Player Rewards & Personal Goals.   Posted by DM.Group: 0
DM
 GM, 69 posts
 The Prophet
Tue 28 Jun 2016
at 20:31
Player Rewards & Personal Goals
So, as we flesh out the backstories of our characters, I'll be giving out certain rewards for roleplay well-done. In this thread, I present rewards and offer personal goals for players.

For Lorin Sunheart

As you attempt to penetrate night elf culture in the encampment, you bump into a night elf priestess whom firmly, but friendly asks you what you need. When you show your earnest interest in Darnassian culture, a posterior which could have been interpreted as cool melts and she regails you of night elven culture.

Though you sense it will not be of practical use on this continent, you gain insight in a culture which, outwardly, seems to fanatically protect nature, when in truth, night elves are much more utilitarian that you might have realized, beyond the reverence for nature that they were raised with and take for granted.

In a cultural exchange, the night elf priestess, named Astoriel, acknowledges that you wish to learn more about the moonwells. She tells you of a spell called "Moonfire" that she could teach you at a later date, but that she does not consider you ready. It sounds simple enough to you, but you patiently agree to learn a different spell instead.

On her hip, the night elf priestess wore a throwing star with the diameter of your chest. She explains this is called a Moonglaive and, before they were forged from metal, mages from the Moonguard of the Kaldorei Empire summoned them from pure energy and this spell is still used by initiates today. In exchange for you teaching her your (what she calls) "augury", she will teach you this spell.

Add the following spells to your Spells Known:

    Moonglaive
    Conjuration (Creation) [Force]
    Level: Occultist 1
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Effect: One moonglaive
    Target: Up to 3 creatures, no 2 of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    You conjure a magical moonglaive and hurl it at a target. You are treated as though you have Exotic Weapon Proficiency (moonglaive) for the purpose of this spell, even if you do not meet the prerequisites. You must succeed at a ranged attack to hit the target. The moonglaive is composed of force energy, but is otherwise treated as a normal moonglaive.

    If the moonglaive strikes its first target, it ricochets off and strikes a second target. You make another ranged attack with a –2 penalty. If the moonglaive strikes the second target, it ricochets to a third target (or back to the first). You make a third ranged attack, this time with a –4 penalty. If the moonglaive misses a target, or after it strikes three targets, it dissipates. The moonglaive deals damage as a normal weapon of its type: 1d4/1d6, crit 19–20/x2, range inc. 20 ft., slashing.

    Peer-Mark
    Divination
    Level: Occultist 0
    Components: S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft.-radius burst, +1 ft./2 levels
    Duration: 3 rounds + 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    The highest-level arcane caster within range glows.
    Only you can see the glow. Note that this spell does not indicate the individual’s level, and also that it excludes you.
    Material Components: A sliver of gold leaf.



In addition to this, you know that the blood elves are desperate seeking for scrolls hidden by the Kirin Tor, which were used in ancient times, to transfer knowledge instantly unto paper. Tabula Rasa, Tabula Eadem, Tabula Dicta, Tabula Recta, Tabula Sarcia and Tabula Mentis and if found, each scroll would be worth 2,000gp or maybe more!

For Akecheta Runetotem

Your saber cat does not quite trust you yet. Your struggles in controlling it are picked up by the scout-mistress whom will later send you on your travels. She explains that she is a sister of Elune called Izja Whitetide and that her duty to the Temple is controlling animals such as the one you have with you.

She takes the saber apart to speak with it. When she returns, she explains that this particular saber is from the Stormpounch pack in Ashenvale, one of the packs whom hold a contract with the Cenarion Circle. You are, of course, not a sister, so the saber lost it's feelings obligation to the contract.

She has reaffirmed that the contract does extend to you, as a member of the Cenarion Circle, but that you will eventually have to learn to make these contracts yourself.

The contracts that she speaks of are not the same as those written by goblins, she explains. It's a bond between an animal or the animal's alpha, a spirit from the Emerald Dream called a "Great Spirit" and the contracter. She will teach you in time how to make this contract, once you deepen your bond with your animal.

Until that time, she teaches you how to project your bear spirit to intimidate and keep your saber under control, should it become hostile towards you. This is a spell-like ability which you can cast once per day, as a 3rd level druid.

    Ursine Shadow
    Illusion (Glamer)
    Components: V, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: Yes (Will negates, harmless)
    Spell Resistance: No
    The target looks and sounds like a bear of its size. Its words and motions are translated into ursine equivalents. You also gain a +4 Intimidate against non-bear humanoids and animals.
    Material Component: A bear claw.


For Vargh Bladefury

When you were rescued off the shattered isles, the demon hunter Raadran Nightharrow was the one you were initially drawn to most. Reminding you of your former master, Kragh Bladefury, the demon hunter was once a supremely capable demon slayer. However, the demon hunter is growing older, crippled and has given up the demon soul that once powered his abilities.

He explains that, when the Third War initially broke out, he had been caught by surprise by the satyr's sudden growth in power. Though the sect he had been tracking is now dead, one of their fel hunters, canine demons summoned from the Twisting Nether, crushed his knee and ankles. No priestess offered him any aid when he dragged himself to the nearest road. The Watchers eventually found him, already healed, hidden from corrupted Furbolg near the former satyr camp. However, his leg had not healed well, the bone set crooked.

It was the Demon Hunter code, the ones established by the Watchers 7 millenia ago, that a demon hunter whom could no longer fight, had to relinquish the soul that he had been infused with, to prevent further corruption.

Now, he trains the next generation and you are his first initiate.

For this, he trains you in the carving of a rune in loose dirt or stone surfaces which, if stepped on, explodes with vigor. You gain the spell-like ability to cast "Rune Trap" as a level 2 Sorcerer once per day.

    Rune Trap
    Abjuration (Fire)
    Components: V, S, M
    Casting Time: 1 round
    Range: Touch
    Area: Up to 5 sq. ft./level (Vargh is considered a 2nd level Sorceror for this spell)
    Duration: 10 min./level or until discharged (D)
    Saving Throw: Reflex half (see text)
    Spell Resistance: No (object) and Yes; see text
    You place several shimmering runes on the ground. After you cast the spell, the runes are dormant for 1 round (giving you time to leave) before they activate.
    When any Small or larger creature enters the area, the runes detonate, dealing 1d6 points of fire damage per caster level (to a maximum of 10d6), and the spell ends. The runes also detonate when the duration expires. When the runes detonate, all creatures and objects in the area take damage, with a Reflex save allowed for half. The explosion extends out to double the spell’s area; creatures and objects in this periphery take half damage (with a Reflex save allowed to halve it again).
    The runes are visible, but difficult to see; doing so requires a Perception check (the DC equals the spell’s DC). Remember to apply appropriate penalties for distance (–1 per 10 feet).
    Material Component: Several battered tin discs.


You show promise to your teacher and he promises that maybe, he can convince the Watchers to accept the first orc as a demon hunter in these troubled timed.

This message was last edited by the GM at 21:26, Tue 28 June 2016.

DM
 GM, 70 posts
 The Prophet
Tue 28 Jun 2016
at 21:56
Player Rewards & Personal Goals
For Lynette

While sharpening your weapon, a young night elf approaches you and says that Watcher Ulharru asks your council. When you arrive, you see that the Watcher is not, in fact, elven, but a great owl bear like you've seen in the Hinterlands, but feathers blue as the night sky. However, the weathers are frayed and the eyes' silver haze seem to indicate that she's growing near-sighted, which she confirms when she asks you to approach.

More notable, however, is how each limb of the owl bear's body appears to be clad with steel lames, adorned with quill-like spikes plated with bronze that could fool the eye and seem to truly bristle from the owl bear's form, even though they are clearly affixed to the lames themselves.

A deep voice issues from the creature's body as it studied you with it's saucer-like eyes. She says that "the Shar" trailed behind you, as though you cleave your way through life. She does not say this with any condescending tones or bids for caution. Instead, she says so with intrigue.

You speak a while about your past with Watcher Ulharru before a night elf tells you that Ulharru must rest for the day. Several times, you are asked to return, each time, Ulharru telling you more about the Shar. They are creatures that can be awoken from the shadows by someone intent on dealing justice or vengeance. They live to take blood for blood.

Before you left her last time you spoke with Ulharru, she holds you a leather bag, containing five scrolls, should you ever need to call upon the Shar for aid. Though she warns you; you are only ready to control one spirit at a time right now, hinting that this may change in future.

    You now possess 5 Scrolls of Summon Undead II: Spirit of Vengeance. However, the Spirits of Vengeance scale at least two levels with you (and only you), so if you use none of them and you reach level 4, these become scrolls of Summon Undead III: Spirit of Vengeance and if you reach level 5, these become scrolls of Summon Undead IV: Spirit of Vengeance. You are considered capable of casting the Summon Undead spell for the purpose of using this scroll.

This message was last edited by the GM at 23:24, Tue 28 June 2016.

DM
 GM, 72 posts
 The Prophet
Wed 29 Jun 2016
at 15:56
Player Rewards & Personal Goals
For Basung Gold Fist
Your cunning master told you that your ancestor was Gruul the Dragonslayer and you have taken this ancestry to heart. Even in your sleep, you dream of fly-sized dragons circling your enormous body. Though they escape you at first, with determination your fingers snatch the dragon's wings in midair before you crush their bones between your teeth.

You receive the following feat:

    Fly-Catcher [Combat]
    You can snatch small flying enemies from the air, faster than people can blink. Nothing goes over your head.
    Benefit: When attacking flying or leaping opponents which are two sizes smaller than you, you may make a melee attack against CMD as a standard action, deal your unarmed attack damage and treat it as though you have the Grab special attack.
    Special: Two adjacent flying or leaping opponents which are three sizes smaller than you count as one creature one size large for the purpose of this attack. You cannot incorporate this ability into a Flurry of Blows

There are black dragon mercs alive to this day. There are rumors some reside in mercenary camps in Silverpine Forest, but perhaps the Scourge got to them before you did... Whatever the case, it is unlikely that they forgot about Basung Gold Fist.

This message was last edited by the GM at 15:58, Wed 29 June 2016.

DM
 GM, 82 posts
 The Prophet
Wed 6 Jul 2016
at 15:09
Player Rewards & Personal Goals
For Ylandria

Laughter is a language you once spoke well. Now, though, a voice not your own will sometimes reverb your speech inside your skull and the people about you will recoil, as though you had just made a violent attack upon them. Did they hear the voice too? Did your brand flare up while you weren't looking? Did your shadow just grin wickedly at them? It overcomes you rarely, it's happened maybe two or three times, but the trees have ears in Ashenvale. You were never paying attention what startled your friends.

You have developed quite a fire hazard, though, this much you know. Though the flames the lick from your fingers feel soft, like cushions in your palms, even though they can only scorch, not torch the dried out trees around you, the scars you leave, palm-sized, form the mark that's deformed your hide. And something, deep inside of you, compells you to spread this mark to living things.

You gain the following feats;

    Touch Mastery
    Benefit: When making a touch attack with a spell, you can substitute your spellcasting ability score bonus for the usual Strength or Dexterity bonus to the attack roll. This also applies to the touch attacks granted by Curses and Bloodlines.

    Lunging Spell Touch
    Benefit: You can increase the reach of your spells' melee touch attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before you attempt any attacks on your turn.
Maybe that is why you took to the night elven ships as they poured through forgotten Azshara, after the fishing villages were demolished and the scent of the sea became so lurid in the forests, you knew something scarier than you had just passed through. Maybe the people of the east know what ails you and should desperation strike you, Lord Illidan might help.

This message was last edited by the GM at 15:33, Wed 06 July 2016.

DM
 GM, 84 posts
 The Prophet
Fri 8 Jul 2016
at 23:07
Player Rewards & Personal Goals
For Baehaen Nightreaver

Your life has recently become fraught with confusion and you struggle to keep to the vestiges of your personality and your past and to remember what things you have done to the world and to your people. But all you remember is tainted with flashes of blood and gore as you picture yourself ripping through people's flesh with your bare hands. This, despite the fact that the Scourge sent you and fellow undead archers to the frontlines, bows in hand, but never drawn.

You have much better tools to keep your enemies at bay, now, though. With an arrow in your hand, you'll always be a threat to your foes whenever they think they've caught you off-guard.

You gain the following feat;

    Arrow Stab
    You're experienced at turning an arrow of crossbow bolt into an effective melee weapon.
    Prerequisite(s): Proficiency with any bow or crossbow.
    Benefit: When pressed into melee combat you may fight with an arrow or crossbow bolt, treating the arrow or bolt as a Tiny weapon that inflicts 1d4 points of damage and has a x2 critical multiplier.
    With a successful Bluff check (DC 10 + opponent's Perception rank) against an opponent that is within melee range you may feint firing the arrow or bolt and then at the last second attack with the arrow or bolt, gaining a +2 surprise bonus to your attack and damage rolls.


Despite your talents having gone to waste in the Scourge, when you wake back up to sentience, in your frayed quiver you find a number of magic arrows you do not recognize. The blood elves that rescued you aren't able to tell you what they do, so they can't be mere flaming arrows. Even so much as recognizing an aura to these arrows has proven difficult, but they are unmistakably magic.

Whatever the Scourge had planned for you, it must have involved one of these arrows.

    You receive 5x Mysterious Arrows.