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resources:adventure:heart_of_the_total_eclipse [2016/03/03 01:13]
chaos
resources:adventure:heart_of_the_total_eclipse [2016/03/21 11:07] (current)
chaos Explaining what MYSTERY actually is
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 ===== Debrief ===== ===== Debrief =====
  
 +As Shatu and Sinna are vanishing, Dauntless can be heard apologising for attempting to maintain the binding.
  
 +Immediately following the disappearance of Shatu and Sinna, Sev begins collecting the remains of the ritual used to bind Sinna while Dauntless starts looking around the edges of the ritual area, taking some of the ritual bindings with her.
  
-{{tag>"​heart of the total eclipse"​ adventure}}+Adam and Lucian struggle heavily during the journey back. Hugh has difficulties at first, but seems to improve massively over the course of the journey, to the point he seems uninjured by the time the party reach Acryn. 
 + 
 +Stopping via Margush on the way, Vulcan ensures that they return the borrowed mountaineering equipment to the Adventurer’s Guild representative. As they travel, Lucian talks to Saga and Sher in an attempt to negotiate trade deals. Though they are reasonably well disposed to him, they point out that Lasra likes to keep to itself, and whilst there are those there willing to trade and they can put in a good word, he will have to visit and make arrangements there himself should he desire to set up a consistent trade route. This will require complicated and lengthy travel to the desert (probably in an Adventure), but could potentially be highly lucrative, as such a thing has not been set up before. 
 + 
 +Once back in Acryn, Hugh makes the case for the party being paid twice the originally offered 51R. While the Adventurer’s guild is unwilling to step outside its original contract, both Saga and Sher are willing to put money forward and bring the party’s total pay to 86R each. 
 + 
 +Hugh contacts the Watch to inform them that Adam Adama has escaped jail. The watch are initially doubtful but dutifully investigate and are shortly entangled in a series of prison transfers so convoluted that they have little idea where Adam //should// be, let alone how to confirm he is still there. When Hugh checks back with them a few days later, he is told that if Adam **is** out, then there isn’t much they can do about it unless some helpful citizen were to catch him performing a new crime, at which point they would make sure no politics got involved in his ongoing incarceration. 
 + 
 +Adam visits the Adventurer’s Guild to arrange a meeting with the Chairman. However, Elias Parr tells him that the Chairman is usually extremely busy and that arranging a meeting with them would be difficult. He instead offers to pass on a message and relay Adam’s queries about being “The Bard” and all of the storybooks in their office. 
 + 
 +Some time later he receives a letter from the Chairman, thanking him for his efforts and apologising for being unable to arrange a meeting. The letter goes on to explain that the Chairman was once a bard, and that because of this they appreciate the sorts of deeds about which stories can be told and songs sung. It tells of how they met and fought against the Abnegator back then, because they believe that people should be doing great deeds and writing new stories, whilst the Abnegator simply wants people to keep living out the same stories over and over. The letter concludes by thanking Adam and the rest of the party for not accepting the Abnegator’s offer and instead going on to tell an interesting new tale. 
 + 
 +Sev contacts the Civil Service and fills them in on the details and outcomes of her mission. She asks them for anything they have heard on the Abnegator, which is very little. They have a working theory that the Abnegator is an anomaly capable of producing other anomalies. Given the potential dangers, they would be keen to get more detailed information about this entity in the future. Slightly later Adam informs them that Hugh Branch recognised him, they say that they will handle the situation, they do not say anything about the lack of a full debrief, although it is noted. 
 + 
 +Lucian gives a full debrief to his Father, and arranges a similar report (with a short summary version) to be sent to Corlo Graves. Lucian also reports the details of the not-flux/​flux area at the top of the mountain, and asks about any known interactions between the flux and magic. You don’t get told much, as apparently this information is only available to very senior people in the guild, but it sounds like areas of consensus protected by magic at the time of the upheaval is not entirely unheard of. 
 + 
 +A short while after the adventure, Saga and Sher depart Acryn, returning to Lasra to spread the truth about their gods. 
 + 
 +===== Consequences ===== 
 +==== All party members ==== 
 +  * 81 Riel 
 +  * A favour from the Chairman of the Adventurer'​s Guild 
 + 
 +==== Dauntless and Vulcan ==== 
 +  * The '​Divinely Favoured: The Radiant Dawn' Background 
 +  * The '​Divinely Favoured: The Shadow of Dusk' Background 
 +  * Some remains of bindings from the ritual and its constructs - could be useful in the hands of a Mage to understand what was done and to replicate the ritual 
 + 
 +==== Sev ==== 
 +  * The '​Divinely Favoured: The Radiant Dawn' Background 
 +  * The '​Divinely Favoured: The Shadow of Dusk' Background 
 +  * Remains of a Binding/​Fracturing ritual used to bind a god - possible artefact component 
 + 
 +==== Lucian and Adam ==== 
 +  * The '​Divinely Favoured: The Radiant Dawn' Background 
 +  * The '​Divinely Favoured: The Shadow of Dusk' Background 
 +  * The '​Disarmed'​ Quirk 
 + 
 +==== Hugh ==== 
 +  * The 'Palm of Dawn, Fingers of Dusk' Quirk 
 + 
 +===== New Divine Favour ===== 
 + 
 +==== The Radiant Dawn ==== 
 + 
 +Lasran goddess of day, the sun, light and truth. Twin sister of the Shadow of Dusk. Miracles are invoked by reaching out to the heavens, calling upon light to shine upon the world and reveal that which is clouded by darkness, often accompanied by wide sweeping hand gestures as though to part clouds for the sun to shine through. 
 + 
 +**Twilight Resonance:​** By having the favour of both of the twins, their equivalent miracles may be combined to produce greater effects by simultaneously performing the appropriate actions for both gods. Doing so counts as a use of both miracles, and causes the Twilight Resonance miracle to take effect instead of its components. 
 + 
 +=== Level 1 Miracles === 
 + 
 +== Blinding Light == 
 +20 Seconds - A piercing beam of light shines down upon a foe, dazzling them for a BLIND 5. 
 + 
 +Twilight Resonance: Blinding Light + Well of Darkness -> Twilight Glow\\ 
 +20 Seconds - The gentle glow of twilight makes sight easier. Any BLIND effect on the target immediate ends, and they become IMMUNE to BLIND for the remainder of the encounter. 
 + 
 +== Burning Gaze == 
 +20 Seconds - The fury of the sun is turned upon a foe, searing them with all the sun’s heat for a REND. 
 + 
 +Twilight Resonance: Burning Gaze + Cloud the True Nature -> Focused Ire\\ 
 +20 Seconds - Darkness twists and bends the sun’s fury and focuses it upon an object to SHATTER it. 
 + 
 +== Truth Revealed == 
 +30 Seconds - A light shines in the area which brings light to darkness and reveals hidden truths. Objects which have been actively hidden become more noticeable and obvious, and those exposed to the light feel slightly more inclined to reveal secrets (this is a roleplaying effect, they are not compelled to do so). 
 + 
 +Twilight Resonance: Truth Revealed + Shadow of Secrets -> Clarity of the Mind’s Eye\\ 
 +30 Seconds - The gentle glow of twilight provides clarity of thought. You may call DO AS YOU WILL against a target, ending any mind-altering effects upon them. 
 + 
 +=== Level 2 Miracles === 
 + 
 +== Solar Beam == 
 +20 Seconds - A beam of concentrated sunlight is launched at foes, call MASS DOUBLE. This must be arced in a very narrow arc (~10 degrees maximum). 
 + 
 +Twilight Resonance: Solar Beam + Wave of Shadow -> Twilight Reckoning\\ 
 +20 Seconds - The combined powers of concentrated light and darkness intertwine and strike a single target with considerable force. Call QUAD REND at a target within 5 meters. 
 + 
 +== Dawning Revelation == 
 +30 Seconds - Brilliant light shines upon a target, illuminating their heart and all that is within. The caster becomes loosely aware of the target’s past, motivation and intent, and the extent to which they tend to keep secrets. This is a vague feeling and the insight gained is limited, but should be sufficient to get a feel for the target’s character and their true intentions towards the caster. 
 + 
 +Twilight Resonance: Dawning Revelation + Obfuscation by Shadow -> Twilight Body\\ 
 +30 Seconds - By containing concentrated sunlight within a cloak of shadow around themself, the user’s body transforms into faintly sparkling twilight. For the next 30 seconds they are WEAKENED and IMMUNE to STRENGTHEN, but may move through any opening through which light may shine, however small, take all damage as SINGLE and are IMMUNE to physical effects such as BLIND, STRIKEDOWN, WOUND, REND and ENTANGLE. 
 + 
 +=== Divine Aura === 
 +Once per adventure, you may bring the full glory of the light of day upon an area. This requires 10 seconds of appropriate roleplaying,​ after which the time of day in the (encounter-range) area around you becomes midday, with the sun shining brilliantly overhead, as if it were noon at the centre. As one approaches the edge of this area, the apparent time of day shifts towards the correct time. This lasts for the remainder of the encounter. 
 + 
 +In addition to the roleplaying impact of the sudden shift in the time of day, the light of day illuminates the area and makes it impossible to conceal things. This means that all calls of BACKSTAB are treated as though the target saw the attack coming, and attempts to be sneaky or use skills such as Flanking may be disrupted at GM discretion. 
 + 
 +Whilst the aura is in effect, all party members gain two calls of BLIND 5 and one call of REND at range. 
 + 
 +You cannot use this ability if any of the Auras of Day, Night or Twilight are already in effect. You should make it clear when you activate this aura that you are invoking the Aura of Day, calling a TIME FREEZE if necessary to ensure that everybody in the encounter is aware of what is happening. You should brief these additional effects at the start of the adventure such that the monsters are aware of the roleplaying effect and the players are aware of the mechanics. 
 + 
 +**Twilight Resonance: Aura of Twilight** 
 +By simultaneously invoking the auras of both the Radiant Dawn and the Shadow of Dusk at the same time, you may instead combine them to invoke the Aura of Twilight. This requires 10 seconds of appropriate roleplaying,​ after which the time of day in the (encounter-range) area around you becomes apparent twilight, but with both sun and moon overhead in a solar eclipse. As one approaches the edge of this area, the apparent time of day shifts towards the correct time. This lasts for the remainder of the encounter. 
 + 
 +In addition to the roleplaying impact of the sudden shift in the time of day, the gentle glow of twilight calms and protects those in the area. Party members within the aura become IMMUNE to all effect calls and mind-altering effects. This may have additional effects at GM discretion. 
 + 
 +As per the day and night auras, you should make it clear what is happening and brief the necessary details in advance. 
 + 
 +==== The Shadow of Dusk ==== 
 + 
 +Lasran god of night, the moon, shadows and secrets. Twin brother of the Radiant Dawn. Miracles are invoked through motioning with ones hands as though to veil or cloak oneself, and muttering in a low voice cryptic words which obfuscate and hide the truth, or dance around it in a careful form of lying by omission. 
 + 
 +**Twilight Resonance:​** As per the Radiant Dawn. 
 + 
 +=== Level 1 Miracles === 
 + 
 +== Well of Darkness == 
 +20 Seconds - A pool of darkness surrounds a foe and clouds their vision for a BLIND 5. 
 + 
 +Twilight Resonance: Blinding Light + Well of Darkness -> Twilight Glow 
 + 
 +== Cloud the True Nature == 
 +20 Seconds - The user’s intent is masked and obfuscated, causing the next blow dealt by melee to be a MYSTERY attack. 
 + 
 +MYSTERY is a special combat call which causes the target to take damage but then be unaware of how they took it or where the attack came from. You should brief this additional call at the start of the adventure. 
 + 
 +Twilight Resonance: Burning Gaze + Cloud the True Nature -> Focused Ire 
 + 
 +== Shadow of Secrets == 
 +30 Seconds - Shadows well up in the area which bring darkness and cloud the truth. It becomes easier to sneak around and hide objects and intents, and those within the shadows feel slightly more inclined to keep secrets and not reveal truths (this is a roleplaying effect, they are not compelled to do so). 
 + 
 +Twilight Resonance: Truth Revealed + Shadow of Secrets -> Clarity of the Mind’s Eye 
 + 
 +=== Level 2 Miracles === 
 + 
 +== Wave of Shadow == 
 +20 Seconds - A great wave of darkness is called forth to cloud the visions of one’s foes, call MASS BLIND 5. 
 + 
 +Twilight Resonance: Solar Beam + Wave of Shadow -> Twilight Reckoning 
 + 
 +== Obfuscation by Shadow == 
 +30 Seconds - The user may cloak themselves in shadow for a short while, calling DISAPPEARING and relocating somewhere before calling APPEARING again. 
 + 
 +Twilight Resonance: Dawning Revelation + Obfuscation by Shadow -> Twilight Body 
 + 
 +=== Divine Aura === 
 +Once per adventure, you may bring the shadows of night upon an area. This requires 10 seconds of appropriate roleplaying,​ after which the time of day in the (encounter-range) area around you becomes midnight, with the full moon directly overhead. As one approaches the edge of this area, the apparent time of day shifts towards the correct time. This lasts for the remainder of the encounter. 
 + 
 +In addition to the roleplaying impact of the sudden shift in the time of day, the darkness filling the area makes it much easier to conceal things. This means that attempts by the party to be sneaky and subtle are much more likely to be successful, at GM discretion. 
 + 
 +Whilst the aura is in effect, all party members can disappear into the shadows and conceal themselves for short periods. Each party member gains two Dodges, upon the use of which they should call DISAPPEARING,​ relocating to somewhere nearby and then calling APPEARING again. 
 + 
 +You cannot use this ability if any of the Auras of Day, Night or Twilight are already in effect. You should make it clear when you activate this aura that you are invoking the Aura of Night, calling a TIME FREEZE if necessary to ensure that everybody in the encounter is aware of what is happening. You should brief these additional effects at the start of the adventure such that the monsters are aware of the roleplaying effect and the players are aware of the mechanics. 
 + 
 +Twilight Resonance: As described with the aura of the Radiant Dawn. 
 + 
 +===== New Quirks ===== 
 + 
 +==== Palm of Dawn, Fingers of Dusk ==== 
 +Your body is held together by intertwining darkness and light, and casts the gentle glow of twilight. 
 + 
 +**Radiant Blade:** Once per adventure, you may manifest the light within you into a blade protruding from one arm. That arm drops anything it is holding, and instead use a one-handed sword to phys-rep this blade. The sword lasts for the remainder of the encounter and is IMMUNE to DISARM and SHATTER. For the purposes of skills, you may treat it as any one-handed weapon. While wielding this weapon you strike for +1 damage, this stacks with Strengthen but does not stack with other sources of +1 damage. Twice during this encounter you may call BLIND 5 by melee. 
 + 
 +**Shadow Guard:** Once per adventure, you may manifest the darkness within you into a shield protruding from one arm. That arm drops anything it is holding, and instead use a medium shield to phys-rep this. The shield lasts for the remainder of the encounter and is IMMUNE to DISARM and SHATTER. For the purposes of skills, you may treat it as any sized shield, and as though you had the appropriate Use skill. Twice during this encounter you may call RESIST to a MASS call or ranged call that you would otherwise be effected by, taking the damage but not the effect. Twice during this encounter you may call FEAR at anything which strikes the shield. 
 + 
 +**Uniter of Light and Darkness:** Alternatively,​ you may use up both of these abilities simultaneously to manifest both the light and shadow together into a huge blade of intertwining light and darkness. Both arms drop anything they are holding, instead use a two-handed sword to phys-rep this blade. This lasts for the remainder of the encounter and is IMMUNE to DISARM and SHATTER and any STRIKEDOWNs which may strike it, and whilst wielding it you are IMMUNE to BLIND. For the purposes of skills you may treat it as any weapon. While wielding this weapon you strike for +1 damage, this stacks with Strengthen but does not stack with other sources of +1 damage. When this weapon first manifests you receive a STRENGTHEN, when the weapon is dismissed you will receive a WEAKEN. Twice during this encounter you may call BLIND 10 by melee. 
 + 
 +==== Disarmed ==== 
 +You have suffered horrific injuries which you have barely survived using a mix of magic, miracles, and the best doctors of Acryn. It has, however, left you with a problem. If one of your limbs, or something you are holding in that limb, is subject to a DISARM call, then that limb falls off. If you are hit by a MASS call, then in addition to the effects of the call a number of limbs equal to the damage you received fall off (up to a maximum of the number of limbs you have). To re-attach a limb you must roleplay re-attaching that limb for 10 seconds, you must have both the limb and at least one working hand to do this. 
 + 
 +{{tag>"​heart of the total eclipse"​ adventure ​dauntless experiment_no._seventeen lucian_graves adam_adama vulcan_blacksteel hugh_branch adventurers_guild saga sher shatu_and_sinna the_abnegator}}
resources/adventure/heart_of_the_total_eclipse.1456967637.txt.gz · Last modified: 2016/03/03 01:13 by chaos