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Post by Warhammer Exec (Dane) on Sept 28, 2012 2:42:26 GMT -5
Jake, Jaime and Sebastian each receive 1 Weapon blanch, ghost salt.
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Post by Warhammer Exec (Dane) on Sept 30, 2012 23:56:04 GMT -5
Scott, James, Nathan and Jeremie each receive the following trait: Spirit Speaker: You gain Spirit Speaking as a class skill, and spirit speaking is always a class skill for you. Spirit speaking functions the same as handle animal, but applies only to Domovoi spirits. Spirit Speaking is Wisdom based. Handle Animal may be used to assist Spirit Speaking and Spirit Speaking may be used to assist handle animal. James: Medallion of Thoughts, as seen here: www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/medallion-of-thoughtsScott: One-time immunity to guild law. Nathan: Spirit animal and the ability to see specific spirits. Jeremie: +1 returning aurorum flask. Ventris owes the above favours as he is under the impression that they solved the problem which they were asked to solve, eliminating the unhallowed area.
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Post by jamesd on Oct 1, 2012 16:25:40 GMT -5
Should you also post here that Mr.Ventris owes this party that favour you mentioned last night, save other DMs from questioning it if it comes up in future.
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Post by Warhammer Exec (Dane) on Oct 1, 2012 19:35:28 GMT -5
I let them know, but I'll add it here as well.
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Post by jamesd on Oct 1, 2012 20:01:34 GMT -5
If you already told them then no worries, I just didnt want confusion if I called it in with a different DM down the line.
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Post by Warhammer Exec (Dane) on Oct 3, 2012 22:43:44 GMT -5
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Post by Nygil, Nickolie on Oct 4, 2012 0:20:07 GMT -5
I! I got better at alchemy, for drinking, brawling and such? I guess I did make BFF with an alchemy golem.
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Post by Nygil, Nickolie on Oct 4, 2012 1:42:29 GMT -5
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Post by Warhammer Exec (Dane) on Oct 11, 2012 20:47:54 GMT -5
Mission to retrieve the Quicksilver Dagger, take two.
Dagger was retrieved, and thrown into the Anathema.
Everyone in the party received a writ promising personal protection from their enemies, by Tom Wulfe.
Jeremie: Favored Enemy: Undead Alex: 1 x Mega Mystery Potion Brad: Favored Enemy: Undead Rob: 1 x Potion of True Resurection Don: 10 x Spitespikes, as follows: 2 x Sightspike, Concentrated, Indiscriminate 4 x Speakspike, Concentrated, Indiscriminate 2 x Switchspike Ben?: Iron Will
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Post by Warhammer Exec (Dane) on Oct 18, 2012 15:22:54 GMT -5
Warehouse 13: Waking the Neutral City
Mr. Ventris: Dead. [Official Statement: Murdered by darkest assassins.] The Neutral King: Dead. [Official Statement: Found in an unrecognizable state.]
General Loot: Ring of Swimming, Ring of Jumping, Ring of Climbing, Ring of Featherfall, Potion of Jump, Potion of Hide from Animals, Potion of Hide from Undead. (You guys figure out who got what.)
Any PC who wanted one got a Mega Mystery Potion.
Many of you had your alignments change, make sure you keep track of this.
Warehouse 13 Badge: You may enter and exit Warehouse 13 without risking decontamination. You may use the Warehouse 13 Badge to add +1 to intimidate or diplomacy checks made against an individual who knows of Warehouse 13.
Patronage: (These NPCs are pleased with you, and will react accordingly: make your DMs aware of NPCs whose patronage you have gained.)
Don, Jeremie: Taken on as a patron by Tom Wulfe. Sam: Rothchild Alex: Assuming you return the Siren to her, Littlevoice Brad: James "Strange" Weather Emma: Kimzhan Scott: Maitilde Carebetter
Vehemence: (These NPCs are pissed with you, and will react accordingly: make your DMs aware of NPCs whose vehemence you have gained.)
Scott: Alistair Jeremie: Merchant's Guild, Rothchild
Jeremie: Abstract Compass: This compass points in the direction of an abstract concept, such as wealth, fame, etc... Once linked to a compass, it functions this way for anyone who wields the compass. It gives only a general North, South, East, West direction, and may not lead you to your desire in the way that you believe it should.
Scott:
Sam:
Alex:
The Key: This is a small ivory key on a platinum chain. It glows warmer when near the Siren statuette.
The Siren: A statuette made from blue stone, its eyes have been brought alive and now glow like chips of ice. Upon completion of your mission, Littlevoice requests that you turn the statuette in at her office.
Brad: Psychic Tattoo: A tattoo, that as long as you are thinking clean thoughts, is a clean tattoo, and otherwise has the potential to be very dirty.
Emma: An exchange took place between Tom Wulfe's blade and your own. Certain powers which were lying latent in the blade have been awakened, and your blade now communicates with you much more clearly, speaking with a new found wisdom: it explains that the Siren is the key to many things, but that it is part of a set of three artifacts which decide the fate of the Neutral city. It has a new goal, having completed the first of its purposes. It tells you that the neutral city has been wakened, that it has lain dormant for years, long enough that few have heard legends of the time before it fell into slumber. It also explains that the blood of the king, the death of this noble individual, has fueled the Siren, and that such a blood sacrifice can mean nothing but bad news.
You gain spirit speaking as a class skill.
Your sword gains spirit speaking as a class skill and five ranks in it.
Your sword may now speak to the dead spirit of any creature which it is stabbed into. This means that through the sword you may speak to the dead via stabbing people. When you kill something you get a glimpse of its last thoughts before it dies. You may ask questions of the dead, but they need not answer you, or tell the truth.
Don: Tracker Vial: You gain the ability to make a tracker vial as an extract. Tracker vials, when consumed, allow you to know the general location of the being who consumed the substance. This can be without the knowledge of the creature, and indeed the tracker extract tastes very neutral, sort of like mushrooms, and will thus soak up the flavour of other things: you could be a chef! A chef that stalks people! This extract gives you a sense of direction towards the being which consumed the extract, like a compass pointing towards the being.
Abstract Compass: This compass points in the direction of an abstract concept, such as wealth, fame, etc... Once linked to a compass, it functions this way for anyone who wields the compass. It gives only a general North, South, East, West direction, and may not lead you to your desire in the way that you believe it should.
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Post by Nygil, Nickolie on Oct 19, 2012 11:56:39 GMT -5
Dane you are brutalizing the 'Do NOT hand out Loot; agreement the DM's made, that is totally what the pay check is for, you are just supposed to unlock shop items or give out flavourful non-resellable items.
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Post by Charles on Oct 20, 2012 0:54:23 GMT -5
I'll have to agree. Not only did you hand out four permanent items (such that only 2/3 of the party gets one), the rings by themselves are worth more than ten grand.
THEN there's the other stuff. I love your Abstract Compass and your Tracker Vial; keep this kind of thing up. The magic items and the feats are kind of crazy though.
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Post by jamesd on Oct 29, 2012 0:31:13 GMT -5
This is from a while back, If I say that Krolnite studied the Medalion of thoughts that as a DM you gave him more in depth between last week and this did he find anything of significance, because I am saying that is how he spent his time between last sunday and tonight's mission.
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Post by jamesd on Oct 29, 2012 14:35:05 GMT -5
Never mind, Q ruled on it.
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Post by Warhammer Exec (Dane) on Oct 30, 2012 13:52:07 GMT -5
Phah! Other DMs are boring, and most of the stuff I give out is fluff only. I gave out very powerful feats for one mission, but they were well-deserved.
Anyways: This mission:
Brad: The Elf alchemist teaches you how to transmute simple potions. By making a survival check to collect herbs you may find healing herbs, that when combined with the natural magic of a potion allow you to make a healing mixture. Survival Check DC 15: Find herbs which allow you to convert any potion into a potion of cure light wounds.
Scott: The Catfolk alchemist teaches you how to use invisibility potions in a number of new ways. By collecting certain herbs you may alter an invisibility potion. Survival Check DC 10: Find herbs which turn invisibility oil to invisibility potion. Survival Check DC 10: Find herbs which turn invisibility potion to invisibility oil. Survival Check DC 15: Find herbs which increase the duration of a single invisibility potion by one minute (does not stack with itself.).
Jeremie: The Orc alchemist teaches you how to make more potent mutagens. These mutagens last 10 minutes longer, but cause 1D6 of untyped damage (ie. you can't resist it in any way) when imbibed.
Alex: Your animal companions may now be of the Fire Subtype:
Fire Subtype A creature with the fire subtype has immunity to fire and vulnerability to cold.
Everyone: All of the above save 100gp on any mega mystery potions they buy. You also have the option to rehire those Gnomes which Tom Wulfe fired, re-employing them to make mystery potions at a further discounted price and allowing them to further their research. This costs 2 influence.
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