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Post by liam on Oct 25, 2011 20:28:02 GMT -5
I think that's about it. There's a few more inconsistencies you might have noticed if you'd tried interviewing the "Ghosts", but that Hags were all trained in Bluff and Disguise, and relatively genre savvy. They would have faked the sort of confused antegrograde amnesia characteristic of ghosts, and I would have secretly rolled Sense Motive checks to determine how suspicious y'all found it.
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Post by Apples on Oct 26, 2011 1:17:18 GMT -5
If its relevant to anything, my fear memory thingy involves being forced to work for forest trolls, not smart work, slave work, as well as the death of my professor type guy when I escaped.
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Post by liam on Nov 17, 2011 2:04:42 GMT -5
A Night At The Museum (Mission Summary coming soon). Frank The Skeleton (Bard 6) is now residing on The Ship, performing bardly duties.
Loot: Wand of Hide From Undead (19 charges) (285 gp)
Antimemetic Ring +1 competence bonus to will save. In addition, once per day when you are the target of a (charm), (compulsion), or similar effect, this ring activates a Protection From Evil on you for 5 minutes. You cannot activate this ability voluntarily to gain the benefit of the +2 to AC and saves, though you could theoretically attempt to Charm yourself.
Ring of Charming You must wear this ring for 24 hours to become attuned to it. This ring is cursed, and can only be removed by someone who knows the correct command word. [The ship reveals this to you if you take this item]. If somebody puts this ring on while it is attuned to someone else, they are subject to a charm monster effect (DC 19), becoming charmed by you. If they put the ring on voluntarily (rather than having it slipped on their finger while helpless), they take a -5 penalty to the save. A creature who passes the initial save must make a new one every 24 hours. The Ring of Charming takes up a ring slot on the person to whom it is attuned. If you are ever wearing two other magic rings at once while attuned to a Ring of Charming, it becomes unattuned to you, and 24 hours later, becomes attuned to whoever is wearing it. This also occurs if the person attuned to it dies.
Gauntlets of Extended Range (2000 gp) Whenever you throw a weapon or other object, these gauntlets give it a telekinetic push, doubling its range increment. (Remember that ranges use real-world multiplication)
Ghostlight (500 gp) When you infuse this crystal with a psionic power point, it begins hovering around your head like a ioun stone. It can hold up to 7 PP at a time, and consumes 1 PP per 24 hours of hovering. You may choose to have it give light as a candle (5 ft/5ft), or no light at all. You may choose to have it shed light as a torch (10 ft/10 ft), but this causes it to consume power points at twice the ordinary rate. (1 per 12 hours). You may choose to have it glow brightly (20 ft/20 feet), but this causes it to consume power points at four times the ordinary rate (1 per 6 hours). Switching modes is a free action once on your turn. If the Ghostlight operates in more than one mode in the same 6 hour period, use the one that consumes the most energy.
Finally, by spending 1 stored PP, you may have it glow as the Daylight spell for 1 minute. Activating this requires a swift action. The first three modes count as 0th level light effects. The fourth counts as a 3rd level light effect.
10 x Alchemical Flare Stake (15 gp each) These function as ordinary daggers (1d4, 19-20, 10 foot range increment). However, if they score a hit against a corporeal undead, they stick in the wound and ignite, dealing 1d6 fire damage a round for 5 rounds. A creature may brush away every flare stake in it with a single standard action.
4 pots of Ghostwall Shellac (150 gp each) Each pot holds enough to cover three 10 ft x 10 foot squares (twelve 5 foot squares). Coating a 5 foot square of wall, floor, or ceiling is a full round action. This is useful only on fairly thick walls, and provides no benefit if spread on armor or weapons. A wall so coated counts as Ghost Touch for 1d6+6 hours.
Triple Weapon Capsule Retainer (450 gp for device, 200 gp for contents) Fits onto any weapon. Holds three capsules of weapon oil or poison. As a swift action, you can apply 1, 2, or 3 doses to your weapon. Currently loaded with Quicksilver (weapon counts as silver for 1 minute), Quickiron (weapon counts as Cold Iron for 1 minute) and Ghostblade (weapon counts as ghost touch for 1 minute)
Blood Chalice (1000 gp) Blood stored in this cup remains warm and fresh, as if it had just been extracted. It can hold up to three pints of blood at a time. Magic prevents the stored blood from spilling out unless the chalice is purposely upended. While this is normally used by vampires to store food, a living creature may drink a pint of stored blood (as a move action) to restore up to two points of damage to a physical ability score. No creature can benefit from this ability more than three times in one day.
Boots of Furious Assault (1500-ish gp?) These boots provide a +5 foot bonus to your land speed. When you charge, these boots provide an additional +10 foot bonus. When you are raging or frenzied, they provide an additional +10 foot bonus. These bonuses stack with each other.
3,750 lbs of Garlic (600 gp)
I Killed Rory Williams And All I Got Was This Lousy T-Shirt +2 competence bonus to attack rolls to confirm critical hits. 1/Day, when you threaten a critical hit on an undead, construct, or other creature immune to critical hits, you may spend a swift action to roll your confirmation normally.
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Post by giovanni on Nov 17, 2011 2:13:58 GMT -5
I'll take the chalice, if that's okay. ;D
... And the ghostlight.
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Post by Lyle on Nov 17, 2011 12:03:53 GMT -5
I'll take the triple weapon capsule container and the oils it has. Also what's the gold value for this mission? Lastly what's the T-shirt thing about? A joke our do we get t-shirts too?
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Post by liam on Nov 17, 2011 14:29:21 GMT -5
The T-shirt was among the treasure. It takes up the Torso slot, like a vest.
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Post by Krunk on Nov 21, 2011 15:48:03 GMT -5
Right then, I want the following
Antimemetic Ring' Gauntlets of Extended Range
Also i think it's only fair that i get the "I Killed Rory Williams And All I Got Was This Lousy T-Shirt" seeing as how i was the one who accidentally squished him.
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Post by liam on Nov 24, 2011 1:10:42 GMT -5
There Wolf. There Castle. Reserved for Mission Description
Loot:
I'm too lazy/tired to come up with individualized treasure for this session, so everyone gets their choice of 2400 gp OR A +1 Moonsilver weapon of their choice (Moonsilver: Penetrates DR/Silver, no damage penalty, deals 1 extra damage to creatures with DR/Silver, deals +1d6 extra damage to lycanthropes,)
As well as two doses of powdered werewolf fang, which can be refined into one of the following items:
Oil of Shifterbane (Weapon gets a +1 [stacking] enhancement bonus and deals +1d6 damage vs. anything with the shapeshifter subtype, wildshape/alternate form/change shape abilities, or currently under the effect of a polymorph spell. Against such foes, attacks are calculated against their true form's natural armor if it is lower than their current natural armor. Lasts one minute) EDIT: If the creature has no "true form" (such as an Eldarin), use whichever of their variable forms has the lowest natural armor. OR An optional spell component that triples the duration of any spell that grants a bonus to disguise, such as Disguise Self, Alter Self, Polymorph, etc. OR A special snuff that grants you the scent ability for 1 hour.
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Post by liam on Feb 6, 2012 2:39:20 GMT -5
The Wreck of the ConstantinopleThe party was tasked with recovering the data core of a crashed starliner, the IMR Constantinople. The ship was mostly buried in the ground, and had crashed into a long abandoned Dwarven Fortress. They realized that something was wrong when the ship- which had crashed only a few days prior- was full of skeletons that had been gone for years or even decades. Many were dead of self-inflicted wounds. Every computer terminal and camera they could find, as well as just about every reflective image, had been pulverized. They made their way to a biology lab, where they were ambushed by a quartet of Intellect Devourers. Gorgon had his brain eaten and mostly replaced, but some timely surgery saved him before it was too late. After some faffing about at the edge of the cargo bay, the party decided to bypass most of the ship with a timely Dimension Door. This would have been a great plan, had the ship been totally intact, but a teleportation error left them in a dwarven tomb, surrounded by statues that moved when nobody looked at them. Yes. That's right. Weeping Angels. After some bad-touching, Chaos and Keldion both ended up about forty years in the past, three weeks before the fortress of Bakedipped the Cudgels of Understanding was abandonned, and seven weeks before the climactic battle of last year's campaign. Since splitting the party is stupid, and splitting the party during boss fights is doubly so, we decided to resolve the final battle for Bakedipped offscreen. When the psion, assassin and troll returned to the tomb, they found a statue depicting their partymates slaying the Gramaryx, the red dragon that had originally destroyed Bakedipped. They were killed by Lina's Blackfire in the resulting apocalypse, at which point The Ship finally decided to reunite the party. They teleported to the bridge and ended up in the captain's stateroom, where the captain had been starring down an Angel for three days, aided by eye drops and an unhealthy quantity of stims. After sealing away that angel, the psion decided that it would be a great idea to mind-probe the guy who had just had a three day staring contest with a Weeping Angel. At least he got all the information he wanted. A direct raid on the Data Core followed. The captain had managed to seal off the ship's AI from controlling most of the main systems, but she still had her innermost defenses- four spell turrets. Once they were demolished, it was fairly easy to haul the Data Core outside for pickup by The Ship, and to engage the Constantinople's Self Destruct, leaving her crew and the dead of Bakedipped to their final rest. Loot: 12,500 gp, largely in the form of futuristic trinkets. Oxyacetylene torches, crowbars, fire axes, screw drivers, circular saws, and many other such tools. Audio recorders x6 Ioun Stone (Irridescent Spindle) Captain's Pistol (Can convert any 1st level spell slot into a Lesser Orb of Fire, grants +1 competence bonus on Ranged Touch Attack spells/powers when used as a Focus.) Emergency breath mask x8 (+6 to saves vs. any inhaled toxins, good for 10 uses. Can also be used to breathe underwater, ten minutes counts as a "use".) Bonuses: Keldion and Chaos gain an additional 100 xp, and a permanent +3 circumstance bonus to charisma checks and charisma-based skill checks when dealing with dwarves. They also gain Fire Resistance 3. Gorgon now has some Intellect Devourer sloshing around in his skull For his troubles, he permanently loses 3 points of sanity and develops a taste for brains, but gains 1 additional power point and a rank in Autohypnosis. Both the Alex's assassin and John's psion are infected with the disease/curse known as Angel Eye, though neither character is currently aware of this fact. The psion takes a -2 penalty on all related saves due to the sheer number of Angels, and the fact that they were able to migrate directly to his brain. The assassin gains the skill trick Mosquito's Bite, and the psion gains the skill trick Swift Concentration. (Complete Scoundrel p 83). So long as they remain infected with Angel Eye, they may use these tricks an additional time per encounter for each point of wisdom damage they've taken. Angel Eye: Disease, infection special (prolonged eye contact or telepathic contact). Save DC 19. Damage 1d4 wisdom. Any Weeping Angel can communicate telepathically with any creature within that is currently suffering from Angel Eye, and may make a suggestion to them (will DC 19 negates). Any given angel may make only one such suggestion per day. Any creature reduced to 0 wisdom by Angel Eye petrifies, and becomes a Weeping Angel in 24 hours. Remove Disease does not cure Angel Eye, but a Remove Curse or Break Enchantment spell might. The caster level DC = (14 + the HD of the Angel).
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Xenadrael
Nerd
Keeper of Magic
The unseen blade is the deadliest
Posts: 112
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Post by Xenadrael on Feb 6, 2012 14:10:35 GMT -5
What does Angel Eye do while we're in the game? Like is it detrimental or helpful? Can we spread it? How do we take wisdom damage from it?
Also is it 2500 GP per person in the form of those items? I didn't quite understand that part
Aaaaand anyone want to help me think of a use for Mosquito's Bite? doesn't seem like I can do much with it o.O
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Post by viamede on Feb 6, 2012 16:45:51 GMT -5
i stab the king then go invisible, he doesnt react until i am out of the room and invisible. murder=success
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Xenadrael
Nerd
Keeper of Magic
The unseen blade is the deadliest
Posts: 112
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Post by Xenadrael on Feb 6, 2012 17:09:40 GMT -5
he sees me try to attack though, that's in the description. And the murder would be a success whether he noticed me attack or not
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Post by illios on Feb 6, 2012 17:49:58 GMT -5
To not draw agro. So since the ioun stone is 18,000 and indivisible... and gorgon has it... wtf happens???
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Post by Apples on Feb 6, 2012 17:56:41 GMT -5
Do assassins get touch spells?
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Post by liam on Feb 6, 2012 21:03:48 GMT -5
What does Angel Eye do while we're in the game? Like is it detrimental or helpful? Can we spread it? How do we take wisdom damage from it? It's detrimental- you risk wisdom damage, and can get suggestioned, but you've got some minor bennies so long as your infected. You risk spreading it via prolonged eye contact or telepathic contact. The party collectively received 12,500 gp in the form of futuristic junk, like iPods and various shiny things (which I'm treating as trade goods), as well as the listed items.
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