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Post by Nygil, Nickolie on Sept 15, 2011 17:38:50 GMT -5
This will be for mission reports and loot break down for mission I run.
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Post by Nygil, Nickolie on Sept 21, 2011 21:46:37 GMT -5
The party was given the mission to live till dawn. They did.
I got the loot wrong though.... I have to alter. it.
Instead of the normal ring of protection +1 you get a ring that three times per day can cast Shield of Faith on you, caster level 1, as a standard action.
This is 3/day +2 deflection bonus for 10 rounds, using it as a standard action.
This item is much cheaper. (sells for 500gp)
I am aware I screwed up.
Also you get 50xp.
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Post by Nygil, Nickolie on Sept 26, 2011 0:56:40 GMT -5
Hunting excursion:
The way this works is everything on the list below is showing you the 'sell' price. Under that it will list your 'share' of the loot. If you want things from the loot you can 'buy' them using your 'share' this way everyone gets the same money in the end.
List +1 Chain Shirt (1000gp) MW Heavy Repeating Crossbow (560gp) Mithral Bolts, Eight packs of five (80gp per pack) MW Spear (250) Six MW Chainmail (240gp each) Javelin x32 (8sp each) Six MW Lance (248gp each) Jewels, Gold, non magical rings, and saddles 2500gp
5463gp 6sp TOTAL loot
Share per player: 1092gp, 7sp, 2cp
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Post by Nygil, Nickolie on Oct 3, 2011 2:21:47 GMT -5
Shadow of Israfel (Aberrations mission)
Once Burgmen is slain the survivors talk of escape and thanks, but the PC's teleported away before it can get anywhere. Anything they picked up is left behind, but they find on returning home they have gained +10 max sanity, and either Favoured Enemy: Aberrations +2, or the Aberration Bane Magic feat, as well as one of each feather token.
Favoured Enemy: Aberrations +2 You gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you gets a +2 bonus on weapon damage rolls against such creatures.
+10 max sanity, some where on your sheet write this down and when asked about sanity later, tell me or your DM.
Aberration Bane Magic feat You do 2d6 bonus damage when casting spells that deal damage, to abberations.
Feather Tokens: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once(as a standard action).
Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.
Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
I also promised you horrid slimes, and drugs. SO! Jesse got 3 doses of Aboleth Slime, and 1 dose of Mucas The DC's on both of these are three lower than the normal for a monster. (so fort 14).
You pick up three drugs. You find three doses of Vodare, 50 doses of Devilweed and a single dose of Mushroom Powder. Our wizard/fighter finds her self hooked on Devilweed. She must have some every ten days AT LEAST, or she starts to get the shakes. She takes the devilweed... the other drugs can be taken by the other three players (not jesse... he is a robot)
Devilweed: Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked. Initial Effect: 1 point of Wisdom damage. Secondary Effect: The smoker gains a +2 alchemical bonus to Strength for 1d3 hours. Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken). Overdose: None.
Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine t-o dilute the taste. It is made from the crushed petals of a flower thatgrows only on the graves of those who dedicated their lives to the worship of Rallaster. Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours. Secondary Effect: –4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours. Side Effects:Mild euphoria and fierce confidence while the drug is in effect. Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates).
Mushroom Powder: Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters. Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour. Secondary Effect: 1 point of Strength damage. Side Effects: This is a mild hallucinogen. The user takes a –2 alchemical penalty to Wisdom for 1d4 hours and a –2 alchemical penalty to Strength and Constitution for 2d4 hours. Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours.
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Post by arhino on Oct 6, 2011 11:04:27 GMT -5
My big question here is:
Do I get to keep the baby?
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Post by iglw on Oct 6, 2011 11:19:08 GMT -5
The baby got dropped in front of the gates to Urik. *dun-dun-dun-face [@nygil: Scott says bullshit. ]
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Post by viamede on Oct 6, 2011 11:49:21 GMT -5
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Post by Nygil, Nickolie on Oct 6, 2011 12:39:34 GMT -5
ya, the teleport does not take anyone but you guys. The ship leaves the child behind. You have no clue what happens to it unless you end up at Dark Sun again and ask around at Urik? Maybe get a caster to divine. Though it is at least within 5ft of the city wall. If someone were willing to take it in... it is likely ok.
The Blight Blades: A Master Work Obsidian[hardness 25] Bastard Sword , 1/day it may use Diminish Plants as if cast by a 5th level druid. This is as a Standard Action that has a command word 'Blighter'. The ship will buy this back for 1200gp.
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Post by viamede on Oct 6, 2011 15:22:01 GMT -5
[green]what's funnier than dead baby eaten by bugs, DEAD BABY KILL MY MAN SAVING HIM FROM BUGS! AHAHAHAHAHAHH *slaps burnt face man on the back roaring in laughter* [/green]
apparently troll humor is pretty morbid
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Post by arhino on Oct 6, 2011 16:40:40 GMT -5
*takes pick and starts wailing on the shiniest pieces of ship he can find
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Post by Nygil, Nickolie on Oct 6, 2011 17:46:43 GMT -5
Red finds himself in space for 12 seonds, before returning to the ship with a little note in hand. It reads 'The child lives. Now stop picking my insides.'
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Post by Nygil, Nickolie on Oct 13, 2011 0:19:20 GMT -5
A Night in the City of Guilds
XP: 100
Reward for everyone but scott and alexGruul Signet[necklace] (Rage 1/day as cast by a 4th level bard... self only), sells for 1200gp and Diehard the feat.
Alex: You gain Iron Will the feat, +5 max sanity, 250 doses of Arthorvin[see below], a drug you must take daily but cures your mental troubles.
Scott: The ship rewards you for your trouble. It's reward is two fold. First it grants you Phylactery of faithfulness, then it informs you that it has teleported the halfling child to a good family in Urik and given it a 200gp trust fund. Also you picked up Diehard the feat.
Arthorvin A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders. Initial Effect: 1 point of Charisma damage. Secondary Effect: The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves. Side Effect: Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks. Overdose: n/a.
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Post by iglw on Oct 13, 2011 7:35:08 GMT -5
then it informs you that it has teleported the halfling child to a good family in Urik and given it a 200gp trust fund. A good family of... baby-eating mantis people!!!! I don't trust it [the ship] at all. >_>
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Post by arhino on Oct 13, 2011 8:23:49 GMT -5
Good ship! Me no smashy!
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Post by Nygil, Nickolie on Oct 19, 2011 23:09:02 GMT -5
The Honorable Dragon and The Tea Shop Rokugan
Reward XP: 90 GP: Every one gets a MW Silver Bastard Sword and Short Sword,
The untainted get (Eager 3/day, on the Bastard Sword),
The tainted get 1000gp
The weapons will only be bought as a set by the ship. The none magic set is worth 640gp, the magic set is worth 1800gp.
Brent gains: the Mad Faith feat from heroes of horror.... it does nothing. (0 taint) Adrian gains: the Tainted Fury Feat from heroes of horror. (you have 5 taint) Charles, the troll, sebaston gain: the Pure Soul feat, immunity to taint.
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