Monday, April 7, 2014

Chapter 11: The Battle of Magemound

Gent 19th - 20th

LEVEL UP 4!


TREASURE

Cask of the Rabble Rouser (Roza, Prince of Murder Cask, 6)
Ancient magic infuses every fiber of wood, band of iron, and etched rune on this small, darkwood cask fit for the collar of a hound or the hand of a dwarf in need of a hearty swig. Its contents inspired insurrection, rebellion, and the eventual collapse of the corrupt Queen Moraig of Citadel. It destroyed a proud dwarf in the process and led to his exile in the hinterlands of the Ultus Mountains. While wrestling a wayward monk for proper spirits, the Rabble Rouser lost his cask in the whitewater of the Thandar Rapids and with it a great majority of his power. But those who recovered it, washed down into the south, have reaped the benefits of magical bravado, fortitude, and belly fire (for as long as they live, anyway).
+2 PD
Barrel Roll (Recharge 11+): The cask enlarges and you steamroll up to your level worth of enemies, disengaging them from other allies (without oa) if necessary. You transport them to a "nearby" point in the battlefield and are considered engaged with each of them.
Belly Fire (Recharge 11+): You take a deep swig and spew fiery spirits, burning engaged and nearby characters (allies and enemies) for your level x d6 fire damage. You must make a basic ranged attack on each first.
Drunken Rage (once per battle, pending refills): You empty the cask and lose yourself in a drunken fury, scoring critical hits on rolls of 10-20, but also being critically hit on enemy rolls of 10-20. While you distinguish friend from foe, you won't stop until knocked unconscious, slain, or until you eat an abundance of greasy foods and sleep it off.
Quirk: Gragas is seeking it. All his thought is bent on it, and the Cask yearns above all else to return to the hand of its Guzzler. They are one, the Cask and the Dwarf Lord.

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Death Cape (Nel, Mercy Cape, 6)
A death cape is a rare (1%) drop off the Grim Reaper in the Void. It looks as if Kiro-Sulos died once before and through the slimmest of dimensional miscalculations found his soul in the endless dark of the Void instead of standing before The Gate. He then defeated a servant of Death who arrived to collect his soul. This menacing cape, looking like two black dragon wings and a deep hood, was his reward. Only those who should have died may wear one.
+2 AC and PD
You may spend recoveries and add the rolls to attack or damage
Drain Life (Recharge 11+): On a successful attack, regain hit points equal to the damage dealt.
Enervate (Recharge 11+): On a successful attack, restore an ally's hit points equal to the damage dealt.
Angel of Death (Sustain 16+): You transform into a true angel of death, if only until the start of your next turn, and find yourself capable of teleporting anywhere on the battlefield (nearby or far away) as a move action. More importantly, while an angel of death you cannot be killed or forced to make death saves.
Quirk: You cannot escape Death a second time, no matter the icon dice or your affiliations.

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The Girdle of Leshy Strength (Aiden, Bringer of Balance Girdle, 5)
Mightiest of the forest giants, this splendid girdle of old bark banded with thick pine-needle cords and petrified cones as buckles provides the wearer with all the strength and fortitude of the woodwoses who protect the wilderness.
+2 PD
+1d12 damage with melee attacks
Roll Strength-based skill checks twice and take the better result
Quirk: You instantly grow a robust, full beard that cannot be tamed by normal means

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Calemuadan's Jig-Kicking Sprigs (Cassie, Circle of Ten Boots, 5)
Though an infamous leprechaun gambler and drunk, Calemuadan often used his mischievous nature for good in defense of the wilds and the free folk. He joined the Circle after losing a bet, then spent ten years trying to get out of his obligations. There's quite a funny string of poems on the subject, many featuring Tyvis Waylan as the embodiment of Calemuadan's comeuppance. These pointed, forest-green boots with buckles that never need polishing seem to have soaked in some of Calemuadan's mischief...
+4 Initiative
You can take three movements a turn, in effect moving from far way to engaged in a single turn.
Quirk: Whenever you hear music, make an easy save (6+). When failed, you -must- begin a jovial jig until the music stops. Your feet seem to gain minds of their own during this time, but you are otherwise cognizant. All skill checks and attack rolls receive -4 during this jigging and you cannot control where you move.

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Freedom's Ring (Ilshana, Eilessa Ring, 5)
Affable Benjim Firnlank, one of the Founding Few of Avencia, was a skilled alchemist, artificer, scholar, businessman, and diplomat whose wit and wisdom helped forge the southern democracy. He was also an insufferable satirist. This ring, shaped with leftover metal of the famed Libertas Bell, ensured his rivals and opposition would never be able to silence him.
+2 MD
Resist Lightning (12+)
No matter the circumstance, your voice is always heard and your point always made eventually. So long as you wear this ring, you will have your say. The effects are left up to your natural talents (skill checks and icon dice) and the delivery may be varied (congressional-style oration, print, rumor, etc).
Quirk: You will make enemies with each use.

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