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Post by sleepingdragon on Oct 25, 2014 14:25:06 GMT
For the adventure in Kalmar you each receive:
2000 silvers from the Council (this should already be on your sheets however) 73 gold, 5322 silvers, and 1536 coppers in various loot and sold items (18 gold, 1334 silvers, 386 coppers each...I might be off by a copper or two)
Ragnhild's necromantic amulet (handed over to the Conclave) Folk Magic spell scrolls of Witchsight, Find (Corpse) and Curse A Lore (Occult) skill book (90%) A Lore (Religion) skill book (80%) A Culture (Fryderi) skill book (70%) A Lore (Geography) skill book (70%)
And as a lasting reward, you'll each receive a stipend of 10 silvers a week from the Council for as long as you're alive and resident in Phalen.
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Post by sleepingdragon on Jan 21, 2015 21:18:38 GMT
From the adventure in Phalen you receive:
1500 silvers each from Mildryth and Oswine (approximately 80/20% the former) 40 gold, 3315 silvers, and 2083 coppers in various loot and sold items (10 gold, 828 silvers and 521 coppers each, or thereabouts) Any 1 Effective (+1 Damage for weapons/-1d2 ENC otherwise), Efficient (+5% to hit) or Resilient (+1 to AP) weapon or armour (to cover one body part if armour) from the Bloodied Eye Brotherhood. Armour can be mail or below only.
A number of books and scrolls looted from the Burrowed Fane. These skill books are mostly written in Alanian and are only translated in parts - if you try to read it solely in Gaston, the Literacy check to understand becomes Formidable (with the exception of the book on the Alanian language itself).
The Libram of Buried Knowledge - Lore: Occult (120%) Notes on the Alanian Language - Literacy: Alanian (95%) Numerous notes about the Alanian colonies in Palania circa 500 years ago - Lore (History) (85%) Observations about important figures in the Alanian nobility from the same period - Lore (Politics) (75%) A number of detailed maps of the old Alanian city and speculative Undercity maps (you'd need to keep these secret to keep them - otherwise the Undercity Watch will require you to hand them over, but will compensate you with 500 silvers).
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Post by sleepingdragon on Feb 16, 2015 22:45:08 GMT
From Steorcaestre you obtain:
1000 silvers each from the Order of the Silvered Blade Either one war-horse (as per the horse statistics, but +4 to STR and SIZ and used to riding into battle), or a Superior riding horse (+5% to Ride checks). 8 gold, 5321 silvers and 732 coppers in sold weapons and various loot (2 gold, 1330 silvers, 189 coppers each) A dragon-horn (you can keep this as a momento or try to sell it as you wish)
The following item is on one of the dragonspawn (who you noticed moved with tremendous power while charging at you), and you will need to take this surreptitiously lest the Reliquary Order decides to confiscate it.
Ring of Might – When charging, the wielder can augment their attack roll with their Brawn skill.
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Post by sleepingdragon on Feb 16, 2015 22:53:55 GMT
The Burning Brand offer you a choice of any three of the following potions. If you want, you can get two of one type of potion (but no more than that as their supplies are limited).
Add 28/2/15 - You have convinced the Burning Brand to set you up with a regular supply of these potions. They will sell you any one potion from the list a month, for the cost of 325 silvers.
Powder of Pedagogy: A character trained in the Teach skill can burn this sweet smelling powder on a brazier, which will sharpen the minds of themselves and their students and imbue the teacher’s tongue with magic. The teacher can run one training session per use of the powder, and due to its effects the training takes only one day rather than a full week. For the purposes of the campaign, treat this training as instantaneous (e.g. the teacher and students can still undertake other activities during that week, including other training). The teacher can train one pupil per full 25% of their Teach score.
Body to Mind Potion: This potion restores a very large amount of MP, at a cost. When drunk, the character must roll on the hit location table. The location they ‘hit’ on their own body is reduced to 0 HP and they suffer all the effects of a Serious Wound. The potion restores 3/4 of their POW in MP. Drinking this potion is highly traumatic and the character must make a 1d4/1d8+1 SAN check.
Mind to Body Potion: This potion strengthens the arm at the expense of the mind. When drunk, the character’s damage modifier is increased by one step for one scene, however they must make a 1d4/1d8+1 SAN check. For each subsequent time a character uses one of these potions, the amount of SAN damage they suffer is increased by one step (on both the pass and fail conditions), however they still only gain +1 step damage modifier.
The Philtre of Perserverance: This potion deepens the power of magic and allows a spellcaster to weave tenacious and intricate dweomers. Once drunk, the character can expend the power of the potion on any one spell they cast (of whatever tradition). Anyone attempting to dispel this spell must roll twice and take the worse result.
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Post by sleepingdragon on Feb 28, 2015 13:42:52 GMT
The Changer amulet which Beomund Awakened in session XC has the following power - once per adventure, the wearer can augment any spellcasting check with their Lore (Religion) score.
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Post by sleepingdragon on Mar 28, 2015 14:25:42 GMT
From the barrow you get:
Edmund and Hogar get their 5 gold back from the money pot; 30 gold, 310 silvers (7 gold, 82 silvers, 5 coppers each)
And the reforged Darkling Gleam. The long inhabitation of the spirits of Hethor and Juthwara have dulled their magic, so they require an Awaken spell to use their magical effects. They also need work at a forge, which will take the following form. A Hard Craft (Weaponsmith) check is required to repair the weapons - on a failure, this check will become a Formidable check, and you will need to succeed first at this check to get it back to a Hard difficulty check, then to succeed at that to complete repairing the weapons. You will need a separate set of checks for both weapons. The effects, once Awakened and repaired, are:
The Gleaming Axe - This a doubly Effective battleaxe. The wielder gains the benefits of an Intensity/Magnitude 8 Perceive (Darkvision) spell at all times.
The Darkling Hatchet - This an Efficient hatchet. The wielder of this weapon can use the Folk Magic spell Extinguish at will (if it becomes relevant, treat the Folk Magic skill as being at 85% for the purposes of this effect).
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Post by sleepingdragon on May 8, 2015 22:08:56 GMT
From your journey through the dragonspawn lands you receive:
1000 silvers each from the Bard's College, or at least those parts that are supportive. You won't receive this until you're back in Phalen, for obvious reasons. 11 gold, 4122 silvers, 738 coppers in various loot (2 gold, 1105 silvers, and 187 coppers each.)
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Post by sleepingdragon on Aug 15, 2015 14:55:44 GMT
Now that the party are back in Phalen, you'll be able to get your reward from the Bard's College. You also obtain the following treasures through your battles with the Tainted Ones. Erlene doesn't care about getting a share so can be split amongst the four of you.
76 gold, 6120 silvers and 13084 coppers in various loot (19 gold, 1530 slvers and 3271 coppers each) 180 gold and 12050 silvers in various sold weapons (45 gold, and 3012 silvers each) 5 warhorses (3000 silvers per horse if sold - this can be haggled)
Scrolls containing the following Folk Magic spells, which can be learned by spending a week and an experience roll: Alarm, Fanaticism, Fireblade, Shove.
Skill books as follows, with the relevant score in brackets:
Lore (Occult) (105%) Lore (Religion) (100%) Lore (Strategy) (90%) Language & Literacy (Old Gaston) (80%)
And the smith's belt, a magic item that works as follows:
This belt can be used once per battle, in either an offensive or defensive manner.
The offensive use can be used when the character lands a blow, and their opponent achieves a successful parry. The belt allows an immediate opposed roll of Craft (Weaponsmith) against the parry roll. On a success, the blow is still parried, however the character can still use a Special Effect. Effects such as Stun Location or Bleed which require damage do not work. If this use of the belt is applied on a critical hit vs an ordinary success, the character gets to use two Special Effects instead of the ordinary one, and can use crit only effects as normal.
The defensive use can be used when a character is hit, and their parry either fails or they do not attempt one. The belt allows an immediate opposed roll of Craft (Armoursmith) against the attack roll. On a success, the blow still lands and does damage, however the number of Special Effects is reduced by one, to a minimum of zero.
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Post by sleepingdragon on Oct 25, 2015 13:32:27 GMT
From your adventures in the Plague Fields you receive:
33 gold, 3097 silvers, and 5082 coppers in various looted treasures and equipment (8 gold, 780 silvers and 1271 coppers each)
From Horsa's body you are able to obtain the following:
The Shifting Blade – This blade of Fryderi make is the personal weapon of the cursed Ealdorman Horsa of Wapanstede. It is an Effective, Efficient sword which, if held in one hand, takes on the statistics of a broadsword, and, if held in two hands, takes on the statistics of a greatsword. So long as a character is proficient with one of these two weapons, they can wield the blade in either form without penalty. For encumbrance purposes, when sheathed it has the weight of a broadsword.
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Post by sleepingdragon on Feb 20, 2016 15:21:12 GMT
From Ceafor's tomb and the overdue treasure from the vampire's lair:
The Screaming Bow – This great bow of black wood was the weapon of a great Forerunner warrior, and now lies unused in the Lost Lands. Whenever it is fired, it gives a keening noise like a war cry that grants the bow its name. It is an Effective longbow which is permanently under the effect of the Folk Magic spell Pierce. Secondly, once per battle after taking a shot, the wielder can benefit from the Rapid Reload Special Effect. This can be used even if the shot misses, and can also be stacked with other effects (including another use of Rapid Reload) on a hit. Having been unused for so long, the Awaken spell is needed to activate its dormant magic.
Ceafor's Sceptre - This sceptre is imbued with the King's hatred for the dragonspawn from whose bones this symbol of his authority was crafted. Once per adventure, this can be touched to a character before or during a battle. During the battle, the character can reroll one damage roll (both weapon dice and damage modifiers) against a dragonspawn, and choose the highest of the two rolls.
Ceafor's Crown - This crown is crafted of silver and encrusted with sapphires, the colours symbolising the cold stones that gave Caldstenland its name. It is imbued with the King's charisma and tactical genius. Once per adventure, a character can augment any Oratory check with their Lore (Strategy) skill, or any Lore (Strategy) check with their Oratory skill.
66 gold, 4080 silvers and 2236 coppers in loot and minor items which can be sold (16 gold, 1025 silvers and 559 coppers each) A Culture (Palania) skill book (100%) A Language (Old Gaston) skill book (90%) A Language (Alanian) skill book (90%) A Lore (History) skill book (85%) A Lore (Astrology) skill book (80%)
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Post by sleepingdragon on Aug 7, 2016 12:58:45 GMT
Loot from battles with Drefen's forces comes to:
4879 silvers and 392 coppers each.
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Post by sleepingdragon on Aug 7, 2016 13:02:51 GMT
From the assassins in session CLII:
883 silvers, 290 coppers each.
Much of their specialised alchemical and poisonous gear was wrecked when they were dropped into the water, but you are able to recover the following which is still useable:
2 acidic javelins - The heads of these javelins are filled with acid. This overbalances them slightly, so that the Combat Style roll for the throw is capped by Brawn. On a successful strike, acid splashes out for +1d6 points of damage which ignores armour.
3 vials Magekiller poison - Endurance 90, deals Confusion status and Sapping (-1d10 MP). 4 vials Nausea poison - Endurance 90, deals Nausea status. 2 vials Moderate poison - Endurance 90, deals +1d6 damage.
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Post by sleepingdragon on Dec 11, 2016 14:22:21 GMT
For defeating Eanfleda and closing the Wyrd you gain:
100 gold each as a bounty from the Ealdorman of Middlemere (the other 100 goes to Erlene). Various bits of loot which can be sold for a total of 184 gold and 5032 silvers (46 gold, 1258 silvers each)
Amulet of Resilience - This Forerunner amulet is engraved with protective runes. Once per battle, when struck with a Special Effect requiring an opposed roll (such as Stun Location or Bleed), the wearer can reverse the numbers they are rolling against (e.g. if struck with an attack of 91, they can choose to roll against 19 instead).
Enchantress Amulet. Once per adventure, the wearer of this amulet can force an opponent to reroll their Willpower check against a magical effect that would either place them under the wearer's control, or that would otherwise alter their view of the wearer and their allies.
You took Eanfleda's two wedding rings and these can both be Awakened and imbued with some of the power of their malicious owner. They have the following effects if Awakened and worn:
Herewulf's Ring: This is a golden ring set with a diamond. Once per adventure, the wearer can augment any Deceit, Influence, or Seduction skill with one of the other two skills on that list (e.g. Influence by Seduction, Deceit by Influence, etc etc).
Orlege's Ring: This is a silver ring set with a garnet. The wearer can attune this to any one Lore skill (e.g. Lore (Occult) or Lore (Religion)) by wearing it for a week. Once attuned, once per adventure the wearer can augment any other Lore check with their chosen skill.
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