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<blockquote data-quote="nerdytenor" data-source="post: 4498532" data-attributes="member: 74526"><p>Mardrick steps forward. "I have a few items to offer you that may prove far more valuable than 500 gold. This is all I have left - most of my items were stolen, too, but one of my secret compartments in the house was not discovered. Here, look."</p><p></p><p>[sblock=OOC Karis]</p><p>You want a dagger or a crossbow? Your pick.</p><p>[/sblock]</p><p></p><p>As you step forward, Mardrick opens the sack and pulls out a dagger. "This is the very first weapon I managed to enchant successfully. I cannot tell you how many daggers, swords, crossbows, knives, axes and the like I melted or worse while learning the tricks of the trade."</p><p></p><p>"I can!" Dardus adds, unhelpfully. Mardrick sends him a quick, dark look.</p><p></p><p>"Anyway, when I completed the ritual for what seemed like the hundredth time, nothing happened. Not being proficient in the use of weapons, I had one of Dardus's men try it out, sure that it was a dud. But it isn't! It flies truer than any ordinary dagger when thrown."</p><p></p><p>He reaches into the bag again, pulling out a sword.</p><p></p><p>"This was created on commission for a local paladin. Took better part of a month for me to make it. Given that he hasn't come to claim it in many weeks, I can only assumed he has gone to meet his god in person, if you know what I mean. It harnesses and multiplies divine energy, allowing the wielder to heal nearby allies."</p><p></p><p>Mardrick turns the sack upside down, emptying it, and a fine suit of leather armor falls out.</p><p></p><p>"I actually intended to wear this myself, before I gave up on studying combat magicks. It is magically fortified, and provides added protection in battle under certain conditions"</p><p></p><p>"Here is the deal we are proposing," Darus says, stepping in. "You take these items as payment, and also as down-payment for the quest to follow. Mardrick and I are agreed - our town is not safe while the perpetrators of the blight are at large, even with the discovery of the plant remedy. Your mission is to find and eliminate the threat to our town using whatever means necessary. Do this, and I will pay you in gold, as much as our town can spare."</p><p></p><p>"And," Mardrick adds quickly, "rescue Elloen from her kidnappers." Dardus frowns slightly at the word 'kidnappers'. "I will reward you with Dardus's finest equipment enchanted with the most powerful magicks I know, even if it takes me months. But you must bring her back to me."</p><p></p><p>"Will you do this? Will you help us once more?" asks Dardus.</p><p></p><p>[sblock=Loot!]</p><p>Dagger of Great Aim +1 (homebrewed) - property: when making attacks at long range, the penalty is -1 (instead of the usual -2). crit: +1d6 damage</p><p></p><p>Victorious Leather Armor +1 (homebrewed) - property: when you score a critical hit, you gain a +2 item bonus to all defenses until the start of your next turn. (For area attacks, only the first attack roll counts). </p><p></p><p>Medic's Longsword +1 (AV) - critical: +1d6 radiant damage. Property - when you Channel Divinity during combat, one ally within 10 squares gains CHA mod + 1 hit points. Power (Daily) - Standard Action - you gain one additional use of Channel Divinity this encounter.</p><p></p><p>Also, don't forget the party found two gems worth 100gp each, in addition to 25gp.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="nerdytenor, post: 4498532, member: 74526"] Mardrick steps forward. "I have a few items to offer you that may prove far more valuable than 500 gold. This is all I have left - most of my items were stolen, too, but one of my secret compartments in the house was not discovered. Here, look." [sblock=OOC Karis] You want a dagger or a crossbow? Your pick. [/sblock] As you step forward, Mardrick opens the sack and pulls out a dagger. "This is the very first weapon I managed to enchant successfully. I cannot tell you how many daggers, swords, crossbows, knives, axes and the like I melted or worse while learning the tricks of the trade." "I can!" Dardus adds, unhelpfully. Mardrick sends him a quick, dark look. "Anyway, when I completed the ritual for what seemed like the hundredth time, nothing happened. Not being proficient in the use of weapons, I had one of Dardus's men try it out, sure that it was a dud. But it isn't! It flies truer than any ordinary dagger when thrown." He reaches into the bag again, pulling out a sword. "This was created on commission for a local paladin. Took better part of a month for me to make it. Given that he hasn't come to claim it in many weeks, I can only assumed he has gone to meet his god in person, if you know what I mean. It harnesses and multiplies divine energy, allowing the wielder to heal nearby allies." Mardrick turns the sack upside down, emptying it, and a fine suit of leather armor falls out. "I actually intended to wear this myself, before I gave up on studying combat magicks. It is magically fortified, and provides added protection in battle under certain conditions" "Here is the deal we are proposing," Darus says, stepping in. "You take these items as payment, and also as down-payment for the quest to follow. Mardrick and I are agreed - our town is not safe while the perpetrators of the blight are at large, even with the discovery of the plant remedy. Your mission is to find and eliminate the threat to our town using whatever means necessary. Do this, and I will pay you in gold, as much as our town can spare." "And," Mardrick adds quickly, "rescue Elloen from her kidnappers." Dardus frowns slightly at the word 'kidnappers'. "I will reward you with Dardus's finest equipment enchanted with the most powerful magicks I know, even if it takes me months. But you must bring her back to me." "Will you do this? Will you help us once more?" asks Dardus. [sblock=Loot!] Dagger of Great Aim +1 (homebrewed) - property: when making attacks at long range, the penalty is -1 (instead of the usual -2). crit: +1d6 damage Victorious Leather Armor +1 (homebrewed) - property: when you score a critical hit, you gain a +2 item bonus to all defenses until the start of your next turn. (For area attacks, only the first attack roll counts). Medic's Longsword +1 (AV) - critical: +1d6 radiant damage. Property - when you Channel Divinity during combat, one ally within 10 squares gains CHA mod + 1 hit points. Power (Daily) - Standard Action - you gain one additional use of Channel Divinity this encounter. Also, don't forget the party found two gems worth 100gp each, in addition to 25gp. [/sblock] [/QUOTE]
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