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Post by David on Aug 20, 2012 18:07:43 GMT -5
The other group of Valley of Spirits heroes (Saanau, Cliffy, Maedhros, and Willish) awaken at the edge of a mangrove swamp and jungle. The heroes search about vainly for the rest of their friends, somehow sensing that all will be well. Willish assumes hawk-form, Cliffy casts fly on Maedhros, who then cast item on Cliffy. Saanau uses her natural wings and the group crosses the jungles in about eight hours, although Maedhros winds up using Saanau's boots and multiple spells. That evening, as Saanau and Cliffy are setting up camp along the river in the billabong, a hippo charges, only to be lightning bolted. Similarly a pair of 30' anacondas harass Willish and Maedhros while they're looking for goodberries, although in the later case, a simple speak with animals turns the creatures into friends.
The four use a similar set of spells to cross the desert in about eight hours, Saanau's fireball and Maedhros' frostball driving off a hungry roc. The following day it's only six hours to cross the snow-covered mountains, although Cliffy is flying this time and the three mages use fireballs and frostballs to slaughter a flight of hungry griffons. After camping on the beach (in the morning, Cliffy's faithful hound delivers fresh giant crab), the group uses Cliffy's bag of holding and their spells plus Saanau and Willish's innate ability to fly in order to cross the entire southern ocean in the span of several days. The four finally come to a massive whirlpool and are sucking into the desert....
...Where they encounter their friends in a caravan crossing the desert. Unfortunately, Willish starts acting goofy, now in BlackRobe's body, and nearly drives off the entire caravan (only speak with animals to the oxen stops it). As it is, the wise woman loathes Willish-in-BlackRobe's-body and is extremely distrustful of the other PCs. Daj-in-Mizzrie's-body works on her though, and she becomes again open to the first group.
The heroes spend eight days crossing the desert, using various spells to prevent the terrors of the Spirit Braid from tormenting the dreams of the party or Mizzrie-in-Daj's-body. On the ninth day, while making camp, two vishap attack, but the heroes slaughter them. Mizzrie-in-Daj's-body nearly dies, but takes out the fleeing one. That night, Moonlight and Daj reach their epiphany and disappear, achieving enlightenment and entering the True Valley of Spirits. Naturally, Mizzrie snaps back into her body, recalling the last memories Daj had and the difficulty the half-dryad had in choosing to leave.
The group spends a day preparing the hides of the vishap before leaving. Two more days pass and in the middle of the night a sabu lord and six lions attack. The creatures nearly kill Saanau, but the elven wizardess blasts them, offending her spirit guide. Black Robe must take a day to teach the heroes of their totems while the mages use spells to repair the damage to the cart. In the fight, all caravan members save one guard and Aziz are slain. One more day and the heroes continue across the desert. A huge storm blows in with gnolls before it. The heroes try all sorts of spells to calm the tempest, but ultimately the magic sandstorm breaks over them and they lose sight of each other...
Each hero can sense a handful of others, having learned each's inner self over the course of these many months, including the missing Dajamira and Moonlight. Aura color, totem animal, element, and personality traits allow some party members to see, hear, and even supernaturally sense the others. The heroes find themselves in a fierce battle against relentless gnolls. Saanau's fumble proves quite effective, although it also messes up Tolinar and Moonlight. Helga and Daj can read each other's minds and together use a lighting bolt to clear themselves and Mizzrie. In the end, the heroes are all victorious and finally have proven themselves worthy to the spirits and materially enter the Valley of Spirits...
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Post by David on Aug 20, 2012 18:11:47 GMT -5
Eeps for the lion fight were 1210 xps each.
Eeps for the (final) gnoll battle were 1182 xps each.
Eep bonus for reaching the Valley of Spirits (from what you got BEFORE actually entering the Valley): One bonus ability = 1% of your TOTAL eeps Two bonus abilities = 3% of your TOTAL eeps Three bonus abilities = 5% of your TOTAL eeps Earn achievers (Moonlight and Daj) = 6% of your TOTAL eeps
The heroes can have back up to their level in additional items that they never recovered during the course of the game. Non-magical items count for 1/2 of a magical one. Anything left over is claimed by the spirits. While the magic ring and other items you got off the Iuz party were real, the vishap was not -- there is no leather to cure later, sorry!
The heroes are in a lush, beautiful, tropical valley, much like that in the stories of Shangra-La or Shamballa. Within the Valley, the spirits of Oerth can take physical form, so it's much like the end sequence in the film, Brother Bear, when Kenai (bear-boy) sees the Northern Lights. Because a body takes on the characteristics of its spirit, some (but NOT all) people are physically, mentally, or spiritually transformed when they visit the Valley.
Over the course of the last year of play, I lead the party through a series of personality-testing exercises, many pulled from Jewish/Kabbalistic traditions. Based on your reactions and those of the other party members, most of you picked up some minor perks that indicate your PCs "inner spirit" or nature -- for instance, Cliffy's element is water, his totem is a raccoon, and his aura blue (I'd have loved to do name analysis, but trust me this works for y'all better).
Now, I admit this wasn't perfect nor could I really customize things as well as I would have liked, so once the heroes actually arrive in the true heart of the Valley, I offer each a chance to answer this question: "how does your life not match your inner self?" The answer can be as simple as "I'm really a blonde, deep-down inside" to "my dumb-ass fighter has a creative inner poet and musician waiting for the opportunity to arise" to "I'm really a demonic monster clad in human form." Those responses, if not already covered during the course of the changes the character got over the last year, would allow the PC to be altered by the Valley. In the first case, a minor cosmetic change of blonde hair happens. In the second case, depending on role-play and skills, a minor-to-moderate immediate class change to bard happens. In the last case, again based on game-history, a moderate to major physical and ethical transformation to teifling or cambion or worse happens.
In the case of these later changes, the question is "how much more REAL is this answer than those which your character gained over the course of play?" Generally, I would lean toward what the PC (and player) responded in crisis, over-time, and without seeking long-term benefit. But, again, I know I couldn't test as thoroughly or personally as I'd have liked. If the two or three little changes really do sum up the PC, then those stay. If not, then which one(s) are less important than this new answer?
Any attempt at Munchkin-ing will be seriously frowned on!
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Post by David on Aug 20, 2012 18:16:00 GMT -5
Example #1: Willish TalgrisHis isolation on Torsh really changed Willish. He's still playful and mischievous, but also scarred from four years with only dinosaurs and reptiles to chat with. Much of his time was spent soari ng in the sky, seeking food and a way home, something he'd done for years before but ESPECIALLY then. In the Valley, when the aspects of Willish's soul recombined and he was reincarnated, the body of a sauroid was chosen for him (by the other PCs) but when Willish had another opportunity, he immediately chose to be reborn as an aaracrocra, thereby demonstrating he'd rather be a fragile, soaring flyer than a massive, tough, dino-tank. His element was Air and you'll recall before he remembered he was human after leaving Torsh, he spent quite a bit of time as an archeopteryx. Once he returned to his original body, he would still spend a lot of time as either a hawk or raptor. When presented with his first boon, Willish chose the innate, inborn flying sense of an aaracrocra (or other natural, winged flying creature). For Willish's second boon, he chose to be able to shapeshift into a grizzly bear -- the druidic equivalent of his father's other form. Kalavor is a werebear, which ain't natural or druidic or in harmony with the ecology of the world, but a grizzly is the druidic equivalent, so Willish took that. This way he can be like his dad, even though his nature is largely different. While that might sound contradictory, it sure allows him to play pranks and do silly stuff as well as know what his dad (and mom) enjoy. Willish didn't get a third boon, although he earned half of it. I am okay allowing the PCs to take a third minor one, especially those that were at 2+ (most everyone). Willish's third blessing from the spirits, which writing this helped me lock down, would be to use his grizzly and hawk forms as "true" shapes as well. In other words, he's as much a hawk or grizzly as human. He'd be able to heal when assuming and of the three and a force-shapeshift wouldn't work. This is a little big of a perk, but it REALLY nicely dovetails with the other two -- natural flyer/soarer and allow grizzly form. As for the lack of focus, well, the third boon tied into the other two as well as his frog totem of hopping from one thing to the next -- Willish is a being of air and forest just as a frog is a creature of water and land. To be honest, I had been toying with asking for Willish to be allowed to use his strength in other shapes. This wasn't munchkinism -- he's unusually strong for a druid and, well, look at his dad. But, looking back, that is not consistent with how I role-played him or the choices I made for him. If I had stayed in Doc's dino body, then I could totally have made the case that strength was an important trait, but clearly, agility, shapechange, and even being a bear were more important. So, that's what I should take/be stuck with. OKAY I REALIZED ONE PROBLEM HERE If Willish's "home" form is human AND hawk AND grizzly, then he can "resume" any of them without "paying" for a shapeshift. And that's pretty tough. So, I'm going to take away Willish's innate flying sense in his human and bear forms, and apply it only as a hawk. He can take a SKILL to let that knowledge bleed over, but it's not innate. Also, I'm going to halve his current eeps, effectively dropping him one level. He's now the bottom of 6th lvl as a shapeshifter druid. See no munchkins...
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Post by David on Aug 20, 2012 18:19:49 GMT -5
Example #2: Saanau the Purple Wizardess, Blessed by DeathSaanau wound up with a shard of Necron, God of the Dead, in her. And it was literally killing her. Had she not eaten a bite of one of the Transcendent Peaches, she would have died and risen as an undead before the adventure ended (you know, you guys still owe Bahamut...). Over the course of the year, we learned that Saanau was a lioness, her element air, her colors purple and green, she was eager, ecclectic and other-there. Like Willish, her first boon reflected her element and reincarnation -- she chose the wings of an avariel, effectively changing her race. When Saanau finally gave up the shard of Necron's soul, the Valley and Death gave Saanau a special boon (worth all three, cuz she "gave" something extra). Never again, will this eager, "out-there" lioness of a mage ever need to fear death. Death will never come for her unless someone makes it. Therefore, Saanau is now immortal. She will never die of old age nor disease nor even accidents. If she falls off a ladder, she might be in intense pain with a broken spine, but as no one wished her dead, she can not die...even if she wants to. Sure, a baby kobold with a rusty dagger can still slit her throat, but is she sneezes and falls of Skyhaven, the mile fall won't kill her...break every bone in her body and fill her mind with soul-shriveling pain, sure, but unable to move, she'd just lie there until some predator decided to eat her... And she gets to keep her wings... To be clear, traps are considered INTENTIONAL. Someone built it to do a job, which is usually killing people who trigger it. But unlike Mama Cass, Saanau can never choke to death on a ham sandwich... One final point -- Saanau offended her totem animal with the Valley and then basically made a deal with Death. As a result, unlike pretty much ANY other being on Oerth, I think Saanau should have NO totem spirit or guide. She could possibly gain one in the future, but for now, she's without that aspect of living existence.
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Post by David on Aug 20, 2012 18:30:33 GMT -5
Example #3: Helga Shieldsmasher
Helga's first boon was resistance to lightning, similar to what she enjoyed as a storm giantess in the Valley. Helga takes -2 per die and +4 to saves vs lightning. She has used her lightning power a couple of times over the course of the adventure, as well.
Helga's second boon was the wisdom of a storm giantess, rather than the strength. This nicely reflected the wisdom Helga has been gaining over the course of her adventures.
When Helga finally reached the Valley, what she wanted above everything else was to get past her limitations as a dwarf and see the world through the eyes of others, effectively shedding her own and others' cultural baggage. This was Helga's third boon -- to see and be seen without the limits of her dwarven existence. As a consequence, Helga no longer takes a -2 CHR to non-dwarves and is no longer bound by dwarven limitations or attitudes. She can see the merits of a good tree-home, enjoy fine drow mushrooms, and even appreciate a warm mudbath among Daj's "friends" the lizard men. What's more, Helga will generally be viewed by those around her in their terms, rather than as a dwarf or outsider.
I know I asked you what you wanted to give up for this, Jeff, but I'm cool letting you keep all three. I really like what you chose as it was roleplay driven and even meshed with that final battle (where you were mental linked to Daj-the-ecclectic-chick).
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jason
Scoundrel
Posts: 102
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Post by jason on Aug 21, 2012 17:36:20 GMT -5
Mizzrie is happy with what she has received. She did not go to the valley for personal gain in any form. She was determined to be rid of that piece of Ghanadur. Meeting up with Daj would have been reward enough. So the extended Drow powers and having some of Daj's optimism was icing on the cake. She hopes that the valley free's the spirit of the Broom because she believes it to be a horrible form of slavery to be trapped liked that. Since it seems everyone is again going there own way she is a bit sad but is thankful for meeting new friends and old. She plans on going back to the Wild Coast since she took the Mantle of a Knight she plans to uphold that oath. In her heart she wants to stay with her friend but Daj realizes Daj has her own life and adventures to live.
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Post by Van on Aug 24, 2012 1:01:04 GMT -5
Maedhros' boons were: - Elven longevity
- Elven immunities
- Can never again be turned into undead
He has been a full elf in his own mind and heart for as long as he can remember. And ever since he first experienced the elven reverie vicariously (through Saanau, no less) on Charn, he has dared to hope to grow more elven with time, at least in his outlook and experiences, if not in the flesh. His journey through the Valley has brought him closer to his ideal than he ever dreamed possible. The one thing that would make his experience complete is to actually become an elf in the flesh. He would also like to return to the more carefree, jocular person he was before he was turned into a shadow. That experience scarred him beyond words, and though Andar has removed the worst of the effects, he still suffers from the memories. Removing that burden would make him feel whole again. David: per our conversation, Maedhros will now become a full elf and retain his third boon. Do I need to adjust his stats accordingly now that he's an elf (+1 dex, -1 con, +1 w/ sword & bow)? Also, I believe the mage level limit for elves is 10th, as opposed to 9th for half-elves. If that is true, do I need to re-figure his mage level and level him if he's passed the experience threshold for 10th level?
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Post by Artec on Aug 25, 2012 2:13:33 GMT -5
Blackrobe: : shape change upgrade : Bonus to earth spells Blackrobe is not one to be greedy for boons nor treasure. He is known to be loyal to a fault. He will defend nature and freinds and family with all his might. His entire spirit is for life of bear, looks warm cuddly but when poked or attacked he becomes a nasty growling ferocious monster.
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Post by David on Aug 27, 2012 14:28:36 GMT -5
Van: yes and yes -- stats change and new level limits apply. You will NOT have a level taken away, just further gains more difficult.
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Post by David on Aug 31, 2012 14:44:39 GMT -5
I forgot one detail and have been quite busy all week. Several of the PCs have developed a bond or link, based on knowing each other's spirit so intimately. It's actually a function of who knew what and if the knowledge was reciprical.
As a result, Willish and Blackrobe as well as Daj and Cliffy have some minor, indistinct connection, mostly subconscious and in dreams. In addition, Mizzrie and Daj can actually sense one another's feelings. Further still, Helga and Daj can communicate telepathically. The range and intensity of these links is unknown outside of the Valley. Also, Willish can auto-scry Moonlight and Saanau can auto-scry Maedhros and Willish. There might be a few other links to (DM isn't saying). PLEASE NOTE who you are linked to, what intensity, and what level you were before the end of the last game.
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Post by David on Aug 31, 2012 15:34:15 GMT -5
Dajamira's Boons
Daj's first boon was a reflection of the body she was reincarnated in; she gained the power to learn languages as a gnome, specifically squirrel and rodent, which is an ability which completely delights Daj. Next she wants to learn avian and talk with the song birds!
Daj's second boon was the gnomish level limit as a ranger. Because of the god-hoods she deposited, the Valley "supercharged" this one, however, as it is the one most core to Daj's tomboy nature -- she has twice the level rise she'd normally get, which means 10th lvl instead of 8th.
Daj's third boon was troublesome. She didn't take it during the course of the game because neither gnomish resistance to magic nor gnomish innate abilities QUITE fit. Both had some justification, but lend to munchkinism and MOST IMPORTANTLY, Daj is not some gnome in the wrong body. Her affiliation with gnomes is through her friendship with Pepper. But Daj also has important friendships with Helga, Mizzrie, Cliffy, Gor/Rosh/Slee, Zé, etc. Indeed, Daj's request from the magic mirror of survival was to "avoid harming her friends as herself." So, using this as inspiration, Daj's third boon is to truly know what it's like to be one of her friends and shapechange[/i] into their race (alter stats and racial abilities only) once per cycle of the moon (Luna)/month for one cycle of Oerth/day. She must gain the permission of a friend first to assume that race, starting with gnome (Pepper/Valley), drow (Mizzrie), lizard man (Valley but must get permission), and centaur (Valley but must get permission). Once per cycle of the sun/year she may add another friend's race (Helga will be first up!).
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