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Author Topic: D&D 5e: Lost Isle/[1st Cycle-Missing the Birdgirl. Not that one, the other one]  (Read 59432 times)

Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #75 on: February 20, 2015, 03:23:42 pm »

"45 shining pieces for it tomorrow, throat cut or not. I need  better armour, but not so desperately as to murder my purse for it. You have the leather pre worked, metal-smith."

Persuasion Test (Hard/Target 15+)
3+0=3
Fail!
Recovery (Average/Target 10+)
17+0=17
Pass!


The Dwarf doesn't buy your pleas entire, though at least he doesn't kick you out of his store.

"Nay. Make it 55 gold. I've got employees, who've got families to feed!

Charity on me part! Straight from me own pocket! Blood from me veins! I'm being robbed!"
He cries.

He's obviously experienced at this.

---

Samara paused, smiling placidly, "I would be willing to provide such a service to you for a modest fee... perhaps a single item from the collection, and one for my companion here? At the very least it would give you a better idea of what you might charge for the remainder... or, from what I've heard, give you new stories to tell about them."

"That's fair enough. Will ye be providing your own reagents, or are your pouches a bit light, my lady? I do have a bit of fluff saved up, only for sale to wizards...I do know magical identifications aren't cheap..." The mans says cagily, all of the sudden seeming a bit more spry...maybe he was only pretending to sleep.
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #76 on: February 20, 2015, 03:39:33 pm »

"Do you think me some sort of dabbler? I will begin with a simple ritual to determine if, in fact, any of these objects are magical; that was the full extent of my offer. There's no sense wasting good pearls on bits of mundane kitsch, after all. If some should prove to be, I will identify those which may be of real value. I trust that, if such things are found among the lot, you will discount the reagents rather sharply? I am, after all, adding potentially great value to your wares."

Samara paused, placing a hand upon the shopkeeper's shoulder, and continued with a warm smile, "But that is the realm of future possibility, good man. For now, lead me to these trinkets."

((5e is somewhat different from the 3.5e SRD description of Detect Magic; the former doesn't require a DC to determine the school, but also doesn't suggest any descriptors for varying levels of power in the detected auras. Your call on how to handle it, of course.))
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #77 on: February 20, 2015, 04:12:26 pm »

Kawtari made a soft caw of annoyance.
"Very well, but my purse sings of it's loss. Your employees will have fat children indeed, metalsmith."

She took out 30 gold and placed them on the counter.
"You'll get the last when I have the armour, metalsmith."
A quite standard offer. She'd obtained her leather armour the same way. That done, she took another look at the dragon armour.
"You must do fine work to make armour such as this, metalsmith."
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #78 on: February 20, 2015, 04:14:31 pm »

((Humm, I'll just keep it simple-it's just straight up magic vision. Less stuff for me to look up. Yay 5th edition!))

The shopkeeper leads you to his display...you close your eyes and concentrate, making an intricate hand motion and chanting a short Elvish incantation.

10 minutes pass as you slowly wind the paths of magic in your mind, forming the spell between what primitives might call your 'soul', with the powerful magical weave that shrouds the world of Nepathica. It's a bit like plunging into a very cool, very deep pool of water-you feel a sudden refreshment...and a desire to go deeper. Subtly addicting, even with a minor display as this, thrilling and...stimulating as it was the first time.

Now, you notice many of the items are now glowing brightly in your magically-enhanced vision...

1. A small, undecorated oak box, that would fit in the palm of your hand.
2. A tiny glass bottle filled with a clear liquid.
3. A thick, carved stick bent into a 'V' shape. Looks like a club of some sort.
4. A clear glass sphere-tiny darting spheres of light are occasionally observed inside.
6. A long wand is made of willow. It has a small amber gem at the tip, that glows faintly.
7. A pretty silver chain necklace, with an ornate jade beetle emblem.
8. A broken fragment of a very large egg-shell.
9.  A pair of iron-shod boots
10. An ordinary leather sack.
11. A pair of gloves with metal knobs on the knuckles.
12. A pot of blue syrupy...stuff.

=Key=
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

((I hope you aren't colorblind. :I))

---
Kawtari made a soft caw of annoyance.
"Very well, but my purse sings of it's loss. Your employees will have fat children indeed, metalsmith."

She took out 30 gold and placed them on the counter.
"You'll get the last when I have the armour, metalsmith."
A quite standard offer. She'd obtained her leather armour the same way. That done, she took another look at the dragon armour.
"You must do fine work to make armour such as this, metalsmith."
The Dwarf seems content with the price. No doubt he assumes he gouged you good.

"S'haaw. I didn't make THAT. I killed it's previous owner and took it from 'em. He was a bad bloke, to be sure, and he needed killing...aye, but it's got a long and bloody history, it does..." he says, trailing off.

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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #79 on: February 20, 2015, 04:16:34 pm »

"Oh?" Kawtari merely said, inviting him to expand on his words.
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #80 on: February 20, 2015, 04:22:45 pm »

"Mm. These," Samara says, indicating the club, eggshell, and gloves, "Are wholly mundane. The remainder carry traces of magic from six of the eight schools. This much I will give you for free. As we agreed, I will have a sole item of my choice and one for my companion for the rest of this information. After that, if you wish to negotiate prices for full identification, I am willing to do so.".

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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #81 on: February 20, 2015, 04:30:25 pm »

"You don't recognize it?"

[Intelligence test (Hard/Target 15)
16+0=16
Pass!]


As a matter of fact...you recognize the design, and the emblem in the center.

Wow.

If you're memory serves, this is the armor of the infamous Red Dracotaur Tyrant Kurtelmat. It's certainly notable, since he murdered hundreds of thousands of innocents-mostly lizardfolk of the Southern Kingdoms, apparently to feed the armors deadly hunger. You're not sure if it was poetic license or not. He was stopped, but only by a combined force of nations-Autumn Empire among them. Though the forces of Good were technically victorious, it lead to a great deal of chaos that has never abated in the hundreds of years since...you recall that Kurtelmat was given the armor by the Red Dragons themselves as their greatest champion, and he actually overthrew them. The armor was in legend to have made him truly invulnerable to all mortal weapons...of course, the last part might be a bit innaccurate.

The Dwarf notices your recollection and grins.

--

"Mm. These," Samara says, indicating the club, eggshell, and gloves, "Are wholly mundane. The remainder carry traces of magic from six of the eight schools. This much I will give you for free. As we agreed, I will have a sole item of my choice and one for my companion for the rest of this information. After that, if you wish to negotiate prices for full identification, I am willing to do so."

"Well then, choose away, my lady. For your special services to me, I'll sell you standard arcane-proofed blue pearls at 90 gold each. Not easy to get, you know." he says, still suppressing that wink. How long can he hold it?!
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #82 on: February 20, 2015, 04:52:42 pm »

"I am thinking that you were not always a metalshaper. An impressive trophy to be sure."
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #83 on: February 20, 2015, 05:05:37 pm »

"Aye, I was...well, I tell the locals I was a soldier, and that's the truth...but, I was a general too. Me and my men peeled that armor off that nasty Lizard after the battle of the Swampfire. Dirty business, that was. Had a trick about it. The thing about the blood is true-you've got to give a bit of...juice...if ya'n want the magic. Otherwise, it's excellent steel, but just steel. Needs Dragonblood-fresher the better, the higher up the better. Best if it's given freely from a living Dragon, though anything that gives blood exerts control on it's wielder-can make them a slave. Hot blood from a Dragon's corpse, as I found, is a good substitute-though I never got it around to how powerful Kurtelmat was rumored to be. Anything with Dragonblood can be used, though...which is why he killed so many. He was afraid of losing his power.

Well, ye're wondering how I know this, well-it's how we beat him. My friend Zoraster and I pretty much just bottled em' up and cut him off from his sacrifices. After a month, he had killing off a good bit of his own army to keep this stupid piece of metal fed. He was a lot easier to deal with then. Figure there's a moral in there, but I never got it.

Used the armor myself, true...though, not in public. It did nearly make me invulnerable, after I killed those Dragons-how'd ya think I could kill one anyway? Oh, I could laugh off arrows and swords and even spells, they just bounced right off me' chest, like I was a God or something..."


The smith stops to take a breath.

"...But, the power always wears away faster than you'd like, and ya' always need more blood...and the more power ya want, the more blood you want. It's a hungry piece of steel, aye-the bards didn't make that one up entire. Ye see where I'm going with this?
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Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #84 on: February 20, 2015, 05:07:39 pm »

Sarco considered the gold required in the offer before speaking up. "That is far too great a cost for us to identify your items for you. Perhaps consider how once the mage is in captivity and the Arbiter come, word of the ancient ruins with genuine magical artifacts in them will spread, and soon seekers of the arcane, mages, collectors, and nobles alike, will all come looking for pieces to add to their collection. Assuming that you can get these items properly identified, their worth shall soon skyrocket. Considering that, and that me and my ally would have to simply pick two items at random and leave the rest unidentified with the current offer, which would then make you have to hire professional mage to identify your wears, presumably at a higher cost then the raw materials cost, it would seem wise for us to instead work together in this matter. I would propose that you allow us to identify all your items, but we only pay for the materials for two. Thus we get what we wish for and you get your items identified, a expensive service which you will be needing anyway."
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #85 on: February 20, 2015, 05:14:19 pm »

"Yes, I believe that my friend has accurately summarized the situation. No enchanted item is ever worth as little as the materials necessary to identify it, and I know full well that there are no special pearls for such a task. You will run a profit regardless of what the enchantments prove to be, and we will pay for two pearls for the prizes we choose. So, you will provide sufficient pearls for all the items, I will identify each, and we will pay you for two of the pearls, as well as selecting one item apiece. Anything less would be highway robbery."
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #86 on: February 20, 2015, 06:13:35 pm »

"It does see, yes. A lot of pain in that armour. A lot of evil deeds done.

Still, one is forced to wonder. Invincibility is a potent power, though maybe a lesser form for lesser thirst. It seems if one could use it for noble ends, rather than evil, it might go some way to redeeming the red soaked into the armour. "
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #87 on: February 20, 2015, 10:26:07 pm »

Tadhg listens to what the people have to say with as much patience as he can muster - the free ale helps - but as the talk turns to trolls and conspiracies he puts down the now empty tankard and interrupts the speaker. "Yea, yea. We can deal with your troll infestation after we've captured the witchman. Now,I think I heard somebody mention undoing his bad magics? Oh, and keeper! Bring me another tankard, my throat is still dry!"
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #88 on: February 21, 2015, 09:50:42 am »

...Thus we get what we wish for and you get your items identified, a expensive service which you will be needing anyway."

Persuasion Test (Average/Target 10+)
[20-1=19]
Pass!


The shopkeeper seems to buy your argument with some enthusiasm.

"How can I not? After all, ye might want to make me back my money by buying an extra one or two yourselves. After all, it's not like I can expect a wizard in here the next few days or so."

The man, seeming a bit giddy, goes to get his materials. It's entirely possible he's either a hedge wizard, or one of those poor souls ever aspiring to perform magic but...never quite ever getting close.

...

Needless to say, the results are illuminating. Samara has the feeling she could learn the spells behind these items construction if she had a good deal of time to study them...

A small, undecorated oak box, that would fit in the palm of your hand.
Conscience Cube
This item merely glows white or black depending on the morality of it’s wielder-you can concentrate it on any specific person, as well, to see if they are aligned toward good, or evil. Neutral characters do not affect the item at all. This item will explode if it’s used on anything of good or evil of CR 10 or more-causing 1d6 Healing or 1d6 Necrotic damage to the user per level of total CR.

A tiny glass bottle filled with a clear liquid.
Kordial’s Fantastic Phial of Stupendous Missile Protection (really)
This magical liquid increases your reaction time toward hostile flying projectiles for one minute-anyone shooting an ranged attack at you without surprise gains disadvantage to the roll, and you gain resistance (half damage) all non-magical projectiles you can see coming.

A clear glass sphere-tiny darting spheres of light are occasionally observed inside.
Wisp Orb
This orb merely duplicates the effects of Dancing Lights spell-it can be used for a total of 3 times a day, with a minutes duration each. However, the lights are actually imprisoned wisps...evil spirits that hunger for life. It appears that 'feeding' the lights in the orb (By releasing them when death is about to occur) has some additional effects, improving the Orbs capabilities...you feel that the arcane powers of invisibility and various lightning magics would eventually be under your command, if you could keep them well fed-and prevent them from escaping.

A long wand is made of willow. It has a small amber gem at the tip, that glows faintly.
Wand of Chromatic Orb
You sense powerful abjuration enchantment in this-it replicates the Chromatic Orb spell, which manifests a sphere of energy at your chosen target-it can alter it's element to be either acid, cold, fire, lightning, poison, or thunder doing 3d8 damage. It uses your ranged spell attack modifier-a non spellcaster attempting to use this merely uses their wisdom modifier. This wand currently has a single charge. It regains 1 charge each day at dawn, to a maximum of three charges. If you expend the wand ’s last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. You can also use the wand at 0 charges, and it will be irrevocably destroyed afterwards.

A pretty silver chain necklace, with an ornate jade beetle emblem.
Key?
You can only really see an intricate sort of shape when you try to identify it, and a strong desire to be reunited with a lock-it's all it was made to do. It's obviously a magical key of some sort. To what, you have no idea.

A pair of iron-shod boots
Enchanted Dancing Boots
A very intricate enchantment for a very...mundane purpose. The person who puts on these boots gains advantage on all Performance (Dance) rolls.


An ordinary leather sack
Bag of Tricks
Anyone reaching into the bag feels a small ball of fur, scales, or shell. If the ball is removed and tossed away, it turns into an animal. The animal serves the character who drew it from the bag for an hour (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. The animal is random, being either a bar, crab, giant badger, lizard, snake, horse, mule, goat, cat or rat. Animals produced are random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week. If an animal is killed outside the bag, it won’t be drawn again-the effect will be wasted. You sense that there may be a way to influence the animals selected, with experimentation.


A pot of blue syrupy...stuff.
Pot of Sovereign Glue
This pot of magical adhesive is...quite effective. It can stick nearly any two objects together with very powerful force magic, requiring a DC check of 20 to forcefully separate them.


((Huh, was gonna roll Sarco to aid Samara, but you just nat 20'd it.
Also, forgot #5...let's assume it was non-magical. :P))

---
"It does see, yes. A lot of pain in that armour. A lot of evil deeds done.

Still, one is forced to wonder. Invincibility is a potent power, though maybe a lesser form for lesser thirst. It seems if one could use it for noble ends, rather than evil, it might go some way to redeeming the red soaked into the armour. "


"Aye, that's an adventurer talking, there. Always looking for loot. Suppose you haven't been the first one to spin a deal from me, talking of the greater good and all.

What are yer noble ends, Ma'am?"
He asks, seriously.

Tadhg listens to what the people have to say with as much patience as he can muster - the free ale helps - but as the talk turns to trolls and conspiracies he puts down the now empty tankard and interrupts the speaker. "Yea, yea. We can deal with your troll infestation after we've captured the witchman. Now,I think I heard somebody mention undoing his bad magics? Oh, and keeper! Bring me another tankard, my throat is still dry!"

*clank* goes another tankard of ale. This is the life!

The wispy little fellow who calls himself an alchemist sweeps over to your table.

"That was me, sir." He says politely. "The truth is, I believe I can make a potion that will undo the effects of curse magic...not just a chicken curse, but any sort of curse. Problem being, I need a very specific ingredient that is...quite beyond my abilities to obtain."

He pauses to sip his own drink.

"I don't suppose you've ever heard of the Roc? That's R-O-C. It's a...very large bird. As big as a Dragon. I need one of it's feathers to complete my experiments and, well, there's one not very far from here...perhaps a days hike through hard forest, and a bit of a trek through the swamp of Doomy (That's prounounced Doo-MEY), and up the Mountains of Kalibrak! It's made it's aerie there...y. Sorry. Anyway, it's really not all that dangerous. Humanoids are far too small to be a regular part of the Rocs diet. I believe it wouldn't even notice you, if you didn't bother it.

What I mean to say is, you and your friends could nip up there in jiff, snag a feather from it's nest in a tug, and be back in town time for pumpkin rolls in a lark. We could solve the chicken problem then. And, if I could learn to manufacture the potion, I could become quite wealthy. Everyone wins!"

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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine job]
« Reply #89 on: February 21, 2015, 10:15:47 am »

Outside the shop Akira roughs herself up a bit. Throws a bit of dust onto her clothes. And then she walks off further concealing her face and arms so it's really hard to tell who she is between the clothes and the fact she's adopted a voice she heard from a woman while traveling. A gruff, annoyed voice, of medium pitch, but still certainly feminine. She wanders around looking for anyone who looks local.

Akira more or less wanders around...

=Random Encounter=

Quote
This vain young man has large blue eyes. His luxurious, straight, very short hair is the color of obsidian, and is worn in an uncomplicated style. He has a plump build. His skin is china-white. He has delicate ears. His wardrobe is bizarre and tight, with a lot of brown.

Akira mistakenly bumps into a plump young man with a vague familial resemblance to the Baron...albeit, younger, plumper, and less courteous. He looks a bit ridiculous in that suit. Like someone tried to squash an undercooked sausage into an old leather sock. You doubt he will appreciate this astute observation.

"Watch where you're going! Don't you know who I am?" He shouts angrily. Behind him, Akira can see a loutish, thuggish looking man that probably has a tattoo declaring 'bodyguard-4-life' on his bicep. He is currently hurrying to see what the commotion is all about.

Things are off to a bad start.
« Last Edit: February 21, 2015, 10:17:34 am by Dwarmin »
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