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Author Topic: The Vault (Overall Loot)  (Read 1215 times)

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Doom

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The Vault (Overall Loot)
« on: May 14, 2012, 02:25:06 PM »

The Hand of Entropy may be used after the current Week 3-1 adventures!

Forge
Intro Loot
Muscles Adventure Loot
Week 1 Loot
Week 2 Loot
Azura Intro Loot


Debt: 249,000 GP earned, 500,000 GP needed
Free Loot To Date: 122,000 GP
PROPERTY DAMAGE!!!: 24,000 GP
CRIME SPREE!!!: 37,000 GP

Assets

The Short Holiday (1 Small Vessel)


Leads

Draconic Inscribed Blade - Dropped by Lily during escape from a break-in at A Series Of Ridiculous Events.
Elven Mad Science Notes - Found in Quint's Lab in Flowers.
Dark Tome - Found in Ottimus' Lab in Sun and Run. Usable
Eve's Resting Place - Info/tip-off possible for Lord Damien Reinbach, of The Office/Underbelly. Used
Mad Plot Scrawlings - Found in Ottimus' Ruined Lab in Prepare for Trouble.
La Da Ja Choy's Autograph - Muscles brought this back, tucked into a scruff of fur and feathers by his neck.


Artifacts

Artifact: Hand of Entropy

You're not sure what this could be in any mortal terms. It doesn't seem safe to use.

You have a pending offer of 200,000 Gold from The Academy for it.

It can be used by a character with an Arcane or Psionic power source that is primarily a caster, but not Ardna.


Loot Claimed


Bertram has claimed:
The Goresaw
Lodestone Ore
+2 Darkhide Armor
Ring of Warmth
Ironskin Potion

Enrique has claimed:
Hjard's Leather Armor
The Slobber-Knocker
Acrobat Boots
Bongos on a Belt

Beatrice has claimed:
Rosco's Rotator
Belt of the Victor

Ilex has claimed:
Ruby Necklace
Ring of False-hoods
Ancient Bracelet
Gran's Great Bits
Jellyvator Springs
Shades

Morgiana has claimed:
Bubble-Bead Bauble
Arcanist Worker's Gloves
Lucky Feather

Latir has claimed:
Volcanic Hellfire Plates
Cleansed Beard Clasp
Hammer of the Dwarven Son
Warden's Mark
Violent Darkness
Ring of Kord's Fervor
Latir gave the Volcanic Mace away

Isaac, currently an NPC seriously what's up with that, has claimed:
Bolo Launcher Parts
Golden Boy

Meran has claimed:
Academy Administrator's Log
Luckstone
Grapnel Gun

Ragjen has claimed:
Hard Hat
Blazing Blunt
Widow-Maker Brew

Karvan has claimed:
Boss Bas' Boss Bits
Warpwood Shavings

Wanda has claimed:
Welding Mask
Latir's +2 Amulet of Protection
Slugger

Humphrey has claimed:
Ring of Bad Omens
Kipyln's Sash
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Re: The Vault
« Reply #1 on: May 14, 2012, 02:28:51 PM »

Intro Loot

The Goresaw

The Hercules and Atlas Adamantite Beetle Horrors yield one working weapon between the two of them. The brutal Goresaw was specifically designed for maximum dismemberment when charging and shoving intruding mortals off the sides of the Hives.

As Regular Handaxe; +3 Item Enhancement, 1d12 on Critical Hit
1/Day - Goresaw - On charge, deals an additional 1d8+4 on any successful attack made while charging.


Rugged Bag of Holding!

Send's Grab Bag is full of several bone-in meats, about a hundred cannonballs, a few irregular boulders, and another gargantuan meteor husk. Altogether it's a bunch of shit that weighs about 562 lbs.

This bag can hold up to 2,000 lbs in weight or 200 cubic feet in volume, but always weighs only 1 pound. Drawing an item from the bag is a minor action. Living things can exit the bag at will as a minor action, even if otherwise subdued.


Hjard's Serrated Dagger

Hjard's serrated main-hand dagger is designed to snag on flesh, yet he simply makes stronger cuts to keep from slowing down. A weapon designed to inflict extra pain.

As Regular Dagger; +3 Item Enhancement, +1d12 on Critical Hit, adds Ongoing 2 bleeding damage(Save Ends) on critical hit.


Hjard's Leather Armor

As the only relatively human-sized horror, Hjard's armor is the only set worth salvaging and coincidentally the only set that is actually enchanted as per his usual selfish outfitting. It is form-fitting and excellently crafted.

As Leather Armor; +3 Item Enhancement, grants +3 to Stealth and Athletics Checks


Rosco's Rotator

Rosco's Trusty Piece has seen him through many adventures, but he thinks it's time to make something with a bit more kick and even though already he paid you, he's damn thankful you were there for the save. He happily hands off the well-made piece.

As Hand Crossbow; +2 Item Enhancement, Functions for all Dual-Wield Feats, Powers, etc while still only occupying one hand
1/Day - Orcish Roulette - Unloads every magazine in a frenzied barrage, attacking in a Blast 3 against Reflex. Deals 1[W] with no modifiers aside from the +2.


Ruby Ritual + 1 Material Component

Teaches a 10 Minute Cast Time Arcana based Ritual. Object becomes an Alarm for 8 hours. If touched, it wails as a siren.
Requires any gem of any color that is at least 50g in value. Siren color matches Gem color.
Arcane check 20+ = Siren dazes creatures that hear it within Burst 5(Save Ends) 30+ = Siren is silent and only heard by original Ritual caster mentally(Optional.)

It would seem that you can decipher the powers of the incredible Anti-Mortal Curiosity Harnessing Device. This Ritual can be taught multiple times.
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Re: The Vault
« Reply #2 on: May 14, 2012, 02:30:59 PM »

Muscles Adventure Loot

Ruby Necklace

A Ruby Token from a Hooker with a Heart of Gold given to an Owl Bear with Feathers of Fur.

+2 Fort/Reflex/Will

1/Day (Minor) - Produces a small ruby-red bauble that you can throw up to 10 squares, where it detonates in a Burst 1 for 1d6+4 Fire Damage.

Bongos On A Belt - Claimed by Enrique, improves his Implement by +1.

Blazing Blunt

Smoking something harvested from the Nine Hells is as thrilling as it is ridiculous and dangerous. The wrapped blunt emits sparks and heat even in it's final refined form.

One time use. For the rest of the encounter, you have +5 Fortitude Defense, -5 Will Defense and a +3 Attack Bonus made with all Powers that use Implements.

Lucky Feather

Muscles really likes this one! It was covered in glory today...

Neck Slot. +1 F/R/W.
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Re: The Vault
« Reply #3 on: May 14, 2012, 02:35:45 PM »

Week 1 Loot

Artifact: Hand of Entropy

You're not sure what this could be in any mortal terms. It doesn't seem safe to use.


Sniper Rifle

Intended for expected targets, defensive holdings or just plain long-distance harassment, this modified rifle has a long-distance scope and an advanced delivery system that can be charged for a high-powered shot. As the delivery system is based upon a bit of magitech melding, with some wind-generating stones used in the firing mechanism, it can launch any sort of projectile freely.

Functions as a modified +1 Longbow. Here are the base stats: +3 Proficiency, 1d10+1, 50/100 range, Load(Move). Functions with Bullets, Arrows or Bolts. Comes with 7 Bullets.

Load(Move) is like Load(Free) or Load(Minor) on crossbows and bows: it takes a move action to reload after each shot.

Special - If you remain stationary and focus for two standard actions, the third action will allow you to take a precise shot with the Sniper Rifle, generally on the third round of waiting. Action Points will speed up this process.

A shot fired after focus deals 2[W] with weapon die used as if the weapon was a size or dice category more powerful. In this case, 2d12+1 + Dex Mod.

Examples of using Snipe:
-Round passes, Round passes, Snipe Available As Standard/Move/Minor
-Set-up before target arrives, wait at least 10 seconds, Snipe Available
-Use Snipe, Round passes, Round passes, Snipe Available
-Round passes, Blow Action Point and Snipe is Available
-Blow Action Point and Round passes, Snipe is Available next round

Basically, it eats two Standard actions and then you have the aim and focus to fire with this greater accuracy. This is an At-Will ability.


Lode-stone Ore

It produces weight and pull that defies all laws of physics. But The Reach was always sort of loose with those laws anyway.

Apply to Weapon for additional +1 Bonus. Keeps same Crit Modifier. Grants 1/Daily

1/Daily(Weapon) - Minor Action. Make a Bull Rush attempt against the target that will push them towards you. Use rolls/stats as though you were making a standard Bull Rush.

Or

Of the same sort of material used in terraforming to introduce artificial gravity.

Apply to Armor for additional +1 Bonus. Grants property: Resist 10 Necrotic/Cold. Grants 1/Daily

1/Daily(Armor) - Minor. Lasts Until End Of Next Turn. Increases Speed by 1, Acrobatics(Jump) by +5, and allows you to Shift two squares instead of one.


Gold Knuckles

They're wildly opulent, for the fist of opulence.

Adds a +1 to ANY Fist-based weapon, only enhances the EXISTING crit modifier, and grants a 1/Daily power. Seriously just use it on an existing weapon.

1/Daily - Strength vs Fort - Deals Strength Modifier Damage, Dazes Target


Shades

These thin glasses made of shaved obsidian bestow the wearer with the rarely seen +Cool attribute.

Head Slot. +2 Intimidate. +1 Perception. Look Really Cool.


Slobber-Knocker

A set of specially bound gauntlets for punching. Locking mechanisms make it easier to throw a punch, among other things. They look like they were made out of garbage...

Hands/Arms Slot. Makes punching dudes function as a +2 Proficiency and +2 Weapon with 1d6 Damage, +2d6 on Crit. Cannot be used in conjunction with any other weapon at the same time to attack. Wearing them and wielding another weapon is fine.

1/Encounter - Next Athletics(Climb) check is at +10 bonus.


Bubble-Bead Bauble

A token of servitude from the Elemental Plane of Water given willingly to a worthy magus.

Daily(Substitute for Summon Succubus Level 9 Daily)

HP - as Caster's Bloodied Value
Defenses(AC/F/R/W) - As Caster's
Surges - 0/0, Caster may use own Surges for Creature's benefit if a power allows it to spend a surge.
Speed - 7 (Charge 10)
Attack - Intelligence (Morg's) vs AC
Damage - 1d10 + 3 + Intelligence Mod(Morg's)
Critical - +1d6 Frost
Torrent - 1/Encounter - Intelligence vs Fortitude - Standard - Elemental Charges to a square, then makes a Close Burst 1 attack against enemy creatures for 2[W] + 3 + Int Mod(Morg's)


Volcanic Mace

Made for crushing and erupting!

+3 Volcanic Two-Handed Maul (+2 Prof, 2d6, Military Hammer)

Volcanic Property - Deals an additional 1d8 Fire damage on hit.


Bolo Launcher Parts

From the modified and scattered remains of Leonard's weapon.

Grants an additional +1 magic modifier to any ranged weapon and allows a 1/Daily power.

1/Daily - Targets 1-2 Creatures within 3 squares of each other, Wis vs Reflex.
On Hit 1 Creature: Teleport creature up to 3 squares and deal 2[W] + Wis Mod to them.
On Hit 2 Creatures: Creatures switch place, take 2[W] + Wis Mod damage, and are dazed until the end of your next turn.


Volcanic Hellfire Plate Shards

Broken in the battle in the vault room, these bits of spikes and metal radiate unnatural heat.

Grants +1 Modifier to any Heavy Armor, grants Resist 10 Fire(does not stack.)


+2 Darkhide Armor

Leonard's personal set. He won't be needing it anymore... seems to be fashioned from one of the more horrible things that stalks those who might travel the comet walkways.

As Hide Armor but with Base AC 4 + 2. So... AC +6, Skill Checks -1, Light Armor


Cleansed Beard Clasp

Purified with Holy Water, a tidy beard clasp dropped in the infernal circle of the Beard Baron, Sviffle.

Grants additional +1 bonus to any Holy Symbol. Must have a Beard. OK, or hair.


Acrobat Boots

Leonard's pair of the popular model for the light on their feet... or the knocked-on-their-ass.

+1 Acrobatics, can stand up from Prone as a Minor instead of a Move. Feet Slot.


Ironskin Potion

Smells like something from the blacksmith's furnace in a thick green flask.

1/1 Use. Grants Resist All 10 until end of encounter.


Regeneration Potion

A sickly yellow in a little stoppered vial.

1/1 Use. Grants Regeneration 5 until end of encounter.


Ring of False-Hoods

Evelynn's personal ruby ring.

Grants +2 Bluff Item Enhancement and allows user to disguise self as a devilish counterpart for an additional +2 Bluff.


Ancient Bracelet

Moving things without the mind is for lesser races.

1/Encounter(Standard) - May make a Bull Rush check as if using a +5 Attack and a +5 Strength Modifier at Range 10.
At-Will(Standard) - May move simple objects that are not actively resisting (whether naturally or by aide of another) within Range 10.
At-Will(Move) - Pick something up that is not actively resisting at Range 10.
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Re: The Vault
« Reply #4 on: May 14, 2012, 02:37:21 PM »

Week 2 Loot


Belt of the Victor

A glorious band of golden links, smelling of booze and sweat.

+1 Fortitude(stacks with all other items that boost defenses)
1/Encounter - Gain 10 Temp Hp after dealing 30 or more damage to an enemy. Triggers immediately after dealing damage as a free action, your choice if to trigger.


Academy Administrator's Log

Only the finest in magical book-keeping.

One time use. Grants +1 Enchantment Bonus to ANY Implement, bonus may not exceed +4 total.


Slugger

This crude and forceful combination of the parts of several rifles and a heavy crossbow seems to have yielded a device better suited for the element of surprise than a dedicated firearm.

Encounter(Standard) - Dex vs Reflex. Deals 3d8+2+Dex Mod to nearest three targets in a Close Blast 3 spread. On successful hit, knocks target back two squares.


Boots of Authority

Polished black boots, to let you know who's in charge.

Grants +2 Initiative and 1/Day - Immediate Interrupt - Ally within 5 squares who is damaged may make Melee Basic Attack against their attacker.


Golden Boy - Claimed by Isaac(NPC)


Jellyvator Springs

Huge, elaborate bronze coils, stained and warped into a unique appearance by the death throes of the Jellyvator

Arm Slots(Bracers) - Resist Acid 5, +1 Fort/Ref/Will(stacks with all other defense boosting items)


Crystal Beri Bites x 5

Small bites of delicious minty crystal, thankfully not yet used to cleanse poop.

Use Minor - Immediately save against Poison Effect(must be originating power with the Poison descriptor)

Example of action sequences: Enemy Turn starts, Enemy Poisons you with Ongoing 5(Poison), Your Turn Starts, Blow Minor Action, Cured! No need to save at end of turn.


Ring of Kord's Fervor

Just wearing it makes you feel braver.

1/Daily(Immediate Interrupt) - Negate all non-damage effects of a power used against you with the "Fear" key-word in it.

i.e. a Ghost hits you with a cold touch that would terrify you... negates the Fear, but not the cold damage.

There is also a small locked safety box set on the side of the wall, though the key to the box is set on top of it. The gloves labeled inside look as though they were weaved together from literal ruby strings, as though gems were somehow manipulated into a cloth-like material.


Arcanist Worker's Gloves

These fine red gloves are a must for the Magical Union Worker!

Grants a +2 to Arcana, Grants Resist 3 Fire/Cold/Acid/Lightning, and reduces damage taken from the negative consequences of an Arcana effect(i.e. used against a rune of warding to disable it) by an additional 5.


Bottle of Widow-Maker Brew

Thankfully, not actually full of malicious and violent slime. Interacts with adrenaline released when the life is threatened.

Minor action to use. One time use. Must be bloodied to use. Grants +5 Attack and Damage until end of your next turn.


Luckstone

Just holding this warm little stone makes you feel more confident.

Ring Slot.

1/Daily(Free) - Roll next Saving Throw with a +2 Bonus.


Ring of Warmth

Designed to represent a very tiny, finger-sized fire-place hearth! Tiny ruby-chips make up the flames...

Grants Resist Cold 5. Stacks with all sources of Cold Resist(but not Universal Damage Resist.) I.E. CR 10/UR 15 = CR 15. CR 20/UR 10 = CR 20.


Ring of Bad Omens

Lacking the professional craftsmanship of the other items, you assume the poor fellow found this one. It's made of stark black obsidian with crystalized bits of a violet substance for eyes and mouth locked in a scream.

Increases the Defensive Bonuses of Concealment to +3. Doesn't apply to Total Concealment.


Hammer of the Dwarven Son

Although it is primarily crafted in honor of the silver and mithril of Muradin's Holy Might, there are small symbols along the rest of the hammer depicting holy symbols in runes of other Gods, as though the bearer made pilgrimage to honor those who Muradin gets along with in Heaven. This includes the Raven Queen and Erathis.

+2 Radiant Warhammer

+2d6 on Crits, +1d6 Radiant Damage on all hits

1 Encounter(Minor) - User gains 10 Temporary HP.


Hard Hat

The Foreman's Stout, Dull Yellow Cap, designed in the style of a Miner's Cap. Instead of a light at the forehead, there is a carved Sun-Rod style gem that activates when cupped by the palm of a hand.

At-Will: Casts light twenty feet forward in a line.

Grants +1 Diplomacy and +1 Intimidate due to obvious authority.


Welding Mask

A simple ebony-black steel mask with an opaque obsidian visor. Useful when wielding fire or electricity for magical nonsense.

Grants Resist Fire/Electric 5 and +2 Intimidate. Unintentionally terrifying!


Boss Bas' Boss Bits

The Fiercest Scales from the Fiercest Lizard

Increases Armor's Magical Bonus by +1. One Time use, bonus cannot exceed +4.


Grapnel

A pistol, fitted to fire a grappling hook. Genius.

1/Day - Shift 10 squares as Move Action.


Gran's Great Bits

Debris dropped from the fortress-sized fiend.

One time use. Increases Armor enchantment bonus by +1, bonus may not exceed +4.


Kiplyn's Sash

Very neatly kept, aside from the teeth-marks. A vibrant red, for a hero!

Waist. 1/Day - Allows Charge Attack that ignores Threatening Reach and Opportunity Attacks.


Warpwood Shavings

You might be able to do something with these vibrant, crackling bits of tree and chaos...

Increases Weapon Enchantment by +1. One-time use. Cannot go past +4 bonus.
1/Day - On hit, blast target for an additional 2d12 split Acid/Thunder damage.


Warden's Mark

An amulet given as a grateful gift, bearing the Diplomatic Emblem of an Ally of Those Chosen

Neck Slot. +3 F/R/W. When you use a Healing Surge, gain an additional +3 HP.


Violent Darkness

A vial full of the last remaining caustic bits of the Super Ooze.

Improves Enchantment Bonus on piece of Armor by +1. One time use, cannot exceed +4 bonus.
1/Daily(Immediate Interrupt) - When struck by ranged attack(single target OR AoE), make an attack against the enemy with your regular attack bonus vs their Reflex. Deals 1d8+6 Acid damage on hit.
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Re: The Vault
« Reply #5 on: May 14, 2012, 02:52:10 PM »

Azura Intro Loot

Impenetrable Barding

Fits on a small, noble pony.

Bumble only. Grants Bumble Damage Resistance(All) equal to your level.

The skeleton is also wearing a really nice ruby ring!

Blinking Ring

The ring has facets that should hold multiple gems, but there is only the one ruby. Every so often, you the ruby moves to a different slot instantly!

+1 Reflex Defense.

1/Day - Teleport up to 4 squares.
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