Saturday, June 10, 2023

Spend Your Loot on a Monkey Pin

 


Monkey Pin    Talisman 2


Green

Consumable

Transmutation

Magical

Talisman

Source Core Rulebook pg. 566 4.0

Price 6 GP

Usage affixed to Armor Bulk

Activate  [one-action] Climb  Requirements You are trained in Athletics.




This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a Climb action. If you succeed, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.


Spend Your Loot on Antidote

 


Antidote    Elixir 1+


White

Consumable

Elixir

Healing

Source Core Rulebook pg. 546

Usage Held in 1 Hand Bulk L

Activate  Interact


An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.


Lesser Antidote Item 1

Price 3 GP 

You gain a +2 item bonus.



Moderate Antidote Item 6

Price 35 GP 

You gain a +3 item bonus.


Greater Antidote Item 10

Price 160 GP 

You gain a +4 item bonus.


Major Antidote Item 14

Price 675 GP 

You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.

Spend Your Loot on Healing Potion

 


Healing Potion    Potion 1+


White

Green

Consumable

Healing

Magical

Necromancy

Potion

Tacit

Source Core Rulebook pg. 563

Usage Held in 1 Hand Bulk L

Activate  Interact


A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker’s wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.


Minor Healing Potion Item 1

Price 4 GP 

The potion restores 1d8 Hit Points.


Lesser Healing Potion Item 3

Price 12 GP 

The potion restores 2d8+5 Hit Points.


Moderate Healing Potion Item 6

Price 50 GP 

The potion restores 3d8+10 Hit Points.


Greater Healing Potion Item 12

Price 400 GP 

The potion restores 6d8+20 Hit Points.


Major Healing Potion Item 18

Price 5000 GP 

The potion restores 8d8+30 Hit Points.




Spend Your Loot on Juggernaut Mutagen

 


Juggernaut Mutagen    Mutagen 1+


Blue

Green

Alchemical

Consumable

Elixir

Mutagen

Polymorph


Source Core Rulebook pg. 549

Usage Held in 1 Hand

Activate  Interact



After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the

temporary Hit Points.

Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.


Lesser Juggernaut Mutagen Item 1

Price 4 GP 

The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute.


Moderate Juggernaut Mutagen Item 3

Price 12 GP 

The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes.


Greater Juggernaut Mutagen Item 11

Price 300 GP (+2000 gp per Bulk)

The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.


Major Juggernaut Mutagen Item 17

Price 3,000 GP 

The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.



Sailing From the Fallen Star; Freedom for the Pressed

 

A band of  escaped human laborers from the excavation site on the north side of the island stalk through the jungle, searching for a way off Foch’Mat. The party hears the prisoners arguing with each other from a hundred ft. away. It appears two of the former prisoners, Rufos and Stelton, have differing opinions on the directions to their salvation. They almost come to blows by the time the party reaches them. Half of the group carries improvised or stolen weapons; clubs, spears, slings,and short swords. The rest hold rocks for flinging. If surprised, the group takes up a defensive position. 

Freedom for the Pressed Moderate Influence 

Once they realize the characters are not with The Armada, they are no longer hostile, but still keep their guard up. They inform the characters of their recent escape from captivity at the hands of Wulfkirk’s men after their fishing vessel was attacked without provocation. 

Influencing the Fugitives

Discovery DC 13 Society, DC 15 Perception

Influence Skills DC 10 Sailing Lore (Establish camaraderie with the escaped prisoners), DC 13 Society, DC 12 Intimidation, DC 16 Performance, DC 13 Diplomacy, DC 14 Deception

Influence Thresholds

Influence 4 They offer basic information about the excavation, as well as what they know of the island. They don’t know what the Garvfang soldiers are searching for, nor do they know anything about the Iron Chain - though they have seen more than one of the mysterious cloaked figures around the excavation site.

Influence 6 the group is convinced to join the party, they accompany the characters provided they are assured passage on their ship. If they survive and reach the lava tunnels with the party, they won’t risk their lives to go in, and will await the characters’ return at the tunnel mouth. Seeing the power of the party, they bide their time, but once on board the ship, they may consider commandeering the vessel at a future hour.

Influence 8 reveals the laborers to be lying about an aspect of their story. In truth, they were prisoners, and prior to that, criminals sentenced to death for robbery and murder.

Resistances The prisoners have suffered dehumanizing indignities at the hands of their Garvfang captors. Influence Appeals by a Garvfang or a character disguised as a Garvfang soldier increase the check’s DC by 2.

Weaknesses the escaped prisoners are obviously hungry offering them food reduces the Diplomacy DC by 2.

Sailing from the Fallen Star; Beggar

 


Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society—folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap—sometimes by choice, but often not.

Recall Knowledge - Humanoid (Society): DC 13

Unspecific Lore: DC 11

Specific Lore: DC 8

Beggar, Downtrodden -1

 


Source Gamemastery Guide pg. 214


Perception +3 


Languages Common


Skills Athletics +3, Deception +3, Diplomacy +3, Stealth +5, Underworld Lore +2

Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +1


AC 15; Fort +4, Ref +7, Will +3


HP 10


Speed  25 feet,


Melee  [one-action] fist +5 (agile, nonlethal), Damage 1d4+1 bludgeoning

Ranged [one-action] rock +5 (thrown 10 feet), Damage 1d4+1 bludgeoning

Beat a Retreat [two-actions] The beggar Strides three times and gains a +2 circumstance bonus to AC during those actions.

Friday, June 9, 2023

Sailing From the Fallen Star; Nest Raid

 

Two giant monitor lizards hiss at the characters from the nearby foliage. Disturbed by the intrusion, the mated pair takes a defensive position around their eggs, which block the most direct path through the jungle. 

Nest Raid Moderate Combat 2

The lizards attack any character who approaches within 15 ft. A DC 21 Nature check or any character with Wild Empathy can deduce from the lizard’s behavior, they are agitated by a nearby Viper swarm that threatens their eggs.

Encounter Resolution

Failure

If the characters circumvent the lizards or subdue them by other means without allow-ing the male lizard to lead them past, they do not find the corpse of the drow, and instead encounter the swarm of snakes.

Success

If the players dispatch or disperse the snakes, the male lizard allows the characters to pass without confrontation, provided no one disturbs their eggs. The lizard will lead them through the underbrush to an area beneath an overhang at the base of the volcano. From here they can continue to a rocky crag and continue their journey. The broken skeleton of some unlucky elf lays in rocks at the base of the crag. With a successful DC 17 Medicine check, a character can determine that the elf was a drow who fell from some considerable distance. On the elf’s body, a character finds a scroll case containing the following spell scrolls: comprehend language, heal, illusory disguise, unseen servant, and invisibility. Additionally, a Low-Grade striking Nightforged short sword lays underneath the corpse, wedged between the rocks. The stark angle has prevented sunlight from reaching the metal, and the magical nature of the sword has kept rust from developing. 


Sailing from the Fallen Star; Viper Swam

 


-

Viper Swarm, Snake 4

 

Green

Large

Animal

Swarm


-


Perception +8; low-light vision, scent (imprecise) 30 feet


Skills Acrobatics +7, Athletics +4 , Stealth +7, Thievery +7

Str +1, Dex +4, Con +1, Int -4, Wis +3, Cha -3


AC 15; Fort +6, Ref +9, Will +6


HP 11; Immunities precision, swarm mind ; Resistances bludgeoning 6, piercing 6, slashing 3; Weaknesses area damage 3, splash damage 3

Speed 20 feet, Climb 20 feet, Swim 20 Feet


Venomous Flurry  Each enemy in the Swarm’s space takes 1d4 Piercing damage and save against viper venom

Viper Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison (1 round).



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