|
Post by liam on Sept 22, 2011 16:08:30 GMT -5
On the first day, three warforged and two humans found themselves in the middle of an intense dust storm. They signaled for help from a passing Ornithopter, which was manned by Harkonen soldiers. Some quick fast-talking kept them from being killed on sight for being mechanical abominations, and they were instead taken into custody in Arrakeen. After bluffing their way past a few incompetent soldiers, Colonel Karakov ordered them arrested, then called for a scientist to neutralize and dissect the warforged. The party had an unexpected ally, however, in the form of a spy named Alexi who, in in a fit of poor judgment, allowed them to escape. The party then met with Alexi's contact in a desreputable cantina. She didn't want to know what three Iron Men were doing in the middle of Arrakeen, but decided to make the best of a bad situation, and hired them to go sabotage a Harkonen Spice Harvester. The party trekked through the desert (encountering some Miniature Sandworms along the way), eventually finding the harvester. Our three dragonforged glided in silently and penetrated the top, while the two humans dealt with the guards around the perimeter. The plastic explosives were placed on several critical systems (and one tossed through a Fire Elemental), crippling the obscenely expensive machine.
Stillsuit (see Sandstorm p 101) This rubbery, leathery suit recycles your body's water with extreme efficiency, allowing you to go six times as long without making dehydration checks. It also provides Level 2 Heat Protection. A few of the filters have to be changed periodically (cost: 5 gp/fortnight). The mask includes lenses that protect from the effects of glare from natural sunlight. Against supernatural light effects, they provide a +2 bonus to any save offered. These provide no other benefit to creatures with a supernatural weakness to sunlight. It also includes breath filters that negate the suffocation effects from dust and sand, even magical dust and sand. A stillsuit provides a +1 armor bonus that does not stack with any heavier armor worn on top of it. Market Price: 400 gp (They're ubiquitous on Arrakis). (Note: This is a nonmagical item)
Total Loot: Stillsuit x2 4500 gp in the form of Padishah Gelt. Masterwork Halberd x2 (If you saved any of the explosives, the ship stole them) Some local clothing
|
|
|
Post by liam on Sept 29, 2011 14:02:40 GMT -5
The party showed up in a deserted street, and decided immediately to start looting buildings. They decided to hole up for the night in an old habberdasher's house The party's necromancer decided to animate the Habberdasher's wife in response to an attack by a small crowd of zombies. In the morning, the party encountered a deadly Zombie Cow in the butcher's shop, and responded by burning down the neighbourhood. Eventually, they found their way to the local Temple of Heironeous, where a couple dozen survivors were hiding. One of these survivors was an alchemist working on a cure. The party was commissioned to retrieve some Solanadae herbs, a vital component in one of the alchemists recipes. Payment was offered in the form of hats. The party met no random encounters on the way out of the city, because the DM had to be up early in the morning. They did learn, a little too late, that the herbs they sought shared a habitat with the ferocious Ochre Jelly, which they had the brilliant idea to keep shooting with arrows. Total Loot: Cash and nonmagical hats, totalling 300 gp in value. Bowler Hat of Disguise (1800 gp) See SRD The Ship is not interested in purchasing the following hats. The listed market prices are guidelines in case you wish to trade them with other characters. Miner's Cap of Creepy-crawlies: (1500 gp) This hat contains a bullseye lantern. It also grants a +4 competence bonus to Knowledge (Dungeoneering) checks while worn. Avoral-feather cap (450 gp) This hat has a telescopic loupe hanging from the brim, which provides a +2 circumstance bonus to spot checks. Once per day, as a standard action, you may call upon the keen eyes of the Avoral who donated the feather, granting you an additional +8 bonus to spot for 10 minutes. Mitre of Blessing (360 gp) Once per day, you may use Bless (CL 1) granting all allies within 50 feet a +1 morale bonus on attack rolls and saves vs. fear for 1 minute. Ushanka of Shanking (360 gp) If the wearer of this hat makes an attack during a Surprise Round, they may spend a swift action to activate the powers of this hat. If they do, every enemy within 30 feet takes a -10 penalty to initiative. This power functions once per day. Detective's Deerstalker (450 gp) This hat provides a +2 bonus to Search and Sense Motive checks. It also allows the wearer to use Detect Clue once per day. Sniper's Caubeen (360 gp) This green feathered beret is highly useful to those who like to attack from great distances. Once per day, the wearer may spend a swift action to focus their mind. For 1 round, their ranged attacks do not take any penalties due to range, or for any cover less than total cover. This does not allow them to exceed the maximum range of their weapon. Panama Hat of Luminescence (360 gp) This hat allows the wearer to use Faerie Fire (CL 1) once per day, denying the benefits of concealment, even total concealment, to everyone within a 5 foot burst.
|
|
|
Post by kasiil on Oct 3, 2011 11:42:54 GMT -5
Total Loot: Cash and nonmagical hats, totalling 300 gp in value. Bowler Hat of Disguise (1800 gp) See SRD The Ship is not interested in purchasing the following hats. The listed market prices are guidelines in case you wish to trade them with other characters. Miner's Cap of Creepy-crawlies: (1500 gp) This hat contains a bullseye lantern. It also grants a +4 competence bonus to Knowledge (Dungeoneering) checks while worn. Avoral-feather cap (450 gp) This hat has a telescopic loupe hanging from the brim, which provides a +2 circumstance bonus to spot checks. Once per day, as a standard action, you may call upon the keen eyes of the Avoral who donated the feather, granting you an additional +8 bonus to spot for 10 minutes. Mitre of Blessing (360 gp) Once per day, you may use Bless (CL 1) granting all allies within 50 feet a +1 morale bonus on attack rolls and saves vs. fear for 1 minute. Ushanka of Shanking (360 gp) If the wearer of this hat makes an attack during a Surprise Round, they may spend a swift action to activate the powers of this hat. If they do, every enemy within 30 feet takes a -10 penalty to initiative. This power functions once per day. Detective's Deerstalker (450 gp) This hat provides a +2 bonus to Search and Sense Motive checks. It also allows the wearer to use Detect Clue once per day. Sniper's Caubeen (360 gp) This green feathered beret is highly useful to those who like to attack from great distances. Once per day, the wearer may spend a swift action to focus their mind. For 1 round, their ranged attacks do not take any penalties due to range, or for any cover less than total cover. This does not allow them to exceed the maximum range of their weapon. Panama Hat of Luminescence (360 gp) This hat allows the wearer to use Faerie Fire (CL 1) once per day, denying the benefits of concealment, even total concealment, to everyone within a 5 foot burst. From what three of us discussed yesterday, the Disguise, Dungeoneering and Spot hats have been accounted for so far. The rest are still up for grabs for anyone who wants them.
|
|
|
Post by HijoeSumai on Oct 3, 2011 12:12:18 GMT -5
Dragon shaman here. In that case then I'll take the Mitre of Blessing and the Panama Hat of Luminescence.
|
|
|
Post by Apples on Oct 3, 2011 13:47:53 GMT -5
Still interested in purchasing the detect clue hat.
|
|
|
Post by liam on Oct 6, 2011 0:27:02 GMT -5
Today's party appeared in Ravnica: The City of Guilds, in the middle of a particularly long-winded Orzhov mass. After being shhh-ed by ushers, goblins, and ghosts, they eventually decided to make their way outside. Isaac found his way to a Simic Library, looking for a book he left there centuries ago. The rest found a Boros Parade ground, and bothered some soldiers who were busy marchin' up and down the square. The monotony was broken when, just across the district line, a Gruul Ogre amused himself by smashing up a fruit stand. The party defeated him, and were commended... and subsequently issued tickets for the resulting property damage. In search of an adventure hook, they wandered off to a nearby aqueduct, and thence into the sewers. There, they came upon two uncannily nimble skeletal creatures: Dimir House Guards. The skeletons put up quite a fight, but were eventually forced to retreat. They rescued the hooded figure that the skeletons were assaulting, but upon learning that he was a Drow, decided to interrogate him at the edge of a Glaive. When they decided that he didn't know anything interesting, our Dwarf cut his neck open.
The path lead then to a great basin, hollowed out around the edge of an underground lake. Much time was spent debating the proper way to get across, even after a convenient path of stepping stones was located. After the party's rogue was attacked by a Vampire Squid, still more time was spent rigging up an elaborate series of ropes to avoid the damned thing,.
They made so much noise, they managed to attract the attention of the master of this chapterhouse, who invited the party inside– on the condition that they relinquish their weapons. A couple of them agreed, but the dwarf decided to do things the hard way, so a rather difficult fight ensued.
Once the necromancer lay dead, and his bodyguards had fled into the lake (taking some of the party's weapons with them), the dwarf pried open the big stone doors with some clever crowbar work. The acolytes inside had escaped with whatever they could carry, and torched most of what they couldn't, but there was still plenty of treasure to be had. They turned the place inside out, uncovering quite a few unburned bookcases.
To whose whose weapons were stolen by Dimir House Guards, you find the stolen weapons soggy, but intact, in your quarters. Yellow squares of paper are attached to them, sticky along one edge, that read: "Take better care of your toys. Next time, you can get them yourselves. xoxoxo"
Total Loot: Cash/goods: 670 gp. Wand of Inflict Light Wounds (16 Charges) Mask of Charisma +1 Tome of Worldly Memory (+5 to any knowledge check, 3/day. Takes 1 full round to consult unless you have at least 5 ranks in the skill) Boots of Elvenkind (+5 competence to Move Silently) Masterwork Rapier Masterwork Hand Crossbow +1 Crossbow Bolts (x 5) Alchemical Crossbow Bolts (-1 die size for damage. On hit, target is the subject of a direct hit with an alchemical substance. Firefly Paste x2, Alchemist's Fire x2) Firefly Paste x2 (Grenadelike weapon. On hit, target coated in nonmagical Faerie Fire for 1 minute) Atramen Oil x1 (Grenadelike weapon. On direct hit, -4 to fortitude saves for 1 minute. On splash, -1 to fortitude saves for 1 round.) Drow Knockout Poison x3 Scrolls (One each, CL 1): Mount, Alarm, Protection from Chaos, Lesser Restoration, Expeditious Retreat, Friendly Face (RotD), Cheat (Draconomicon), Remove Fear, Healer's Vision (Complete Scoundrel), Protection from Energy
2x Scrödinger's Potion (When drank, DM rolls 1d3 to determine spell level, then rolls a random potion on the appropriate chart).
|
|
|
Post by HijoeSumai on Oct 6, 2011 0:42:14 GMT -5
Shaman here. From the magic items, if no one objects, the only thing I really want is the mask of charisma for my 'touch of vitality' I get later.
|
|
Xenadrael
Nerd
Keeper of Magic
The unseen blade is the deadliest
Posts: 112
|
Post by Xenadrael on Oct 6, 2011 7:53:19 GMT -5
Rogue here. I'm probably the best to give the boots and I sort of want some of the other stuff but let's see what you guys want first. Can Rogues use scrolls? I don't remember
Edit: I forgot I took the firefly paste already as well
Edit2: No one is voicing what they want as of Wed after the session so I'm taking the drow knockout poison and the atramen oil as well
|
|
Xenadrael
Nerd
Keeper of Magic
The unseen blade is the deadliest
Posts: 112
|
Post by Xenadrael on Oct 25, 2011 8:27:34 GMT -5
Liam where are the rewards for Sunday o.O?
|
|
|
Post by Apples on Oct 25, 2011 12:50:45 GMT -5
Wants to know if I got dead in the cube while at 0 strength or if some miracle went off, and what problems I got in my head other than fear of the dark.
Loot is some wine and some very frightened children, do with them what you will.
|
|
Xenadrael
Nerd
Keeper of Magic
The unseen blade is the deadliest
Posts: 112
|
Post by Xenadrael on Oct 25, 2011 15:07:00 GMT -5
The ship beamed us all back mid-battle...is that seriously the loot? o.O
|
|
|
Post by liam on Oct 25, 2011 17:44:20 GMT -5
(Is what seriously the loot? I haven't posted anything yet?)
Aldrone Manor The party wandered into a "haunted mansion". They all took some sanity damage and a whole bunch of strength damage, and one of them done got himself eaten by a cloaker.
They didn't succeed in rescuing any of the children or killing any of the villains (though they did kill their pet basilisk), but they did come away with armfuls of loot, and at least they all made it out with their lives. Well, except the Wilder.
Loot: Potions (1x Restoration, 1x Oil of Darkness, 1 x Potion of Shield of Faith, Potion of Enlarge Person x1, Potion of Blur x1) 1200 gp worth of various types of fine booze 1500 gp worth of fine suits/dresses etc. Silver Octahedron Ioun Stone (1/Day, use an infusion with a casting time of 1 minute as a standard action) Wand of Magic Missile (Caster level 5, 11 charges remaining)
You missed most of the unique treasure (Like My Bear Tibbers [Have you seen him?] ), but did manage to find this:
Granny Green's Necklace This necklace is composed of dried bones, ranging in length from 8 mm to 24 mm. They appear to be fingerbones of ██████ children, strung together with sinew. It radiates moderate Necromancy magic. This necklace provides a +1 bonus to the caster level of any necromancy spell the wearer casts, and allows them to use Chill Touch 1/Day (DC = 12 + Cha bonus). However, it has a much more powerful ability, which comes at a reasonable price. If the wearer has ██████ a freshly █████ ██████ from a █████oid █████ within the last week, the wearer may use Vampiric Touch or Shivering Touch at a caster level equal to their HD. However, after a single use of one of these abilities, the necklace [Data Expunged]. Finally, the necklace [Data Expunged].
The ship is not interested in purchasing this item.
You also all gain the following ability Shadow Vaccinated (Ex) You've been exposed to so many diverse sources of strength drain, it's kinda stopped bothering you. You can now all ignore an amount of strength damage or drain per session equal to your constitution modifier. Further strength damage affects you normally, and this doesn't protect you against penalties (such as those from fatigue or Ray of Enfeeblement), damage taken voluntarily to fuel powers, or damage to other ability scores.
A bunch of you now have phobias or sanity damage. I'll post details regarding that later.
|
|
|
Post by Naelwyn on Oct 25, 2011 19:27:58 GMT -5
To be fair, our kleptomania draws the line at stealing a small dead girl's teddy bear.
In my character's personal mind, for example, there is a difference between pragmatically taking things that nobody is obviously using and taking something from someone.
(For future reference, should I assume things are less puzzle and more smash-y?)
|
|
|
Post by liam on Oct 25, 2011 19:52:02 GMT -5
(For future reference, should I assume things are less puzzle and more smash-y?) I'm not sure what you mean. This was a relatively puzzley adventure. However, I don't believe in "Read the DM's Mind" riddles. I've seen too many people refuse to let me advance because I don't draw a certain extremely contrived conclusion from the evidence available. If the party is obviously getting bored, there's nearly always another way around, and that other way usually involves combat.
|
|
|
Post by Naelwyn on Oct 25, 2011 20:11:11 GMT -5
Right. I'll chalk my puzzle fail onto the board as several failures. Missed Clues, Forgotten actions, and False Assumptions:
Clue 1: At least two things were still totally standing around during "truth". Clue 2: Obviously us missing the mission briefing.
Forgotten Action: "Truth" in the library.
False Assumption: The haunt was completely unrelated to the disappearances.
Did I miss anything else?
|
|