Gearing Up NPCs
-Need to figure out what to do.
-People have holes in their gear, need atleast heroic items
-May tie in to standardization.
-Get an armory.
-Need to get organised with supplies. How to do this? Considerations of things like redunancy vs single point of failure.
-Need a quartermaster for town equipment and someone organise and direct the town adventurers.
-Need to come up with name for Gov team. Player TODO
Lelu and archival data storage
-Lelu human female probably mid 20s.
-Stich is a very large and funky looking pixie, very blue. Wears fuzzy cloak like a bear shaman.
-Unusual animals brought being brought but not being treated well. Veterinary Emergency and Special Practices Association. Has been helping out in hospital and working with hagrid but not getting far.
-Keeping everyone safe and together seems very important for her. In very good health for a person. Seems vaguely well trained but not an adventurer. Cannot tell where her origin is from.
-Has two magic items, one heroic one paragon. Ring and necklace. Stitch has one that is strange to Chant arcane senses. The items feel like stuff we saw in Fizzbans area, or david’s staff.
-Stich gives off sense of lycanthropy.
-Her notebook is very odd, it has a thin metal spiral and GOOD white paper.
-She is going to take lead on this project.
-Chant will help with beurocracy.
Archival Data Storage
-She gives the idea of archival data storage. Seems like she is passing the suggestion on from someone else. Library system for things like census. Cross referencing things across years. Ways of indexing and sorting.
-We do not have an archivist in town.
NOTE move dwarf stuff down two day.
The note written in arcane shorthand is the pact for shadyvale. The arcane nature declaration of the pact.
Only understandable because I am part of it.
I don’t remember it having this kind of weight before, it actually has a weight and a boon.
Sometime in Jan, senjor vorpal de kickasso. It seems to think that it tricked me into thinking its not a goblin.
Find a paw print in the earth.
We follow the bear, we are to the east of town. The tracks get to a big flat rock and dissapear.
Starting at the rock, the stone is something i have not seen before, and it more than vaguely square. Worn down long that it no longer completely square.
This is suspiciously man made.
The bear ambushes us from above and missed. The bear has bone frills and spikes and an iron viking like helment.
There are signs of a very old campsite. A decayed wooden shield, and remains of a campfire. And a mint condition leather bag, which is odd given it’s been here a few years likely.
Dig through the bag, there is some sort of liquor. Flagon with lid magical in nature(from baldurs gate), odds and ends camping stuff, and a few scrolls. The bag is some sort of bag of holding variant, better made but not as big on the inside. The scrolls seem to be magical in nature. One is bear summons, another is summonin and control. Slots of 10 scrolls in the case. 2 were summoning, and 8 were bear control. Only two scrolls are left.
The helmet its wearing, I have seen that before, its a helm of animal control used to tame powerful beasts as mounts. Animal cannot take them off.
The thing is a level 20 item. Tend to be creature type specific.
Send a note to department of Mitch about the bear. TODO
Root thorn note: on kill extra surge one per tier, one per elite/solo
Using the blood point transfer consecuteively, has a visual effect, everyone sees a stream of blood going between chant and the tree, as I spend blood points to gain blood points. Chant is now covered in blood, it is wet and dripping still after I get back to town. The blood is tasty. The blood smells like their own to everyone, it is pure blood.
The other two bulletes run away very fast.
In the body I find a black pearl(7100g), two uncut deep blue spinels(7100), sable shoes set with jade fancy(12200g), a +4 armor sapping arrow, +4 mind hunters wyrmscale armor, circlet of rapid casting.
Keep wandering around. Get to a clearing, there is a small chest in a nook next to tree. Bound with wards. There are some old bones. There is a wraith hiding in the branches.
I knock it unconcious then rush over to sacrifice it.
Doing coup de gras with chant effect.
Roll to hit to see if you can hit, if it hits you roll on the critical table.
The die roll is +1 if you roll 20 or higher on the attack die, or minus one if you roll a 1 or 0. And you coup yourself.
When rolling the confirm you make an attack roll to hit. And if its you are considered to have rolled a minimum of 19 on the confirm die. A roll of 18 is +1, a roll of 19 is +2, a roll of 20 is +4, and a roll of 21 is +8, etc, and the same but opposite for fumbles.
Then add the bonus from the confirm, and the bonus from the attack roll, and the confirm die roll, to get the actual result.
2 alexandrite pieces(9400g each), 49.3 Platinum pieces. And an ebony puzzle box. Very intricately crafted, worth probably 50 thousand gold, does not appear enchanted.
I trigger the pact boon via sacrifice. I seem to have options with the boon.
Coins Edge-Combat pact boon. +/- 1 to the dice of one roll before the end of your next turn of any creature within 3 squares. Non action. Does not stack or scale, cannot have more than one at a time.
Esoteric Lore – On a knowledge check you are +/- 5 (Chant effect) Can be done as part of a research attempt, but requires a sacrifice at the end.
Sigil of Heterodyning(The music in spark fuge) +1 to all defenses or attacks of a summoned creature till the end of your next turn. OR Swap the origin of one base stat that a summoned creature has to another creature till end of encounter.
Warlock of Eternity
lv 5 non essentials defensice wand wizard
l7 unity avenger, non essentials
Level 14 shade fighter
Drunken Monk Squirrel-chuck
Drow Shaman with Crab
Actual town diplomats:
Naiad not the other one that one is different