DM Dr Evil's 00-04 Frozen Fingers of Midnight (PFS) Scenario (Inactive)

Game Master DM DoctorEvil

The Iceberg Ship


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The motley crew makes their way to a harborside tavern known to be the operating HQ of Tullo Baltias, a local minor boss and slumlord.

Two toughs greet you when you say you're here to see Mr Baltias. They escort you to a private room in the back, where a short bald man sits at on oversize desk. Stacks of paper, and loads of coin cover every surface of the desk. The two toughs take places near the door and urge you to speak with the boss.

"The boys say you're looking for information on some Northmen? An' maybe it has somethin' ta do with me? Spill it."

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

"Tullo Baltias, I presume?", begins Elael, a charming smile worming its way across his face. "We're looking for the location and perhaps some information on one "Bengeirr". We believe that he has somehow enchanted an associate of ours and that he has the key to remove the enchantment."


We'll mebbe I's heard o' this fella an' jes mebbe I hasn't. My mem'ry ain't so good these days." he says with obvious sarcasm.

Grand Lodge

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N Gnome Wizard 10 / Sorcerer 1

Milo seems to be mostly ignoring the conversation, as he stares with interest at the huge disorganized pile of papers on the desk, a small flame flicking into and out of existing on the end of one finger as if more from instinct then conscious desire.

Unknown to the rest, somewhere in the back of his brain, his subconscious is analyzing the best ignition point to spark to have the entire desk and perhaps the entire building going up in flames as quickly and spectacularly as possible.

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

"I think you have heard of him, and that your memory is quite fine, my good sir. You see, we need to help out an associate of ours that's in great pain. Surely you want to help the needy, don't you?"

Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

Is this man Ulfen?

Liberty's Edge

Male Human (Shoanti) Fighter (Viking) 2 [ HP 22/22 | AC(TWF) 20/T12/FF18 | AC(2H) 19/T12/FF17 | Fort +5, Ref +2, Will +0 (+1 vs. fear) | Init +2 | Perception +0 ]

If you want Kaddok to jump in with an intimidate, let me know...:-P


The man is not Ulfen, but more of the seedy dock type that is ubiquitous to a place like Absalom. Not really from anywhere, but here.

"Needy, pah, ain't no charity we're running here, mate. Though if yer in the donatin' mood, mebbe I can help yeh."

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael laughs. "Maybe you really are more like a charity than you think..."

When the dockman looks confused or begins to question Elael, he'll follow it up. "You don't lend out money...you only accept!"

Perform (comedy): 1d20 + 2 ⇒ (17) + 2 = 19

Still, though, despite his joking, he has a bag of gold out and ready to meet the man's greed. "How much are we talkin' for the information, then?"


The man laughs albeit uncomfortably, like he's not sure he gets the joke.

"Well now, cap'n! Seeing the size o' that bag, I think me memory is startin' to come back. Lay 10 gold crowns out here, and I tell yeh all I know about yer friend there."

Assuming you comply...

The greasy landlord gives you an address of a harbor-side warehouse right across from the Rosy Fingers Tavern. Hustling, you make your way to the location.

The warehouse is built right on the docks, part of it extending over the water. The building is thirty feet tall with no visible windows. On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run long either side of the building and on the seaward side is a massive set of doors able to accommodate a small ship.

The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. A northlander warrior with an axe resting in his lap sits on a small pile of crates across from the warehouse, obviously keeping watch on the main door.

The man is situated such that you cannot engage him in open combat without being noticed by those on teh street. In a cosmopolitan city like Absalom, fighting in the street will likely lead to the Watch being called. Your call how to proceed.

Liberty's Edge

Male Human (Shoanti) Fighter (Viking) 2 [ HP 22/22 | AC(TWF) 20/T12/FF18 | AC(2H) 19/T12/FF17 | Fort +5, Ref +2, Will +0 (+1 vs. fear) | Init +2 | Perception +0 ]

Is it possible to find a location we can climb up? Kaddok has a rope and grappling hook, and can take 10 (for a total of 11) to climb, if possible.


Having trouble getting the map loaded while at my technologically challenged in-laws residence. Apologies.

The warehouse and pier are so situated that you could conceivably climb out of sight of the busy street. The western pier is shadowed from the road a bit. The walls are 30 ft high and a DC 10 Climb check is required to scale the side.

With rope and grappling hook, and taking 10, you make it without difficulty. Who is climbing up besides Kaddok?

Liberty's Edge

Male Human (Shoanti) Fighter (Viking) 2 [ HP 22/22 | AC(TWF) 20/T12/FF18 | AC(2H) 19/T12/FF17 | Fort +5, Ref +2, Will +0 (+1 vs. fear) | Init +2 | Perception +0 ]

Kaddok will set the grappling hook and let down a knotted rope, for a DC 5 climb check.

Kaddok reaches the roof and looks around for any way to gain entry into the building.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"We could just torch tha place... see what scurries out." Milo offers, looking at the rope unhappily.

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

"That would be fun," Ashia muses, "though, I can't imagine we'd enjoy being arrested after." She begins up the rope carefully. "Come along, Milo, you'll likely have ample opportunity to set things ablaze when we get inside."

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Can't we just...go talk to him?

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Do you play this game? Of course we can talk to him... after we've killed all his men or he surprises us and gets the upper hand.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Shotgun Earthbreaker diplomacy!

Dark Archive

Male Half-Elf (Osirion) Wizard 1 | 8/8HP | AC12 | T12 | F10 | F2 R2 W1 | +1 Perc | +2 Init | CMD15

"We should seek an audience. Perhaps the Ulfen is willing to trade the remedy. I know that that sounds hopelessly optimistic, but we're not on a search and destroy mission here. The objective is to lift a curse on a valuable friend of the society."


Map Link up now and at top of page. Sorry for the long delays in posting. Tell me what you decide to do once you get a consensus. I'm picturing Kaddok on the roof, shouting "C'mon guys" and no else coming up.

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Ashia went up too. Where's Milo?

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael will ascend the building as well, if only to be up and out of the public eye, but he's still for just trying to talk to the man first. Perhaps Elael and Jiro approach him with the diplomatic approach while the rest wait on a nearby rooftop? We develop some sort of signal to use if the diplomatic approach succeeds or fails, and if it fails, we just snatch him off the street, take him somewhere private, and beat him up?

Dark Archive

Male Half-Elf (Osirion) Wizard 1 | 8/8HP | AC12 | T12 | F10 | F2 R2 W1 | +1 Perc | +2 Init | CMD15

It is probably best to stick together. I'm okay with going up and entering the building from that approach.

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Are you guys having trouble hearing each other with only one of you on the roof? Also, I don't expect that we'll be very welcome regardless of our method of entry, but I really doubt he'll be willing to come out and meet us.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"Couldn't we just find some ghouls?" Milo mutters. "I'm good at ghouls."

With a scowl, the gnome takes a quick look around, then slowly works his way up the rope, careful not to look down the entire time.

Milo's token is missing on the map


I got Milo's token on the map, sorry.

The group all make it safely and undetected to the roof of the warehouse thirty feet off the ground. The roof has 4 skylights (you can see them marked on the map) of oiled paper. Each skylight also has a metal grate underneath that will need to be broken in order to gain access to the interior.

Looking through the skylights, you cannot make out fine details but you can see general shapes. You can make out a ship, as indicated by the map in area W4. In area W2, you can see two Ulfen sailors lounging. The loft (area W3) seems to be an office and is only 10 ft below where you now perch. Inside there is an Ulfen jarl, who you assume is Bengeirr Haldyrsson.

Liberty's Edge

Male Human (Shoanti) Fighter (Viking) 2 [ HP 22/22 | AC(TWF) 20/T12/FF18 | AC(2H) 19/T12/FF17 | Fort +5, Ref +2, Will +0 (+1 vs. fear) | Init +2 | Perception +0 ]

Kaddok lets everyone know the plan...he will attempt to remove the metal grate, and they will attempt to get the jump on the jarl. When everyone nods their readiness, he pulls with almost superhuman strength...

Strength check: 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

nice roll, will make for a good entrance!

Before Kaddok goes all He-Man on the grating, is there anywhere to secure the rope or ropes? Don't relish the ignominious result of failing those DC 15 acrobatics checks as we jump in all swashbucklery =)


Should be pretty easy to find a place to anchor the ropes as Seal Team 6 drops in on the bad guys. The knotted rope should make the descent automatic if you take a full round action. If you want Move Action only, need DC 10 Acrobatics check to rappel quickly down.

Kaddok flexes his might and smashes the frame of the skylight allowing the grate to be removed easily. The rest of the group tosses down ropes and beings to descend on the surprised Ulfen jarl.

Initiative:

Milo: 1d20 + 4 ⇒ (16) + 4 = 20
Kaddok: 1d20 + 2 ⇒ (3) + 2 = 5
Ashia: 1d20 + 6 ⇒ (6) + 6 = 12
Jiro: 1d20 + 3 ⇒ (5) + 3 = 8
Elael: 1d20 + 4 ⇒ (16) + 4 = 20
Archibald: 1d20 + 2 ⇒ (13) + 2 = 15
Bengeirr: 1d20 - 1 ⇒ (20) - 1 = 19

Bengeirr's Warehouse - Round 1

20 Milo
20 Elael
19 Bengeirr
15 Archibald
12 Ashia
8 Jiro
5 Kaddok

Remember, full round action to drop to loft floor or Move Action with successful DC 10 ACrobatics, failure means falling for damage.

Liberty's Edge

Male Human (Shoanti) Fighter (Viking) 2 [ HP 22/22 | AC(TWF) 20/T12/FF18 | AC(2H) 19/T12/FF17 | Fort +5, Ref +2, Will +0 (+1 vs. fear) | Init +2 | Perception +0 ]

Kaddok drops the grate and jumps down while he draws his earthbreaker. He steps toward Bengeirr and swings with his earthbreaker.

Free action: Drop grate
Move action: Jump down to the loft
Acrobatics (DC 10, ACP)): 1d20 + 2 - 3 ⇒ (17) + 2 - 3 = 16

Standard action: Attack Bengeirr
Attack (Earthbreaker (2H)): 1d20 + 7 ⇒ (19) + 7 = 26
Damage (Earthbreaker (2H), Power Attack): 2d6 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Once the covering and grate are away and we have a better view...
Query1: Any sign of the stuff taken from Skelg's place? (lantern et al)
Query2: is there a door on the stairs heading down below that could be closed/barricaded/locked etc?
Query3: Is there anything nearby that could be tossed down said stairs to tangle up anyone who might come up them (chair, trash bin, afore mentioned stolen stuff)? (Milo likes bunched up adversaries)

Dark Archive

Male Half-Elf (Osirion) Wizard 1 | 8/8HP | AC12 | T12 | F10 | F2 R2 W1 | +1 Perc | +2 Init | CMD15

Jiro takes his time to get down, well aware of the limitations his armor impose upon him.

full round action to drop down

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael leaps down the rope, only a hand and a foot on the rope for ease of dropping, a dagger in his other hand.

Acrobatics to Drop: 1d20 + 8 ⇒ (2) + 8 = 10

It's not his best feat of dexterity, but he manages to keep a solid hold on the rope and arrive at the bottom safely, where he hits the surprised Jarl with a slash of his dagger.

Dagger vs. FF: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 1 + 1d8 ⇒ (4) + 1 + (7) = 12

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

As her more martial companions begin to descend, Ashia positions herself to support from above. She begins an incantation as soon as she catches sight of Bengeirr. Completing her spell, Ashia points her finger at the Ulfen jarl and releases her magic causing a coruscating ray to spring from her hand.

Ashia casts ray of enfeeblement (DC 16) targeting Bengeirr Haldyrsson.

Ranged Touch Attack: 1d20 + 2 - 4 + 1 ⇒ (16) + 2 - 4 + 1 = 15 Attacking into melee from higher ground.
Strength Penalty: 1d6 ⇒ 6 I don't get to add 1 until level 2, right?

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Well, I know Milo's going down, just not sure what he will do once he's down there without more info... but for now, I'll just trust that the dice hate me, and take a full round action to go down the rope and worry about the rest later!

Waiting for someone else to lead the way, Milo takes a quick glance into the now exposed room, then carefully lowers himself down the rope after Elael leaps down below.

Full Round action to go down carefully... and 5' step away from the Ulfen if possible, towards the stairwell.

And just to see if the dice gods really do hate me: Acrobatics if I'd tried to get fancy: 1d20 + 2 ⇒ (5) + 2 = 7

edit: Ha!


Milo: Yes, you see the lantern in question on the desk near Bengeirr. The map does not show a door, so we will assume there is not one. The stairs just open into the loft. There is a desk and a cot in this room. The desk is heavy enough it would take two, but the cot is light framed enough to toss down the stairs if necessary.

Bengeirr's Warehouse- Round 1 - concluded

Elael rappels down the rope, then slashes at the Ulfen captain, cutting a slash into his shoulder and arm.

The gnome follows the rogue down the rope, but being more cautious he takes his time as a full round action.

Faced with enemies from above, Bengeirr draws his greatsword and makes a mighty swing, invoking Gorum to aid him, at Elael, but the nimble elf avoids the mighty blow, which strikes the wall, splintering wood. He shouts out to the men below, trying to alert them to his plight.

Climbing slowly, so as to land carefully, Archibald descends the rope to a soft landing, as does the heavily armored samurai.

The coruscating ray from Ashia strikes the jarl. He sags noticeably under the weight of his armor and greatsword, moving much more slowly.

As I read the spell, you get the +1 now, and can make +2 on or after 3rd level.

Determined to make show of his power, Kaddok eschews the rope and leaps down into the loft, swinging his mighty hammer which wallops the Ulfen man upside the head, spilling blood from his mouth and nose. The blow staggers the man, but does not finish him.

Bengeirr Greatsword, Smite: 1d20 + 8 ⇒ (5) + 8 = 13

End of round 1

The other two guards will enter the fray on their initiative counts (rolled below). Good amount of damage to the leader in the first round!


Init Rolls:
Yellow Ulfen: 1d20 + 2 ⇒ (11) + 2 = 13
REd Ulfen: 1d20 + 2 ⇒ (13) + 2 = 15

Bengeirr's Warehouse - Round 2

20 Milo
20 Elael
19 Bengeirr (enfeebled) (heavily wounded)
15 Archibald
15 Yellow Ulfen
13 Red Ulfen
12 Ashia
8 Jiro
5 Kaddok

Milo and Elael up now.

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

I dunno why I wasn't adjacent to him before, I tried to fix that.

If necessary, Elael repositions himself to where either Jiro or Kaddok is flanking the jarl with him and strikes again, precision taking precedence over power.

Dagger (w/flank?): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage: 1d4 + 1 + 1d8 ⇒ (4) + 1 + (7) = 12

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"Those two prigs down below, is comin' topside." He growls angrily, then readies himself where he stands, his eyes gleaming.

He stands at the stop of the stairway, looking down, and shouts, "You tossers set foot on the stairs, yer both goin' up like candle wicks!"

Ready an action to cast burning hands once their both on the stairs and within 15' of the top.

Great Gouts of Flame: 5d4 + 1 ⇒ (1, 3, 1, 3, 3) + 1 = 12 (Reflex DC 15 for half)

Then 5' step backwards

edit: Jeeze, every single attack has been for 12 damage so far


Bengeirr's Warehouse- Round 2 - continued

Elael strikes Bengeirr with his dagger, cutting him deeply. With a cry, the Ulfen jarl falls, unable to get a hit in against the multitude of foes.

The Ulfen warriors come rushing up the stairs, despite Milo's fair warning. The gnome releases fire from his fingertips, that scalds both the soldiers, melting their beards, and sending them falling back down the stairs, mortally wounded.

Red Reflex DC 15: 1d20 + 2 ⇒ (4) + 2 = 6
Yellow Reflex DC 15: 1d20 + 2 ⇒ (4) + 2 = 6

End of combat

So you made pretty easy work of my Ulfen war party. There is still the one guy outside, but he is oblivious to the goings-on inside so far. Nice work!


Looking around the loft office, you see urns, carpets and other rich loot apparently stolen from the vault of Skelg. Additionally, the lantern discussed is sitting on the small desk. In a box, under the desk are two stoppered glass vials with purple liquid inside.

Spellcraft DC 17:
Both are potions of Cure Moderate Wounds.

Liberty's Edge

Male Human (Shoanti) Fighter (Viking) 2 [ HP 22/22 | AC(TWF) 20/T12/FF18 | AC(2H) 19/T12/FF17 | Fort +5, Ref +2, Will +0 (+1 vs. fear) | Init +2 | Perception +0 ]

Kaddok looks at the stolen items, then addresses nobody in particular. "We need to get these back to Skelg. Should we leave by the front door, or...?" He lets the last linger, looking up at the ruined skylight.

Dark Archive

Male Half-Elf (Osirion) Wizard 1 | 8/8HP | AC12 | T12 | F10 | F2 R2 W1 | +1 Perc | +2 Init | CMD15

The samurai releases his grip on the pummel of his sword, but his fingertips linger against the salt-stained leather. Ever wary, he kept his eyes out for potential threats. None seem present and when his companions are done looting the place, he replies to Kaddok, "Perhaps we should one of us who speaks Ulfen should call him in. A prisoner might be valuable. But I think we got what we need .. and if we leave behind some of the valuables here, odds are he'll take the coin and run."

Holy crap, I didn't even get to roll a single attack xD

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Is Bengeirr dead? He seems the most likely to have any idea how to break the curse on Skelg.

Ashia descends the rope to join her companions. Noticing the valuables surrounding her, she casts a spell to detect magical auras. Her eyes linger on a box under the desk containing two glass vials. Ashia inspects the potions more closely and determines that they are curative draughts of moderate potency.

Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20

Remembering the situation and why they came, Ashia glances at the Ulfen jarl's unconscious form. "We really should try to save him, you know..." she says. "He might be the only one who knows how to break the curse."

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

"Yeah? You're right."

Elael pulls out a wand and shakes it about, trying to activate it on the unconscious jarl.

UMD: 1d20 + 7 ⇒ (19) + 7 = 26 Healing: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

I was sure I posted something earlier... but its not here! Perhaps I forgot to submit it!

Milo stares down at the smouldering ulfen at the bottom of the stairs for a moment, before tearing his gaze away to glance back at the others.

"Those two might still be breathin'," He offers, shrugging slightly. "Maybe. 'Course the fall mighta done 'em." He adds with a humourless chuckle. "Not for long without tendin' I imagine, though."

He seems to have no concern at all on whether they do, instead turning to examine the lantern which is almost bigger then he is.

"Lot a fuss over a stupid light." He mutters, to no one in particular, then glances over as Ashia is scanning about with her detection spell and asks "Yer divinin' show how this screw works?"

I assume the lamp is magical anyway.


Sorry, yes the lamp is magical

The lamp returns a faint magical aura when the detect magic is cast throughout the room.

DC 18 Know Arcana for School:
Illusion

DC 18 Spellcraft for ID:
Beacon of the North. Will share properties below if you make the roll.
.

You tap Bengeirr with the curing wand and he stirs slowly, coming to and snarling aggressively at you.

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Ashia peers intently as her magic unravels the mysteries of the lantern.

Knowledge (arcana): 1d20 + 5 ⇒ (13) + 5 = 18
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael holds a dagger to Bengeirr's throat.

"Don't think I'll hesitate to take you down again."


Ashia:
BEACON OF THE NORTH
Aura faint illusion; CL 3rd
Slot none; Price 90,000 gp
DESCRIPTION
The Beacon of the North is a huge bullseye lantern designed to be hung on the prow of a ship. To activate its powers requires a special lamp oil that only the white witches of Irrisen know how to create. It can hold enough oil to burn for 8 hours, although it currently has only 2 hours of oil remaining. When lit, the lantern burns with a cold light, and if the burning oil is used as a weapon, it does cold damage instead of fire damage. The lantern also opens portals under the right circumstances. If hung on the prow of Haldyr Bjornsson’s funeral ship (to which it is attuned) and lit, it opens a shipsized portal to Whitethrone harbor in Irrisen. If the light is focused on the main mast of the ship or on the tapestry depicting the ship, a 5-foot-wide portal opens connecting the tapestry to the ship’s main mast so creatures touching one appear at the other. The portals remain open as long as the lantern is lit, even if it no longer shines directly on the portal. A portal appears as a shimmering blue-white patch of light, and it is impossible to see what is on the other side. As a standard action, the wielder can focus the beam on a single living creature, which creates a small portal from the frozen north to the creature’s body (Will save DC 15 negates). Cold energy leaks through this tiny portal, exposing the creature to a permanent cold environment (see Cold Dangers in the DMG, Chapter 8, for details.) If the Beacon is focused on the creature for multiple rounds, the portal opens further. A second failed save worsens the exposure to severe cold, and a third failed save causes extreme cold. Regardless of the level of cold, the portal only inflicts environmental damage once per day plus once for every round the Beacon shines on the creature. Creating a portal of any size consumes 10 minutes of oil. If the Beacon is used to open a ship-sized portal, all other small portals created by it close immediately. If the Beacon of the North is lit while separated from the ship it is attuned to, the ship slowly turns and drifts in the direction of the Beacon unless actively steered in another direction or moored in place. This continues even after the Beacon is doused and only ends when the two are reunited or a knowledgeable spellcaster attunes the Beacon to a different ship.

The Ulfen jarl calms and looks at you squinting. "Who are you and vhat do you vant? Vhy do you attack me in my home?"

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Ashia ignores the jarl. "Nevermind," she says curtly, "we don't need him; I know what it is we are dealing with."

She crosses the loft to take a better look at the ship moored in the warehouse.

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