventually slew the queen. Unfortunately, this angered the rest of the colony, which erupted with termites; pouring out of their tunnels into the city in a frenzy. The party took cover in a large building, which turned out to be a massive reservoir of clean water. Trapped, they decided to release the water, flooding the termites as well as wasting the largest source of clean water found in several hundred years.
Rewards:
Melissa: Your cloak increases in power, allowing you to, as a free action, fire your firebolt whenever you shoot your crossbow. If the crossbow bolt hits, so does the firebolt (i.e. you can add your firebolt damage to your crossbow).
James: You discover the name of your cloak: The Cloak of the Fang. Your natural attacks gain the Flaming weapon quality.
Emily: You discover the name of your cloak: The Cloak of the Serpent. You gain +2 damage while flanking.
Colin: Faren gives you a cloak for your impressive work in defeating the termites. Your cloak becomes black as night, seeming to radiate a menacing aura. You gain +2 on intimidate checks.
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