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Catechism of Konigsdottir: Chapter the Second: When it Rains.... - Page 3
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Thread: Catechism of Konigsdottir: Chapter the Second: When it Rains....

  1. #31
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    Rilde is willing to give up magic for the time being, although it upsets her. She still continues to pray to Kord and work out in his name, however. Questions:
    1) What about her other clerical abilities? In particular, turning undead, her once/day luck reroll (Luck domain) and her once/day strength boost (Strength domain)? She tries these out, if she hasn't already.
    2) What about the act of prayer? Not even praying for spells per se, just trying to make a contact. Does that also interfere with the bond?
    3) During her experiments, was she in fact able to memorize new spells, even though the connection to Kord was strange? She doesn't need to try this now; she would already have found out the results.
    4) The weapon: She is extremly grateful and praises Wave's Foam, showing it off to the crew. Of course she also spends some time practicing with it. In game terms, does it function as a heavy poleaxe, or can her Exotic Weapon Proficiency (hvy. poleaxe) be changed to match this unique weapon? She names it Storm Surge.
    5) How tall are the goblinoids? I hadn't actually asked, but I had assumed that she was rather bigger than they were. Note that while she's huge for a woman, she's only somewhat above average male height--armor made to fit a man would usually fit her just fine. Then again, if she's bigger than the goblinoids, height would make her stand out anyway.

  2. #32
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    1) Channelling positive energy works without interference, though there is an odd feeling to it, sort of unrestrained, almost overwhelming feel to the flow of it, like it might break free of your control and do who-knows-what if you lose concentration for even a moment, and it gives you a bit of a headache. Your domain powers also seem to work, oddly, though domain spellcasting is affected the same as the rest of your spellcasting.

    2) The simple act of prayer does not interfere, though it feels like you are speaking or shouting down a long echoing hallway.

    3) Yes, you were able to re-memorize, despite the odd feeling and the drastic time increase required to do so. {{{ Keep in mind that by giving up spellcasting, you will eventually (not immediately) lose access to it completely for the duration that you are Ship's Lady. On the other hand, you will gain distant access to communication with Wave's Foam even when you are not on board, plus the 'other things' hinted at by her. }}}

    4) It was specifically designed to be close to a heavy poleaxe, though it is somewhat shorter and a touch lighter. With only a little practice you will be able to adapt to it (yes, your pole-axe feats may apply to it). The hook is intended to enable you to slide down lines and ropes without damaging them, incidentally. The pegs make an excellent foot rest when doing so. It can additionally be used for trip attempts.

    5) They are mixed. A couple are a bit taller than hobgoblins, some are shorter, but still taller than goblins, with most in-between... there are at least four distinctly different kinds of goblinoids in your Crew. All are clean and straight of limb and body, smooth of face and skin (with dusky earthy skin tones), and tend towards the lean wiry build which gives a tall-ish impression, even if they are not compared to you. Even those whose eye-teeth protrude still have a graceful, almost handsome cast to their features, including the teeth. {{{ think slightly above 5 feet to almost 7 feet in height, averaging between 140 and 200 pounds. }}}


    .



    Wave's Foam arrives. There is quite a settlement in place. Beyond the permanent docks, warehouses, and structures which form a part of the town, the semi-permanent and transitory structures are quite extensive. There is gaily colored bunting and banners, cords and flags everywhere, clashing in a wild riot of color. Even passing near the docks you can hear throngs of people, animals, and cargo forming a dull roar of sound.

    You discover that she is able to share some of her senses with you, as you are cooped up in your quarters, she offers to let you see through her 'eyes'. You can tell that she is keeping most of her senses away from you, as hers seem to be global which you can dimly sense. She is mostly sitting on the side of the railing giving you a good view of the town and docks nearly full. Her occasional swoop as she 'swims' to another perch gives you a touch of vertigo, but overall it is quite the sight. Her running commentary is interesting, but full of names and personalities which are too many at once to recall with certainty, if a bit distracted.

    The slip assigned is at the near end of the most distant set of docks from the Gathering, distant because you are an independent, nearer portion of those because you are a Ship. Most of those assigned to your section are mere ships, and some of them are pretty ragged. Upon arrival Wave's Foam becomes unusually tight lipped and it occurs to you that she was searching the docks as you sailed by. Whatever she was looking for, she did not find it. San-ji and some of the older Crew commence with the cargo as previously instructed.
    Last edited by nijineko; 09-19-2013 at 12:16 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
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  3. #33
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    Rilde simply waits and watches. She asks the crew and Wave's Foam to keep her informed as to what's going on, especially any challenges.

  4. #34
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    One more thing: When possible without being seen, she'll go to areas where she can work out and exercise.

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    The first event of note happens shortly after docking, after the Heads of the Crew, including San-ji, troop off to meet with the Dockmaster to arrange for the inspectors to come and certify and validate the cargo. The seconds are left in nominal charge, in accordance with your instructions to keep your presence hidden. The Crew has been shifting cargo to make ready for inspection and to make offloading easier, and someone thoughtfully made a small clear area below-decks, sufficient for you to exercise in. (The weapon will not fit, however.) A group of stevedores arrives and loudly demands admittance to the cargo hold to begin transferring the cargo to a warehouse, where the inspectors will validate the cargo. You can hear them, but your angle of view is somewhat restricted, until Wave's Foam sends you her vision and hearing.

    Ran-po seems somewhat nervous, but challenges this change in procedure, citing the departed Heads of the Crew meeting with the Dockmaster. The lead stevedore smoothly replies that they were sent ahead so that arrangements can be expedited. Ran-po thinks on this, and the stevedore approaches close enough to mount the end of the gangplank, as if he would board. There is a general surge forward of the group behind him. Ran-po demands to see his documentation proving his claim. This halts the stevedores, and after an almost unnoticeable pause, the lead stevedore claims that the documentation will obviously be forthcoming when the Heads return, as the stevedores were sent ahead. Ran-po firms up and denies them from boarding without documentation.

    The lead stevedore gets a frustrated and angry look on his face. After working his jaw a few times, he flatly states that they are obstructing honest men in their duties, and manages to imply without stating it outright that there are likely to be fines and other penalties for doing so. Ran-po's body language seems nervous, but his voice is firm as he denies them again. At this point a runner comes up and speaks to the lead stevedore. He glares at Ran-po and indicates that he will regret obstructing them in their duties, but he turns and waves his group off, and they all swiftly depart another way, leaving only rude gestures and muttered insults in their wake.


    After the return of the Heads of the Crew, the story is shared and many worried comments and wagging of heads are shared among the Crew, but San-ji upholds Ran-po's decision, whereupon he seems to be much relieved.

    Eventually, the inspectors arrive along with a crew of stevedores... none of whom were in the previous group; headed by a fussy individual with a nasal and irritating voice. You are relegated to your quarters for the duration as they will be in the cargo holds. Wave's Foam rolls her eyes at you, and sticks out her tongue. She relates that this inspector is irritating, very picky, but as far as she knows, aboveboard. With the arrival of the inspectors San-ji and Ran-po relate the event previous, but the response is surprising. The inspector questions why the Crew would collude in illegally offloading some of their cargo and evading proper inspection procedures. The fact that the names and company that the lead stevedore gave are all unknown to the inspectors and stevedores does not help matters. After much confusion, veiled accusations, and explanations, the inspection finally commences.

    The head inspector seems determined to go over everything with a fine tooth comb, even challenging the crew about the cleared exercise space, wanting to know where that cargo was moved to, again implying that the Crew was evading procedures and colluding with imaginary stevedores or some black market interest, and going as far as measuring the cargo, marks on the floor, and hold spaces. He hovers over the shoulders of his fellow inspectors in addition to inspecting his own portion, as if he is afraid of missing a single thing. The tallies do not seem to be making the inspector happy, as he becomes more and more sour and snappish with each validated crate.

    Eventually one of the stevedores quietly reveals that someone high up at the Inspectionmaster's office was tipped off about a rumor that independents were illegally avoiding inspections in order to sneak in extra cargo to boost their ratings and avoid running afoul of the new tighter limits and regulations. This inspector is determined to root out any shenanigans, and has been most put out that he has been unable to find anything yet. This unexpected source dries up when the inspector notices that he is not moving inspected cargo, and gets on his case loudly, and the unfortunate stevedore jumps back to task.

    The portion of the cargo from the City of Stars raises another minor uproar with the inspectors, who do not seem to want to validate anything procured from said location. While it is not officially embargoed, it is certainly not something that any right-thinking and upright being would bring to a Gathering. San-ji carefully explains that the cargo was brought to that location for them to pick up, and manages to imply that the cargo was not necessarily anything actually traded with the City of Stars itself, while never actually precluding the possibility of trade with his wording. Wave's Foam chuckles and explains that while at the City of Stars, he had insisted on dealing with "non-local" individuals and groups, whom may or may not have represented locals, but he certainly could not have known such a thing, with certainty. You are reminded of some of your earlier conversations with him, realizing that he has carefully chosen his words around you, too. Wave's Foam comments that he is a wise old scoundrel.

    At long last the cargo is done, all is validated, certified, and transferred, and the inspectors and stevedores have left. As per instructions, some of the Crew is given leave, though it seems that the Heads of the Crew have divided up leave into shifts on their own recognizance, and a given shift cannot go on leave until all of the previous shift returns... a stern motivation for keeping their heads, and keeping tabs on each other. This will only last the three days until the Gathering proper begins.

    It seems that the rest of the day, or the evening that is left of it, will be quiet.




    {{{ this assumes that you stayed put in your quarters throughout. if you had any input you wanted to inject, we can take care of it now and alter anything accordingly. }}}
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
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  6. #36
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    Rilde would not have interfered, only watching. After they leave, she goes to talk to Ran-po, San-ji, or any other crewmember who seems to be in charge. "It seems the inspectors were giving us a lot of trouble. Is this normal, or are the attempts to block us already beginning? Also, what do we expect to happen next, and can I help?"

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    From your conversation with the Heads of the Crew and Ran-po, you gather that specific inspector has always been a pain, though the matter of smuggling by independents smacks of collusion and lurking-in-deep-water. It could be a specific move against Wave's Foam, or a more general move against independents, though the latter seems to be the consensus. That first group of stevedores, however, was a definite attempt at interference, but by whom is unclear.

    From here on out, they wonder if the cargo will really be safe, despite being validated... after all, damaged, vandalized, or missing goods can't generate profit. That and the possibility of a Challenge has everyone worried. Your Crew feels that they need a plan of some kind that will protect the cargo in the warehouse, keep at least the minimal number of people needed on the Ship - both to prevent intruders and to answer any challenges properly, and allow some to get some leave - and maybe gather more information while they are at it....




    {{{ your Crew consists of 23 individuals, the Heads: Lore master, Cabin master, Wood wright, Navigator, Healer, Speaker, and Beacher; and their groups. The Lore master, Wood wright, Navigator, and Speaker have two each, while the Cabin master and Healer have but one each, and the Beacher has six.

    The Lore master is in charge of history, records, and knowledge in general, and that group all seem to have minor (magical?) abilities of various sorts. The Wood wright cares for the Ship and the various parts thereof, as well as other sorts of repairs. The Navigator (San-ji, and Ran-po is one of his group) works closely with the Lore master, but focuses on the charts, stars, and geography. The Cabin master not only is the cook, but maintains the cabins, as well as supplies for the Crew. The Speaker is in charge of the cargo, and that group does the majority of the buying, selling, and negotiation. The Healer monitors the health and well being of the Crew and they both also have some special abilities, mostly focused on healing. The Beacher and that group is in charge of safety it seems, being some combination of scout, bodyguard, and stevedore. They also lead the various martial sessions.

    Your Crew all pitch in and take turns with general labors, and even cross train to some degree, which you learn is seldom the case, especially with the Family controlled interests. It is one of the few apparently "modern" attitudes held by Wave's Foam, who heartily approves the practice. The usual method seems to be an almost caste or guild like approach where duties are strictly adhered to and trespassing is soundly punished. }}}
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
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  8. #38
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    Rilde discusses the following points with the crew:
    1) Rilde is probably one of the more physically capable crewmembers in a fight. {Note: Is this true? She probably has some idea from sparring matches.}
    2) This would make her ideally suited to guard the cargo, but
    3) This would A) open her to public scrutiny (unless there were a way to guard the cargo without people seeing her--e.g. she only is seen if she needs to fight someone) and B) separate her from Wave's Foam. Given that,
    4) It seems like a good idea for the Beacher and several of his crew to manage guarding the goods at the warehouse or whatever structure the goods are stored in, leaving Rilde and a few others to take care of the ship (she can presumably do quite a few tasks without being seen). There should certainly be a (much) heavier guard than usual on the goods, and the Beacher's crew, being partially stevedores, would probably need to spend time with the goods anyway.

    Do other people feel that her reasoning is sound?

  9. #39
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    1) A few of the crew is more capable than you overall, unsurprisingly most in the Beacher's group, but with your weapon, it throws the other crew off enough that you can defeat them most of the time. Without it, however, their unarmed training wins out about half the time. San-ji, the notable exception outside of the Beacher's group, is a sly, sneaky old fart, using various dirty tricks more often than not, which give you no end of grief. He maintains his cheerful politeness and gallant demeanor even when he has dumped you on your rear yet again.

    2) The agree with you on this.

    3) They think that you could be passed off as, or mistaken for, a hired guard, so long as you cloak your armor and weapon with a cover of some kind. While not everyone is familiar with Shipwood, any Crew or crew would recognize it immediately. Wave's Foam assures you that she can remain in contact with you even if you went to the warehouse; in fact, anywhere you are likely to go in Gathering (the town and event are both called this) should not prevent her from communicating with you, now that the connection issue has been resolved.

    4) They feel that this is also sound logic, though they agree about needing a heavier guard on the cargo, just in case. Ultimately, the decision is up to you.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
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  10. #40
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    OK. Rilde will talk with the others. Basically: Is the cargo the most likely point of interference? Is anything else more likely, in their opinions? It seems to Rilde that outright sabotage of the ship is unlikely--these people may be rivals, but damaging a ship, if they were caught at it, would make the opponents VERY unpopular. Do they agree? Also, Rilde is still learning her way around the ship; if the ship were sabotaged, she'd be less likely to spot it than others.

    Given all that, she's leaning towards helping to guard the cargo after all. I'm thinking that she could cover her weapon with a thin leather coating or something similar, with the (true) excuse that it will make the weapon less likely to kill someone--when guarding, she doesn't want to kill thieves if she can help it. If not, she can just use a quarterstaff or something similar--the weapon isn't THAT important. Similarly, she can wear a cloak over her armor and/or some sort of other garment--perhaps an oversized shirt of some kind. If she does guard, she'll be quiet and stay in the shadows when other people are likely to observe her. Of course, she has to sleep and won't be the only guard.

    Of course, she wouldn't be the only guard. She's going to (regretfully) inform the crew that we need extra guards, and ask for an extra effort in protecting both the ship and the cargo. Noncombative crew can still help guard the ship by just staying on board, perhaps walking a patrol (they know the ship, of course), and looking for out-of-the-ordinary things; she'll make it clear that their only duty in this case is to notice and report oddities and to immediately get help from combat-trained personnel if there are problems. In addition, she's going to ask for an extra effort and (essentially) overtime from Beacher's group to help with guarding, and she'll ask (quietly) if there's any way to arrange a bonus for them once the money from the trip and trading starts coming in--they'll have earned it.

    What I'm thinking for guards:
    On the cargo--Rilde and 4 members of Beacher's crew working 12-hour shifts, with Rilde and one other covering the day while others (3) cover the night. She feels that interference during the night is more likely, but she'll be much less useful due to her lack of darkvision, so she'll cover the day with just one other. (Is this correct? For instance, if the cargo area is well-lit and she can lay hands on a continual-flame stone, nighttime might not be such an issue, and it would be easier to hide her during the night. Do others agree that nighttime is more likely to be a problem?)
    On the ship--Beacher and the other 2 of his crew, with other crewmembers helping out as their duties permit; again, the noncombatant crew is helping out by being extra alert and working extra to keep watch, reporting problems to Beacher and crew; they are not to get involved in any sort of fighting, as they're not trained for it.

    What does the crew think? Would 6 at the cargo and 2 on the ship be a better division? (Actually, 6 and 2 might be better anyway, if they'd be needed to manage the cargo regardless--they are stevedores too.) What about the plan in general?

    Finally, she has for the moment given up spellcasting--what has she gotten in return? In particular, is there anything that would help her at night?

  11. #41
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    One more thing--in case it's relevant, a Diplomacy check for her attempting to persuade the crew. (She's not really very good at it. :-( )
    * Diplomacy to convince the crew of extra effort *

    Dice Result History - [Hide]
    10-01-2013 12:00 AM
    Diplomacy to convince the crew of extra effort: 1d20 (15)+ 3 (3) = 18

  12. #42
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    The Crew understands, and all agree to limit and keep tame their shore leave; none want something to happen to the cargo, or to them. All of the crew is technically combat trained, though most of them are of limited experience outside the occasional brawl. They seem to appreciate that you are trying to protect the maximum number possible from harm.

    Your plan of six with the cargo and two with the Ship seems to meet with everyone's approval.

    You have an in-depth talk with Wave's Foam. She indicates that since she has been proceeding carefully, and as previously mentioned, has not yet fully replaced the 'connections' that she needs, you are not yet at full strength with her. If you permit it, over your next two sleep periods, she can finish the work. While she could do it all at once, she would like to make sure there are no further unanticipated side-effects like the previous happening (which you still can't remember). In the meantime, you can access all the abilities of a Ship's Lady, but they will be weaker and you will tire quickly. With a smug gleam in her eye, she hints that her Ship's Lady has a few more abilities than most.

    Wave's Foam's explanation is a little confusing as she is using words in ways that leave you questioning if they mean what you think they mean... but the gist seems to be that she does something to your senses that somehow makes you faster, stronger, as well as see, hear, taste, touch, and smell better than you can now. You are not quite certain how changing what you sense could make you faster and stronger, but she seems confident. Whatever it is, she warns you not to fully engage it except at great need, as it will drain you quickly.

    Her explanation about your weapon and armor is much easier to grasp. By expending some of your energy, you can 'charge' either or both. When 'charged' the weapon can be used lethally, also, it is less likely to break even with rough use. When the armor is charged, it is then able to protect you from most things as well. When activated they put a small but continual strain on your reserves, but when you strike, or are struck - it will takes more energy from you.

    {{{how many spell slots of what levels do you have?

    In game terms she can boost your senses temporarily to various levels and adjust your body slightly. This has various effects upon you. At your current state of linkage, you can temporarily and variously gain an expanded low light vision, the ability to track, the scent ability, acute hearing, an ability to measure things, very short range blindsight, something similar to bull's strength and cat's grace, as well as a few skill boosts relating to movement and senses. }}}
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
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  13. #43
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    Rilde will spend the next 2 sleep periods allowing Wave's Foam to finish the "connections". In the meantime, we'll go with the plan of 6 at the warehouse/2 on ship, with other crew helping to patrol the ship; Rilde will use her new senses to guard the warehouse. She'll take a night shift, if her new senses make this practical. She'll coat her weapon with leather to hide the outlines; it will probably give her a penalty to hit/damage, but oh well. Same for her armor.

    One slightly alarming thing about the weapon: Do I understand correctly that the weapon inflicts lethal damage only when charged? This would seem to be a real problem! Not that it matters right now, but lethal damage is what she does best. Of course, this depends on what "charging" actually involves--e.g. requiring a 1st-level spell slot to make it lethal for 24 hours is not really a problem; requiring a 3rd-level slot to make it lethal for 1 minute is a serious problem.

    Spell slots: 5 0th, 4+1 1st, 3+1 2nd, 2+1 3rd.

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    One more comment: When she sets up the guard rotation at the cargo warehouse(s), she'll make sure that the guard changes never result in a complete changing of the guard. I'm thinking something like this:
    Guard #s 1 & 2: 12 AM-12 PM
    Guard #3: 6 AM-6 PM
    Guard #s 4 & 5: 12 PM-12 AM
    Rilde: 6 PM-6 AM
    This ensures that there's no time at which the guard changes completely--guard changes are a natural time for anyone trying funny business to make their move.

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    {{{Both the weapon and armor require charges to be fully effective. A charge is a 1st level spell slot equivalent of energy, which sheathes the weapon or armor in a force effect for one minute, or ten successful hits, which ever happens first (that is, 1/10 charge = 1 round, unless you hit which consumes 1/10 of a charge). Whenever charged to any degree, the weapon / armor counts as magic, the armor does not count as wearing armor for the purposes of class features, and the weapon counts as a light slashing/piercing weapon for all purposes. Higher level slots counts as that number of 1st level slots, ie: a 3rd level spell slot is the same as three 1st level spell slots.

    You can also manipulate charges in the following fashion:

    • A zero level slot will provide charge for half duration, ie: thirty seconds / five successful hits, whichever comes first.
    • A first level slot converted to a charge counts as a +1 magic item for all purposes, in addition to the effects above.
    • Greater numbers of charges (3, 5, 7, or 9) may be used to increase the "flux density" (not sure what Wave's Foam means by that, but having tried it out, you see it increases effectiveness) causing the item to become respectively a +2, +3, +4, or +5 magic item for all purposes, though the duration of effect remains unchanged.
    • Greater numbers of charges may instead be used to proved an "extended charge" of longer than normal duration. For each charge expended, the duration can be extended for an additional minute / ten successful hits. However if the flux density is increased, the same number of charges must be used to extend duration as was used to increase the density.


    Before the first sleep, it is a full action to charge. After the first and before the second it is a standard action to charge. Once the second sleep is finished, it is a move action.

    Uncharged, the weapon can be used to deal non-lethal damage without penalty, or deal normal bludgeoning damage as a quarterstaff - but Wave's Foam is quite clear that using it uncharged in this fashion will risk damage and breakage; apparently the wood is fragile when thinned down to weapon or armor shapes and sizes. (The weapon takes damage on a natural 1-5 when uncharged, as does your armor - you will have to roll a check each time you are struck while the armor is uncharged.) The weapon sheath of force closely matches the shape of the wood, and extends out from it only a little at striking edges.

    Interestingly, according to Wave's Foam, the weapon can effectively convert all lethal force damage to non-lethal, even when charged, if you wish. This is something she strongly recommends to you, as killing a sentient here at the Gathering, even in self-defense, would be a great hinderance and cause a lot of trouble. Some further conversation reveals that the current social setup strongly frowns upon killing in general, though there are a few exceptions. Namely, food animals (they only kill and eat old animals) and those who have committed murder or manslaughter or were publicly caught attempting such. The idea that you can only kill an enemy after they have killed someone does not set well with you, but you can see how it follows from the "respect living things" and "non-violent resolutions" concepts that you have been studying in the Texts.

    Uncharged, the armor is the equivalent of normal studded leather.

    The basic sensory boosts do not require any effort or energy on your part: scent, tracking, acute hearing, acute vision (low light vision x2 and a two-step reduction in spot penalties for range) & measuring. You can access a basic strength and dexterity boost (same numerical benefit to the stat as the spell), as well as a skill boost of +5 to a skill based on one of the three physical stats; they all require one charge apiece for one minute per charge. The blindsight effect (5' radius) requires three charges for one minute. You can expend an additional three charges to increase the radius by 5' for every three charges expended.

    You cannot yet fully access the sensory thing she spoke of, not until after she is finished.

    Leather will not work to cover the weapon and armor, but cloth will, which the Crew has and happily provides. }}}


    When informed of the request, the inspector loudly complains, protests, blusters, and grumbles... but eventually gives in to what is apparently an old, if little exercised, right. He seems to take a mean pleasure in informing you that additional guards will be assigned to the storehouse to ensure that you are unable to engage in any "duplicitous or illicit activities", as previously alluded to, and that penalties will be promptly enforced if anything untoward happens. The Crew manages not to respond to these allegations.

    The first night, a guard escorts you from the Ship to the storehouse. Your hooded and veiled appearance is questioned by the guards already at the storehouse, but they are much less rigid than the inspector, and upon being vouchsafed by the escorting guard that you came from off the ship with the Crew, they allow you pass. Your first night passes uneventfully, the fallover lanterns set around by the Crew slowly burn down. The guards stop by on patrol occasionally, which is the only thing that happens until the next shift comes to relieve you all.

    The next night, however, the guards do not stop by after the second hour of the night. All is quiet and still. Completely quiet....
    Last edited by nijineko; 10-17-2013 at 06:42 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
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