Post by Cellidor (Sam) on Mar 30, 2014 22:22:44 GMT -5
March 30th, Teleport mishaps.
My my, what adventure was had today! Lands were explored, things were fought, items were collected and effectively used, and things became far more erotically charged than I would have expected, but hey, what happens on mystery island, stays on mystery island!
Anywho, without ado, onto the rewards and things.
Gilgum - Seeing as someone who fights with their fists probably wouldn't use poison as much, you decide to take the poison sack. On your own, trying to figure it out proves to be incredibly complicated, so you bring it to an experienced alchemist. The alchemist, so greatly amazed you could find such a large and potent sample of such a rare poison, pays you a hefty fee to take it from you (your mission earnings). As well, he makes a deal with you to give you a distilled extract of the poison, and that you can go back to him anytime you need a refill (aka 1/day use). You can use your vial to either coat two crossbow bolts worth of the poison, or coat your eidolon's greatsword with enough for one swing. This poison is injury-type, with the following effect:
Poison-Injury; save Fort DC 25; frequency 1/round for 3 rounds; effect 1d2 Con plus confusion for 1 round; cure 2 consecutive saves.
Ryom - Seeing as Gilgum took the poison, you've decided to take what remains to the powder you discovered. This is quite a unique and powerful collection of dust, that can be used in a myriad of ways. Ideally, it's meant to be a powerful purification powder for any evil-aligned things, but here are some things you can do with it:
1- If some is poured onto an evil-aligned object, there will be a loud damage-less explosion, and the item will invert it's alignment.
2- If you sprinkle some onto your fists (move action, 2/day), your fists will become super good aligned. Anything chaotic or evil punched with your incredibly good fists will take an extra 1d6 damage.
3- If you, for whatever reason, decide to try snorting some of the powder(move action, 2/day), you'll end up getting a massive high (-this- is the -good- stuff. literally), and as a result, will end up being much quicker on your feet. This will have the same effect as being under haste, and lasts for 6 rounds, after which you crash and spend 1 round slowed to recover.
4- There are other flavorful uses for this, but beyond these three will be up to the DM. It's super good-aligned purification powder, use that imagination!
My my, what adventure was had today! Lands were explored, things were fought, items were collected and effectively used, and things became far more erotically charged than I would have expected, but hey, what happens on mystery island, stays on mystery island!
Anywho, without ado, onto the rewards and things.
Gilgum - Seeing as someone who fights with their fists probably wouldn't use poison as much, you decide to take the poison sack. On your own, trying to figure it out proves to be incredibly complicated, so you bring it to an experienced alchemist. The alchemist, so greatly amazed you could find such a large and potent sample of such a rare poison, pays you a hefty fee to take it from you (your mission earnings). As well, he makes a deal with you to give you a distilled extract of the poison, and that you can go back to him anytime you need a refill (aka 1/day use). You can use your vial to either coat two crossbow bolts worth of the poison, or coat your eidolon's greatsword with enough for one swing. This poison is injury-type, with the following effect:
Poison-Injury; save Fort DC 25; frequency 1/round for 3 rounds; effect 1d2 Con plus confusion for 1 round; cure 2 consecutive saves.
Ryom - Seeing as Gilgum took the poison, you've decided to take what remains to the powder you discovered. This is quite a unique and powerful collection of dust, that can be used in a myriad of ways. Ideally, it's meant to be a powerful purification powder for any evil-aligned things, but here are some things you can do with it:
1- If some is poured onto an evil-aligned object, there will be a loud damage-less explosion, and the item will invert it's alignment.
2- If you sprinkle some onto your fists (move action, 2/day), your fists will become super good aligned. Anything chaotic or evil punched with your incredibly good fists will take an extra 1d6 damage.
3- If you, for whatever reason, decide to try snorting some of the powder(move action, 2/day), you'll end up getting a massive high (-this- is the -good- stuff. literally), and as a result, will end up being much quicker on your feet. This will have the same effect as being under haste, and lasts for 6 rounds, after which you crash and spend 1 round slowed to recover.
4- There are other flavorful uses for this, but beyond these three will be up to the DM. It's super good-aligned purification powder, use that imagination!