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    The warm glow of a moment's respite

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    MAS
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    The warm glow of a moment's respite

    Post  MAS on Mon Dec 05, 2016 10:43 pm

    Speaker Boon offers the party a safe place to rest and asks that they meet back in the planning room the next morning.

    "None of you are local. Can I answer any questions, or direct you to anything? The infirmary? Library? Perhaps the recreation caverns? Milling boasts several excellent brews and dishes. Take these tokens and show them to the keepers, you'll not pay for your meals after the sacrifices you've made for our safety!"
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    Re: The warm glow of a moment's respite

    Post  navyik on Mon Dec 05, 2016 11:37 pm

    Ali isn't his usual cheerful self.  He tries to drink it off, but only broods at the bar grudgingly.  He despises owing a copper to anyone much less a limitless favor to a Djinn.  While he lawyerly asserts that HE doesn't owe anything to Dagan, he has begun to care about Tungo and mentally rails against the injustice.  After some time he will look for Vozz or The Druid and ask for help: "I am needing your helping with the library."
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    Re: The warm glow of a moment's respite

    Post  Chris on Tue Dec 06, 2016 12:05 pm

    Vozz isn't a drinker, as he considers himself "too young" regardless of local laws. Vozz is exhausted, shaken and just trying to process his first real adventure. Like a puppy, he will tag along with whatever of his friends seems to mind his company the least. He is definitely hungry and tries to trade his drink tokens for extra food.

    Vozz is happy to accompany Ali to the library after their meal.

    *Vozz has some research abilities*
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    Re: The warm glow of a moment's respite

    Post  navyik on Tue Dec 06, 2016 12:42 pm

    "I am wanting to researching this 'covenant' the Dagan is holding over Tungo's head."
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    Re: The warm glow of a moment's respite

    Post  Chris on Tue Dec 06, 2016 2:24 pm

    It doesn't give a clear mechanic, but here is the ability

    F e a t u r e : R e s e a r c h e r
    When you attempt to learn or recall a piece of lore, if you
    do not know that information, you often know where and
    from w hom you can obtain it. Usually, this information
    comes from a library, scriptorium, university, or a sage
    or other learned person or creature. Your DM might
    rule that the knowledge you seek is secreted away in an
    almost inaccessible place, or that it simply cannot be
    found. Unearthing the deepest secrets o f the multiverse
    can require an adventure or even a whole campaign.


    plus skills in Arcana and Investigation
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    Re: The warm glow of a moment's respite

    Post  Robyo on Wed Dec 07, 2016 9:46 am

    "Books are silly. Tungo see you next morning. Be wary, Friends!"

    Tungo will go to the local barber and have the alien beard shaved completely. Then he will head over to an inn or restaurant for some food and beer.

    If there is no excitement, he crashes out till morning. He arrives a half hour early to the meeting.
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    Re: The warm glow of a moment's respite

    Post  MAS on Wed Dec 07, 2016 10:49 pm

    Robyo wrote:"Books are silly. Tungo see you next morning. Be wary, Friends!"

    Tungo will go to the local barber and have the alien beard shaved completely. Then he will head over to an inn or restaurant for some food and beer.

    If there is no excitement, he crashes out till morning. He arrives a half hour early to the meeting.

    There is no beard, it subsided when combat ended. Tungo passes out and sleeps through the night.
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    Re: The warm glow of a moment's respite

    Post  MAS on Wed Dec 07, 2016 11:56 pm

    Vozz and Ali travel wearily to the recreation caves, where dozens of wooden buildings are built in a long row. The design mimics the type of main-street that might have been found in villages prior to The Downfall, save that the buildings rise to the full height of the cavern ceiling. Sputtering oil lamps provide light. The recreation caves host a wide variety of taverns, eateries, and shops. The many voices of the modest crowd going about their evening echo loudly, multiplying the noise. A small stream flows through the middle of the cavern, crisscrossed by footbridges, then plunges into a lower cave to join the river that drives the mill which gives this settlement its name.

    They enter a quieter inn, the "Moment's Respite" - and show their tokens to the keeper, a stout middle-aged Fire Genasi woman with wide hips and brilliant red hair. Shella fusses endlessly over the pair and serves them their fill of an excellent shepherd's pie stuffed full of spiced rabbit, steaming potatoes, and mushroom gravy. They depart the inn and make their way to the Library.

    The 9th bell has just tolled when they arrive. The Librarian is a gaunt, elderly Air genasi named Fenziwiq. When Ali and Vozz arrive, he is fighting desperately to quiet a wailing baby. He rocks it back and forth in his arms, and looks as though he may teeter over as he swings in each direction. He shoots a glare at the duo and holds a "shush!" finger to his mouth, then gestures for them to enter.




    The topic "Covenant" has been stated as a research topic. Are there any additional key words or topics that will be researched?

    Vozz, give me an INT check with advantage. Your "Sage" background feature will be taken into account with the quality of the results.

    Ali, you can give me an INT check.
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    Re: The warm glow of a moment's respite

    Post  navyik on Thu Dec 08, 2016 2:00 am

    Int check. 6+1=7

    Topics:. Covenant, Djinn, Dagan, shovel, sadasu, gnolls
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    Re: The warm glow of a moment's respite

    Post  Chris on Thu Dec 08, 2016 11:30 am

    Int +3
    Investigation +2 (I think this covers research?)

    Google search: Dagan, djinn+covenant, sadasu, Shevek, gnollish+heraldry (tartan patterns),

    in that order, so if time becomes an issue, Vozz starts with his priorities

    rolls:

    Result of the throw of dice "1d20" :

    19

    Result of the throw of dice "1d20" :

    9


    19 +3 (int)
    +2 if investigation applies
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    Re: The warm glow of a moment's respite

    Post  navyik on Thu Dec 08, 2016 1:02 pm

    Ali will instinctively take credit for any discoveries and simultaneously stroke Vozz's underdeveloped ego to make up for it.
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    Re: The warm glow of a moment's respite

    Post  MAS on Sat Dec 10, 2016 12:30 am

    navyik wrote:Int check. 6+1=7

    Topics:. Covenant, Djinn, Dagan, shovel, sadasu, gnolls

    Hehehehhe! "Shovel". DAMN YOU AUTO-CORRECT!




    There may be few within the Shielding with more street-smarts than Ali, but he is certainly no scholar. He makes himself useful carrying books, encouraging Vozz, and expounding interesting facts about the construction, use, care, and potential uses of shovels.  

    Vozz, on the other hand, has grown up surrounded by the learned. He quickly exhausts the small library's resources.

    1) Covenant: The binding legal code of the Divinities (both Angel and Devil), it is both extremely simple and blindingly complex. It draws power from Consent. The single most important rule is = Mutual Consent Binds. . In fact, being the extremely simple part, that is the ONLY rule. The blindingly complex part is that every unique occurrence creates a Precedence, which can be used to support or weaken an instance of Covenant. Therefore - knowledge of "case law" can be critical in the effective evocation of Covenant.

    Example of Evoking Covenant = To ensure attendance and participation at an event (such as a duel), to broker the exchange of favor, power, or might (such as Tungo and Dagan's contract), to compel the completion of a task, etc

    Covenant is evoked when a Divinity (Angel or Devil) reaches mutual consent with another Divinity or mortal. Mortals cannot
    Evoke Covenant on their own, a Divinity must be involved.

    While Evoked Covenant is binding, it can be broken by powerful magic spells, or overruled by Evoked Covenant with a more powerful Divinity.

    2) Djinn = Old folklore term for the Divinities.

    3) Dagan, Sadasu, Shevek = This library does not have any books that detail the Djinn by name.

    4) The Gnollish Highlanders identify their tribal affiliation by the colors and patterns displayed on their kilt-like "Asch-taks". These tribes are extremely hostile to all outsiders and often attack each other on sight. There no record of any observed cooperation between tribes. Previous clashes have been with a single tribe at a time.

    Vozz thinks that he would be able to find more answers with the resources available at The Tower...
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    Re: The warm glow of a moment's respite

    Post  MAS on Sat Dec 10, 2016 10:43 pm

    Are there questions about the information given above? If not, we'll move forward.
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    Re: The warm glow of a moment's respite

    Post  navyik on Mon Dec 12, 2016 1:38 am

    "so is shevek owing us favors or no?  We must be finding more examples of covenant that are putting a limit on what Dagan can expect from Tungo."
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    Re: The warm glow of a moment's respite

    Post  Robyo on Mon Dec 12, 2016 7:50 pm

    Tungo disdains books and libraries, but secretly hopes Ali and Vozz find the clues to solve the riddle wrapped up in a puzzle inside of a mystery. The bizarre beard nearly had him deprotagonized!
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    Re: The warm glow of a moment's respite

    Post  MAS on Mon Dec 12, 2016 9:20 pm

    navyik wrote:"so is shevek owing us favors or no?  We must be finding more examples of covenant that are putting a limit on what Dagan can expect from Tungo."

    Among the many examples of Djinni Covenant Vozz and Ali discover, one seems very familiar...

    "Late on the eve of battle, Sultan Amiq NazWe received a mysterious, bearded visitor who offered to trade his "might" in exchange for the use of the Sultan's "might" at a later time. He instructed the Sultan to speak his name aloud when his need arose. While surrounded by enemies, the Sultan spoke the Djinni's name. He became suddenly vested with a lustrous beard that fought as if a weapon itself, and shrugged off his enemy's weapons as if they were toys. The Sultan woke the next day deeply tired. Each time he invoked Covenant by uttering the name of the Djinni, he wielded its power in one battle, then spent the next battle exhausted, until one day, having dipped once too many times in the well - he uttered its name and dropped dead where he stood."




    Game Mechanic

    Djinni Pact, Devilish, DAGAN
    Supernatural Ability
    Prerequisites: Covenant agreement with DAGAN

    The Boon = Upon verbal invocation, the user is bestowed the following the augmentation for the duration of the immediate combat encounter.

    A) Furious Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    B) Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

    The Toll =

    A) The user makes a WIS saving throw at the beginning of the combat encounter immediately following the encounter where The Boon was invoked. A passed save results in the user incurring one level of Exhaustion for the duration of the encounter. A failed save results in the user incurring 1d6 levels of exhaustion for the duration of the encounter.

    B) Once a user has invoked a Devilish Djinni Pact a number of times equal to their Wisdom score, a failed save results in the user incurring 2d6 levels of exhaustion for the duration of the encounter.

    Exhaustion
    Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching
    temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
    Level Effect
    1 Disadvantage on ability checks
    2 Speed halved
    3 Disadvantage on attack rolls and saving throws
    4 Hit point maximum halved
    5 Speed reduced to 0
    6 Death

    If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases
    by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
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    Re: The warm glow of a moment's respite

    Post  Chris on Tue Dec 13, 2016 12:05 pm

    study great stuff, GM!


    Vozz attempts a long-winded explanation of "case law" vs "covenant" for Tungo. As this fails, he decides a more simplified approach, "In our next encounter, you should feel fatigued, which completes your payment for using the beard once. Do not say Dagan's name again in battle. Ever."

    Vozz makes some notes about the gnollish tribes and nods with satisfaction that his theory about their clans has been validated. Vozz copies the "case of Sultan Amiq NazWe"

    If there is time, Vozz will go to the Tower for further research. Vozz is looking for more examples of "case law", Sadasu and Shevek.
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    Re: The warm glow of a moment's respite

    Post  navyik on Wed Dec 14, 2016 2:27 pm

    "If you are saying his name in a fight, he is sucking the life out of you in the next fight.  If you are doing it again, then it is getting worse until it kills you!"

    "Heh heh, it is like what a woman is doing with the kissing and touching and then the next day she is nagging and complaining..."  jocolor
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    Re: The warm glow of a moment's respite

    Post  MAS on Thu Dec 15, 2016 5:08 pm

    navyik wrote:"If you are saying his name in a fight, he is sucking the life out of you in the next fight.  If you are doing it again, then it is getting worse until it kills you!"

    "Heh heh, it is like what a woman is doing with the kissing and touching and then the next day she is nagging and complaining..."  jocolor

    ROFL!

    Lets get adventuring! New thread coming tonight...
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    Re: The warm glow of a moment's respite

    Post  MAS on Thu Dec 15, 2016 11:51 pm

    The party awakes and gathers in the morning. Ronan is nowhere to be found. The three remaining companions make their way to meet with Speaker Boon as was requested. He greets them wearily, a large mug of steaming black tea in hand. He has the look of one who has not slept, hair unkempt and bloodshot eyes. Townsfolk, guardsmen, and other adventurers are coming and going with purpose.

    "Ah, well met, well met, I hope this dawn finds you well rested and well fed. Your Druid companion departed very early, in great haste. He said little, but spoke of seeking an ancient ally along paths that must be trodden by him alone."

    "Now I must ask you once again to lend your aid. We are sending scouts and pickets out in a defensive array around Milling, hoping to provide warning against the imminent Gnollish attack. Runners have been sent to Coldford for help. We need word taken to the scholars of The Tower as well, pleading for their wisdom and further assistance. But there is another task at hand we hope to accomplish. Two birds, one stone, as they say.

    There was once a tunnel that ran from Milling to the Tower, but it was lost to cave-ins long ago. A team of scavengers reports that it may be traversable again due to changes in subterranean conditions. We ask that you follow the old tunnel, make your way to The Tower, and deliver this message to the Elders there. Then we will know that the tunnel is viable should we have need of it."

    He holds out a rugged leather duffel. "We can provide whatever mundane equipment you may need. The scavengers report the original Wards first laid along the tunnel are largely intact, so you should enjoy protection from Djinn. Have you any questions?"





    Its a new day, the 1st Brodwe of Kusha. Make sure to check the Lunar chart and how it effects your spells.
    Yesterday's movement bonus is gone.

    If the party wants to take advantage of today's astrological event, someone needs to make an Astrology check.
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    Re: The warm glow of a moment's respite

    Post  Robyo on Fri Dec 16, 2016 9:22 am

    Chris wrote:Vozz attempts a long-winded explanation of "case law" vs "covenant" for Tungo.  As this fails, he decides a more simplified approach, "In our next encounter, you should feel fatigued, which completes your payment for using the beard once.  Do not say Dagan's name again in battle.  Ever."

    "Dagan is a deceiver! If Tungo ever see him again, Tungo smash him into juicy pulp and drink him for breakfast!"

    Tungo thanks his comrades for doing the investigation.

    At the meeting, once Speaker Boon has had his say, Tungo rises out of his chair. "There is no road too dangerous for Tungo and his mates! We shall go through tunnel and slay all evil ones who oppose us! Yes, it will dangerous, and surely the woodswyrd could have aided our pass, but nonetheless, Tungo's team will prevail!"

    Yes, Tungo had too much coffee this morning.
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    Re: The warm glow of a moment's respite

    Post  Chris on Fri Dec 16, 2016 11:51 am

    MAS wrote:
    Its a new day, the 1st Brodwe of Kusha. Make sure to check the Lunar chart and how it effects your spells.
    Yesterday's movement bonus is gone.

    If the party wants to take advantage of today's astrological event, someone needs to make an Astrology check.

    Vozz notes that today Light and Necromancy are strong, Psionics and Dark are weak. Adjusted daily spells noted on character sheet.

    He consults his starcharts for any other activity....

    Divination Foretelling Rolls (2)
    Result of the throw of dice "1d20" :

    12

    Result of the throw of dice "1d20" :

    6

    **noted on character sheet for future reference**

    Astrology check
    Result of the throw of dice "1d20 +5" :

    19 + 5 = 24


    Vozz can see in the dark and produce flame on demand, but he reminds his friends that it will be dark.  Vozz requests an additional lightweight blanket for the journey.
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    Re: The warm glow of a moment's respite

    Post  navyik on Fri Dec 16, 2016 2:33 pm

    Ali acquired a round breastplate and pointy helmet with a tassle.  It looks silly on him but he thinks it makes him look like a professional soldier.  He also acquires:

    3 torches
    Lantern
    3 flasks of oil
    Black body and face paint
    Tinder box

    I

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    Re: The warm glow of a moment's respite

    Post  MAS on Fri Dec 16, 2016 9:57 pm

    GM forgot to include this with the previous post. For reference and context; The tunnel's route is marked in black.



    On this. the morning of the 2nd, Vozz pours over his star charts, and sagely predicts the rest of the week's astrological configuration through the 10th.



    Good fortune approaches! Greater speed and protection return soon with a repeat of the "shooting star, aurora" sequence that opened the week, occurring again on the 5th and 6th. The wise will make no plans of importance and seek warded safety on the 8th, as a Dark Morning Star manifests universal disadvantages.

    Having accurately identified the nature and timing of today's Aurora, Vozz can now roll 1d4 to determine the party's AC bonus!


    Continuing tomorrow in the thread "Deeper in the Shadows"
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    Re: The warm glow of a moment's respite

    Post  Chris on Sat Dec 17, 2016 11:03 am

    Result of the throw of dice "1d4" :

    1

    Sad

    Vozz will use one of his Lucky rolls for the day to change their fortune, as this benefits all his friends

    Result of the throw of dice "1d4" :

    3

    cheers
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    Re: The warm glow of a moment's respite

    Post  MAS on Sun Dec 18, 2016 11:18 pm

    +3 AC bonus for all party members, nice!!!

    PLEASE PROCEED TO

    http://lodgestgaming.forumotion.com/t316-deeper-in-the-shadows#16937
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    Re: The warm glow of a moment's respite

    Post  Robyo on Mon Dec 19, 2016 10:45 am

    MAS wrote:He holds out a rugged leather duffel. "We can provide whatever mundane equipment you may need. The scavengers report the original Wards first laid along the tunnel are largely intact, so you should enjoy protection from Djinn. Have you any questions?"

    Tungo grabs a bunch (40) of arrows for his longbow.

    Sponsored content

    Re: The warm glow of a moment's respite

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