Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, December 16, 2010

CotMA - Episode 8 (part 1)

The adventurers regrouped after defeating "The Ghost Tower" but several of them were in rough shape.

Notably, Elin, who had large portions of her body melted by the chaos of Anarus Kalton and was also blinded by the experiment.

Enter the wizard Uuthak and his marvelous Regen-O-Pod!

I had been working on a special random table for eyes, but I left it on my desk at work...  Ugh!  I rolled with the punches.  I handed each player other than Elin's player a card and I asked that they put three things on it.

  1. A type of eyes
  2. A location for the eyes
  3. A magical power
I then asked RF to roll 2d6.  I told him that his target was "7" but he could add or subtract Elin's CON bonus (18 CON = ±2) to get there.  If he got to "7", he could choose the answer to the question.  If he didn't, he had to ask one of his fellow players for the answer off their card...  (insert diabolical laugh here)

His first roll was a 10.  Nope.  Ask someone... he asked JW who said "compound eyes".  Ack!  The one kind of eyes he didn't want.  I told him that Elin now had a +1 on saves relating to dodging or movement.

His next roll was 2.  Bummer.  Where are her eyes?  He pointed at LB and she said, "on your hands".  This is a tough crowd...
His next roll was a 6 and that was modified to 7.  What power?  "the Evil Eye" RF told me.  We agreed to "figure it out" cuz I don't know what I want that to do yet...

Needless to say, RF is a little disappointed, but this is a sandbox campaign.  You want to get your eyes moved?  You can find a way!

Two new adventurers, Torn and Asp joined the crew for this foray.  Torn rolled a sidekick, Marus, on Michael Curtis's Character Snowflake table and the old warrior joined the crew.

On to the dungeon!  The adventurers busted out their maps and decided that they were tough enough to head to the third level where they'd encountered hobgoblins and white apes so long ago...  They figured that they were tougher now and that they'd give the hobbos the old what for.  

Down they went on staircase B.  It's a long one with lots of loose shale tiles/steps.  Almost impossible to be stealthy in descent.  They arrived at the portcullis to discover it was damaged and jammed in position. Kalen was prepared to use Knock, but the fighters threw their backs into it and were able to drag it three feet off the floor before it was soundly jammed in place.  The group entered the old hobgoblin lair...

They found it completely abandoned and cleared out.  No clues presented themselves as to where the hobgoblins went.  The party didn't do a thorough search, but decided to leave via a door in one of the known corridors.

The corridor wound around for quite a distance, but eventually the sounds of an explosion could be heard in the distance.  The party closed in and could hear chittering and shouting in a strange tongue... as they drew closer still it was determined to be kobold!

The party came upon a group of about 20 kobolds fighting something(s?) that were around the corner out of sight.  Every round a few basketball-sized motes of smoke and fire would fly into the kobold ranks and explode.

Once the kobolds spied the party, they split their attacks.  Kobold slingers, archers and potion lobbers all bombarded the party to little effect.  The party closed in...

... to find three pyro-manticores!  (here's a quick mashup!)
The pyro-manticore hurls balls of plasma with its tail instead of iron spikes....  Yikes!
The PCs didn't know it, but they were in for quite a battle (with a few twists)

[Editorial: I've said this before and I'll say it again -- I LOVE RANDOM STUFF!  You'll find out why a little bit later in this post!]

As the adventurers closed in on the kobolds, the little lizard/dog men scrambled to fight on two fronts.  Many died and some ran away.  Eventually the party had to deal with the pyro-cores.

I should have written this down, blow by blow, but that system has proved to be cumbersome.  Perhaps I'll drag it out again and use it for combats vs. big bads like this.  :)

In the end, three or four PCs had been rolling on the Death/Dismemberment chart.  At one point, Oryx waded through about five kobolds through the use of the Chop when they drop rule.  Torn was blinded by a plasma ball (another trip to see Uuthak!) and several PCs, including old Marus, had been hit DEAD ON with a plasma ball, but took NO DAMAGE due to the eccentricity of the random D,D and DD table!  Priceless!

Old Marus was riding on Roberto the mule when the plasma ball hit... the ball careened off the reinforced steel shields the characters are strapping to the mules sides as backups.  All that happened was a gout of flame, a whoosh of sparks and the smell of burning hair.  Awesome!

Kalen busted out the scorpion poison and applied it to his darts.  It was discovered that the poison wouldn't kill the pyro-cores outright, but it did hurt them AND short circuit their plasma ability.  It took about ten rounds, but the PCs were eventually triumphant.  They gathered some monster bits for Uuthak and searched for treasure.  They found a rotting chest with a strangely preserved medium crossbow under a pile of bones.

Back to town for healing and restoration!

Once back in town we repeated the Regen-O-Pod eye trick for Torn.  He was much luckier than Elin.  He has a ±1 CON bonus, but he didn't need it for his first two rolls; 7's on the dot.

NC declared that his eyes were human AND they were placed normally.  Possibly one of Uuthak's most successful regenerations!  He bombed his third roll and pointed at JS who informed him that he had "darkvision".  Not bad at all...

(More to come!)
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Magic Items from the Ghost Tower

Here's the haul that the PCs took out of the Ghost Tower.  Their patron (of sorts) Uuthak has been helping them with identification...


3 sets of spider fangs -- these and 1 gp will get you a nice flagon of mead...

1 bottle (magic) unidentified -- Oil of Slipperiness (1 use) -- 750 XP

black onyx sphere (magic) unidentified -- Obsidian Sphere of Decimation -- bearer crits on 19, 20 -- can be activated (with unpredictable results) like a grenade (one time only) by bearer -- 2000 XP

3 rare alchemy ingredients -- Uuthak will accept these as payment for the two trips into the Regen-O-Pod

journal with rod/purple mist instructions -- Uuthak will pay 1000 GP for this book

signet ring of House Kalton -- Giving this to Traevus will double your reward to 2000 gp

Skull of Traevus's brother -- worth 1000 gp in reward

Amulet (unidentified) -- Reflecting Amulet of Hesitation -- If the wearer saves vs. a targeted spell, it will be reflected back upon the caster (who gets a save).  The wearer always acts LAST in combat. -- 5000 XP

5 gems (extremely wondrous and valuable looking) -- we'll do the old 3d6x100 trick when we get together tomorrow

potion (unidentified) -  extra healing (2d8+2 per dose; two doses) -- 1600 XP

pair of gloves -- Gloves of Spell Storing -- wizard puts the gloves on and casts a spell.  The gloves remember the spell.  You take the gloves off.  Whoever puts the gloves back on can cast the spell stored within as the original caster.  When the spell is cast, the gloves are empty. Each function can only be used once per day (store and cast).  -- 15,000 XP

Dark Codex (sealed) -- Libram of the Midnight Moon -- this tome is sealed with magicks and runes -- the party can work to unseal it, but that will require some play...  -- 2000 XP for finding it

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Thursday, September 16, 2010

Regen-o-pod

What happens when adventurers lose a limb?

Perhaps it's bitten off by vicious giant beetles...

...or maybe it's devoured by a hungry, hungry hydra...

Never fear!

Visit Uuthak the Alchemist and his miraculous regen-o-pod!




Form
d6


Colors
Roll d6 (1-3 = one color; 4-5 = 2 colors; 6 = 3 colors)
d20
1
Canine
1
black
11
indigo
2
Feline
2
blue
12
orange
3
Squid/Octopoid
3
brass
13
pearlescent
4
Reptilian
4
bronze
14
pink
5
Crustacean
5
brown
15
purple
6
Insectoid
6
chrome
16
red




7
copper
17
silver




8
crystalline
18
steel




9
gold
19
white




10
gray
20
yellow

For even more exciting fun, roll d20 + CON bonus.  If the total rolled => 20, the re-grown limb has some kind of MAGICAL POWER (click here for ideas)

If the total is <= 1, the re-grown limb has a curse...
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