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Post by reefwood on Nov 29, 2010 13:06:41 GMT -5
Day 38 - Evening
8pm: Master Sergeant Shaw receives a sending with instructions to collect his officers and prepare a secure location for a private meeting. Staff Sergeant Sweetwater and Corporal Steerhelm join Shaw on the top level of the lighthouse. Moments later, three more military personnel appear out of thin air. All wear insignia which identify them as Coalition members but do not specify allegiance to a particular nation or faction. They do, however, indicate membership to a little known military branch that handles covert operations, and the half-elf holds the rank of Major. He is accompanied by a human is dressed in the robes of a mage and a dwarf has a fearsome greataxe strapped to the back of his armor.
The half-elven Major presents the Nemedoran officers with confidential information on the whereabouts of Magnus Drekk - a former captain who betrayed the Coalition. His deception and treasonous acts played a pivotal role in Vallest retaking the Hydrahead Peninsula five years ago. Magnus was long-believed to be hidden deep within the enemy continent, but recent intel places him somewhere in the northern portion of the Dead Spike.
Magnus Drekk was a strict and cruel officer. It is said that the only ones he treated more brutally than the enemy were his very own soldiers from which he demanded unwavering obedience and sacrifice. There was little mercy for those who fell short of these expectations, and the battalion he commanded had the highest execution rate of its own personnel - for crimes such as cowardice, disobeying orders, and conspiring with the enemy. While some of the charges were justified and the excessive punishment in line with his nature, in retrospect, this may have also been a way for Magnus to silence anyone who uncovered his undermining of the Coalition.
In battle, Magnus earned the moniker "the foot soldier" for being swift and able to deliver punishing kicks in quick succession. He was known to don magic items to enhance his prowess and provide protection but never wore actual armor.
The Dead Spike is the slimmest head of the Hydrahead Peninsula. It juts out in a northeasterly direction toward Vallest with a mountain range known as The Spine running along its inner shore. The large bay nestled by the peaks is shark-infested and also home to a Sahuagin empire deep below the surface with raiders known to attack shipping lanes and even occasionally the land bridge leading to greater Vallest. A smattering of tiny towns dot the base of the head, but the rest has been largely uninhabited in the two centuries since a terrible battle took place across the northern portion. Little is still known of this conflict, but it left a ghastly curse upon the land, and to this day, those cut down in violence often rise to deliver vengeance on the living.
A battalion of Vallestian troops have patrolled the Dead Spike since the Hydrahead Peninsula was lost. It was thought they were charged solely with keeping the undead from spreading, but recently, intel has come to light that their duty was also to protect Magnus Drekk. These troops have since been recalled for the war effort, but it is believed Magnus has chosen to remain on the Dead Spike rather than risk attracting attention by moving with Coalition forces so close.
The mission is to locate and capture Magnus Drekk, so he can be properly tried for treason and sentenced. This would serve not only as a dire warning against any who dared to even consider consorting with the enemy but also to help bring peace to those who lost loved ones due to his betrayal. The most important and pressing reason to take Magnus alive, however, is to question him about former - and perhaps still current - ties within the Coalition before the push is made into greater Vallest. This traitor did not act alone, and while his connections to the forces taking the Hydrahead were thought to be purged, only the opportunity to question him directly can ensure the security of the next planning stage.
[OOC: A great Profession (military) check on Magnus revealed most of the personal info above and that he betrayed the Coalition because he wanted to be on the winning side and saw how he could contribute toward assisting one side - Vallest - achieve all out victory.
One other thing I forgot to mention about his fighting style is that he had somehow developed the ability to absorb the fading life force of those he killed or grievously injured and use it to replenish his own vitality.
The Dead Spike is about 75 miles in length. It is only about 20 miles wide at the base and slowly narrows until coming to a point at the top. The entire eastern shore is composed of sharp peaks that run onto land and into the bay. A direct route east from Dragon Dock to the Dead Spike is approximately 50 miles and lands on shore about 20-25 miles from the top. Magnus is believed to be somewhere on the northern half of the Dead Spike.]
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Post by reefwood on Dec 1, 2010 17:27:31 GMT -5
Timeline
Day 38
10pm - depart from Dragon Dock -Standing- Bodyguard, Ftr#1, Hunter -Rowing- 1st batch of sailors (6am) -Resting- Brion (6am), Vargas (6am), Nimarious (12am)
Day 39
12am -Standing- Bodyguard, Ftr#1, Hunter -Waking- Nimarious -Spell Prep- Nimarious (1 hr) -Resting- 2nd batch of sailors (8am)
6am - dawn -Standing- Bodyguard, Ftr#1, Hunter -Waking- Brion, Vargas -Spell Prep- Brion (1 hr) -Rowing- 1st batch of sailors finish 8 hrs
7am -Standing- Bodyguard, Ftr#1, Hunter -Rowing- 6 sailors fail forced march (6 fatigued)
8am -Standing- Bodyguard, Ftr#1, Hunter -Waking- 2nd batch of sailors -Rowing- 11 sailors fail forced march (6 exhausted & replaced, 1 old fatigued, 5 new fatigued) -Resting- first 6 sailors from 1st batch (4pm)
9am -Standing- Bodyguard, Ftr#1, Hunter -Rowing- 6 sailors fail forced march (6 exhausted & replaced) -Resting- last 6 sailors from 1st batch (5pm)
10am -Standing- Brion, Nimarious, Vargas -Resting til 6pm- Bodyguard, Ftr#1, Hunter
1pm - shark attack -Standing- Brion, Nimarious, Vargas -Resting Interrupted- Bodyguard, Ftr#1, Hunter
4pm -Standing- Brion, Nimarious, Vargas -Rowing- 6 sailors from 2nd batch finish 8 hrs -Waking- first 6 sailors from 1st batch
5pm -Standing- Brion, Nimarious, Vargas -Rowing- 6 sailors from 2nd batch finish 8 hrs & 6 make forced march -Waking- last 6 sailors from 1st batch
6pm -Waking- Bodyguard, Ftr#1, Hunter -Standing- Brion, Nimarious, Vargas -Rowing- 12 sailors from 2nd batch make forced march
10pm -Resting- Nimarious (12am)
Day 40
12am -Waking- Nimarious -Spell Prep- Nimarious (1 hr)
1am -landfall & zombie crab attack - 1 crab zombie commanded w/ command undead spell -Resting- Brion (6am/10am), Vargas (9am), 2nd batch of sailors (9am) -Watching- Nimarious, Hunter, Ftr#1, Bodyguard, skeletons
6am - dawn -Spell Prep- Brion (1 hr) -Watching- Nimarious, Hunter, Ftr#1, Bodyguard, skeletons
7am - morning -Resting- Brion (10am) -Watching- Nimarious, Hunter, Ftr#1, Bodyguard, skeletons
9am -Resting- Brion (10am) -Waking- Vargas, 2nd batch of sailors -Watching- Hunter, Ftr#1, Vargas, Nimarious, Bodyguard, skeletons -Misc- 2nd batch of sailors row back to Dragon Dock w/ 1st batch resting
10am -Waking- Brion -Resting til 6pm- Hunter, Ftr#1, Bodyguard -Watching- Brion, Vargas, Nimarious, skeletons
[OOC: Bodyguard is still down 2 point of Con. Nimarious took control of two zombie crabs at 1am on Day 40 with command undead and this control will expire in 10 days. And here's a simpler summary of everyone's rest (which ends 8 hrs after starting, unless otherwise noted):
Rest on Night 38 into Day 39 10pm - Brion, Nimarious (12am), Vargas 12am - 2nd batch of sailors 8am - first 6 sailors from 1st batch 9am - last 6 sailors from 1st batch 10am - Bodyguard, Ftr#1, Hunter 6pm - first sailors from 2nd batch 7pm - more sailors from 2nd batch 8pm - last sailors from 2nd batch 10pm - Nimarious (12am)
Rest on Day 40 1am - Brion (6am/10am), Vargas, 2nd batch of sailors 10am - Hunter, Ftr#1, Bodyguard
Everyone will be rested at 6pm on Day 40, and we can pick up here unless anyone wants to do something between 10am and 6pm.]
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Post by reefwood on Dec 3, 2010 15:33:00 GMT -5
Timeline (Part II)
Day 40
6:00pm @ western shore of the Dead Spike - march east through wilted forest at 3/4-speed (1.5 mi/hr)
11:20pm - dilapidated stone road found (8 mi from shore) - turn northeast along stone road at 3/4-speed (1.5 mi/hr)
Day 41
12:15am - giant ghoul attack!!! 1 destroyed, 2 commanded w/ command undead spell - continue northeast until 1am
1:00am - 2.5 mi have been traveled northeast along stone road - ghouls keep watch while squad rests
10:00am - continue northeast on stone road through mountains at 1/2-speed (1 mi/hr)
11:30am - 4 mi have been traveled northeast along stone road - find a side road splitting east w/ giant ghoul tracks
3:30pm - 8 mi have been traveled northeast along stone road - find a side road splitting west w/ tiny insect tracks
7:30pm - 12 mi have been traveled northeast along stone road - find a side road splitting west w/ no tracks
11:30pm - 16 mi have been traveled northeast along stone road - find a pair of ruined double doors leading into mountain - Nimarious casts scrying (fail @ 12:30am)
Day 42
12:30am - squad marches away from ruined double doors
1:00am - ghouls keep watch while squad rests
10:00am - Brion casts divination (“Follow the broken stones not to sea but to soil.”) - explore through double doors ---20 ft x 20 ft doorway ---40 ft x 40 ft carved hall (200 ft long) ---20 ft 20 ft carved tunnel (50 ft long) ---enormous natural cavern with bridge (20 ft x l00 ft) collapsed after 30 ft ---Nimarious casts arcane eye (10:05am - 10:15am) ---squad leaves while arcane eye finds iron mines and ruined city (10:15am - 10:25am)
10:20am - squad exits the mountain - march southwest through mountians on stone road at 1/2-speed (1 mi/hr)
Day 43
1:00am - 14 & 2/3rd mi have been travled southwest on stone road - ghouls keep watch while squad rests
10:00am - Brion uses sending (1 out of 3) - march southwest through mountains on stone road at 1/2-speed (1 mi/hr)
11:20am - exit mountains - march southwest along stone road at 3/4-speed (1.5 mi/hr)
7:20pm - 12 mi have been traveled southwest along stone road - find dirt road leading west - march west on dirt road at full-speed (2 mi/hr)
9:50pm - 5 mi have been travled west on dirt road - ghoul spots "big house" - Nimarious casts arcane eye (9:50pm - 10:00pm) ---arcane eye explores house (10:00pm - 10:10pm)
10:10am - squad approaches house, cuts through chain, moves to front door - trap door and werewolves attack!!!
[OOC: The two werewolves who jumped up through the broken trapdoor turned into half-orcs immediately after they were cut down. Their fur and claws receded, their body shape changed, and even their muscles shrunk slightly, but they are still look vey strong. Each one has a spiked metal collar around its neck that is attached to a chain. The chains leads into the underground tunnel from they came. The tunnel has stone walls and looks to be man-made from your current vantage point.
The next session will begin in Round 12 on Nimarious' turn.]
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Post by reefwood on Dec 8, 2010 18:44:51 GMT -5
Part IIIGreat job everyone! You seemed to get discouraged at times, but Magnus was only a Hard challenge for the PCs, which is definitely within your ability. It's just that he was really awesome at some things but not so awesome at others. I was somewhat surprised that Brion didn't bring up the idea of using positive energy bursts when the theory about vampires came up...because that would have done consistent damage. Also, grunts and minions can do a good job against low level level enemies, but in most instances, you shouldn't expect them to do much against the big bads, such as Magnus. When minions were sent against him, it shouldn't have been too surprising that they did little and got beat up quick and the damage done healed quickly. Whereas, when Brion finally joined in the battle, Magnus was taking serious damage. While on the flipside, Nimarious would have probably died in a one-on-one fight with Magnus but did have so many undead and summoned creatures to keep Magnus at bay until help arrived...but if Magnus got through them faster, Nimarious probably would have died...and that just is one of the dangers of splitting up: you can wind up against the creature that your buddy can take but will utterly destroy you. I tried giving some hints this time to keep your spirits up because this was a difficult mission, but if you get discouraged and think a situation is hopeless, you may defeat yourself in the future...and also, some challenges will be Epic, so if you don't go in with the right strategy,, you may have to retreat to try another strategy later on, and if you don't runaway, you may get destroyed. This is war, and it is expected that PCs will die once in a while, but I'm not throwing challenges at you that cannot be defeated with the right strategy, but sometimes you may need just the right strategy, and victory doesn't mean that everyone survives. Anyway, I'm glad things worked out and fun was had! Oh, and I made a mistake on Nimarious' life sight. The headless vampire spawn were still undead, but the people found upstairs and on the dining room table would have registered as dead because they were not undead yet. Also, the sailors who were sent back to Dragon Dock by themselves across the dangerous bay took some loses: 6 out of 24 sailors were killed, but no boats were lost. TimelineDay 4310:20pm- Nimarious uses command undead spell on elven vampire spawn and Magnus Drekk 10:30pm- Nimarious uses command undead feat on half-elven and human vampire spawn - Nimarious teleports outside Verdas with Magnus and ghoul - Nimarious uses pearls of power to teleport Covert Ops Mage to the Dead Spike - Covert Ops Mage teleports 8 Medium creatures in squad to Verdas Day 441:00am- Nimarious rests til 3am 3:00am- Nimarious preps spells til 4am 4:00am- Nimarious teleports all but one of the remaining squad to Verdas 6:00am - Dawn Mission Score (0 – 150 pts)150 pts = Superb 125 pts = Great 100 pts = Good 75 pts = Fair 50 pts = Poor 25 pts = Terrible Points:Capture Magnus (125 pts) or Kill Magnus (75 pts) Penalties:Squad Members Killed (-1 pt per level each): -0 pts Sailors Killed (CR1 = -1 pt each): -1 x6 = -6 pts Rowboats Lost (-5 pt each): -0 pts Total: 125 - 6 = 119 pts (Good = 3 APs) You did a great job, but leaving the low-level sailors to fend for themselves did prevent a perfect score, so you cannot level up at this time. Also, the Superb and Terrible ratings will usually be outside the scoring range of most missions unless you do something exceptionally well or bad that goes beyond anything I would have excepted. Although, this mission could have left you with 0 pts (Terrible) if you didn't at least kill Magnus. PromotionsMaster Sergeant Shaw is promoted to First Sergeant Corporal Steerhelm is promoted to Sergeant IncomeFive days of 10th-level income (Days 39 to 43) {[Character level x5] + Profession (military) modifier = daily wage in gp} x3 days SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) Belt of Giant Strength +1 (1 lb) Bracers of Armor +1 (1 lb) Cloak of Resistance +2 (1 lb) Ring of Protection +1 (0 lb) Amulet of Natural Armor +1 (0 lb) PrisonersRock Crab Zombie (commanded undead spell – 10 days) Hill Giant Ghoul (command undead spell – 10 days) Elven Vampire Spawn (commanded undead spell – 9 days) Half-elven Vampire Spawn (command undead feat – daily save Will DC 16) Human Vampire Spawn (command undead feat – daily save Will DC 16) It will be up to Nimarious to keep track of which days and times these effects start/end and keep tabs on attempting to reapply them as necessary, and this is during Time Off too. Failure to keep the undead under control while at the Nemedoran camp outside Verdas - either because you forget or they get loose - will lead to their destruction by Nemedoran priests and templars who use positive energy and smiting. Additionally, the vampire spawn were commanded while Nimarious still had a negative level, so they are using 9th-level stats to determine control. I will keep track of this, and I am letting you know about this time since it is the first time this has come up, but this is something that you will have to keep track of yourself from here on out. If you don't realize or remember that an effect lasts shorter than usual, well, things could get interesting when that undead gets loose. Being evil and having evil creatures that want to kill the living does have its restrictions Time OffStandard break with 3 APs = 3 days off (Days 44, 45, 46) There is no level up or rewards to figure out, but everyone will earn 1 day on 10th-level income at the end (8pm) of each day during Time Off. Anyone who wants to do anything more than normal daily duty - such as keeping tabs on the vampire spawn that can break free each day - will need to give me a list of activities for each day, and we'll do this one day at a time. Additionally, I want to figure out a standard system for rest and getting tired. I have a couple ideas. One is a simple but strict method, and the other is more complicated but flexible. These will be posted later and will be voted on with a secret vote.
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Post by reefwood on Dec 8, 2010 19:21:00 GMT -5
Elder DeckThis little wooden box contains 13 thin stone tablets. Each is marked by an identifying symbol on one side and contains powerful magic that brings forth fortune or doom. An individual who wants to draw from the deck must announce how many tablets will be drawn. All the tablets must be drawn within the hour - no more or less. Any undrawn tablets flip out on their own at the end of the hour, and this specific individual can never again draw from the deck. When a tablet is drawn, its magic is immediately unleashed, and the tablet instantly returns to the deck, so the same tablet can be drawn repeatedly. Additionally, some tablets have exceptions to these restrictions, such as the tablet that allows you to draw more tablets. Research has given some clue as to what the tablets do: - A curse that weakens your resistance to harmful effects
- Malice is developed with a creature from another plane
- The option to draw more tablets
- Receive a powerful weapon
- Receive the service of a loyal knight
- Wishes are granted
- Suffer from bouts of insanity
- Lose all material wealth
- A malignant spirit is set loose against you
- Increase a key ability
- Advance overall ability
- Receive a castle
- Soul is ripped from body
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Post by reefwood on Dec 9, 2010 20:12:16 GMT -5
Spoils - correction
I forgot that the 4 vampire spawn each had 1 ring of protection +1 and 1 amulet of natural armor +1. The three who joined the squad will not give up their items, but the one that was destroyed left its items behind. These have been added to spoils above.
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Post by reefwood on Dec 10, 2010 17:21:43 GMT -5
Time Off - Ch 11. post-game There is no task for the squad to perform during Time Off, but there are a few things to note: - Sahme is still at Dragon Dock. He can ride to New Briar and Specialist Ni can teleport him to Verdas. Or Nimarious can attempt to teleport to Dragon Dock and back to Verdas with Sahme. Or Nimarious can attempt to teleport the squad to Dragon Dock, but Verdas is the only location where the undead can be left alone, so Nimarious can't leave undead at the dock and rest in Verdas. Or the squad can attempt to rendezvous in some other location.
- The warsteeds are at Dragon Dock. Nimarious can attempt to teleport them to Verdas or some other location.
- One creature must be left behind at the Dead Spike because Nimarious does not have enough teleport ability to take everyone from the point we left off, but he can attempt to teleport back another day.
Time Off starts on Day 44, and we started that day at the end of the last session, and below is a list of where things left off for each PC. Day 44Brion- rest at 1am (8 hr) - prep spells at 6am (1 hr) - wake at 10am Nimarious- rest at 1am (2 hr) - wake at 3am and prep spells (1 hr) - teleport most of remaining squad to Verdas at 4am Sahme- stationed at Dragon Dock
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Post by reefwood on Jan 5, 2011 16:00:57 GMT -5
Time Off - Day 44
The 3 vampire spawn are left behind at the mansion on the Dead Spike, so Time Off begins in the army camp outside Verdas at 4am with only the Hill Giant Ghoul.
4:00am - Nimarious channels energy via the Command Undead feat in an attempt to gain control over the H.G. Ghoul. This effort is a threatening action because it will place the H.G. Ghoul fully under the control of someone else - much like it would be a threat to cast a spell against a creature, such as dominate - and therefore, this use of channel energy breaks the command undead spell. However, the H.G. Ghoul falls under the control of Nimarious, so breaking the spell does not put the squad in danger, but the H.G. Ghoul will receive a new Will save each day to break free, and since the Command Undead feat is based on the control undead spell, "Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end." Last night, I skipped over the Will saves for Days 45, 46, and 47, but they will be rolled from here on out - both during Chapter days at the table and online during Time Off days.
4:00am - Next, Nimarious casts command undead on the 5 half-elf skeletons and 2 boar skeletons (#1, #2). The automatically fall under control of the spell because they are mindless undead, and casting this spell does not have any effect on the simpler animate dead spells that created. When the command undead ends, they will resume acting under the simpler animate dead spell.
Time Off - Day 45
4am - Nimarious casts command undead on the H.G. Ghoul and 1 boar skeleton (#3). Lets just say this also happens at 4am to line up with the rest of the undead crew.
Here are the rules on Channel Energy (which is a Supernatural Ability, so therefore, magic) and how spells and mental effects interact with each other. Giving an example relevant to War Stories - the Command Undead feat cannot be dispelled, but it would not function while in The Rift.
Undead Control Summary
Finally, here is a summary of the undead controlling and commanding and whatnot that occurred in Chapter 11 and the Time Off that followed. I will keep track of these things on my own to prepare for when these effects end and the freed undead try to eat your brains. It will be up to the players to keep track on their own if they want to prevent such things from happening.
Prevention includes providing a schedule of what you want to do on Time Off days in between Chapters, such as being ready to use the Command Undead feat (and/or spells) each day at 4am. As stated previously, undead that break free during Time Off - either because no effort to is made to ensure they stay under control, or if that effort fails - will be destroyed by the main army (who will also keep any resulting spoils).
Also, this kind of effort isn't limited to undead control but goes for anything that PCs want to keep active between Chapters that requires a renewed effort, and as in the past, I will always layout the timetable for Time Off and ask if anyone wants to provide a schedule, and I will post more about Time Off in the OOC thread since not everyone may read this thread.
Another factor that may come into play down the line are the new rules for Rest and Staying Awake. A creature can rest as early as 12 hrs after completing the previous rest but can only stay awake for certain length of time before passing out. A creature with a Con mod +0 can stay awake for 16 hrs without penalty, but staying up longer results in mental penalties, and the creature will pass out at the end of 18 hrs. The full rules for Rest are in the Misc Info post at the beginning of the Officers Academy thread.
Anyway, these are the undead from Chapter 11 and the Time Off that followed, and as far as I remember, there aren't any other things we need to track right now... but if I did forget something, let me know!
Rock Crab Zombie (command undead spell - Day 40 @ 1am - 10 days) ends Day 50 @ 1am
Hill Giant Ghoul
(command undead spell - Day 41 @ 12:15am - 10 days) ends Day 51 @ 12:15am (Command Undead feat - Day 44 @ 4am - Will DC 17 each day @4am) (command undead spell - Day 45 @ 4am - 10 days) ends Day 55 @ 4am
5 Half-elf Skeletons & 2 Boar Skeletons (command undead spell - Day 44 @ 4am - 10 days) ends Day 54 @ 4am
1 Boar Skeleton (command undead spell - Day 45 @ 4am - 10 days) ends Day 55 @ 4am
Elven Vampire Spawn (command undead spell - Day 43 @ 10:20pm - 9 days) ends Day 51 @ 10:20pm
Half-elven Vampire Spawn & Human Vampire Spawn
(Command Undead feat - Day 43 @ 10:30pm - Will DC 16 each day @ 10:30pm) (RELEASED when Command Undead feat was used on H.G. Ghoul)
*The vampire spawn has a lower duration and DC because Nimarious had 1 negative level at the time, so his caster level was 1 less.
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Post by icnivad on Jan 5, 2011 18:16:11 GMT -5
If the command undead spell drops from the ghoul, I'd like to recast it after the feat is in place. My goal is to always have two types of control.
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Post by reefwood on Jan 5, 2011 20:27:57 GMT -5
If the command undead spell drops from the ghoul, I'd like to recast it after the feat is in place. My goal is to always have two types of control. I edited the above post to include this change. After using one command undead spell on Boar Skeleton #3 on Day 45, Nimarious had 6 more uses of the spell. The ghoul resisted one use but failed against the next one. Keep in mind that the ghoul will still know what you did to it with the Command Undead feat even if it sees you overall as friendly right now, and luckily, it cannot attack you while under the command undead spell.
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Post by reefwood on Feb 4, 2011 13:48:40 GMT -5
Update: SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) - Nimarius Belt of Giant Strength +1 (1 lb) - Nimarius Bracers of Armor +1 (1 lb) - Nimarius Cloak of Resistance +2 (1 lb) Ring of Protection +1 (0 lb) Amulet of Natural Armor +1 (0 lb) - Nimarius SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) Belt of Giant Strength +1 (1 lb) Bracers of Armor +1 (1 lb) Cloak of Resistance +2 (1 lb) Ring of Protection +1 (0 lb) Amulet of Natural Armor +1 (0 lb)
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Post by reefwood on Feb 7, 2011 13:42:04 GMT -5
Update: SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) - Nimarius Belt of Giant Strength +1 (1 lb) - Nimarius Bracers of Armor +1 (1 lb) - Nimarius Cloak of Resistance +2 (1 lb) Ring of Protection +1 (0 lb) - Nimarius Amulet of Natural Armor +1 (0 lb) - Nimarius SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) Belt of Giant Strength +1 (1 lb) Bracers of Armor +1 (1 lb) Cloak of Resistance +2 (1 lb) Ring of Protection +1 (0 lb) Amulet of Natural Armor +1 (0 lb)
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Post by michael on Feb 7, 2011 16:34:31 GMT -5
SpoilsBrion and Sahme have first dibs on these spoils, but please post what you want by the end of the month (Jan 31st). After that, Nimarius is welcome to select from the leftover spoils. Spoils can be selected for PCs to use, or to give to their grunts / undead / summoned creatures / cohorts / etc, or to store in their equipment locker for potential future use. Summary1x +2 Breastplate (30 lb) 1x Belt of Giant Strength+1 (1 lb) 1x Headband of Inspired Wisdom +1 (1 lb) 4x +1 Breastplate (30 lb) 2x +1 Composite Longbow [Str+4] (3 lb) 5x Cloak of Resistance +1 (1 lb) 1x Potion of cure serious wounds [CL5: 3d8+5] (0.1 lb) Just a reminder that if Brion or Sahme want to select any of these spoils, they should do so by the end of the month (next Monday). Afterwards, Nimarius if welcome to select any leftover spoils. I'd like one of the Composite Longbows, if they're still up for grabs. I'm not proficient, but I can always use my Weapon Master ability. Since nobody has claimed it, I think I'll take the Cloak of Resistance +2, and revise my rewards package. Instead of the Cloak of Resistance +2, I'm going to take a wand of Shield of Faith. (CL 12, 22 charges, 3960g)
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Post by reefwood on Feb 7, 2011 17:59:50 GMT -5
Update: SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) - Nimarius Belt of Giant Strength +1 (1 lb) - Nimarius Bracers of Armor +1 (1 lb) - Nimarius Cloak of Resistance +2 (1 lb) - Brion Ring of Protection +1 (0 lb) - Nimarius Amulet of Natural Armor +1 (0 lb) - Nimarius SpoilsElder Deck (0 lb) Amulet of Mighty Fists +1 (0 lb) Belt of Giant Strength +1 (1 lb) Bracers of Armor +1 (1 lb) Cloak of Resistance +2 (1 lb) Ring of Protection +1 (0 lb) Amulet of Natural Armor +1 (0 lb) Re: Brion Shaw - Ch. 13 Spoils & Level 11 Rewards All this looks good. Just a reminder that if Brion or Sahme want to select any of these spoils, they should do so by the end of the month (next Monday). Afterwards, Nimarius if welcome to select any leftover spoils. I'd like one of the Composite Longbows, if they're still up for grabs. I'm not proficient, but I can always use my Weapon Master ability. Since nobody has claimed it, I think I'll take the Cloak of Resistance +2, and revise my rewards package. Instead of the Cloak of Resistance +2, I'm going to take a wand of Shield of Faith. (CL 12, 22 charges, 3960g)
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