[TABLE="width: 597, align: center"] [TR] [TD]
[/TD] [TD]Monsters needed for quest[/TD] [TD]
[/TD] [/TR] [TR] [TD]Young Black Dragon[/TD] [TD]Hobgoblin Beastmaster[/TD] [TD]Goblin Snipers x7[/TD] [/TR] [/TABLE] 1. A lesser priest approaches the party in secret and reveals that the Orb was used in ancient times to seal off a now believed empty black dragons lair belonging to Cheynth the Redeemer. But that in the wrong hands it could be used to break the seal and alert any of her clutch that may have survived.
2. The lair is the 2nd level underground cavern, which has been discovered by the goblins through their exploratory digging. There are 2 Dragon Net Launchers in the cavern that seem to be for defensive maneuvers in case the dragon were to get unruly. To note it is possible for the PCs to discover a tunnel (DC20) leading back up into the catacombs under the House of Sun which has been the means to which the goblins were able to steal the Orb of Farseeing 3.
3. This young black dragon (Slyborn lvl 4) was discovered by the goblins as a newborn hatchling in this deep ancient underground lair. He was thought to be abandoned by his brood, thought to have never hatched. The goblins have thus far been able to control him with their beastmastery.
· When in truth it was the 1st of its hatchling siblings, but devoured them to avoid having any competition.
4. Slyborn is not as docile as the goblins are lead to believe. He has a mind of his own and could be persuaded to dismiss battle. (until the dragon see’s fit to reveal true intentions). Having developed its psionic powers over the years that it has been “under the goblins control”
· The goblins have actually been doing his bidding unbeknownst to them.
· The priest has been corrupted by the dragon through the orb,
· Using the goblins to steal it they create a diversion and allow him to attune it to himself.
· Now attuned to Slyborn it marks them with a decrease to defenses (-1) but also granting its possessor an increased chance to hit (+1).
5. If dragon is engaged in battle, at bloodied he enrages and tries to escape, crashing through the no unsealed ceiling, initiating a skill challenge for the PCs to dodge falling debris. (ie coffins, alter, stone tiles).
[TABLE="align: center"] [TR] [TD](Slyborns) Orb of Far Seeing Level 3 Rare[/TD] [/TR] [TR] [TD]You capture the image of Slyborn in this translucent sphere, leaving him no place to hide.[/TD] [/TR] [TR] [TD]LVL 3 +1 680 gp
Implement (Orb)[/TD] [/TR] [TR] [TD]Enhancement: +1Attack rolls and damage rolls vs. Slyborn
Critical: +1d6 damage[/TD] [/TR] [TR] [TD]Debilitation: -1 Attack rolls and damage rolls against you by Slyborn[/TD] [/TR] [TR] [TD]Power (Encounter): Minor Action. Choose a target within 10 squares of you. Until the end of the encounter, this target is considered half as far away for the purpose of ranged attacks while in control of this orb.[/TD] [/TR] [TR] [TD]Power (Daily): Free Action. Use this power when you
make a ranged attack while controlling this vs. Slyborn.
affected by this orb’s encounter power. The attack does
not require line of sight or line of effect and takes no
penalty for concealment or cover.[/TD] [/TR] [/TABLE] [TABLE="align: center"] [TR] [TD]Orb of Seeing Level 2 Uncommon[/TD] [/TR] [TR] [TD]With this translucent stone held to your eye, all things become tantalizingly clear to you.[/TD] [/TR] [TR] [TD]Wondrous Item 300 gp[/TD] [/TR] [TR] [TD]Trait[/TD] [/TR] [TR] [TD]While you peer through the gem, you gain a +3 item bonus to
Perception checks to see things.[/TD] [/TR] [TR] [TD]Utility Power * Daily (Minor Action)[/TD] [/TR] [TR] [TD]Effect: Until the end of your next turn, you can see invisible
creatures and objects, and you know that any illusion you
can see is an illusion.[/TD] [/TR] [/TABLE] [TABLE="align: center"] [TR] [TD]Dragon Net Launcher Level 3 Blaster[/TD] [/TR] [TR] [TD]Special: Dungeoneering, History or Thievery check (DC18) to discern the nature of the machine’s control mechanism.[/TD] [/TR] [TR] [TD]Limited Use (Standard Action)
Ranged 10
Target: one creature[/TD] [/TR] [TR] [TD]Success: You swivel the turret and fire the net at the target[/TD] [/TR] [TR] [TD]Attack: +8 vs. Reflex
Hit: The target takes 2d6 +6 damage and target is immobilized (save ends)[/TD] [/TR] [TR] [TD]Miss: The turret is triggered and the net falls ill-effectively to the ground[/TD] [/TR] [/TABLE]