Myth Nantar Mission Rewards

Any player can use a minor action to invoke any of the following special powers that are available due to the party’s success in earlier missions. Each power is classified as special consumable and can only be used once. Each power may be used by any PC (in other words, you don’t need to decide who is "carrying” these benefits, even the ones that are described as potions or other physical items). The character activating the benefit uses the action specified and then makes any targeting decisions and/or die rolls required.

Reinforcements from the Sharksbane Wall Victory
The defenses of Myth Nantar are bolstered by reinforcements. You are able to call down suppressive fire from the sea elves.
Special Consumable
Utility Power ✦ Consumable (Minor Action)
Effect: You and all your allies gain a +2 bonus to all defenses until the end of your next turn.
Reference: Mission 1.1 Success

Ancient Cormyrean War Magic Victory
The ritual books of a former Royal Mage are filled with useful incantations.
Special Consumable
Utility Power (varies) ✦ Consumable (Minor Action)
Choose an energy type: acid, cold, fire, lightning, or thunder.
Effect: All melee and ranged attacks made by you and your allies until the end of your next turn deal an extra 10 damage of the chosen energy type.

Reference: Mission 1.2 Success

The Protector’s Breath Victory
Khuralos flies over the battlefield, blasting your enemies with fire.
Special Consumable
Attack Power (Fire) ✦ Consumable (Minor Action)
Make an attack: Area burst 2 within 20 (enemies in burst); +21 vs. Reflex
Hit: 3d8+20 fire damage, and the target is knocked prone. Miss: Half damage.

Reference: Mission 1.3 Success

Glob of Aboleth Jelly Victory
While freeing prisoners from the clutches of the Abolethic Sovereignty, you got a glob of this disgusting stuff on your boots.
Special Consumable
Attack Power (psychic) ✦ Consumable (Minor Action)
Make an attack: Ranged 10 (one creature) Character level + 5 vs. Will
Hit: The target is dazed (save ends). If the target is immune to dazing, it instead takes 42 psychic damage.
Miss: The target takes 21 psychic damage.

Reference: Mission 1.4 Success

Blessing of Deep Sashelas Victory
You purified the Dolphin Prince’s sacred altar and may now call upon his blessing.
Special Consumable
Utility Power ✦ Consumable (Minor Action)
Effect: You and all your allies gain a +2 bonus to attack rolls until the end of your next turn.
Reference: Mission 1.5 Success

Eyeball of the Deep Victory = Used by Redbeard
After slaughtering an aquatic beholder, you took this severed eyestalk as a souvenir. Looks like it’s still got a little bit of juice in it!
Special Consumable
Attack Power ✦ Consumable (Minor Action)
Make an attack: Ranged 10 (one creature) Character level + 5 vs. Reflex
Hit: The target takes ongoing 20 damage (save ends). Miss: The target takes ongoing 10 damage (save ends).

Reference: Mission 1.7 Success

Myth Nantar Mission Rewards

Knights of Goldenhawk Tower jlandis