Wednesday, July 21, 2010

Notes 7/18/10


7/18/2010
Upon returning to the dock there is a shell-boat available. We noticed a luminescence in the water which later inspection (from Red) turned out to be a Genie. (In the form of a female water giant.) When we landed at the island with the order of the burning earth we found all of the half-dragons asleep. Proceeding to the 2nd building we found the (very large) dragon in the middle of some kind of arcane incantations. (Renewing his spells to bind the patron dragon further in the water.) After severely injuring the dragon with a con-draining blow he blew away the top of his tower and dove into the water (to heal the drain and his wounds.) During this time he called out to Kiera (the Genie) to aid him. The monk made a deal to complete a wish for her (effects unknown.)

At this point the paladin and Scar went down into the water and found an ancient great wyrm gold dragon bound by magic. While they destroyed the bindings the rest of the group fought the dragon and eventually succeeded through the use of entanglement, silences, and a charmed half dragon who could get through the creatures damage reduction. Once the bands were destroyed and the half black half green dragon was defeated the genie returned to the monk and they disappeared for the monk to fulfill his bargain. The great wyrm (Astarathian) erupted from the lake and bathed the island in fire, destroying all buildings and the "abominations" with the exception of the charmed half who helped destroy the father. The group was called forth as "Heroes of the Golden Scale" and were each presented with a gem and a dragon scale. The gems located in the tunnel leading to the water ripped from the earth and embedded themselves to the hide of the dragon, as does much of the treasure horde.

Astarathian explained that he had been imprisoned for slightly longer than two years. Scar is eventually pulled to the great wyrm and becomes fused with the paladin and thus granting him the half-dragon template (and his entry to the dragon disciple prestige class.)

Xp: 3200 (6th level)

Treasure:
Each individual received a 5000gp gem, a "good-luck gem" and a golden scale.
Gem - Bearer receives good luck. You and every good creature in a 120' radius get +1 luck on saving throws and luck score. This works for a random rolled number of days (paladin's is perm.)
Scale - Acts as an amulet of natural armor +2

Additional treasure was random rolled and will appear in the next post.

Sunday, July 11, 2010

Game Notes 7/11/2010


7/11/2010

Upon questioning the dragons they explain to us that this is a dragon turtle breeding ground. The ruins are from a forgotten age. The “Keepers of the Burning Earth” are located in the monastery. Two buildings, one for the children and one for the master. Two of the dragonkin jumped ship. A few minutes after docking at the monastery a small group of dragonkin approached. A few halfdragons escorted us toward the monastery to be presented to the master to discuss our claim of ownership. Architecture appears that it would not burn. Greenish tint. Inside the building the rooms appear to be catacomb like. In center of monastery appears a half dragon/half giant. Also appears large pockets of various debris. 1st/2nd stories appear to be strong, just the upper portion appears ruined. Throughout the ruins there’s conversation and low thumps and hums on the ground. Toward center of the island there is some sort of steam geyser. After discussion of ownership of goods the half giant went toward building with the master. Upon returning he will only speak with our own half dragon. Dragon granted that we could take some of the green stone (no more than the paladins weight) and that we can keep our goods. The half giant indicates there is a place called “titanium falls”. The underground river leads out to a lake. Elf escaped from deep stone and was then captured by the halfdragons. Elf appears to be a sorc and he agrees to act as help back in our neighborhood. Elf’s name is Graff.

On the way back to westcrown several flying humanoids (half dragon.) the half giant and several others came chasing after us. #1 flew away with a ruptured spleen. #3 was killed and #6 got killed on the way out. 2,4, and 5 escaped.

Loot: Ogre had a 5,000gp gem. 1,000g misc. Gems.

12 potions available.

Letter from Ecardian (with the council) to Crusher (the half dragon) regarding the loot and allowing him to skim off the top of the agreement with Atharvox.

The paladin returned to westcrown to collect scartis. The group holed up in the caves. Upon returning the paladin saw a large shape off outside of the caves moving. Appeared to be some kind of humanoid type creature.

We continued down into the cave and down to the lower level again. Ended with the group heading back to meet with the dragon.

Xp: 1100

Loot distribution

(party) 3x Large roll of fine silk 500g each
(party) 2x Barrels of alchemists fire (Can be broken down to 12 alch fire each.)
--Jarl 1x Staff of energies (Sorc) – Adds Acid Splash, Burning Hands, magic missile, ray of frost, shocking grasp
--Jarl 1x Wand of searing weapon (30 charges) 1 min/lvl (3 min) +1d6 acid dmg
(party) 1x Masterwork Comp Longbow (+3 str)
Syf- 1x Rhombocrystal (+5 comp bonus to appraise gems/jewels.) +1 luck score
(party) 1x Mask of cutting flesh +2 fort vs fort saves, add’l if follower of Zon-Kuthon (2d4+2 force lash.) Also can command to change from mask to leather cap.
(party) 1x Flask of the reaper (1/day +5 alch bonus to poison saves / hide checks 1 hr. Add’l effects if follower of Norberger +5 move silent, search, slight of hand 1 hour) 1/day can pour acid as per acid flask.
(party) 1x Barbed pentacle of asmodius (+1 deflection, add’l effects if worshipper of Asmodeus May use own blood to increase dc of written spells +1 and acts as holy symbol)
(1x party 1x red) 2x Ring of Throwing (Increases range of throwing 50%) (1 to red, other left open.)
--Fenris 1x Tanglefoot ring (3x per day as if tanglefoot bag. DC18 Luck to save use)
(party) 1x Scholar’s ring (Use – read magic)
(party) 1x Ring of the north star (glows when facing north)
Given to Graff 1x Ring of canine control (DC 11+Cha+Luck bonus vs canines)

Quite the Haul

Ring of Canine Control: A ring of canine control casts charm animal on command. However, the charm animal spell only works on dogs, wolves, dire wolves, foxes, and similar canine animals. The Will save DC against this effect is 11+ the wearer’s Cha and Luck modifiers. (Similar rings attuned to felines, serpents, whales, equines or other categories also exist, but make up only 10% of all such rings.)


Faint enchantment; CL 1st, Forge Ring, charm animal; Price: 1,800 gp.




Ring of the North Star: A ring of the north star always has a single quartz gem mounted in a square setting. As a standard action the wearer may focus on the quartz, which then glows slightly. The glow focuses on one section of the ring like a tiny star, showing the direction of North.


Faint divination; CL 1st, Forge Ring, know direction; Price: 900 gp.


Scholar’s Ring: These simple rings are generally made from gold wire and greenish glass that forms a tiny pair of spectacles. Anyone wearing a scholar’s ring can speak a command word to read magical writings as if under the effects of a read magic spell.


Faint divination; CL 1st; Forge Ring, read magic; Price: 900 gp.


Tanglefoot Ring: When its command word is spoken, a tanglefoot ring fires a blob of adhesive as a ranged touch attack (with a range increment of 10 feet). On a successful attack the blob bursts open, entangling the target with goo which becomes tough and resilient upon exposure to air.


An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a the effect of a tanglefoot ring. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot ring does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the goo immediately. 3XDAY Luck Check DC 18 to keep use.


Faint conjuration; CL 1st; Forge Ring, entangle; Price: 1,800 gp.


(2) Ring of Throwing: A character wearing a ring of throwing increases the range increment of everything he throws by 50%.


Faint transmutation; CL 1st; Forge Ring, mage hand; Price: 1,250 gp.


Barbed Pentacle of Asmodeus


Aura faint abjuration; CL 1st Slot neck; Price 3,000 gp; Weight 1 lb.


This iron disk is inscribed with an inverted pentagram, decorated around its outer edge with tiny metal barbs (facing slightly forward so as to not snag if worn outside clothing), and hangs from an iron chain. When worn visibly, it provides a +1 deflection bonus on AC.


If Asmodeus is your patron, the pentacle counts as a holy symbol. By holding it and speaking a command word, you may use charm person once per day. If you squeeze the pentacle so its barbs draw your blood (1 point of damage), you may use that blood as ink, writing with a quill or even your finger for up to 1 hour; the blood-ink dries instantly on the writing surface so it never smudges, and if used as part of a magical spell you cast which requires or is augmented by writing (such as magic circle against evil or sepia snake sigil), the DC of that spell increases by +1.


Requirements Craft Wondrous Item, charm person, inflict minor wounds, shield of faith; Cost 1,500 gp, 120 XP



Flask of the Reaper


Aura faint transmutation; CL 3rd Slot none; Price 3,800 gp; Weight —


This metal container looks like a hip flask for carrying alcoholic drinks except it is barely larger than a potion vial. The side of the flask may be blank or have a personalized decoration, but the screw-on stopper usually bears a mark like a shield or perhaps a featureless mask. Once per day, you can drink from it and gain a +5 alchemical bonus on Fortitude saving throws against poison and a +5 competence bonus on Hide checks for 1 hour. If Norgorber is your patron, in addition to the above ability, once per day you may drink from the flask to gain a +5 competence bonus on Move Silently, Search, or Sleight of Hand checks. Once per day, you can pour acid from the flask (equivalent in volume to a standard acid flask).


Requirements Craft Wondrous Item, acid splash, resistance, creator must have at least 5 ranks in Hide, Move Silently, Search, and Sleight of Hand; Cost 1,900 gp, 152 XP


Mask of Cutting Flesh


Aura faint abjuration; CL 3rd Slot mask; Price 3,000 gp; Weight 1 lb.


This black leather mask is studded with bits of bone and metal, with smooth-sewn holes for eyes, mouth, and nostrils; it laces in the back with long straps and covers the entire face, leaving only the ears and back of the head exposed. When worn, you gain a +2 resistance bonus on Fortitude saving throws. If Zon-Kuthon is your patron, once per day you can whisper a command word to lash out at a target within 100 feet, slashing them with an invisible blade of force for 2d4+2 points of force damage. As a free action, you can will the mask to unlace, reshape itself into a leather cap on top of your head, or hide itself within your shirt or helm.


Requirements Craft Wondrous Item, animate rope, magic missile, resistance; Cost 1,500 gp, 120 XP


Rhombocrystal


Aura faint evocation; CL 1st Slot none; Price 2,250 gp; Weight —


This jewel-like lens slowly changes colors over time. Most owners set it in a metal fixture on a chain and carry it as a pendant, monocle, or loupe. It acts as a magnifying glass and gives you a +5 competence bonus on Appraise checks involving gems and crystals. It also provides a +1 Bonus to your Luck score.

Requirements Craft Wondrous Item, divine favor, creator must have 5 ranks in Appraise; Cost 1,125 gp, 90 XP


Masterwork Composite Longboy Strength 16 (+3)


Wand of Searing Weapon. 30 Charges


Searing Weapon School Transmutation


Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action


Range: Touch Target: Weapon touched


Duration: One minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)


Searing weapon gives a weapon an enhancement that deals and additional +1d6 acid damage on each successful strike. This spell fails if cast upon a weapon that already deals additional damage of some elemental type. It cannot be cast on a natural weapon or a collection of ammunition, though it can be cast on a ranged weapon, imbuing all missiles fired from the weapon the additional damage for the spell's duration.


Staff of Energies (Sorcerer)


A staff of energies is always made of a decorative wood with striking color, such as mahogany, bloodwood, cherry, or rosewood. The wood is carved into a smooth, twisting column and stained and polished to a warm glowing finish. These staffs are most often carried by monster hunters, who want to make sure they always have access to at least one spell a foe either isn’t resistant against, or has a particular weakness to. A staff of energies gives its wielder the additional spells known acid splash, burning hands, magic missile, ray of frost and shocking grasp.


Weak varied; CL 1st; Create Staff, acid splash, burning hands,magic missile, ray of frost, shocking grasp; Price 1,375 gp.


(2) Barrels of Alchemist Fire: If one barrell is used all at once 10d6 Fire Damage, 5d6 second round. If separated out, it will provide 12 Vials of Alchemist Fire. 600 GP Each


(3) Large Rolls of Fine Silks (500 gp each)

Saturday, July 10, 2010

somebody forgot

I think someone forgot to post our loot from the fight on the dock. Troy?

Sunday, July 4, 2010

7/4/2010 Game notes

7/4/2010

On way to the caves we encountered a will’o wisp and some wights clawing from the ground. From atop the ridge a graveknight attacks. Multiple rounds of attacks create negative levels on various party members. One wight was destroyed. The graveknight charged off after slamming the monk and ranger with a large 2h mace. Eventually the wights went away.

XP: 200

We continued on to Amapus to rest and get rid of the negative levels. Villagers tell of increased lizardfolk activity. House rule: If you go to the village first, no luck check to the caves.

Additional house rule: When using a wand and the use magic device the character can continue to use that wand for a number of uses up to the ranks in Use Magic Device.

Upon getting to the cave area there are piles of refuse outside each blocking the caves. Discovered 3 passages. Left, Right, and Up. Up is a small crawl space. Located a drain in the middle of the cave (natural.) Near the drain there appears to be a moveable section of stone. Red spotted a trap that would fill water in the cave. Upon moving the stone there’s a spiral stair leading to a more heated environment. After about 25’ there’s an opening. A dozen or so lizardfolk across stone and beach and water. Two distinct shapes on the water where some of the lizardfolk are. Appears to be a shell converted to barge. There appear to be multiple cages on the barges.

Lizard folk appear to be partial to half dragon. Killed multiple of the blue, one yellow, and the red/blue dragons gave up. The green one escaped.

Xp: 600

Loot to be posted later.