Post by Cellidor (Sam) on Mar 25, 2013 19:05:37 GMT -5
*Note - To Luchas or non Luchas who plan to go on the eventual rescue mission, skip the briefing to avoid spoilers.*
Mission Briefing -
The Adventuring group of Sledge, Yanny, and Jim were each to investigate the sudden appearance of a tall wizard's tower near a settlement within the Elven Kingdom. Upon inspection of the mysteriously empty village, they find out from the lone remaining blacksmith that the townsfolk had all left once the tower appeared. Following some rather questionable activity within said blacksmith's shop, the party continued onwards to the tower.
Within the first floor of the tower, they were met with a rather giant individual, who offered for them to play a game for their passage further up. After ending up with some interesting and sometimes fruity side effects, along with Yanny getting himself into a sticky situation, Sledge decided to end the game as the party fought with the giant. Swiftly bringing the fight to a close, they continued upwards.
The party soon found that a giant was the least of their troubles, having to contend with magical traps, puzzles, beasts of remarkable sizes and powers, even having to turn on themselves at one point! Thankfully, the might of the barbarian, the power and versatility of the alchemist, and the squishy distract-ability of the bard, allowed the group to proceed to higher and higher levels. In time (and with a few rather unpleasant deaths), the party made their way to the top of the tower, to find an ancient wizard, who it turned out was imprisoned within his own tower thanks to his own traps. Deciding to try and bring the wizard out of the tower, Yanny ended up snapping his neck instead, causing the tower to begin it's collapse. Making a break for it and snagging some fancy looking items on the way down, they each managed to escape safely (save for the alchemist who was killed earlier but all in all really wasn't that phased by it). With the tower gone, their mission was considered a success, and the party was allowed to keep (for the most part) the items they'd gotten.
Rewards:
Yanny -
You've managed to grab a small handheld mirror. Nicknamed "The Mirror of Tihssiht Kuff", it holds similar properties to the larger version you saw on one of the top-most floors of the tower.
twice per day, you may as a swift action point the mirror towards any one being you choose. The mirror will then shatter, and a shadowy clone of whomever you pointed at will appear adjacent to you (or as close as possible). This clone acts immediately after your turn under your command, and disappears at the start of your next turn.
The mirror then begins to repair itself, but this is a lengthy process taking 1D10 + 2 minutes before it can be used again.
Sledge -
While attempting to later identify the magical properties of the many items you claimed, one of the numerous traps guarding the treasures you set off turned out to be a curse of rather extreme misfortune. Through a series of unfortunate events, each of the items you claimed ended up stolen, shattered, warped in unthinkable ways, brought to another plane of existence, etc. By the time this curse is removed, you've been left with but one, the massive room-sized claymore. Although, as the sword itself was damaged during the collapse of the tower, it's more or less good only for a set piece in your home.
...However.
Thanks to some assistance from a fellow coalition member who felt sorry for you after seeing the effects the curse had, he was able to transfer some of the bizarre and powerful abilities of the claymore into your own blade.
Once per adventure now, by uttering the command word of your choice, your sword will grow into a colossal size + blade and glow with intense magical powers. The blade is unimaginably heavy in this form, allowing you to only swing it once as a full-round action regardless of your current size.
When swung, it hits everything in its path from the ground to 15 feet in the air. The blade's length reaches 30 feet in front of you, and the arc can be between 90 and 180 degrees wide. Anything with at least half of its square in the arc is considered hit by the blade. Roll an attack for each being in the blade's path vs their normal AC. The blade itself acts as a +5 Vorpal weapon dealing 10d6 damage on a successful hit, half of that if it misses (The damage follows the rules of evasion and improved evasion as if it were a reflex save). This attack -can- hit allies, so caution should be taken. After the swing, your sword will return to its original size once again and you will be fatigued for one round afterwords (You cannot negate this fatigue effect yourself). To recharge this ability, you must allow your blade to absorb the resonant energies of the original by resting it nearby for at least 24 hours.
Jim -
The item you recovered at the collapsed mage's tower is a baseball-sized crystal, which managed to land outside of the rubble unharmed. It turns out that this ball used to belong to one of the occupants of the tower, providing an interesting benefit to your thrown weapons...(Message me to get the full details on what this crystal does).
Mission Briefing -
The Adventuring group of Sledge, Yanny, and Jim were each to investigate the sudden appearance of a tall wizard's tower near a settlement within the Elven Kingdom. Upon inspection of the mysteriously empty village, they find out from the lone remaining blacksmith that the townsfolk had all left once the tower appeared. Following some rather questionable activity within said blacksmith's shop, the party continued onwards to the tower.
Within the first floor of the tower, they were met with a rather giant individual, who offered for them to play a game for their passage further up. After ending up with some interesting and sometimes fruity side effects, along with Yanny getting himself into a sticky situation, Sledge decided to end the game as the party fought with the giant. Swiftly bringing the fight to a close, they continued upwards.
The party soon found that a giant was the least of their troubles, having to contend with magical traps, puzzles, beasts of remarkable sizes and powers, even having to turn on themselves at one point! Thankfully, the might of the barbarian, the power and versatility of the alchemist, and the squishy distract-ability of the bard, allowed the group to proceed to higher and higher levels. In time (and with a few rather unpleasant deaths), the party made their way to the top of the tower, to find an ancient wizard, who it turned out was imprisoned within his own tower thanks to his own traps. Deciding to try and bring the wizard out of the tower, Yanny ended up snapping his neck instead, causing the tower to begin it's collapse. Making a break for it and snagging some fancy looking items on the way down, they each managed to escape safely (save for the alchemist who was killed earlier but all in all really wasn't that phased by it). With the tower gone, their mission was considered a success, and the party was allowed to keep (for the most part) the items they'd gotten.
Rewards:
Yanny -
You've managed to grab a small handheld mirror. Nicknamed "The Mirror of Tihssiht Kuff", it holds similar properties to the larger version you saw on one of the top-most floors of the tower.
twice per day, you may as a swift action point the mirror towards any one being you choose. The mirror will then shatter, and a shadowy clone of whomever you pointed at will appear adjacent to you (or as close as possible). This clone acts immediately after your turn under your command, and disappears at the start of your next turn.
The mirror then begins to repair itself, but this is a lengthy process taking 1D10 + 2 minutes before it can be used again.
Sledge -
While attempting to later identify the magical properties of the many items you claimed, one of the numerous traps guarding the treasures you set off turned out to be a curse of rather extreme misfortune. Through a series of unfortunate events, each of the items you claimed ended up stolen, shattered, warped in unthinkable ways, brought to another plane of existence, etc. By the time this curse is removed, you've been left with but one, the massive room-sized claymore. Although, as the sword itself was damaged during the collapse of the tower, it's more or less good only for a set piece in your home.
...However.
Thanks to some assistance from a fellow coalition member who felt sorry for you after seeing the effects the curse had, he was able to transfer some of the bizarre and powerful abilities of the claymore into your own blade.
Once per adventure now, by uttering the command word of your choice, your sword will grow into a colossal size + blade and glow with intense magical powers. The blade is unimaginably heavy in this form, allowing you to only swing it once as a full-round action regardless of your current size.
When swung, it hits everything in its path from the ground to 15 feet in the air. The blade's length reaches 30 feet in front of you, and the arc can be between 90 and 180 degrees wide. Anything with at least half of its square in the arc is considered hit by the blade. Roll an attack for each being in the blade's path vs their normal AC. The blade itself acts as a +5 Vorpal weapon dealing 10d6 damage on a successful hit, half of that if it misses (The damage follows the rules of evasion and improved evasion as if it were a reflex save). This attack -can- hit allies, so caution should be taken. After the swing, your sword will return to its original size once again and you will be fatigued for one round afterwords (You cannot negate this fatigue effect yourself). To recharge this ability, you must allow your blade to absorb the resonant energies of the original by resting it nearby for at least 24 hours.
Jim -
The item you recovered at the collapsed mage's tower is a baseball-sized crystal, which managed to land outside of the rubble unharmed. It turns out that this ball used to belong to one of the occupants of the tower, providing an interesting benefit to your thrown weapons...(Message me to get the full details on what this crystal does).