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Magic Item Monday (Banlan Backlash!): Dimensional Wheel

DIMENSIONAL WHEEL
Aura strong conjuration; CL 13th
Slot —; Price 4,200 gp; Weight 50 lbs.
DESCRIPTION
This wagon wheel has a 5% chance of activating whenever it hits a pothole, divot, or any similar irregularity on a road. When activated. the wagon, its passengers, and its cargo are transported to a random plane (as plane shift). Each creature transported can resist with a successful DC 24 Will save; the wheel is a single charge item and cannot be used for further planar travel once expended.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift; Cost 2,100 gp
[Originally appearing as the planar wheel on TrapADay.com. -MM]

578px-1905_Fire_Wagon_wheelBorys has a final task for the PCs—after the pass was blasted and the alligotonium cloud descended upon Steamtown, PNE has more enchanted ore than they know what to do with, and it may be possessed by revenants (or worse). Too valuable to leave here in its raw state and too dangerous to try to fashion useful items out of, since it’s rightly the property of PNE, they’ve decided to send it to a smelter in the city of Nyamo in far off Timeaus, a facility in good standing with the Samsara Mining Conglomerate. They have both the facilities and magical knowledge to deal with this ore safely.

Borys points at four full wagons of the ore. “These need to get to Nyamo, and I need you to guard them along the way. Some agents from SMC have just arrived and they’ll travel with you as well. Once these safely reach Nyamo, you are to be given 100 pounds of the ore as a reward; once it is determined to be safe, of course.

Six agents (male LN human fighter 4/wizard 2) travel with the PCs, each carrying a hidden magic item that acts as a dimensional anchor. During the journey, they talk to the PCs to feel them out—the conversation eventually focuses on the authoritarian nature of Timerian rule and the different groups opposing it.

The party makes a series of Diplomacy checks during the course of the trip to try to befriend the agents, who start out with an Indifferent attitude toward the adventurers (the difficulty of each check is the base DC of the attitude +7.) On a failure of 5 or more, an agent’s attitude drops by one step, and on a success, it increases by one step. These checks can be done once per day. After one week the agents spring a trap, but if the attitude of the agents towards the PCs is Helpful, they hand one member of the party a hand written note before springing the trap. [The note’s contents to be revealed in an upcoming post! – RT ]

Each wagon has a single dimensional wheel and the hidden items carried by the subversive agents traveling with the PCs are enchanted to not only allow the alligotonium to teleport (which it normally cannot do), but to send it within 50 ft. to a specific location in Nyamo—the wheels simply have to hit a big enough pothole to activate. About a week in to the journey, the caravan reaches a road littered with potholes and instead of avoiding them, the drivers purposely head towards the pits and divots. Each of the 4 wagon wheels activates, triggering a DC 29 Will save to avoid being teleported, the specialized trinkets of the bandits facilitating the transition.

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Statblock Sunday (Destiny Derailed): The Archivist

Nehru_barrister

This humanoid figure is tall and abnormally thin, with long fingers and nails. Its skin is pale and its bright blue eyes study you contemptuously.

The Archivist     CR 9
XP 6,400
CE Medium outsider (demon, evil, extraplanar, chaotic)
Init +8; Senses darkvision 60 ft, see in darkness, lifesense 100 ft, Perception +18

DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 76 (10d10+21)
Fort +5; Ref +11; Will +11
DR 10/good; Immune poison, mind-affecting effects; SR 22
Special Defenses permanent mage armor

OFFENSE
Speed 30 ft.
Melee unarmed strike +6 (1d3)
Special Attacks harvest memory, possession
Spell-Like Abilities (CL 12th; concentration +19)
constant—mage armor
at will—command (DC 18), suggestion (DC 20), detect magic, read magic
3/day—dominate person (DC 22), mind fog (DC 22), greater command (DC 22)

TACTICS
When engaged in combat, the Archivist  casts greater command, telling everyone to stand still. It then uses the harvest memory ability to remove a powerful spell from a spellcaster to use against its foes.

STATISTICS
Str 10, Dex 18, Con 16, Int 20, Wis 18, Cha 18
Base Atk +6; CMB +6; CMD +20
Feats Improved Initiative, Combat Casting, Craft Wondrous Item, Spell Focus (enchantment); Greater Spell Focus (enchantment)
Skills Appraise +7, Bluff +15, Diplomacy +15, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +18, Sense Motive +15, Spellcraft +15
Languages Infernal, Common, Draconic, Abyssal, Goblin

ECOLOGY
Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES
Possession (Su) As a standard action, the Archivist may possess any object or creature that has an Intelligence score (negated by a DC 20 Will save). This save is Wisdom based. A possessed creature still maintains control, but the Archivist may assert control and direct its actions (a DC 24 Will save is required to resist being compelled). The Archivist may leave at any time, or automatically leaves if the creature is killed or the object is destroyed.
Harvest Memory (Su) As a standard action, the Archivist may attempt to harvest a memory from any creature within 60 ft. (negated by a DC 22 Will save). If successful, the Archivist may steal and use a spell that the target can cast or steal a memory. This spell is removed from the target’s known spells as if the target cast it, and the Archivist uses its hit dice to determine the spell’s caster level. If a memory is stolen the target gains a negative level, and the Archivist gains a cumulative +2 luck bonus to all save and attack rolls.

 

Archivists live to collect information—they travel the planes, stealing new spells and memories from those they encounter to return them to the great libraries in the Abyss. They often possess natives of a plane or objects so that they can operate uninterrupted for great lengths of time. Sometimes they even possess those in leadership positions, and conduct social experiments with the power of the possessed.

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Sidequest Saturday (Destiny Derailed): God Press

1134-Ancient-Printing-office-q75-1453x1020-300x210

While Steamtown is being packed up, ready to move down the rails for its new site, Borys approaches the PCs for a final mission. After the recent hellion attack, several items have been possessed. One of these items, however, poses a major problem and has just come to light.

A printing press, worshipped by the goblins as a god, has been discovered hidden in an abandoned shed-turned-temple about 2 miles to the north of Steamtown. To further complicate matters, the goblin workers believe the press to be truly divine—and that it can foretell the future. In fact, the press has turned out to be the source of the prognosticating articles that have been circulated in the Steamtown Herald for the past few months.

The press has stopped working, and the goblins now think that their god press is dead, killed by the demons unleashed from the blast site—they aren’t going to go to work again anytime soon. In order to get them back to it, the laborers need to be convinced that their god still lives, or that the press was never a god entity. Borys offers a 10,000 gp reward to the PCs to handle this as they see fit; any outcome that gets the goblins working again is acceptable.

The shed is well-hidden at the end of a small box canyon and it takes about one and a half hours on foot to reach the shed due to the rough terrain. When the party arrives they are met with a curious sight—a dozen goblins are prostrating themselves before the tin-roofed wooden shed. The structure has a single, wood-slatted door that is half open, and the entire shabby building has been decorated with what appear to be allogotonium items, painted runes, and the occasional newspaper. The goblins are wailing—a DC 18 Spellcraft or Knowledge (religion) check reveals why: they are communally casting a spell to prevent possession in the area. This negates the inanimate possession power of the hellion revenants within 100 ft. of the chanting goblins, although it does not expel a revenant from a currently possessed item.

439px-Hornbook-RabanThe goblins, occupied with their ritual, do not hinder the party’s progress into the shed. It has a simple metal table that holds a printing press and makeshift wooden altars surround it—some have lit candles while others have small baubles and tributes, and a few even have some unrecognizable food items. Shortly after the party enters the shed, a single news sheet prints out. In bold letters, it says, “Help me! Destroy the sheets as they leave and let me retake control.”
A few rounds later sheets begin to print (four per round for five rounds). The sheets can be easily destroyed—anything that would destroy a normal sheet of paper destroys one of these. Each time a sheet is destroyed, 1d4+1 hellion revenants appear. At the end of 5 rounds,  it prints out one more sheet: a DC 20 Perception check reveals that this missive is different than the others. It simply says, “I’m free; prepare yourselves!”

One round after the last sheet emerges, the press starts shaking and smoking. A stream of ink shoots out of one end and begins to sculpt a 3-dimensional object that materializes as the Archivist. [In tomorrow’s stat block Sunday! -RT] The Archivist immediately attacks the nearest arcane spellcaster in the hopes that he can steal a spell to escape.

Once the Archivist is defeated or escapes (XP is awarded either way) the goblins stop their chanting and enter the shed to attend to the press. They thank the PCs for returning their god to them, and promise that they will go back to work. The press prints out a final page: “I will return and tend to my flock. The dangers that lie ahead can be managed by them, but if you see your name in print again, know that I am calling, and that I need you.” The press continues to steer the goblins in a manner that avoids waking demons.

IGoblin 12f the Archivist defeats the party, the doppix is ejected from the press as the Archivist takes back control. The goblins continue to worship the press as a god, but now the press directly manipulates the goblins into freeing more of his brethren (creating problems for PNE down the road).

If the PCs try to destroy the press, the 12 goblins defend it with their lives. The leader of the goblins begins the action by breaking a small metal item that unleashes 1d10 hellion revenants that  attempt to possess items that the adventurers carry, as the protective aura provided by the goblins is no longer in effect.
No matter what happens, the goblins return to work and the party receives their reward.

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Foul Machinations: Destiny Derailed (Part 2)

demon on the rails
Throughout Destiny Derailed, the fortunetelling press has spit out news of future events; after Borys enlists the PC’s help to avert a strike, the party discovers that all is not as it seems. What does the doppix have to do with devices that collect and convert blood, and is this connected to the wereguten curse?

The adventurers, fighting demons and hazards on the tundra, need a place to rest and recuperate. Fortunately, they can do so in a nicely appointed boxcar located in Railcar City, home of the upper echelon of the on-site PNE employees. This rest is short-lived, however, as a cloud of sharp alligotonium ore descends upon Steamtown, unearthed by the demolition crew blasting a route through the mountains. Worried that the explosion killed the workers and stirred up demons, Borys sends the party with the work crew in a repaired train engine—which stops as an ireful hellion walks the tracks towards them, the operators fleeing for their lives.

After the demons are dispatched, they return to a a wrecked town full of ore and cursed items possessed by hellion revenants! To make matters worse, the goblins have stopped working, as they believe their god is dead—Borys again asks for help.

[And while all of this went down, the AaWBlog won an ENnie! -RT]

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Meta Thursday (Destiny Derailed): Possessed Possessions

lesser ring of shining stars

Pradjna is rich in alligotonium, and many think that their centers of knowledge and magic owe much of their existence to the early ease of access to this wondrous material. Many magic items have been crafted from the demon ore—everything from mighty swords and wands to lowly frying pans and kitchen knives.

Items made from this ore also have another unique ability; they attract hellion revenants. A hellion revenant attempting to possess an item that is within 10 ft. of an item made from alligotonium must make a DC (15 + CL of item) Will save or the alligotonium item is possessed instead. As such, “worthless” magic items made of the ore are often carried or stored near more powerful magic items, hoping that the possessed possessions are these minor items, not the more powerful one. Once a revenant possesses an alligotonium item, it cannot willingly leave. Only a remove curse or the destruction of the item causes it to leave.

 

Any number of hellion revenants can reside in a single alligotonium item—while this sounds like a bad thing, it is actually helpful. When a revenant possesses an item, it can cause it to malfunction in random ways. The chance to malfunction is based on the CL of the item and the number of revenants inhabiting the it. Minor possessed magical items are somewhat highly prized by the upper class in Pradjna; they often give them as prank gifts for fun. A CL 3rd or below possessed alligotonium item often fetches between three and five times its normal asking price.

Misfortune Table: The percentage chance for misfortune from an item is (50/CL) / (# of revenants in item), rounded down. For example, a CL 3rd item with one revenant has a 16% chance of a misfortune, while the same item possessed by 2 revenants only has an 8% chance of misfortune with each use. The strength of the misfortune is also based on the caster level of the base item. Roll on one of the percentile charts below to determine the misfortune effect.
When an item injures someone or otherwise acts strangely, make sure to play it up! A frying pan spits its hot contents back into the face of the user, or a blacksmith’s hammer bounces off the anvil and hits its wielder in the face! Much fun can be had—especially if the PCs unwittingly use some of these items in the course of performing otherwise mundane acts in and around Steamtown.

 

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Story Locale (Destiny Derailed): Railcar City

654px-Catlett's_Station_VA_with_US_military_railroad_boxcars_and_soldiersRailcar City is the name given to the 2-3 spurs of track that lead off the main track on the construction side of Steamtown. This area is home to the several on-site high ranking officials, as well as the jail car and payroll car. At any given time there are half a dozen or more railcars inhabiting Railcar City. Besides the above, any official visitors that arrive by train also use this area. As of right now, the following cars are in Railcar City.

 

Spur #1 (closest to main track, starting at the end)
Presop’s car and Boss Myers‘ car.

Yigfet’s car – Yigfet (CG Male gnome wizard 5/artificer 4) is a gnome wizard and artificer from Samsara. His car contains a small but well appointed chamber with a bed, desk, and sofa; the rest is devoted to his mobile workshop, complete with a small forge and bellows. Yigfet was brought here by Borys to help investigate the relationship between alligotonium and the demons that have been cropping up from time to time. His car is filled with a king’s ransom of the ore, and several unfinished magical items (made from alligotonium) are on the workbenches in various states of completion. He has nothing for sale and offers no services, although he does have knowledge of the strange material’s properties. [Showcased in an upcoming blog entry! – RT]

 

Spur #2 (between the other spurs
The PCs car, guest car, and jail car

PC’s car – If the PCs acquired the car as living quarters, it is here.

Guest car – This car has 2 separate cabins in it, each with its own external entrance. Guests or important specialists (such as alchemists or specialty engineers) are housed here when they are needed.

Jail car – The jail car is nothing more than a normal boxcar with several iron rungs bolted into the floor. Long term prisoners are not kept in Steamtown—they are either killed or banished, left to fend for themselves in the cold. However, the car is used to hold prisoners, either temporarily before the final punishment is meted out or for short sentences. They are bound in hand and foot shackles, secured to one of the iron rungs in the car. It requires a DC 35 Escape Artist or Strength check to break these bonds by pulling the rung from the wood.

 

Spur #3 (furthest from track, starting at end)
Borys’ car [see his entry for more information], guard car, payroll car

Payroll car – This car is reinforced with iron bands and is made of extra thick wooden planks. At anytime, the payroll for the entire workforce is inside. Only the higher officials get paid in actual coin. Most get paid in company credit, which the quartermaster keeps track of in a logbook (kept inside this car when not in use). There is also a chest that contains 1,100 gp, 768 sp, and 10,000 cp. It is a DC 40 Break/Disable Device  DC to get into the car.

Joshua Gullion the WarriorGuard car – Four guard sergeants (LN Male human fighter 4) are in or near this car at all times. Their job is to watch both the payroll car (just ahead of them), and the next car down the line behind the guard car—the jail car.

 

Other than Borys, the residents of Railcar City tend to not socialize with the other parts of Steamtown (although the PCs are more than welcome to do so). For the normal worker in Steamtown—human, goblin or otherwise—Railcar City is off-limits. Unless they have specific business there, they are run off by the 4 guards who are in the guard car. If the adventurers wish to forge relationships or to meet with the residents of Steamtown, they are more than likely to do it outside of their Railcar City residence—Borys controls who is welcome and who is not, and he’s not about to consult the party on the matter.
Also, at any time, one of the guards keeps an eye on the PC’s car, and reports the comings and goings to Borys; a DC 20 Perception check reveals which guard is keeping tabs on the PC.