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Where are they?


KoboldDM

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EIZAN

Eizan takes note of the path and collects a couple items in particular. She can tell several of the items she found are magical, but being unable to identify them she decides to take some things that are either very important or wouldn't be quite so missed.

First she explains that, "The escape route is there. No guards! No psychos! It can collapse if we make it. It leads to a chapel. The chapel is now a storage place with a weird plant light. Brainflayers no like gods, I think."

The Arequin shows back up to the group holding a few items. The first is a black metal sword and the second is a glistening white chain shirt. She presents them to the group and explains, "Many weapons and armor! Maybe they're building an army! The weapons are strange and made of something black. The armor is a white metal. Many magic items, also. And this!"

Eizan drops a copper map. It is marked with:

Quote

Many areas of the place. The main keep, the mines, sleeping quarters, something called the lab, and the main incubation chamber. Along with 6 private rooms leading up to the incubation chamber each marked with a name Svxx 6, Thl'ch 5, Olos 4, D'zzl 3, Ctzzg 2, Ghylk 1. The main incubation chamber also bears the name Sugravul.

"We can use this to help sneak in and slay our foes!"

Edited by Content Surprise (see edit history)
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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


As Eizan returns his eyes brighten up as he sees what is believed to be enchanted items. A smile spreads across his face as he is eager to get a closer look. As the items are revealed, he says, "Mind if I take a closer look at them?"

It doesn't take long, but Fredrick begins to cast Identify and quickly examines the objects.

After doing so, he says, "I am certainly curious who these numbered names are..." he says, "The enemy or prisoners."
 

 

Name
Spellcraft
24
1d20+22 2
Spellcraft
23
1d20+22 1
Spellcraft
34
1d20+22 12
Spellcraft
35
1d20+22 13
Appraise
22
1d20+10 12
Appraise
27
1d20+10 17
Appraise
29
1d20+10 19
Appraise
12
1d20+10 2
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Fredrick can tell the sword is +1 and made from an extremally rare metal known as adamantine, small knives are said to be held by nobles but to see a full sword made out of it is unheard of.
The armor is also +1 and made out of an equally rare metal known as Mithril.

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


His lips almost salivate at the discovery, "Oh my!" he says, "These must be weapons and armor made before the time of the Breaking."

"I have no doubt, that if we can arm ourselves fully, we can have a small advantage going forward during combat." says the merchant and crafter of things.

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


As he is still handling the sword, he replies to Ishino, "Well I am assuming that this place was lost during breaking, that many of these metal objects could have been buried among the ruins and then stored away as it was being rebuilt."

"As for what this is? I have only seen minute amounts of this metal, called adamantine, and the armor mithral." he adds, "Adamantine is much stronger than even steel, entire armors were made of adamanine and weapons could cut past the defenses of some of the more powerful monsters, such as the construct we saw before entering the portal."

The mithral is a perfect example of quality metal that is light in weight and just as durable any metal that could be made, with the exception of adamantine, but it's favored by those who are more agile and little to no effect to performance when trying to remain stealthy." he adds.

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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +3 | Speed 30 ft | HP 54/54 [THP: 0] | Power Points 26/31
AC: 19, Touch: 13, Flat-Footed 16, CMD: 17 | Fort +5 Ref +10 Will +9 | BAB 4.5 | ResistancesNone | ConditionsInertial Armor (5 PP, 6 hours, +6 Armor to AC)


Disrupt Pattern (PBS) +8 (1d6+6 +2d6, 20x2)
MW Shortbow +8 (1d6, 20x3)
MW Bronze Rapier +5 (1d4, 18-20x2)

Skills, Abilities, and Powers

Acrobatics +7, Appraise +9, Craft (Traps) +22, Disable Device +12*+15 vs. Traps, KnowledgeArcana +14
Dungeoneering +14
Engineering +9
Geography +9
History +14
Local +10
Martial +10
Nature +14
Nobility +9
Planes +14
Psionics +14
Religion +14
, Linguistics +12, Perception +9*+12 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +9, Spellcraft +14, Stealth +7, Use Magic Device +16


Altered Defense: 9r/day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds) 


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

"That makes some sense with the origins of this castle. It's far far older than The Breaking, so finding lost relics from the before times wouldn't be too unheard of." Robbert says, adding his own appraisal of the objects via Psionics. "My own Psionics are as strong as the Mithral, so I will not take it from someone else who could benefit from it more. And I dislike using weapons, so I will also pass on the sword, though I would like to investigate it later for historical value."

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EIZAN

Eizan puffs out her chest with her hands on her hips seeing the group is very pleased with her discovery!

"Is it from the before-times?" she asks, a little perplexed. "I didn't bring it, but a paper that was there read 'five zero circle slash circle double line adamantine. Marrow double line mithril.' Maybe they mine bones and marrows in the mine on the map?"

The shaman shrugs and looks to the mithril chain shirt, adding, "I don't use swords, but I wouldn't mind keeping the armor if it is amazing."

OOC Translation

If it's super unclear, Eizan doesn't know what a percentage sign or an equals sign is. So it's circle slash circle is '%' and double line is '='.

 

Edited by Content Surprise (see edit history)
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