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<blockquote data-quote="MacConnell" data-source="post: 8221710" data-attributes="member: 6855223"><p>[spoiler=Alchemical Sensitivity]</p><p>This determines if a mineral, ore, plant, or piece of an animal is tuned to a particular proclivity of waylines, meaning that the item may be used to enhance the manipulation of Waylines or augment the developmental abilities of its bearer. For a positive result, the effectiveness must be equal to or exceed the sum of 60 and the multiple of rarity and 20. The numeric value for the effectiveness of this task is calculated by adding the Alchemy (Learning) task, the Analysis (Mysticism) task, and a random d100.</p><p></p><p>The specific proclivity may be determined by multiplying the rarity factor of the item by 10 days and then dividing by total effectiveness. This value, when expressed in hours, must be equal to or less than the character’s effective Will. Effective will is the sum of Mind, Will, Discipline, and Resolve. This task may not be performed in conjunction with any other active task but may be performed during any leisure activity, including sleeping. While sleeping, the divining Bender will dream of the nature of the item, waking briefly upon conclusion. Even while sleeping, analysis time, in hours, may not exceed the character’s effective Will.</p><p></p><p>Ecology: Mind + Learning + Knowledge</p><p>Analysis: Essence + Mysticism + Adhesion</p><p>Effectiveness: Alchemy + Analysis + d100 => 100</p><p>Analysis Time: 20 days / Effectiveness <= Will (when expressed in hours)</p><p></p><p><span style="color: rgb(85, 57, 130)">Askari</span>: 22(alchemy) + 22(analysis) + 66(d100) = 110, success</p><p>Time: 20 / 110 = 5 hours, fail</p><p><span style="color: rgb(243, 121, 52)">Hiroshi</span>: 21 + 29 + 71 = 121, success</p><p>Time: 20 / 121 = 4 hours, fail</p><p><span style="color: rgb(26, 188, 156)">Oorvid</span>: 21 + 24 + 62 = 107, success</p><p>Time: 20 / 107 = 5 hours, fail</p><p><span style="color: rgb(250, 197, 28)">Volki</span>: 22 + 23 + 49 = 94, fail</p><p>[/spoiler]</p><p>Late that evening or even into the night, each person feels an undeniable compulsion to keep the various collected trinkets and talismans, but no one can explain as to why, so they are aded to the already carried collection of items.</p><p></p><p>It rained some during the night and the morning breaks a bit damp with a low lying fog. The dampness brings a quiet to the forest that seems to have a calming effect. Only the myriad of songbirds are unaffected as the flit and sing as usual, maybe even more than usual.</p><p></p><p>After about three hours of slowly walking in a general northeasterly direction, sound of civilization reach the ears of the party before anything can be seen. Astrid notices a hidden sentry and makes a simple bird call that the party knows as halt. She whispers the direction of the sentry and everyone is able to locate him. Oorvid waves a greeting and holds up the woven basket of tubers.</p><p></p><p>[ATTACH]134093[/ATTACH]</p><p>The sentry steps from cover and motions with his head for the party to approach but does not lower his guard or unknock his arrow. He keeps his distance behind the party as everyone passes. This behavior is expected. When the party enters the tiny village proper, standing in the middle of a cleared area, speaking grandiosely to a group of seated villagers is none other than the Storyteller. Seeing the party, he waves and says in Spiofthest, "<span style="color: rgb(147, 101, 184)">Dia duit, a phaisti</span>." (Hello, children)</p><p></p><p>[ATTACH]134094[/ATTACH]</p><p>Noticing Askari and Volki, who recognize the man from his past visits to the Ansylin village, he says, "<span style="color: rgb(147, 101, 184)">Askari and Volki, vedo che ti sei iscritto, Buono</span>." (I see you have joined. Good.)</p><p></p><p>The strange, elder Spiofthest motions for the party to come join him and then turns and continues to speak in the unfamiliar language of the local villagers. Parts of it sound similar to Centrin and Ansylin. With the Storyteller hosting conversations, he introduces the party to several members of the village of people he identifies as Rheini. He begins to use Shimadow when speaking to the party so that all can understand. The man demonstrates fluency in four different languages. It is uncanny. The people are grateful for the return of their food and offer to share the drink with them. The drink is rather good.</p><p></p><p>This village is centered around a collapsed pergola. Underneath, it is suspected to have a buried tunnel that would have connected it to the site occupied by the defeated Shimadow, which explains why they had traveled overland.</p><p>[spoiler=Character Data]</p><p><span style="color: rgb(85, 57, 130)">Askari</span>: full wellness</p><p><span style="color: green">Astrid</span>: full wellness</p><p>Stones: 20</p><p><span style="color: rgb(243, 121, 52)">Hiroshi</span>: full wellness</p><p>Javelins: 3, stone: 3, ularin</p><p><span style="color: rgb(26, 188, 156)">Oorvid</span>: full wellness</p><p>Tunic: 70 - 1 - 1 = 68%</p><p><span style="color: rgb(250, 197, 28)">Volki</span>: full wellness</p><p>Tunic: 50 - 2 = 48%</p><p><span style="color: blue">Wrenn</span>: full wellness</p><p>Tunic: 60 - 1 = 59%</p><p>Arrows: 14</p><p>[/spoiler]</p><p>[spoiler=Collections]</p><p>41 marks: currency</p><p>Aluminum: 1 brick, ??</p><p></p><p>Ant Stingers: 4, {toxicity x2}</p><p>Bandy Skull Talisman: 1, ??</p><p>Bat Guano: 4 measures, ??</p><p>Jay Skull Talisman: 1, ??</p><p>Rodent Tooth Necklace: 3, (Health +1)</p><p>Songbird Talisman: 1, ??</p><p>Spider Claws: 3 sets, ??</p><p>Spider Fangs: 3 sets, ??</p><p></p><p>Coal: 5 bricks, ??</p><p>Bloodstone: 1, (Health +1)</p><p>Dark Green Stone: 9, ??</p><p>Dull, Gray Stone: 1, ??</p><p>Emberstone: 1, ??</p><p>Slickstone: 1, ??</p><p>White stone: 3, ??</p><p></p><p>Dried Leaves: 1 measure, ??</p><p>Flowers: 2 measures, ??</p><p>[/spoiler]</p><p>[ooc]Everyone receives 5 DP and acquires Rheini at 2%. State idle actions and communal intentions and provide 1 random roll.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8221710, member: 6855223"] [spoiler=Alchemical Sensitivity] This determines if a mineral, ore, plant, or piece of an animal is tuned to a particular proclivity of waylines, meaning that the item may be used to enhance the manipulation of Waylines or augment the developmental abilities of its bearer. For a positive result, the effectiveness must be equal to or exceed the sum of 60 and the multiple of rarity and 20. The numeric value for the effectiveness of this task is calculated by adding the Alchemy (Learning) task, the Analysis (Mysticism) task, and a random d100. The specific proclivity may be determined by multiplying the rarity factor of the item by 10 days and then dividing by total effectiveness. This value, when expressed in hours, must be equal to or less than the character’s effective Will. Effective will is the sum of Mind, Will, Discipline, and Resolve. This task may not be performed in conjunction with any other active task but may be performed during any leisure activity, including sleeping. While sleeping, the divining Bender will dream of the nature of the item, waking briefly upon conclusion. Even while sleeping, analysis time, in hours, may not exceed the character’s effective Will. Ecology: Mind + Learning + Knowledge Analysis: Essence + Mysticism + Adhesion Effectiveness: Alchemy + Analysis + d100 => 100 Analysis Time: 20 days / Effectiveness <= Will (when expressed in hours) [COLOR=rgb(85, 57, 130)]Askari[/COLOR]: 22(alchemy) + 22(analysis) + 66(d100) = 110, success Time: 20 / 110 = 5 hours, fail [COLOR=rgb(243, 121, 52)]Hiroshi[/COLOR]: 21 + 29 + 71 = 121, success Time: 20 / 121 = 4 hours, fail [COLOR=rgb(26, 188, 156)]Oorvid[/COLOR]: 21 + 24 + 62 = 107, success Time: 20 / 107 = 5 hours, fail [COLOR=rgb(250, 197, 28)]Volki[/COLOR]: 22 + 23 + 49 = 94, fail [/spoiler] Late that evening or even into the night, each person feels an undeniable compulsion to keep the various collected trinkets and talismans, but no one can explain as to why, so they are aded to the already carried collection of items. It rained some during the night and the morning breaks a bit damp with a low lying fog. The dampness brings a quiet to the forest that seems to have a calming effect. Only the myriad of songbirds are unaffected as the flit and sing as usual, maybe even more than usual. After about three hours of slowly walking in a general northeasterly direction, sound of civilization reach the ears of the party before anything can be seen. Astrid notices a hidden sentry and makes a simple bird call that the party knows as halt. She whispers the direction of the sentry and everyone is able to locate him. Oorvid waves a greeting and holds up the woven basket of tubers. [ATTACH alt="22378E86-1EFA-4629-B37B-D3496D1BACBC.jpeg"]134093[/ATTACH] The sentry steps from cover and motions with his head for the party to approach but does not lower his guard or unknock his arrow. He keeps his distance behind the party as everyone passes. This behavior is expected. When the party enters the tiny village proper, standing in the middle of a cleared area, speaking grandiosely to a group of seated villagers is none other than the Storyteller. Seeing the party, he waves and says in Spiofthest, "[COLOR=rgb(147, 101, 184)]Dia duit, a phaisti[/COLOR]." (Hello, children) [ATTACH alt="F3E4B011-3DA1-4C08-A9AB-F50FD055A31E.jpeg"]134094[/ATTACH] Noticing Askari and Volki, who recognize the man from his past visits to the Ansylin village, he says, "[COLOR=rgb(147, 101, 184)]Askari and Volki, vedo che ti sei iscritto, Buono[/COLOR]." (I see you have joined. Good.) The strange, elder Spiofthest motions for the party to come join him and then turns and continues to speak in the unfamiliar language of the local villagers. Parts of it sound similar to Centrin and Ansylin. With the Storyteller hosting conversations, he introduces the party to several members of the village of people he identifies as Rheini. He begins to use Shimadow when speaking to the party so that all can understand. The man demonstrates fluency in four different languages. It is uncanny. The people are grateful for the return of their food and offer to share the drink with them. The drink is rather good. This village is centered around a collapsed pergola. Underneath, it is suspected to have a buried tunnel that would have connected it to the site occupied by the defeated Shimadow, which explains why they had traveled overland. [spoiler=Character Data] [COLOR=rgb(85, 57, 130)]Askari[/COLOR]: full wellness [COLOR=green]Astrid[/COLOR]: full wellness Stones: 20 [COLOR=rgb(243, 121, 52)]Hiroshi[/COLOR]: full wellness Javelins: 3, stone: 3, ularin [COLOR=rgb(26, 188, 156)]Oorvid[/COLOR]: full wellness Tunic: 70 - 1 - 1 = 68% [COLOR=rgb(250, 197, 28)]Volki[/COLOR]: full wellness Tunic: 50 - 2 = 48% [COLOR=blue]Wrenn[/COLOR]: full wellness Tunic: 60 - 1 = 59% Arrows: 14 [/spoiler] [spoiler=Collections] 41 marks: currency Aluminum: 1 brick, ?? Ant Stingers: 4, {toxicity x2} Bandy Skull Talisman: 1, ?? Bat Guano: 4 measures, ?? Jay Skull Talisman: 1, ?? Rodent Tooth Necklace: 3, (Health +1) Songbird Talisman: 1, ?? Spider Claws: 3 sets, ?? Spider Fangs: 3 sets, ?? Coal: 5 bricks, ?? Bloodstone: 1, (Health +1) Dark Green Stone: 9, ?? Dull, Gray Stone: 1, ?? Emberstone: 1, ?? Slickstone: 1, ?? White stone: 3, ?? Dried Leaves: 1 measure, ?? Flowers: 2 measures, ?? [/spoiler] [ooc]Everyone receives 5 DP and acquires Rheini at 2%. State idle actions and communal intentions and provide 1 random roll.[/ooc] [/QUOTE]
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