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==Notes==
 
==Notes==
 
* RL Requirements: 2 of the starred weapon skills & 3 of the starred skill skills.
 
* RL Requirements: 2 of the starred weapon skills & 3 of the starred skill skills.
* Humakt cult battle magic (1/2 price): Coordination / Detect Undead 1pt / Fireblade / Glamour var / Repair / Glue (subcult)
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* Humakt cult battle magic (1/2 price): Coordination / Detect Undead 1pt / Fireblade / Glamour var / Repair  
*Checks: Armoury
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*Checks: Sense Assassin
  
 
Start game with 162L
 
Start game with 162L
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Herocult of Erain Ardeth  
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DRIFTER SAID (OOC ca. 49):
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Mandacaru, having a sit and a think about the Herocult of Erain Ardeth will pretty much get you this information in game.
  
 
Joining the Herocult requires only that you take a gift and geas. The geas is never to use a shield. The gift is +5% in any off hand sword training. The Herocult teaches the spirit magic spell Parry [weapon only] and the 1 pt Rune spell Reveal Chaos. It also teaches the knowledge skill Chaos Lore. Due to associations with dwarves, the glue spell is available, as is training in masonry and find/remove traps. Youare bound more than normal Humakti to seek out the truth. Silver swords are sacred to this cult for their lycanthrope wounding abilities.
 
Joining the Herocult requires only that you take a gift and geas. The geas is never to use a shield. The gift is +5% in any off hand sword training. The Herocult teaches the spirit magic spell Parry [weapon only] and the 1 pt Rune spell Reveal Chaos. It also teaches the knowledge skill Chaos Lore. Due to associations with dwarves, the glue spell is available, as is training in masonry and find/remove traps. Youare bound more than normal Humakti to seek out the truth. Silver swords are sacred to this cult for their lycanthrope wounding abilities.
 
There is an associate priest of the cult in the Temple, but you dont need to go through her to become a cult member. Herocults can be followed as long as you are an initiate in good standing.
 
There is an associate priest of the cult in the Temple, but you dont need to go through her to become a cult member. Herocults can be followed as long as you are an initiate in good standing.
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You know, Mandacaru, as I was flicking through the Seven mothers cult last night, I noted the old conversion rules from sword to scimitar...
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It would have to make sense that a subcult of Humakt that essentially requires people to retrain a fighting style would have something similar. I'd have to go with either:
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Training converts your best shield parry to off hand sword parry at 20% per week
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or
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The character sacrifices 1 pow to convert all his previous knowledge of shields to off hand sword parries. This might work if it was part of a joining ritual that included the gift and geas.
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Just riffing off your earlier post about Erain Ardeth.
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'''''Loot'''''
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* A bison [male, neutered.]
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* Two watch beetles in cages.
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* 169 Wheels
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* 404 Lunars
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* 1235 Clacks
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[In half a dozen small sacks and a keg]
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* Gems and items of adornment.
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* Bronze ring w’garnet. [200-300l]
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* Bronze earring w polished tourmaline. [50l]
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* Big chunk of pink quartz [?]
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* A gold statue of a horse w yellow diamond eyes [about 20 cm x 8cmx 15cm] [ 6000l 'ish, maybe more to sun cults.]
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* A small emerald, dwarf cut. [550l exactly]
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* A piece of amber. [?]
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* Two silver armbands inlaid with chips of green jade Beast, Fertility runes. [500l, more to Praxians?]
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* A gold tooth with a diamond chip. [?]
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Magical:
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* A silver brick that weighs a kilo and glows magic. [?] Inhabited by a spirit '''Jonall'''
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* Crystals: 2, [from priestess] 3 [from ransom] [?] [probably pow storage crystals]
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* A bronze armband with Gorakikki runes on it. [Some cult item, the runes are probably matrices for rune spells] based on where this came from, you think it is a locus for transforming into a werebee.
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Matrix: These are easily identified once found.
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* -Fanaticism [red quartz] '''Iskilli'''
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* -Detect Enemy [silver ring] '''Iskilli'''
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* -Bludgeon 4.[lead haft-clasp]. '''Drospin'''
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Special/Valuable:
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* A Scroll in Darktongue [?] '''Jonall'''
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* Potion: Blade Venom. [from trollkin-bee.]
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* Scroll: Map to some caves [writing in darktongue]. [this is recent and drawn in the field.]
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* Four pots of bee venom. [Pot 8 blade venom]
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* Stinger - An oddly constructed crossbow-looking weapon, but made partially of insect parts. The string registers as magic. The forward section of the runnel has holes in it, and a second lever squeezes a chamber below this that oozes blade venom. The whole contraption has a set of small, light quarrels that it fires [1D6+2, 1/MR, 1/SR with magic bee-sting gut string]. [no idea - but you bet someone would want it.]
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Also
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* Eight bronze spearheads.
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* 2 poleaxes.
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* Four light maces,
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* One Heavy mace.
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* 4 Small shields.
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* One Medium shield.
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* One Bronze shortsword. '''Iskilli'''
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* Siz 17 Bronze armour. [closed helm, Chain shirt, Greaves, Vambraces] Heavily decorated in darkness themes. Helm flattened.
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* Siz 20 Bronze armour [as above] x 2. 1 Set wrecked in abdomen area.
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* Siz 19 Lead/Bronze armour mix [Priestess’- worth quite a bit as a set, but tricky to sell. Magic Lead was breastplate and Closed helm - worth 15-20 times normal price.]
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* Hvy mace [lead] [worth a lot to trolls, magic lead] about 10-15 times normal.
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* Siz 12 Leather armour of odd make…with boiled pieces as per cuirboilli. Breasplate split.
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Other.
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* Two decent backpacks, holding bronze cookgear, flint and steel. Herbs, some bandages, 2 jars of mint extract, some leaves [healing], some fur [ three bison tails], a rope.
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* Flight badges for the trollkin bee riders.
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* Some clan/tribe necklaces and wristbands.
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Notes
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All the wheels are from the same place, or at least the same mint. They are relatively unused for second age coins...The horse statue is definitely second age as well.
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There is a heiroglyph on the troll map that looks like a man on a horse, in a cavern? There is also a light rune on a tunnel to an unexplored area.

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