Dissolution To Do and Malady lock: Difference between pages

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This is an ever changing page of stuff that the PCs (or players) need to decide or get done:
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.


== Questions ==
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.


# The press definitely wants to interview you. Do you agree?
To attune to the box, the user must meet the following requirements:
## if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
## How much do you tell them?
## What do you omit?
## What do you lie about?
# When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
# Which of the magic items (see below) interest you?
# Are there any items you'd rather sell?
# You want to buy anything with the cash?
# Does the group have a name?
# In the week that follows the barbarians leaving, is there anything you particularly want to do?
# (For Oreni) When you talked to the parents of the rune children (see below), how truthful were you? Did you, for example, give your full name? Did you give the full details of the rituals? The cults?


== Experience ==
* 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).


Each character receives 12,737xp for the chapter just completed. This puts everyone to 63,737xp which, unfortunately, is well short of the 71,000xp needed to reach next level. Previously, you were just passed the threshold for reaching your current level, so you still have a bit to go.
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:


== Rewards ==
* "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.


The rewards gained for the runebearer kids:
Currently, the ''lock'' is mounted onto a simple ebony box, lined with unbleached cotton. Blood from long ago has dried onto the lining.


* Dullin Balacazar, human male, age 8. Delivered to 1 Outer Ring Row, Rivergate. Dullen is the grandson of Menon Balacazar, a "wealthy financier" who everyone knows is really the kingpin of city's most powerful organized crime family. He [[Dissolution News - 21st of Growth, 721|previously]] offered a 5,000gp bounty for the safe return of Dullen, which Dullen's mother paid immediately. She also asked lots of questions about the cults who took Dullen, and the ritual in which he was to be sacrificed.
[[Category:Magic Item]] [[campaign::Dissolution| ]] [[system::Pathfinder| ]]
* Darata Chornim, human female, age 6. Delivered to 6 Dawn Path, Nobles' Quarter. Darata lives only with her mother Tara in a fairly small house (for the Noble's Quarter) with an extremely well tended garden near the Holy Palace of the Church of Lothian (which is the home of what is sort of like the "pope" of the whole church). Tara clearly is strongly devoted to Lothian, and can cast divine magic (she cast bless on Oreni), but doesn't appear to be official associated with the church. She was nearly beside herself with joy when her daughter was returned, and took a holy symbol from her own neck to give to Oreni, forcing him to take it, insisting "the blessings of Lothian would watch over you". The symbol is an exquisitely made and detailed Lothian ankh, fashioned from platinum and a number of small, tasteful sapphires. Oreni detected magic in it and has since determined that once per day, a short prayer to Lothian will create a ''[http://www.d20pfsrd.com/magic/all-spells---final/resilient-sphere resilient sphere]'' around the location of the symbol at the time of casting. This sphere does not move once cast.
* Corrent Epathi, halfling male, age 10. Delivered to 3 Princes Street, Nobles' Quarter. Corrent is an orphan, cared for by a female human named Zellath Kory. Ms. Kory was not home when Corrent was returned, but her house staff was ecstatic. Corrent demanded that Oreni come see "his bird house", which turned out to be a small metalworking shop in the basement. In this shop, Corrent makes stunningly realistic statues of birds out of silver, most of them actual size. Clearly gifted with skill far beyond his years, he gave a rather stern looking (and somewhat fragile) owl to Oreni in thanks. Days later, an invitation to dine with Zellath Kory and Corrent at the start of the month arrived for Oreni at the Ertho estate.
* Tarthia Kor, human female, age 8. Tarthia, the runebearer who was killed, is the daughter of Lac and Brellyra Kor, who live at 5 Stout Street, Midtown. Lac is a metalworker and so a member of the Ironworker's Guild. Oreni didn't meet them until after Terthia had been resurrected. Of the four clerics in the city capable of casting ''[http://www.d20pfsrd.com/magic/all-spells---final/true-resurrection true resurrection]'', the Kor family preferred Maeda von Rustal, the High Priestess of the Temple of Teun, the Mother of All Machines. Once it became clear who that the child came from a working class family, donations flooded the temple, with the temple itself donating a third of the cost of the spell (30,000gp total). Upon the return of his child, Kor provide each member of the group with a rose made from iron, forged by his own hand.
 
== Loot ==
 
I went through the loot list and sold anything that you guys clearly wouldn't want, converting it mostly into gemstones. This includes the cash reward from the Balacazars, but I did not sell the other rewards. All told, the cashed in loot comes to around 45,000gp total. This materializes as the following for each member of the group:
 
* 6 x 1,000gp emeralds
* 3 x  500gp topaz
 
In addition, the stuff that was not sold needs to be divvied up. Here is the list [with who can actually make use of it]:
 
*[http://rpg.divnull.com/ptolus/rosegate.pdf Rosegate house] (~100,000gp)
*Bell of Greater Sleep, 12 charges (10,000gp) [Naerai]
*5 x +2 holy arrows (5x646.05gp) [Caralaria, Lostwhite, Oreni]
*Longsword +2 human bane (18,315gp) [??? doesn't fit any character that well]
*Shortsword +1 evil outsider bane (8,310gp) [??? doesn't fit any character that well]
*+1 mithral breastplate (5,240gp) [Sikarsis is the only one , and even then all it does for him is lower his check penalty]
*Bag of holding type I (2,500gp) [Lostwhite, Oreni, Naerai, Scoffney]
*Cloak of resistance +2 (4,000gp) [Caralaria, Oreni, Naerai]
*Gloves of dexterity +2 (4,000gp) [Caralaria]
*[http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Lens-of-Detection Lens of detection] (3,500gp)
*strand of prayer beads, lesser (9600gp) [Naerai, Sikarsis]
*sustaining spoon (5400gp) [anyone]
*potion: gaseous form [anyone]
*potion: 2 x elixir of truth (2x500gp) [anyone]
*potion: 2 x cure moderate wounds (2x300gp) [anyone]
*potion: 4 x cure serious wounds (4x750gp) [anyone]
*potion: fly (750gp) [Oreni, Naerai, Scoffney]
*potion: magic fang (50gp) [Caralaria, Oreni, Sikarsis (only enhances natural weapons)]
*potion: owl's wisdom (300gp) [Caralaria, Sikarsis]
*potion: 2 x antitoxin (2x50gp) [anyone]
*scroll: animate dead (375gp) [Naerai, Sikarsis]
*scroll: 3 x hold person (divine) (3x150gp) [Naerai, Sikarsis]
*scroll: magic vestment (700gp) [Oreni, Naerai, Scoffney, Sikarsis]
*scroll: sending (divine) (700gp) [Naerai, Sikarsis]
*scroll: teleport (1125gp) [Oreni, Naerai]
*wand: scorching ray (35 charges) (4500gp) [Oreni, Naerai, Scoffney]
 
== Cat Ears (and other custom items) ==
 
Hiring the Dreaming Apothecary to make you magic stuff works like this. Being good customers of Danbury's in Delver's Square, they provide you with a small bronze token and instruct you to sleep with it under your pillow. And then... we'll roleplay the rest.
 
For items created by the Dreaming Apothecary follow the rules for [http://www.d20pfsrd.com/equipment---final/magic-items#TOC-Magic-Item-Creation creating magic items]. Note that all references to costs in these rules are the costs to the Dreaming Apothecary to actually make the thing. They sell these items for double that (i.e. the normal list price for the item).
 
The cat ears that allow seeing in the dark are similar to the [http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Goggles-of-Night goggles of night], except they occupy the headband slot instead of the eyes slot. Just like the goggles, the cost to Caralaria will be 12,000gp. Note that this is for an item that functions all the time. Costs can be reduced slightly for items that, for example, only activate a certain number of times per day, or use charges.
 
== Rumors ==
 
More news and rumors will be coming, but for now, please re-read your own characters' pages on the main [[Dissolution]] page, particularly the contact and rumors sections. Some of these may be important going forward (dun-dun-DUN!), and you might actually want to touch base with some of these people for various reasons.

Revision as of 20:35, 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.

Currently, the lock is mounted onto a simple ebony box, lined with unbleached cotton. Blood from long ago has dried onto the lining.