DivineDragoonKain

The actual rewards

Jun 4th, 2019
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  1. Sara finds you all the next morning, looking slightly annoyed. "You all are hard to track down. You left so suddenly last night I figured you were bailing before we could get a reward to you." And then she smiles. "And I'm not having that. Here. Five hundred gold, and I brought some of my mother's adventuring gear. We're not making any use of it, and I figure it's worth more in your hands than ours. And even if you just pawn the stuff off it's better you have the extra gold anyhow."
  2.  
  3. She unloads a chest that contains a number of items, including:
  4.  
  5. ---
  6.  
  7. The War Marshall's Dory - A simple enough spear with a long, flat head and a counterweight. It's longer than a typical shortspear, but still easy to use with one hand. It seems well-used and bears an old commander's coat of arms - a griffin in front of a shield - carved on the handle.
  8.  
  9. Properties:
  10. * This spear has Reach.
  11. * Whenever you grant an ally the ability to make a melee or ranged basic attack, that ally gains a +1 item bonus to the attack roll.
  12.  
  13. Power (Healing) + Encounter (No Action)
  14. Trigger: You would cause an ally to spend a healing surge to recover hit points.
  15. Effect: You spend the healing surge for them.
  16. ---
  17.  
  18. The War Marshall's Shirt - Simple, functional chainmail, but with a small red mantle as part of the outfit. The griffin crest is here too in more detail. You can probably get some extra armor added on top of this without hindering its function any, depending on how you want to look.
  19.  
  20. Tough - Separate from its enchantment, this armor is tough. The first critical hit you take in an encounter becomes a normal hit.
  21.  
  22. Power ✦ At-Will (Minor Action)
  23.  
  24. Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn.
  25.  
  26. ---
  27.  
  28. Implacable Boots - These heavy boots never give up, and neither should you! These look heavy but not clumsy.
  29.  
  30. Properties: +1 item bonus to speed.
  31.  
  32. Power ✦ Daily (Immediate Interrupt)
  33.  
  34. You can use this power when you are hit by a power that has a pull, a push, or a slide effect. You negate the forced movement.
  35.  
  36. ---
  37.  
  38. 'Get-a-Grip' Gauntlets - A pair of surprisingly comfortable metal gauntlets that feel like they give you a stronger lease on life.
  39.  
  40. Property:
  41.  
  42. You gain resist ongoing damage 2.
  43.  
  44. Power ✦ Daily (Immediate Reaction)
  45.  
  46. Use this power when you are hit by an attack that deals ongoing damage of any type. The ongoing damage effect ends.
  47.  
  48. ---
  49.  
  50. Squirrel Cloak - A fuzzy brown cloak made of squirrel fur... that was brushed off humanely by expert handlers and gathered to weave this magic cloak.
  51.  
  52. Property:
  53.  
  54. You have a climb speed equal to your speed when climbing trees and gain a +3 item bonus to stealth to hide in foliage.
  55.  
  56. Power + Daily (Minor Action)
  57. You unfurl the cloak into big flaps that can sustain you in the air. Gain a Fly speed equal to your speed until the end of the encounter (or for ten minutes). You may not travel up with this Fly speed and each turn you Fly, you automatically lose one square of height until you land, taking no damage.
  58.  
  59. -------------------------------------------------------------
  60.  
  61. The next morning, Gregor shows you to the armory - a treasure vault of enchanted equipment meant for temporary local guild use. He has arranged for some of these things to be awarded to you on a more permanent basis, and has gathered an assortment of things in the center of the room. He instructs each of you to pick something to your liking.
  62.  
  63. You may each pick one from the following items:
  64.  
  65. ---
  66.  
  67. Accurate Staff of Corrosion - A cool, metal staff inlaid with jade. It seems there was a staff fighter here once upon a time that used an odd martial fighting style mixed with magic. This staff was made for him but the intended recipient died before it could ever be given.
  68. Implement (Accurate Staff)
  69. Enhancement: Attack rolls and damage rolls
  70. Critical: +1d8 acid damage per plus
  71. Property: Any melee attack made with this staff deals +1d6 acid damage.
  72. Power (Daily): Free Action. Use this power when an attack with this staff with the acid keyword misses. Roll again and use the second result
  73.  
  74. ---
  75.  
  76. Chainreach Longsword - A curious longsword that seems to have hidden chains within it, clearly hidden by magic.
  77. Critical: +1d6 damage per plus or +1d8 damage per plus if you have combat advantage.
  78. Power ✦ Daily (Minor Action)
  79. You may make a melee basic attack against a single target up to 5 squares away. On a successful hit, the target is also knocked prone.
  80.  
  81. ---
  82.  
  83. Transference Longspear - A longspear that seems to draw ills out of the wielder and lance them into the opponent.
  84. Critical: +1d6 damage per plus
  85. Power (Daily): Free Action. Use this power when you hit with the weapon. Transfer a condition or ongoing damage effect that is affecting you to the target you hit. The condition or ongoing damage continues to run its course as normal on the target.
  86. ---
  87.  
  88. Counterstrike Guards - A pair of small shields worn on the forearms that don't get in the way of what you're holding with your hands.
  89. Item slot: Arms
  90. Power (Daily): Immediate Reaction. Use this power when a melee attack misses you. You make a melee basic attack against the attacker.
  91.  
  92. ---
  93.  
  94. Boots of Eagerness - A set of extraordinarily light looking leather boots with a golden brocade pattern.
  95. Power (Encounter): Free Action. Use this power during your turn to take an additional move action.
  96.  
  97. ---
  98.  
  99. Dread Helm - A wicked looking metal helmet resembling some sort of devilish visage. Whoever wears it has their eyes glow red and emits a menacing aura.
  100. Item Slot: Head
  101. Property: Gain a +4 item bonus to Intimidate checks. Take a –2 item penalty to Diplomacy checks.
  102. Power (Daily ✦ Fear): Minor Action. Make an Intimidate check against the Will defense of a target within 5 squares of you. If the attack succeeds, the target takes a –2 penalty to attack rolls and defenses until the end of your next turn.
  103.  
  104. ---
  105.  
  106. Cloak of the Walking Wounded - A handsome, ornate cloak that that has just enough tatters to have that battle-scarred look without being tacky.
  107. Item slot: Neck
  108. Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
  109.  
  110. ---
  111.  
  112. Medallion of Death Deferred - A medal of honor once awarded to a hero who overcame deadly odds. It was donated to the guild. Now it protects those who wear it.
  113. Item slot: Neck
  114. Power (Daily): No Action. Use this power when you are reduced to 0 hit points or fewer. You regain hit points equal to 3 per point of NAD bonus you have.
  115.  
  116. ---
  117.  
  118. Ring of the Pretender - A copper ring confiscated from someone trying to con a new group of guild members into a fake martial arts class.
  119. Item Slot: Ring
  120. Property: You gain a +3 bonus to Bluff checks. Your actions performed in combat automatically become 'cooler', appearing as impressive stunts but gain no additional benefit.
  121.  
  122. ---
  123.  
  124. Sash of Ensnarement - A red sash worn around the waist that can animate somewhat at the wearer's will to perform grabs.
  125. Item slot: Waist
  126. Property: Gain reach 2 for purposes of grab attacks. Also, you do not need a free hand to make a grab attack.
  127. Power (Daily): Free Action. Use this power when you would spend a minor action to sustain a grab. The sash detaches from you and sustains the grab for you. You no longer need to sustain the grab or remain adjacent to the creature. During this time, you do not benefit from the
  128. sash’s property. The sash uses your Fortitude and Reflex defenses for resisting the creature’s escape. It holds the creature in place until you command it to cease or the creature escapes, at which time the sash returns to you.
  129.  
  130. ---
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