Saturday, March 21, 2009

Highway Shenanigans! Orly? (ovo)

1. Loot tally for this week's episode (21 March 2009)

a. A curious keyring (Dith)

This keyring is magical and shrinks or expands to allow it to hold more keys. Currently, three keys are attached to this item - a tube shaped green rod that apparently unlocks a strong padlock, a bronze key shaped like an arrow, and a copper key with a circular head. It has no other special properties.

b. 7 sets of leather armor scraps, 4 sets of clubs and short swords, 3 sets of daggers, 4 crossbows

Gear scavenged from the bodies of the bandits that accosted the party. These items may be sold at the nearest merchant for the sum total of 103 gold pieces.

c. A strange steel ring with copper inlay (Joey)

Since putting on this ring, Subway hasn't felt particularly tired or hungry, and seems to be somewhat more hyperactive.

2. Experience Awards (21 March 2009)

a. Bob, Dith and Joey gain 1,500 xp. Adding this to the previous amount of 12,500 xp, our adventurers now have a grand total of 14,000 xp and are 1,000 xp away from Level 6.

b. Orson gains 750 xp for staking out the tree platform in the forest. Orson is now at 13,250 xp and only 1,750 xp away from Level 6.

3. Party Loot

a. "Manticore's Bite" Flanged mace with white horn handle. (Orson)

This weapon (1d8 damage) has a handle of white horn tapering in a sharp spike that is affixed to the mace head by a gold ring adorned with inscriptions in High Edessan. It seems to be weighted, strangely enough, for throwing. The horn on the mace head has been identified as a manticore's spike, and the sage that identified this item has dubbed it the "Manticore's Bite".

It counts as morningstar +1 of throwing and returning. It can be thrown, with a 10-ft range increment, up to a maximum range of 30-ft. It returns to the owner's hand as a free action at the start of the owner's next round. The weapon also possesses an additional property, but the sage is not able to discern what it is.

b. Fiery Light crossbow +1 (Dith)

This light crossbow has been identified as a weapon with the flaming property. Bolts fired from this crossbow catch on fire, and do +1d6 fire damage on a successful hit.

The red bulbs attached to the crossbow bolts contain a small pil of oil, which may set a person struck by the crossbow bolt on fire when the bolt ignites (Reflex DC 15 negates). There are only 12 such Incendiary bolts.

c. Thornspitter Armor +1 (Bob)

A common, well worn suit of leather armor bearing a mild protective enchantment. Additionally, up to three times a day, the wearer may launch one of the spikes embedded in the chest piece at an opponent in melee as a move action. The spike strikes using its wearer's ranged attack roll, with +1 bonus, and inflicts 1d6+1 damage.

4. Quest Items

The following are quest items that were acquired today.

a. Note in Scroll Case

A note containing instructions for the suspicious drover. It goes into gory detail about how to dispose of the corpse in the caravan, and lists a meeting place (Serpent's Clearing) for when the deed is done.

b. Badge with Snake Insignia

A badge with a twisted snake motif on a plain triangular shield. The bandits that accosted the group wore such badges on their sleeves.

No comments:

Post a Comment