1st Epilogue: The Treasure Horde

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NukeHavoc
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1st Epilogue: The Treasure Horde

Post by NukeHavoc »

Spiritual Rewards

After the last glyph is discharged, and the dark elf fortress is properly looted you are contacted telepathically by the elves of Celwynvian. Their seers sensed the dissipation of the tremendous magics far below the city and their divinations revealed that your heroic gamble had paid off.

Their mages teleported you back to the city. You arrived at twilight, just in time to see a brilliant meteor strike overhead and explode harmlessly.

Golarion is safe.

Celwynvian is still in ruins, but a sense of renewed life and energy flows through it. Thousands of elves have returned to the city, and now the sounds of song and music fill the streets, augmented by the well-timed falls of hammers, hum of saws, and tapping of chisels.

The heart of elvendom is restored.

Eviana, the general who led the assault on the city, brings you before the high lady of elvendom herself: Queen Telandia. She praises your great works, and offers you a reward: the ability to read of of the life-enhancing tome in the city's recently-unearthed great library. Reading the tome grants you a +3 inherent bonus to the ability score of your choice.

Sensing the terrible unlife radiating from Cutheric, the elves gift him with the Elixer of the Sun, which cures his vampirism. They are rather insistent on this point, not wishing to see an abomination as powerful as the barbarian unleashed on the surface world.*

She also asks that you consider staying in Celwynvian as ambassadors from the larger world. "Too long have the elves stood alone; perhaps you can be the twigs from which a new tree of friendship will grow."

This position comes with a monthly stipend of 1,000 GP and a home in the city. It requires a minimum of 8 hours a month dedicated to ambassadorial duties and at least one month a year spent in Celwynvian itself. These duties could take you throughout the north, and would be focused on establishing trade and diplomatic relations with neighboring nations.

Treasure
* 105,000 gp worth of coins, gems, jewelry, and trade bars of gold and platinum.
* a 1,000 gp diamond
* four 500 gp diamonds
* silver unholy symbol of Abraxas (1000 gp)

Potions
* two dozen potions of cure moderate wounds
* a dozen potions of lesser restoration
* 200 doses of drow poison contained in crystal bottles (eight bottles with 25 doses each; the bottles are worth 150 gp)
* potion of barkskin +5 (2)
* true seeing ointment (3 doses worth 250 gp each)
* seven potions of invisibility

Scrolls
* a dozen scrolls of binding (CL 18)
* five scrolls of contingency (CL 18)
* a scroll of heal (CL 18)
* a scroll of mind blank (CL 18)
* two scrolls of restoration (CL 18)
* two scrolls of stoneskin (CL 18)

Magic Items
* amulet of health +4,
* bag of holding type II,
* belt of giant strength +6
* boots of teleportation
* bracers of health +6 (as amulet of health +6)
* cloak of charisma +6,
* cloak of the bat
* dagger of venom
* deck of illusions
* dusty rose ioun stone
* elemental gem (earth)
* elemental gem (fire)
* elemental gem (water)
* gloves of Dexterity +4
* headband of intellect +4
* helm of telepathy
* lyre of building
* orb of storms
* pale green prism ioun stone
* periapt of wisdom +6
* ring of counterspells
* ring of protection +4
* ring of protection +5
* rod of splendor
* set of dimensional shackles
* staff of life (16 charges)
* wand of cure serious wounds (34 charges, CL 18)
* wand of dimension door (6 charges, CL 15)
* wand of enervation (44 charges, CL 18)
* wand of fireball (15 charges, CL 10)
* wand of greater invisibility (6 charges, CL 15)
* wand of lightning bolt (17 charges, CL 10)
* wand of magic aura (12 charges, CL 18)

Armor
* +2 moderate fortification elven chain
* +2 heavy fortification heavy shield
* 8 suits of chain mail +2
* 8 cloaks of resistance +2

Weapons
* Lash of Abraxas (intelligent chaotic evil +1 wounding elf bane whip dedicated to defending the interests of Abraxas)
* 8 short swords +2
* 10 +1 daggers
* 10 +1 hand crossbows
* 10 +1 mithral shirts
* 10 +1 rapiers


* Damon: If you'd rather stay dead for tax reasons, let me know. We could have you escape from the clutches of the elves and into the night. That said, you *not* being a vampire would make any northerly adventures a lot easier. It also has the nice side benefit of Thyur not constantly wanting to kill you...
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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EvilGenius
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Re: 1st Epilogue: The Treasure Horde

Post by EvilGenius »

NukeHavoc wrote: It also has the nice side benefit of Thyur not constantly wanting to kill you...
Whoa whoa whooooaaaa ..... let's not be hasty, here. :)
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: 1st Epilogue: The Treasure Horde

Post by EvilGenius »

My initial treasure picks would be:

Top:
1. Cloak of Charisma +6
2. Orb of Storms
3. Ioun Stone, Pale Green Prism

Potions:
Some of the Cure Mods
Some of the Restorations

Other (I don't know if anyone wants any of this gear. I'm thinking of taking some for followers I'll get once I claim my new stronghold)
1. Elemental Gem, Earth (this would be for Thyur)
2. 3 mithril shirts +1 (out of 10 )
3. 2 suits of chain mail +2 (out of 8 )
4. 2 cloaks of resistance +2 (out of 8 )
5. 2 short swords +2 (out of 8 )
Another daring escape for the intrepid Spaceman Spiff!
setanta14
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Re: 1st Epilogue: The Treasure Horde

Post by setanta14 »

Skender:
Headband of Intellect +4
Ring of Counterspells
Boots of Teleportation
1 of each potions we have multiples of

Carlila:
Helm of Telepathy
Rod of Splendor
Any of the divine scrolls
1 of each potions we have multiples of
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Jonkga
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Re: 1st Epilogue: The Treasure Horde

Post by Jonkga »

After reading from the book, Jheru will profusely thank the Elves for the boon, and add the +3 bonus to his wisdom score.

His choices for treasure picks are:
1. Deck of Illusions
2. Bag of Holding type II
Also (if no on e shows interest):
any one of the Elemental Gems
Any one of the Ioun Stones


Also, Jheru will suggest that any of the more evil items (the whip, the unholy symbol, any poisons, evil-looking drow weapons/armor, etc.) be given over to the elves for safeguarding/possible destruction.

Finally, Jheru will accept the offer to become an ambassador, joining the elves in their city. Specifically, he will offer himself as an ambassador to the far off lands from where he originated, hoping eventually to set up relations between these elves and his homeland. His immediate plans involve immersing himself in the elves and their culture, and helping in the re-establishment of their city, as they will allow. He will of course off to establish a tea service to begin to introduce himself and his culture to interested elves, as well. As for his compariots, he will bid them success in their future endeavours, adding he will provide aid in the elven city if he can, but he won't be planning on venturing to reclaim dreamy fortresses or kill linnorns or the like with them.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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Lars Porsenna
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Re: 1st Epilogue: The Treasure Horde

Post by Lars Porsenna »

"What the helvete is an Am-bass-a-dor?" -- Cutheric.

Damon.

PS: here is a blog post dealing with Norse profanity! http://tannhauser3.wordpress.com/tag/norse-profanity/
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
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