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resources:adventure:the_invisible_sun [2016/05/28 22:49]
seb [ACT ONE: IN WHICH AN OLD MAN IS ALMOST BURNED ALIVE, AND PROPERLY TOO, NOT LIKE NOWADAYS WHERE THE KIDS DON’T UNDERSTAND WHAT BEING ALMOST BURNED ALIVE IS REALLY LIKE]
resources:adventure:the_invisible_sun [2016/05/29 11:55] (current)
seb [Consequences]
Line 129: Line 129:
  
 And then…no more traps. In the chamber beyond lies a ritual circle – and in the centre, Gerbera’s limp and lifeless body next to his glowing sceptre. Emily strides into the circle to touch the sceptre, causing Karlos to scream at the very idiocy of it, hanging on to her as she drags him into the circle with her strength. Paradai disarms her when she picks up the staff, and in a frenzy Karlos shatters it, and shatters it, and shatters it again. ​ And then…no more traps. In the chamber beyond lies a ritual circle – and in the centre, Gerbera’s limp and lifeless body next to his glowing sceptre. Emily strides into the circle to touch the sceptre, causing Karlos to scream at the very idiocy of it, hanging on to her as she drags him into the circle with her strength. Paradai disarms her when she picks up the staff, and in a frenzy Karlos shatters it, and shatters it, and shatters it again. ​
 +
 +====EPILOGUE:​ IN WHICH A CORPSE IS EXCHANGED FOR MONEY====
 +
 +The party spend some time in Gerbera'​s hidden chamber, shaking it down for anything shiny and valuable. AMoMM makes to make off with a large cache of potions, which causes some serious coughing fits from Paradai, Rafe and Emily. "​Ahhh......waste not, want not?" AMoMM intones, with an attempt at gravelly charm. The faces staring at him do not shift. Sighing, he hands out healing potions (which are useless to him) and pockets the rest.
 +
 +Meanwhile, Karlos is dealing with a severe case of stomach ache. The skulls are constantly berating him for his  hasty act of consumption,​ and worse, seem to be actively gnawing at his stomach trying to escape. With fortified consumption fading fast, he raids the cupboard around the room for the necessary components - salt, sugar, vinegar and coffee, which he divides into bowls. He comingles his blood with each of these components, and, tasting each of them in turn, he rips of his shirt and daubs his distended stomach with a circle of each of the preparations,​ trying to place these approximately where each of the skulls should be.
 +
 +Now the ritual proper begins. He takes two mana crystals, and crushes them into the four bloodied bowls. First, he laps the salt up. One of the circles burns white hot on his stomach as the prideful skull groans and starts to melt. Next, he takes the bloodied vinegar, and laps that up. The second circle glows, and the sorrowful skull wails and starts to dissolve. Then, he takes the bloodied sugar and necks it, activating the third circle, which sends the happiness skull into a fit of nervous laughter. Finally, he chokes down the bloodied coffee, and the love skull chunters and sighs with regret, as it too, begins to fade. 
 +
 +Last of all, Karlos holds his fully-charged implement aloft, and taps the mana sealed within, feeling its power course over him as his stomach flesh leaps and distends wildly, like a pot of water on a roaring boil. It seems the skulls are making a last-ditch effort to escape. Gradually, though, Karlos brings them under control, and the circles on his body fade. There is a final muffled cry of what sounds like 'you are the worst person I've ever known' and then, silence.
 +
 +Whilst Karlos recovers, the rest of the party set out to loot Gerberopolis for everything it's worth. Karlos stays a while to grab a couple of tasty-looking tomes which pertain to the rite of manipulation as practiced in Strossberg, as well as pocketing a sheaf of documents concerned with the prisoners Gerbera stole in the first place. Karlos is careful to separate the file belonging to the informant '​Selena'​ who he failed to extract last time he was on the island. He then joins the party for some more looting.
 +
 +Nearly a full day elapses while the crew turn the island over for everything it's worth, and they make camp at night in the eerily-deserted campsite of Gerbera'​s former '​followers',​ who are nowhere to be seen. Though the survivalists of the group are able to find only mediocre firewood, the fire they set roars as though it was three times the size, filling the camp with light and warmth and comfort. The party sleep well.
 +
 +The next day, they return to Acryn via Outset, and head first to Ghita to let them know that the deed has been done and Gerbera eliminated. She thanks them on a job well done, and the ghost of a smile crosses her lips, causing one of the attendant mages to gasp with disbelief. The party are all very gracious, that is, until a silence takes the room and Ghita makes for them to leave. "We though there would be...payment?"​ one of them pipes up. Ghita acts puzzled, and says that she thought that serving the interests of the city - and earning her respect - would be its own reward. Emily insults Ghita and a scene almost develops, before the others intervene and start to placate her. 
 +
 +A wry smile crosses Karlos'​ face. Here are the papers Gerbera stole...but his body is our property, technically. If you want it, what will you pay us each?'​. Rafe coughs, and says '50 riel ought to do it'. '15 riel? Fine.' says Ghita. 'No, 50 riel', Rafe insists. Another scene almost develops, but feathers are once again unruffled, and the party depart with extra pay. 
 +
 +Before they leave, Ghita calls out to Leon. '​I'​m glad that your deplorable streak of ruining everything you do in the most absurd way seems to have come to an end. I hope for your sake that it stays that way.'
 +
 +Next up, the party head to the Decor town house. Here, Maranda and Cosmo are in attendance, as well as Galbadia, who Karlos and Leon recognise, plus one other, who turns out to be Figaro. The family thank the party for what they'​ve done for Cosmo, and for the Beacon. It turns out Maranda didn't have the disposable purse to pay the party 50r each, but the rest of the family have all chipped in to make sure that they get paid properly. Leon asks to stay behind, and the Decors are more than happy to comply. The others, perhaps feeling excluded from the game of nobility, decide to leave.
 +
 +Here, Leon announces that he has a proposal to make. Maranda swoons. It's so sudden, and so fast, but - yes! She accepts. Leon has to awkwardly explain that ah, no, that's not the sort of proposal - but when he looks up to see the rest of the family (minus Maranda) smiling and chuckling, he knows that it will be alright. No, the proposal he has in mind is a *business* proposal. The Decors have a profitable shipping operation, might not the protection of the Darrish family fleet serve to increase the Decor family'​s profits - and the Darrish family'​s profits at the same time? Galbadia immediately hands over a document with some terms which Leon provisionally agrees to (somewhat unfortunately,​ without even looking at) - and the families agree to speak later. You are speaking on behalf of house Darrish, I assume? Galbadia asks, sweetly. Leon nods and mentions that he thinks he'll definitely be able to sort something out, in a mostly-convincing fashion.
 +
 +Paradai has headed off to report back to his handler. He's successfully accomplished his mission - keep The Phoenix out of trouble, and has done his best to restore her to full operational capacity. The handler is pleased. More work will be...forthcoming. Paradai also asks if they'​ll consider adding another member to their roster....and introduces Emily. "Do you vouch for her?" the handler asks. Paradai nods. "Very well. We'll see what you are capable of."
 +
 +Karlos also heads off to report to his True Council contact - the White Duke. Having bungled his previous attempt to extract Selena, he reports that he has her file here, and has taken steps to ensure that she is 'off the books' of the list of prisoners the Watch and Ghita are set to recapture (at least, for now) - which should give them time to extract her. The White Duke is pleased well enough with the attempts of Sir Farblade, and supposes that it sometimes doesn'​t matter how long a job takes...so long as it gets done, right, in the end. Karlos is introduced to the chamberlain to pay his fee (10%, which amounts to 6r) and is told that further work will be forthcoming.
 +
 +Rafe invites the watch unit under Captain Salamandra to train at his school, which should be an academy shortly - to teach them anti-wizard measures. Not to be outdone, Leon also puts out an offer to train in '​convict handling',​ given some of the displays today. Step 1: do not idly throw grenades at unarmed prisoners...
 +
 +AMoMM pens a letter to Jimmy Hoskins thanking him immensely for the help he offered getting him out of jail, free - and makes a broad general offer of help to Mr Hoskins. Eventually, he gets a brief meeting with Jimmy. Jimmy stresses that AMoMM can help in three ways. 1) Exercising Discretion. 2) Identifying Opportunities for Benefit. 3) Executing on those aforementioned opportunities. "For example,"​ Jimmy says, "I hear word that today you came into contact with several items pertaining to the god called the Beacon. One of these items belonged to The Phoenix, who happens to run a gang which is harmful to the security and prosperity of Acryn, and also a business rival of mine. So, can you see any opportunities there?"​ AMoMM thinks on this. "​Ahhh.....yesss. I know where the items are now. The torch is with...Ghita. The worry balls...with Cosmo Decor. The amulet....with the Phoenix. The coat...."​ (here he chuckles darkly) "The coat is with Emily Anara."​
 +
 +Leon meets with Olivia Darrish to propose a trading deal with the Decor family. Olivia is...cool, at best. She stresses that any such venture would reflect on the Darrish family name, and only someone trustworthy,​ reliable and resourceful could be put in charge of such a project. Leon asserts that he is such a person. Olivia makes no reaction. She simply states that she would also hold such a person personally responsible for any failure - and would have to take the appropriate action to correct such a threat to the family. Leon nods. Incidentally,​ Olivia asks idly...what age is Maranda Decor these days?
 +
 +Leon is dismissed. Though, before he leaves the estate, he receives something baffling and entirely out of the ordinary - an invite to dinner on the estate. My, he hasn't had one of those in a while. Several members of the house look daggers at him, and his entreaties to pass the sauce often fall on deaf ears, but - he has a seat at the table, nonetheless.
 +
 +Karlos spends the next couple of weeks studying the tomes that he filched from Gerbera'​s library. Very interesting. Very interesting indeed. To declaim...to announce one's intent upon the world, and force it to comply. Oh, oh, oh. There'​s so very much that could be done with this. Maybe Gerbera wasn't quite so wrong after all...
 +
  
  
 ===== Consequences ===== ===== Consequences =====
  
-To follow... +==== Everybody ==== 
-{{tag>"​the invisible sun" karlos_farblade leon_darrish man_of_many_means rafe_white emily_anara paradai the_beacon gerbera_unnuttum ghita_darrish ​maranda_decor figaro_decor cosmo_decor ​galbadia_decor adventure}}+ 
 +  * 50 riel from the Décor family 
 +  * 15 riel from Ghita Darrish for the body 
 +  * 27 riel from the assorted valuables looted from Gerberopolis 
 +  * Divine Favour of The Beacon 
 +  * A growing relationship with Ghita Darrish. You may either turn this in for a one-shot use of the '​Question'​ ability as per Organisational Ties, or attempt to build upon this later.  
 + 
 +==== Karlos ==== 
 + 
 +  * Loses 6R to the White Duke 
 +  * Can buy the first level of Organisational Ties (White Duke) 
 +  * 1x restoration of the flesh potion 
 +  * Epic Tree: Lost Magic (Manipulation) 
 +  * Taste of Knowledge upgrade: Skeletal Gourmet. When using taste of knowledge on a sentient target, you may choose one of either: happiness; sorrow; pride; love. You gain a memory from the target at GM discretion pertaining to this emotion. The target loses this memory. 
 + 
 +==== Leon ==== 
 + 
 +  * Your name slides several hundred places down Ghita Darrish’s shit list. 
 +  * You now get dinner invites at the Darrish estate. So, that’s something. 
 + 
 +==== A Man of Many Means ==== 
 + 
 +  * Gains 3x class c potions, 3x class b potions, all must be different. Pick your faves.  
 +  * Is expected to produce results for Jimmy Hoskins before any more favours will be provided. 
 + 
 +==== Rafe ==== 
 + 
 +  * Gains 1x life flow potion 
 + 
 +==== Emily ==== 
 + 
 +  * Gains 1x restoration of the flesh potion 
 +  * Has a developing relationship with the True Council. Whether she is accepted will depend on her ability to actually deliver anything useful. Brief the GM at the start of the next adventure and they will give you a job that you need to do. 
 +  * You keep the coat from Eudaimonia. One day, when looking for some spare change in the pocket, you find a letter. That’s odd. You didn’t put a letter inside. It reads: 
 + 
 +‘Dear Emily Anara, 
 + 
 +I knew, of course, that you wouldn’t be returning this coat to me when I gave it to you. That’s fine. You keep it, dear. You keep it until you no longer need it - or until you become unworthy of it. 
 + 
 +That offer of pie is still open if you want to spend some time at the detective agency. Your call.’ 
 + 
 +Wearing the coat has the following roleplay effect: 
 + 
 +You feel, warm, cosy, and snug when wearing this coat, no matter how miserable the weather is. More than that. It’s like...your mother was always there for you. Like you never left. Like she’s really real, like she’s here right now, holding you in her arms.  
 + 
 +Whilst worn, this coat may give you a measure of protection against adverse effects pertaining to darkness, isolation or confusion at GM discretion.  
 + 
 +If you ever harm someone you regard as either an innocent or your junior whilst wearing this coat, please inform a GM. 
 + 
 +==== Paradai ==== 
 + 
 +  * Gains 1x life flow potion 
 +  * Ability to purchase Organisational Ties - Affiliation with True Council 
 + 
 +===== Divine Favour of the Beacon =====  
 + 
 +Fires and lanterns comfort you. Whenever you enter a dark place, you feel a strong desire to light it; whenever you find someone who is lost, you feel a strong desire to help them find their way.  
 + 
 +== Level 1 abilities == 
 + 
 +=== Homeward Charm === 
 + 
 +You rarely get lost. If you do become lost, you and your party do not take any penalties for exhaustion caused by this occurring. 
 + 
 +Once per adventure, you may ask the GM for guiding visions related to an item or a person which has been lost. To receive these visions, you must stare into a large fire and invoke The Beacon’s power 
 + 
 +You feel a strong desire to meticulously plan and organise every last detail of your travel, and will go to great lengths to ensure safety is prioritised if there are those you regard as your juniors accompanying youIf someone challenges this behaviour, you will feel strongly that you know what is best 
 + 
 +=== Fire Charm === 
 + 
 +Torches or other sources of light you are holding can never be extinguished by mundane means. If you are somewhere dark, you gain +2 DODGES per encounter while holding a lit torch in either hand. 
 + 
 +Once per an adventure you may bless a source of light. The light will burn brighter and be more resistant to going out. Other effects (such as helping someone who is lost find their way home) are at GM discretion. 
 + 
 +You feel a strong desire to comfort anyone suffering from fear or shock, especially if you regard them as your junior. 
 + 
 +== Level 2 abilities == 
 + 
 +=== Stoke the Will === 
 + 
 +Once per an encounter you may choose to take any DOMINATE call as a QUAD instead. Make a display of obvious defiance in service of a goal you have. If you do, and this damage is not prevented, you are STRENGTHENED and may call IMMUNE to DOMINATE for the remainder of the encounter. 
 + 
 +You may also use this ability to resist an ENRAGE or a FEAR. You will not be strengthened nor gain the immunity, but also do not need to take the QUAD. You may only use this ability once per encounter, regardless of which version you use.  
 + 
 +You are highly suspicious of anyone with the ability to manipulate emotions or thoughts through non-mundane means, no matter how benevolent they may seem. You are prone to lecture those you think of as impressionable on the dangers of such people.  
 + 
 +=== Light Eternal === 
 + 
 +As a prerequisite for taking this ability, you must first take ‘Fire Charm’.  
 + 
 +So long as you hold a torch in one of your hands, you are IMMUNE to BLIND and FEAR. Furthermore,​ you gain 1 ranged REND call you can use each encounter as fire leaps from your torch to incinerate your foes.  
 + 
 +If you are forced drop a torch you are wielding (e.g. via DISARM), you instantly take a REND. If a torch you are wielding is destroyed (e.g. via SHATTER) you take a QUAD REND instead. 
 + 
 +Your body emits a faint, warm, light at all times. Anything metaphysically connected to darkness is likely to be upset by your presence. 
 + 
 +=== Blazing Soul === 
 + 
 + 
 +You may self-immolate to fill your companions with determination. Twice per adventure, you may lose X body hits to call PARTY HEAL X. You are not affected by this PARTY HEAL call. You may not drop below 0 hits in this way.  
 + 
 +You are inclined to be optimistic and to encourage others towards this worldview. Furthermore,​ you are less concerned about your own pain, suffering, and personal safety so long as you have the opportunity to help those you think of as your juniors. If you encounter someone pessimistic or in despair, you feel a strong inclination to discover the cause of their grief and to assist them, even if the person in question finds this meddlesome 
 + 
 +=== Divine Aura === 
 + 
 +The party gains a RESIST to either BLIND, FEAR, or MESMERIZE each encounter. 
 + 
 +In addition, if you are fighting somewhere dark, and carrying a lit torch or other source of flame, the whole party gains +1 DODGE.  
 + 
 + 
 +=== Blessed Weapon === 
 + 
 +  * **Armour**: Flaming Vambraces. Forged of dark metal, these vambraces flicker and lap at the wearer’s hands playfully. When the wearer loses all their armour hits, they may either call PARTY HEAL 12 or MONSTERS TRIPLE REND as the vambraces combust, releasing the power sealed within.  
 +  * **Weapon**: Eternal Flame. This ivory torch houses a flame from the Lighthouse of the Beacon, ceremonially carried by her worshippers through thunderstorms,​ across ice-floes and into the darkest caves. This Torch is immune to SHATTER, and cannot be extinguished easily even by non-mundane means (i.e. at GM discretion). Once per adventure, the bearer of this torch may call MASS REND.  
 +  * **Talisman**:​ N/A 
 + 
 + 
 + 
 + 
 +{{tag>"​the invisible sun" karlos_farblade leon_darrish man_of_many_means rafe_white emily_anara paradai the_beacon gerbera_unnuttum ghita_darrish ​house_decor eudaimonia_gunderson ​galbadia_decor adventure}}
resources/adventure/the_invisible_sun.1464475781.txt.gz · Last modified: 2016/05/28 22:49 by seb