Forgotten Manse and Malady lock: Difference between pages

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__NOTOC__
Constructed specifically to combat the necromantic disease known as the [[Malady]], the ''malady lock'' calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith's emergence, but the disease soon caused problems within the Dread One's own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.
[[Image:ForgottenManse.jpg|right|The forgotten manse]]The forgotten manse is detailed in the [http://rpg.divnull.com/exalted/forgotten Forgotten Suns] adventure. In this campaign, it was claimed by the circle and defended against the undead.


At present, this manse is guarded by [[Ranesk]]. The circle has an agreement with the [[Lady of the Vine]] to leave the manse's defensive shield off in exchange for her informing those in the manse of approaching danger or visitors.
The ''lock'' is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, it renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.


Current attunments:
To attune to the box, the user must meet the following requirements:


*[[Adrios]]
* They must be in physical contact with the box.
*[[Cruxis]]
* They must be capable of casting both arcane and divine spells.
*[[Guen]]
* They must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).
*[[Gutts]]
*[[Jaguan]]
*[[Jorias]]
*[[Saerssa]]


An attuned user can voluntarily place a good deal of their own blood into the box (3d6 damage) to issue one command to the lock. Multiple commands may be delivered each day, but each must be paid for in blood. The disease responds to the following commands:


== Mechanics ==
* "Rest" causes all infected with the Malady to become non-contagious until the sun next rises. This command may be issued any time.
* "Stop" makes the Malady very vulnerable to disease curing magic. If a ''remove disease'' is cast on someone infected with the Malady, all others infected with the Malady within 100' of the casting are also cured. This command may be issued any time.
* "Spread" invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as "Rest".
* "Reveal" allows the attuned user to instantly know the location of every being infected with the Malady until the sun next rises. This command may be issued any time.
* "Look" allows the attuned user to instantly see through the eyes of any being infected with the Malady he or she is aware of (including knowledge gained from a "Reveal") for the next 10 minutes. This command may be issued at any time.
* "Shelter" commands the Malady to return to the box on which the ''malady lock'' is mounted. This command can only be issued if less than 100 beings are infected. Any that remain must make a Fort save (DC 15) or die instantly, as the Malady kills them out of spite.


'''Rating''': {{Dots|4}}<br/>
[[Category:Magic Item]] [[campaign::Dissolution| ]] [[system::Pathfinder| ]]
'''Drawbacks''': Maintenance x, Fragility x, Habitability x<br/>
'''Powers''': Comfort Zone (1pt), Magical Conveniences (1pt, lighting, lifts), Split Nature (1pt), Traps (2pts, field that reacts to "invitations"), Armored (3pts)
 
The basement holds a "master" Workshop {{Dots|3}}.
 
== Contents ==
 
*A large spherical reality engine
*''[[Luminous Talon Rain]]'' - An orichalcum royal warstrider.
*''[[Molt-Defying Plumage]]'' - A moonsilver royal warstrider.
*[[Skin mount amulet]], red jade
*Skin-mount amulet, red jade
*A [[Transport Jar]] used to communicated to [[Hammer in the Woods]]
*[[Windslave disk]]
 
== Library ==
 
* [[White Treatise]] -
* [[Black Treatise]] (Obsidian Butterflies, Demon of the First Circle, Emerald Countermagic, Invulnerable Skin of Bronze, Stormwind Rider)
* [[Crossing the River]] (primer on necromancy, Banish Ghost, Iron Countermagic, Summon Ghost, Soul Brand, Hungry Creeping Shadow)
* [[Bodybuilding]] Flesh-Sloughing Wave, Raise the Skeletal Horde, Walking War Machine, Exquisite Undead Aide, Reaping the Fallen, The Spawning of Monsters
* [[Alone]] -  Emerald Countermagic, Emerald Circle Banishment, Sprouting Shackles of Doom, Demon of the Second Circle, Sapphire Countermagic, Voices of Distant Regard, Swift Spirit of Winged Transportation
* [[Red Treatise]] - Thunder Wolf's Howl, Blood of Boiling Oil, Magma Kraken
* Iron Moonsoon's "spellbook", in coded language: Becoming the Wood Friend, Blood Lash, Calling the Wind's Kiss, Commanding the Beasts, Eye of Alliance, Hound of the Five Winds, Personal Tempest, Thunder Wolf Howl, Virtuous Guardian of Flame, The Faithful Ally, Summon the Army of the Wyld
 
 
== Amory ==
 
*Gossamer Superheavy Plate
*2 [[Barkthorn Bow]]s, with associated [[Rain of Thorn]] oaths
*2 sets of Gossamer Superheavy Plate, with associated [[Promise of Bark]] oaths
*2 gossamer short swords
*7 gossamer knives
*7 gossamer robes
*7 [[Final Loyalty]] oaths
*[[Dragon Hunter Aspect]]
*2 Firewands
 
== Workshop ==
 
*A [[Hand of the Mountain]]
*Five [[Folding Servant]]s, one of each color of jade
*An [[Unconsuming Forge]]
*A pair of [[Forge-Hand Gauntlets]]
*Ingots of raw metal: five blue jade, five black jade, five green jade, five red jade, five white jade, seven adamantite, five orichalcum, three moonsilver, one starmetal
 
== Laboratory ==
 
*Two [[Celestial Phoenix Cauldrons]]
*[[Mahogany Casket]] of Firedust Conversion (demon based)
*4 charges of briardust
*11 charges of firedust
*6 bottles of [[Jacinth Blood]]
*"Ash Devourer - Ashia" - 1 box containing 12 star topaz, shaped like very large teeth
*"Ash Devourer - Baramini" - 1 box containing 12 star topaz, shaped like very large teeth
*"Ash Devourer - Chiruku" - 1 box containing 12 star topaz, shaped like very large teeth
*"Black Jade Dust" - 1 tiny bag
*"Black Jade Ink" - 6 vials
*"Black Jade Oil" - 8 vials
*"Black Jade Water" - 10 vials
*"Blue Jade Dust" - 1 tiny bag
*"Blue Jade Ink" - 6 vials
*"Blue Jade Oil" - 9 vials
*"Blue Jade Water" - 13 vials
*"Briardust" - 5 vials - coarse greenish-grey powder
*"Cage Sweat" - 3 vials - clear liquid
*"Clarity Spirit" - 2 vials - thin, pale turquoise, slightly carbonated liquid
*"Dragon Walker" - 1 vial - like champagne, with a slight greenish tinge
*"Eight-Scream Devil Powder" - 2 parchment bags, sealed with beeswax - dusty red powder
*"Elemental Memories" - 1 box containing 7 small, but flawless, emeralds
*"Empty Canvas" - 3 small jars - viscous brownish paste
*"Firedust" - 5 vials - coarse reddish-black powder
*"Forest Mimic Horn" - 1 jar - coarse white powder
*"Green Jade Dust" - 1 tiny bag
*"Green Jade Ink" - 6 vials
*"Green Jade Oil" - 6 vials
*"Green Jade Water" - 14 vials
*"Green Jade Whiskey" - 1 vial - whiskey with a slight green tint
*"Hound's Tongue" - 2 vials - thick purple liquid with swirls of black
*"Moonsilver Dust" - 1 tiny bag
*"Moonsilver Ink" - 4 vials
*"Moonsilver Oil" - 4 vials
*"Moonsilver Water" - 22 vials
*"Nitric Acid" - 50 gallons
*"Omen Juice" - 6 vials - bright pink liquid
*"Orichalcum Dust" - 1 tiny bag
*"Orichalcum Ink" - 5 vials
*"Orichalcum Oil" - 7 vials
*"Orichalcum Water" - 20 vials
*"Quicksilver" - 3 gallons
*"Red Jade Dust" - 1 tiny bag
*"Red Jade Ink" - 6 vials
*"Red Jade Oil" - 7 vials
*"Red Jade Water" - 16 vials
*"Skin-Like-the-Mountains Oil" - 3 vials - metallic blue-black oil
*"Skydust" - 5 vials - coarse bluish-grey powder
*"Starmetal Dust" - 1 tiny bag
*"Starmetal Ink" - 10 vials
*"Starmetal Oil" - 3 vials
*"Starmetal Water" - 24 vials
*"Stonedust" - 5 vials - coarse grey powder
*"Tree-singer Urine" - 1 gallon jar, one-quarter full - golden/yellow liquid
*"Vinegar" - 50 gallons
*"Waterdust" - 5 vials - coarse black powder
*"White Jade Dust" - 1 tiny bag
*"White Jade Ink" - 9 vials
*"White Jade Oil" - 9 vials
*"White Jade Water" - 15 vials
 
[[Category:Forgotten Suns]]
[[Category:Manse]]

Revision as of 20:32, 15 March 2011

Constructed specifically to combat the necromantic disease known as the Malady, the malady lock calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith's emergence, but the disease soon caused problems within the Dread One's own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.

The lock is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, it renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.

To attune to the box, the user must meet the following requirements:

  • They must be in physical contact with the box.
  • They must be capable of casting both arcane and divine spells.
  • They must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).

An attuned user can voluntarily place a good deal of their own blood into the box (3d6 damage) to issue one command to the lock. Multiple commands may be delivered each day, but each must be paid for in blood. The disease responds to the following commands:

  • "Rest" causes all infected with the Malady to become non-contagious until the sun next rises. This command may be issued any time.
  • "Stop" makes the Malady very vulnerable to disease curing magic. If a remove disease is cast on someone infected with the Malady, all others infected with the Malady within 100' of the casting are also cured. This command may be issued any time.
  • "Spread" invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as "Rest".
  • "Reveal" allows the attuned user to instantly know the location of every being infected with the Malady until the sun next rises. This command may be issued any time.
  • "Look" allows the attuned user to instantly see through the eyes of any being infected with the Malady he or she is aware of (including knowledge gained from a "Reveal") for the next 10 minutes. This command may be issued at any time.
  • "Shelter" commands the Malady to return to the box on which the malady lock is mounted. This command can only be issued if less than 100 beings are infected. Any that remain must make a Fort save (DC 15) or die instantly, as the Malady kills them out of spite.