Post by Warhammer Exec (Dane) on Oct 15, 2012 19:41:18 GMT -5
Mission Name: Warehouse Thirteen: Disturbing the Golem
Each PC gets one item and the key is given to the group as a whole.
Device Descriptions:
1) The Key: A small ivory key, no larger than your fingernail attached to a necklace of platinum links. It speaks with the voice of a small child.
2) The Button Stick: This is a staff the length of a man’s forearm. It has many buttons on it, and a glowing orange eye. It speaks like a paranoid quickling. It has a note on it reading: ‘In case of emergency, press button.’ The buttons are as follows: A grey button, a button which is half grey half black, a black button, a white button, a blue cloud-shaped button, a red flame-shaped button, a blue tear-shaped button, a silver diamond-shaped button, an emerald button, a black button studded with diamonds, a red tear-shaped button, a button of human bone, a white button with veins of sapphire, a white button with veins of diamond, an obsidian button with a green emerald flame on it, a glowing orange eyes which looks around at things, a ying-yang sign button, a topaz button, a button shaped like a cage made out of iron, a button shaped like a red wing, a human tooth button, a platinum button, a red/blue button, a silver button, an emerald/diamond button, a topaz/ruby button, an obsidian button.
3) The Button Spike: This device looks like a railway spike, pointy at one end and flat at the other end. It is about six inches long and has two buttons on it, one orange and one blue. It has a note reading: ‘60 ft. range, not a toy.’ Is speaks like GlaDos
4) The Red Ring: This device is a red ring with a ruby on the top. The ruby is clearly a button. A note attached reads: ‘I know what you're thinking, 'cause right now I'm thinking the same thing. Actually, I've been thinking it ever since I got here: Why oh why didn't I take the BLUE ring?’ It speaks like Morpheus.
5) The Blue Ring: This device is a blue ring with a sapphire on the top. The sapphire is clearly a button. A note attached reads: ‘Do not use outside, this isn’t wonderland.’ It speaks like a machine.
6) The Rock: This device is a solid granite rock with a small ivory button on it. A not attached reads: ‘Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade towards thy foe, who, being naughty in my sight, shall snuff it.’ It speaks like Cave Jonson.
7) The Crystal: This device is a purple crystal about three inches in length which pulses with energy. On the top of the device is a red switch. The switch is labeled, ‘do not tamper.’ It speaks like an Ilithid.
What the items actually do:
The Key (The Key): Imbues the wielder with the ability to ‘drive’ the golem, directing its movements to some extent as ‘suggestion’ the spell.
The Plane-changer (The Button Staff): www.d20pfsrd.com/gamemastering/environment/the-planes
Changes the local area, within 100ft. of the staff into the plane which is chosen until another plane is chosen. The plane can be walked out of by leaving the staff behind, otherwise the plane will move with the staff and thus the PCs will be unable to leave without changing the plane.
Material Plane: A grey button.
Shadow Plane: A button which is half grey half black.
Negative Energy Plane: A black button.
Positive Energy Plane: A white button.
Plane of Air: A blue, cloud-shaped button.
Plane of Fire: A red, flame-shaped button.
Plane of Water: A blue, tear-shaped button.
Plane of Earth: A silver, diamond-shaped button.
Ethereal Plane: An emerald button.
Astral Plane: A black button studded with diamonds.
Abadon (Neutral Evil): A red, tear-shaped button.
The Abyss (Chaotic Evil): A button of human bone.
Elysium (Chaotic Good): A white button with veins of blue sapphire.
Heaven (Lawful Good): A white button with veins of diamond.
Hell (Lawful Good): Obsidian button with a green flame etched into it.
Infernus: A button which is also a glowing orange eye.
Limbo: A ying-yang sign button.
Nirvana: A topaz button.
Purgatory: A button shaped like bars made of iron.
Utopia: A button shaped like red wings.
Plane of Agony: A button made out of human teeth.
Plane of Gravity: A button of platinum.
Plane of Molten Skies: A half-red, half-blue button.
Plane of Time: A silver button.
Plane of Acid: A half emerald half-diamond button.
Plane of Lightning: A half topaz half-ruby button.
Plane of Obsidian: A button of obsidian.
The Snap-locator (The Button Spike): Portal gun, range 60ft.
The Flip-rift (The Blue Ring): Makes gravity go up in a 120ft. radius. This gravity change does not affect the flip-rift which stays on the ground. DC: 15 reflex save to grab items when gravity is flipped. The gravity switch lasts 1D4 minutes or until the switch is flipped again. Creatures fall 30ft/round.
Objective Directional Gravity
The strength of gravity on a plane with this trait is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the plane itself, or even upward. In addition, the direction of “down” may vary from place to place within the plane.
The Float-flit (The Red Ring): Makes gravity subjective in a 120ft. radius. This gravity change does not affect the float-flit which stays on the ground. The gravity switch lasts 1D4 minutes or until the switch is flipped again.
Subjective Directional Gravity
The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes.
Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).
It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.
The Clap-Blast (The Rock): Grenade which throws things away from it. Within a 5ft. radius, thrown 100ft. Within a 10ft radius, thrown 50 ft. Within a 15ft. radius thrown 20ft. directly away from the Clap-blast. 1D6 damage/10 feet.
The Thought-stop (The Crystal): Creatures within 40ft. of the thought stop must make a will save DC: 18 to move and are otherwise paralyzed. This is a mind-effecting effect. The save must be made at the beginning of each round or every time a significant action is taken.
Each PC gets one secret mission:
The Secret Missions: [One Each + The General Mission]
1) Trigger the Detonation: There is a bomb – an alchemical siege weapon – which was smuggled into the city by an individual who most see as a loyalist to the advisor-to-the-king, Tom Wulfe. In reality this man was an agent of mine from the beginning and the device is in place in the industrial quarter, so placed as to cause a chain reaction there and cripple Tom Wulfe’s growing strangle-hold on this city. The following are documents retrieved at great risk to my men which prove, overwhelming, Tom Wulfe’s narcissistic insistence on the pursuit of alchemical knowledge, his creation of a device known as the alchemical dragon, and his near vampiric reliance on the philosopher’s stones. The document is unsigned but has the seals of several council members.
Included documents:
• Kailan Moros’ Report: This report by a Red Mantis working on the dime of the Merchant’s Guild details the construction of a ‘boat-like contrivance’ meant to ‘establish Tom Wulfe as a military power’. There is a schematic included and several detailed formulas, both alchemical and chemical.
• Rothchild’s Report: This report is penned by the hand of one of the council members, and depicts an unwholesome picture of Tom Wulfe. It includes a detailed expense report for the construction of Alchemical devices, many of which include tax dollars and private donations from the Neutral King. It highlights especially the creation of several Philosophers stones for the personal use of Tom Wulfe.
• The third document is labeled in Common ‘An unfaltering analysis of the character of one Tom Wulfe, advisor to the king.’ The rest of the document is written in a strange dialect of Draconic.
2) Assassinate the Neutral King: The monarchy is old and failing; it has outstayed its welcome as a limiting force on the council of twelve and must be removed for the greater good of all. Tariffs which have stood in place for thousands of years must be repealed to allow free trade to flourish, but cannot due to the interference of Sigfried White-Raven, the so-called Neutral King. This petition calls for the Neutral Kings removal, by force, and is signed by the following:
• Rothchild, fourth seat on the council of twelve.
• Mr. Ventris, on behalf of his master, ninth seat on the council of twelve.
• Doyle, tenth seat on the council of twelve.
• Vorus Eralon, twelfth seat on the council of twelve.
3) Dispose of Mr. Ventris: Too long has this Ventris individual acted unlawfully in his use of council powers. He is not the rightful possessor of the ninth seat, nor should he be able to exercise such power. Remove Mr. Ventris from his position. We have arranged that he will be in the alchemical district: enclosed is a weapon which is the property of the guild, it will be good for only a single shot but will relocate the individual hit by the shot to a place of our choosing, allowing us to deal with him in a manner which, though non-violent, assures he is removed as a threat. [Enclosed: A hand crossbow, a scroll of True Strike, and a single bolt.]
4) Either prevent or Arrange an Accident: One of your fellow guild-mates has been asked to detonate a large siege weapon: we can tolerate this only if it extends our operation. I would like for you to arrange for Tom Wulfe to die in this blast or failing this, prevent the blast entirely: there may come a time when the industrial sector is helpful to our cause, but Wulfe will always be a thorn in our side. Signed by, one who sees much potential for advancement in your future, assuming you are cooperative. [Enclosed is an amulet labeled: ‘for your protection’]
5) Uphold the Law: Part of the contingency upon which the Brass Embassy exists in this reality is through lawful action. It is my intention that this lawful action be maintained. There are several plots in the works that will damage the neutral city, and also work towards the dispersion of the Brass Embassy. I would like for you to prevent these acts of chaos, and thus maintain my presence in this world for the foreseeable future. You are faced with a rather amusing choice, then: stop the chaos, and save hundreds of lives while allowing my organization to flourish, or allow for the deaths of hundreds, perhaps thousands, and thus quicken the decay of the Brass Embassy. I look forward to seeing your decision. There will be a device with an obsidian button which has a green flame inscribed on it. Press the button, cut your palm with the enclosed piece of metal, drip some blood on the metal, and leave the metal on the ground. For this you will be rewarded and suffer no consequences specific to yourself. Signed (in blood), Alistair, Lord of the Brass Embassy. [Enclosed is a jagged, thin piece of platinum.]
6) The Siren Song: In the industrial sector, there is a spirit animal, a Domovoi, by the name of Corinth Kos. This is no creature, but an individual to be respected, and it is in control of a device which will be important in the days to come. There is a secret about the Neutral City that few understand, a secret that means much for Elves and Dwarves and Men. It is important that a certain item is retrieved from Corinth Kos and then energized. I can think of two ways within your means to energize this artifact – it should not be hard to claim from Corinth Kos, as I have a thing which he desperately desires. A large kinetic or thaumic force may charge the item, or, quite surprisingly I discovered, the item may be charged by the soul of a great individual. If it is to be charged in this first way, then it should be placed as near as possible to the source of the thaumic or kinetic discharge. If it is to be charged in this second way, the individual must be someone of note, someone of power, and must not be allowed to return: the death must be a complete one. [Attached is a small red bauble, like a Christmas ornament.]
Each PC gets one item and the key is given to the group as a whole.
Device Descriptions:
1) The Key: A small ivory key, no larger than your fingernail attached to a necklace of platinum links. It speaks with the voice of a small child.
2) The Button Stick: This is a staff the length of a man’s forearm. It has many buttons on it, and a glowing orange eye. It speaks like a paranoid quickling. It has a note on it reading: ‘In case of emergency, press button.’ The buttons are as follows: A grey button, a button which is half grey half black, a black button, a white button, a blue cloud-shaped button, a red flame-shaped button, a blue tear-shaped button, a silver diamond-shaped button, an emerald button, a black button studded with diamonds, a red tear-shaped button, a button of human bone, a white button with veins of sapphire, a white button with veins of diamond, an obsidian button with a green emerald flame on it, a glowing orange eyes which looks around at things, a ying-yang sign button, a topaz button, a button shaped like a cage made out of iron, a button shaped like a red wing, a human tooth button, a platinum button, a red/blue button, a silver button, an emerald/diamond button, a topaz/ruby button, an obsidian button.
3) The Button Spike: This device looks like a railway spike, pointy at one end and flat at the other end. It is about six inches long and has two buttons on it, one orange and one blue. It has a note reading: ‘60 ft. range, not a toy.’ Is speaks like GlaDos
4) The Red Ring: This device is a red ring with a ruby on the top. The ruby is clearly a button. A note attached reads: ‘I know what you're thinking, 'cause right now I'm thinking the same thing. Actually, I've been thinking it ever since I got here: Why oh why didn't I take the BLUE ring?’ It speaks like Morpheus.
5) The Blue Ring: This device is a blue ring with a sapphire on the top. The sapphire is clearly a button. A note attached reads: ‘Do not use outside, this isn’t wonderland.’ It speaks like a machine.
6) The Rock: This device is a solid granite rock with a small ivory button on it. A not attached reads: ‘Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade towards thy foe, who, being naughty in my sight, shall snuff it.’ It speaks like Cave Jonson.
7) The Crystal: This device is a purple crystal about three inches in length which pulses with energy. On the top of the device is a red switch. The switch is labeled, ‘do not tamper.’ It speaks like an Ilithid.
What the items actually do:
The Key (The Key): Imbues the wielder with the ability to ‘drive’ the golem, directing its movements to some extent as ‘suggestion’ the spell.
The Plane-changer (The Button Staff): www.d20pfsrd.com/gamemastering/environment/the-planes
Changes the local area, within 100ft. of the staff into the plane which is chosen until another plane is chosen. The plane can be walked out of by leaving the staff behind, otherwise the plane will move with the staff and thus the PCs will be unable to leave without changing the plane.
Material Plane: A grey button.
Shadow Plane: A button which is half grey half black.
Negative Energy Plane: A black button.
Positive Energy Plane: A white button.
Plane of Air: A blue, cloud-shaped button.
Plane of Fire: A red, flame-shaped button.
Plane of Water: A blue, tear-shaped button.
Plane of Earth: A silver, diamond-shaped button.
Ethereal Plane: An emerald button.
Astral Plane: A black button studded with diamonds.
Abadon (Neutral Evil): A red, tear-shaped button.
The Abyss (Chaotic Evil): A button of human bone.
Elysium (Chaotic Good): A white button with veins of blue sapphire.
Heaven (Lawful Good): A white button with veins of diamond.
Hell (Lawful Good): Obsidian button with a green flame etched into it.
Infernus: A button which is also a glowing orange eye.
Limbo: A ying-yang sign button.
Nirvana: A topaz button.
Purgatory: A button shaped like bars made of iron.
Utopia: A button shaped like red wings.
Plane of Agony: A button made out of human teeth.
Plane of Gravity: A button of platinum.
Plane of Molten Skies: A half-red, half-blue button.
Plane of Time: A silver button.
Plane of Acid: A half emerald half-diamond button.
Plane of Lightning: A half topaz half-ruby button.
Plane of Obsidian: A button of obsidian.
The Snap-locator (The Button Spike): Portal gun, range 60ft.
The Flip-rift (The Blue Ring): Makes gravity go up in a 120ft. radius. This gravity change does not affect the flip-rift which stays on the ground. DC: 15 reflex save to grab items when gravity is flipped. The gravity switch lasts 1D4 minutes or until the switch is flipped again. Creatures fall 30ft/round.
Objective Directional Gravity
The strength of gravity on a plane with this trait is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the plane itself, or even upward. In addition, the direction of “down” may vary from place to place within the plane.
The Float-flit (The Red Ring): Makes gravity subjective in a 120ft. radius. This gravity change does not affect the float-flit which stays on the ground. The gravity switch lasts 1D4 minutes or until the switch is flipped again.
Subjective Directional Gravity
The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes.
Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).
It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.
The Clap-Blast (The Rock): Grenade which throws things away from it. Within a 5ft. radius, thrown 100ft. Within a 10ft radius, thrown 50 ft. Within a 15ft. radius thrown 20ft. directly away from the Clap-blast. 1D6 damage/10 feet.
The Thought-stop (The Crystal): Creatures within 40ft. of the thought stop must make a will save DC: 18 to move and are otherwise paralyzed. This is a mind-effecting effect. The save must be made at the beginning of each round or every time a significant action is taken.
Each PC gets one secret mission:
The Secret Missions: [One Each + The General Mission]
1) Trigger the Detonation: There is a bomb – an alchemical siege weapon – which was smuggled into the city by an individual who most see as a loyalist to the advisor-to-the-king, Tom Wulfe. In reality this man was an agent of mine from the beginning and the device is in place in the industrial quarter, so placed as to cause a chain reaction there and cripple Tom Wulfe’s growing strangle-hold on this city. The following are documents retrieved at great risk to my men which prove, overwhelming, Tom Wulfe’s narcissistic insistence on the pursuit of alchemical knowledge, his creation of a device known as the alchemical dragon, and his near vampiric reliance on the philosopher’s stones. The document is unsigned but has the seals of several council members.
Included documents:
• Kailan Moros’ Report: This report by a Red Mantis working on the dime of the Merchant’s Guild details the construction of a ‘boat-like contrivance’ meant to ‘establish Tom Wulfe as a military power’. There is a schematic included and several detailed formulas, both alchemical and chemical.
• Rothchild’s Report: This report is penned by the hand of one of the council members, and depicts an unwholesome picture of Tom Wulfe. It includes a detailed expense report for the construction of Alchemical devices, many of which include tax dollars and private donations from the Neutral King. It highlights especially the creation of several Philosophers stones for the personal use of Tom Wulfe.
• The third document is labeled in Common ‘An unfaltering analysis of the character of one Tom Wulfe, advisor to the king.’ The rest of the document is written in a strange dialect of Draconic.
2) Assassinate the Neutral King: The monarchy is old and failing; it has outstayed its welcome as a limiting force on the council of twelve and must be removed for the greater good of all. Tariffs which have stood in place for thousands of years must be repealed to allow free trade to flourish, but cannot due to the interference of Sigfried White-Raven, the so-called Neutral King. This petition calls for the Neutral Kings removal, by force, and is signed by the following:
• Rothchild, fourth seat on the council of twelve.
• Mr. Ventris, on behalf of his master, ninth seat on the council of twelve.
• Doyle, tenth seat on the council of twelve.
• Vorus Eralon, twelfth seat on the council of twelve.
3) Dispose of Mr. Ventris: Too long has this Ventris individual acted unlawfully in his use of council powers. He is not the rightful possessor of the ninth seat, nor should he be able to exercise such power. Remove Mr. Ventris from his position. We have arranged that he will be in the alchemical district: enclosed is a weapon which is the property of the guild, it will be good for only a single shot but will relocate the individual hit by the shot to a place of our choosing, allowing us to deal with him in a manner which, though non-violent, assures he is removed as a threat. [Enclosed: A hand crossbow, a scroll of True Strike, and a single bolt.]
4) Either prevent or Arrange an Accident: One of your fellow guild-mates has been asked to detonate a large siege weapon: we can tolerate this only if it extends our operation. I would like for you to arrange for Tom Wulfe to die in this blast or failing this, prevent the blast entirely: there may come a time when the industrial sector is helpful to our cause, but Wulfe will always be a thorn in our side. Signed by, one who sees much potential for advancement in your future, assuming you are cooperative. [Enclosed is an amulet labeled: ‘for your protection’]
5) Uphold the Law: Part of the contingency upon which the Brass Embassy exists in this reality is through lawful action. It is my intention that this lawful action be maintained. There are several plots in the works that will damage the neutral city, and also work towards the dispersion of the Brass Embassy. I would like for you to prevent these acts of chaos, and thus maintain my presence in this world for the foreseeable future. You are faced with a rather amusing choice, then: stop the chaos, and save hundreds of lives while allowing my organization to flourish, or allow for the deaths of hundreds, perhaps thousands, and thus quicken the decay of the Brass Embassy. I look forward to seeing your decision. There will be a device with an obsidian button which has a green flame inscribed on it. Press the button, cut your palm with the enclosed piece of metal, drip some blood on the metal, and leave the metal on the ground. For this you will be rewarded and suffer no consequences specific to yourself. Signed (in blood), Alistair, Lord of the Brass Embassy. [Enclosed is a jagged, thin piece of platinum.]
6) The Siren Song: In the industrial sector, there is a spirit animal, a Domovoi, by the name of Corinth Kos. This is no creature, but an individual to be respected, and it is in control of a device which will be important in the days to come. There is a secret about the Neutral City that few understand, a secret that means much for Elves and Dwarves and Men. It is important that a certain item is retrieved from Corinth Kos and then energized. I can think of two ways within your means to energize this artifact – it should not be hard to claim from Corinth Kos, as I have a thing which he desperately desires. A large kinetic or thaumic force may charge the item, or, quite surprisingly I discovered, the item may be charged by the soul of a great individual. If it is to be charged in this first way, then it should be placed as near as possible to the source of the thaumic or kinetic discharge. If it is to be charged in this second way, the individual must be someone of note, someone of power, and must not be allowed to return: the death must be a complete one. [Attached is a small red bauble, like a Christmas ornament.]