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    Pixie in the Playground
     
    RedWizardGuy

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    Sep 2011
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    Default Re: Drouganti Chronicles, Year 876: A Campaign Journal

    Rules revamp and update time! Much of what I present here, especially spell descriptions and mechanics, is copy-and-pasted directly from documentation that Tam has provided for our use. All such documentation has been minimally edited for clarity, but remains as close as possible to the spirit in which it was originally presented, and credit belongs to the DM, not to me.

    At the end of the last session, our party leveled up, and Tam rolled out all of the changes to the rules he'd been holding in reserve. Many game mechanics changed, including modifications to the skill system, added traits, removed traits, altered traits, new feats, revamped feats, etc, but since we haven't actually put out a lot of the prior rules, going into more detail on those changes won't actually give you a whole lot of useful information.

    What I CAN give you is an overview of the changes to the Divine Magic system. Compare to Sparrow's post on page one of the thread for what each god originally granted, and you can get a sense of some of the directions the campaign and system are moving.

    First I'd like to touch on Favor and Disfavor. Deities, like the great cosmic voyeurs they are, are always watching, especially if you're near one of their favored mortals (priests) or holy sites. Mortals who act in accordance with the will of a deity will find themselves watched over by that diety, protected from harm and aided in their endeavors. Mortals who act against the will of a specific deity will find that deity opposing them at every turn, hindering their actions and sending its minions and initiates against them. These are Favor and Disfavor.

    The party has encountered both in the course of the campaign: Olaf obtained Kurush's favor (advantage [roll 2d20 and take the better] on Strength checks or Strength-based combat maneuvers) a few times and his disfavor (disadvantage on Strength checks and Strength-based combat maneuvers) once. Miaoyu had the Disfavor of Femta (Food has no taste) for the better part of a year before she ate some Qennish food and realized that it wasn't just horrible Drouganti cooking.

    Favor and Disfavor can be granted directly by a deity, or by an Initiate with the Benediction and Malediction spells. Favor usually fades after 1 month or three sessions, whichever is greater. Disfavor usually fades after 1 year or ten sessions, whichever is greater. Disfavors can be removed by making appropriate sacrifices to the deity.

    Initiates are, by default, in a state of favor with their deity. If an initiate behaves in a way their deity does not like, favor may be withdrawn as a warning. In the case of more petty or vengeful deities, no warning may be given, and they may default straight to disfavor. If an initiate is not in favor, they cannot cast mysteries or miracles. If an initiate is in disfavor, they cannot cast divine spells at all.

    Initiates with an expendable favor can expend it once per session. They retain the passive benefit at all times.
    Spoiler
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    Ashur (Slaughter, Fear, Bestial Cunning, Predatory Undead, Violent Death)
    Favor: Whenever you kill a creature, you heal hit points equal to the damage dealt by the killing blow.
    Disfavor: You are always hungry, and never full. Only the flesh of intelligent beings will satiate you. Reduce natural healing by 2hp unless you have eaten intelligent flesh today.

    Bright Queen (Romance and True Love, Patron of the Gemstone Towers)
    Favor: You can see when people would be well-matched. Expend to reroll a reaction check.
    Disfavor: Everyone's affection for you is diminished. No one will fall in love with you, and friends will keep you at a distance, and view you with suspicion.

    Brigii (Horses, Loyalty, Messages, Speed, Fire)
    Favor: Increase your tactical speed by 10ft, and overland speed by 1mph. Apply this increase to all movement types, and to mounts you ride.
    Disfavor: You are at disadvantage on all checks made during chases.

    Dark Queen (beauty, illusions, lust, reflections, vanity)
    Favor: You do not scar, or scar attractively. +2 on all reaction checks.
    Disfavor: It is impossible for you to get laid. This can be due to either physical impossibility--as from crippling deformity--or from social impossibility--no one will willingly jump into bed with you, and no one can be paid or coerced into it.

    Farkas (assassinations, hunting, stalking, wolves)
    Favor: All cold damage taken is reduced by 5 points or 25%, whichever is more.
    Disfavor: You are at disadvantage on all checks made during chases.

    Femta (creation, dwarves, fertility, food and drink, smithing)
    Favor: You perform domestic or crafting tasks while asleep. The quality of your sleep and work are not in any way diminished. Expend for advantage on any Emerald or Trade: Craft check.
    Disfavor: Food has no taste (no comfort benefit from good food), and you cannot benefit from consumable magical or alchemical items.

    Gilgadar (cheating, defying fate, greed, luck, seeking, thievery)
    Favor: Your odds improve in games of chance. This manifests as a 25% tilt to your side in games of pure chance, and advantage on all checks related to gambling.
    Disfavor: You are caught stealing something, even if you don't try to steal anything.

    Kurush (physical might, sunlight, victory)
    Favor: +1 on all feats of strength. Expend to automatically achieve a roll of 12 on a feat of strength.
    Disfavor: You gain disadvantage on all Twitch and Toughness checks.

    Laeros (civilization, humanity, nobility, order)
    Favor: +2 morale for allies. Expend to automatically achieve a roll of 12 on a Protocol or Streetwise check.
    Disfavor: You cannot gain audiences with any of your social betters.

    Larlon (healing, life, longevity, wisdom)
    Favor: No penalties from aging. Expend to automatically achieve a roll of 12 on a Lore or healing related check.
    Disfavor: Your standard healing rate is reduced by 2 hit points.

    Lo-Tenger (earthquakes, plains, oceans, sailors)
    Favor: +1 hit point per level.
    Disfavor: N/A; Lo-Tenger does not have a disfavor. However, Lo-Tengerem know that they must look out for themselves, and are fierce in pursuing grudges against those that they feel act against Lo-Tenger.

    Mother of All Dragons (art, color, dragons, unspoilt nature, innate magic)
    Favor: You are unhindered by natural terrain. If you have the trait Elven Grace, you are at advantage on all visual Awareness checks.
    Disfavor: You cannot pursue spell research. Reaction checks against dragons are automatically treated as a 2.

    Nunatii (ambition, black magic, fell deeds, fiends, undeath)
    Favor: +4 reaction checks with fiends and other servants of Nunatii.
    Disfavor: You are under the evil eye, and take 2 points of damage per action when below zero hit points, rather than 1.

    Ocean Witch (sea winds, waves)
    Favor: You suffer no ill-effects for drinking salt water.
    Disfavor: A small saltwater rainstorm follows you.

    Olanorn (battle, competition, personal prowess)
    Favor: You can use Intercept as if you were a fighter gaining at least +6 AC from armor. If you already fulfill those conditions, the reserve cost is reduced by 1d6.
    Disfavor: If an adjacent ally takes damage, you take one point of damage.

    Phoraduk (death, dreams, endings, graves, peace)
    Favor: You sleep well, improving your standard healing rate by 2.
    Disfavor: You sleep poorly, reducing your standard healing rate by 2.

    Rihissa (execution, judgment, punishment, revenge)
    Favor: You gain advantage on all Awareness and Insight checks to notice criminal acts.
    Disfavor: Blood you shed is indelible. Out, darn spot, out I say!

    Sanselie (maps, planning, strategy, tactics, vigilance)
    Favor: Gain Deep Pockets as if you were a rogue. If you are a rogue, Deep Pockets can be used on any item less than a stone in weight.
    Disfavor: Regardless of your abilities and equipment, you contribute a -4 to your side's initiative.

    Turmlar (courage, knighthood, obedience, valor)
    Favor: You are shielded from harm by Turmlar's hand, giving you +1 on AC and all saves.
    Disfavor: You count as though you had two fewer levels for the purposes of determining vulnerability to Tiger Style and Magical Might.

    Tykanria (darkness, lies, memory, secrets, silence)
    Favor: Your senses become more acute, allowing you to operate in darkness at up to short range without impediment. Expend to ask Tykanria a question.
    Disfavor: Light sources you light or carry only shed half as much illumination as they otherwise would.

    Waerdun (commerce, labor, travel, wealth)
    Favor: Gain advantage on all Trade checks.
    Disfavor: You buy items at twice their normal price, and sell items for half their normal price.

    Ylsilar (betrayal, libraries, poison)
    Favor: Resist poison 5 points/25%, whichever is more. Expend to make a Trade: any sage check, as if you had mastery in the skill.
    Disfavor: Your scales begin to rot off. If you don't have scales, you grow scales specifically so they can rot off. -4 on all saves verses poisons.


    Every deity grants a suite of spells that their Initiates can use to ask questions, draw the deity's attention to a person or place, and pinpoint targets for smiting. Note that Divine spells are not limited by any number of spells per day, but by either casting time or cost. Orisons and Blessings cost nothing to cast besides time. Mysteries cost 3d6 Reserve Hit Points, and Miracles cost 5d6 Reserve Hit Points.
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    Augury
    Blessing of all deities
    Range: Personal
    Duration: Instant
    Casting Time: 10 minutes
    Target: Personal
    Effect: The caster consults with their deity on a topic related to the deity's portfolio. Answers can range from the specific to the prophetic. The Mother of All Dragons will provide information about the natural world; Gilgadar will assist his initiates in locating items; Sanselie will provide information and maps to aid her initiates in tactical and strategic thinking; Larlon will answer questions regarding health and wellness, or methods by which to cure afflictions.

    Benediction/Malediction
    Blessing of all deities
    Range: Short
    Duration: Instant
    Target: Creature indicated
    Effect: The target is marked with a deity's favor or disfavor (see above for details). Creatures out of favor with a deity cannot cast that deity's divine spells. Servitors of the deity may be dispatched to punish a creature in disfavor. Creatures in favor with a deity may find the deity acting on their behalf more often. Initiates can sense the favor or disfavor of their deity and associated deities when viewing a creature.

    Dedicate
    Mystery of all deities
    Range: Touch
    Duration: Varies between 1 day and permanent; see below
    Casting Time: 1 hour
    Target: Object touched
    Effect: The touched object and accompanying location become dedicated to the deity that grants the spell. The deity has a greater awareness of the location, and can act more directly there. The duration depends on what is being used as a focus. Generally, the more permanent and powerful an object, the longer the duration of the dedication. Anyone entering the area can sense the dedication, though not necessarily its source.

    Wrath
    Miracle of all deities
    Range: Long
    Duration: Instant
    Target: 50ft radius circle
    Effect: Everything within the area of the spell takes 5d6 damage. There is no save to mitigate the effects of this spell. Creatures in the favor of the deity take only half damage. The deity may elect whether or not to harm objects associated with them.


    Each deity also grants a suite of spells to make their initiates more effective at enforcing their will and protecting their interests in the world. I will list here only those spells to which the party has access. Remember that Divine spells are not limited by any number of spells castable per day, but by either casting time or cost. Orisons and Blessings cost nothing to cast besides time. Mysteries cost 3d6 Reserve Hit Points, and Miracles cost 5d6 Reserve Hit Points.

    Larlon
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    Age Without Wisdom
    Miracle of Larlon
    Range: Touch
    Duration: Instant
    Target: Creature touched
    Effect: The target instantly ages 5d6 years. They suffer all the physical penalties from aging, but gain none of the mental bonuses.

    Disease Marker
    Orison of Larlon
    Range: Touch
    Duration: 10 days
    Target: Touched lintel or property marker
    Effect: This orison inscribes a faintly glowing broken white disk on the touched object, and is used to denote the possible presence of infectious diseases. Purifiers of Larlon can sense the placement of this orison, to a distance of ten miles.

    Longevity
    Miracle of Larlon
    Range: Touch
    Duration: Instant
    Target: Touched creature
    Effect: The target has their physical age reduced by 5d6 years, to a minimum physical age of their physical prime (around 20 for humans and elves, 15 for beastfolk and 30 for dwarves). They do not lose any benefits from aging, but do lose all penalties.

    Quarantine
    Blessing of Larlon
    Range: Touch
    Duration: 1 day, or until dismissed
    Target: Touched closed structure
    Effect: This blessing creates a filmy white barrier that settles around the touched structure. The barrier allows for the slow transfer of air, but for anything else to exit through the barrier, the barrier must first be broken. Despite the translucent appearance, the barrier is as tough as seasoned wood, and must be hacked open. The caster is informed when the barrier is damaged or breached and where. A Purifier or someone permitted by a Purifier may enter the quarantine without damaging it.

    Restoration
    Mystery of Larlon
    Range: Touch
    Duration: Instant
    Target: Creature touched
    Effect: This mystery removes most negative effects related to bodily and mental health. This mystery could remove a person's cataracts, but it would not prevent the formation of new cataracts. It could not regrow a person's eyes. It can be used to dispel the negative effects of a 1st level spell. At 4th level, it can affect up to 2nd level spells. At 7th, 3rd level spells.

    Speed Recovery
    Blessing of Larlon
    Range: Touch
    Duration: 1 day
    Target: Creature touched
    Effect: The target's natural healing rate is increased by 2 hit points per recovery interval.

    Time Heals All Wounds
    Mystery of Larlon
    Range: Touch
    Duration: Permanent
    Target: Creature touched
    Effect: The target cannot benefit from healing magic. They still heal naturally.


    Gilgadar
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    Obscuring Mists
    Blessing of Gilgadar
    Range: Close
    Duration: 10 minutes/level
    Target: Indicated item or four 10ft cubes of mist
    Effect: If cast on an item, the item cannot be detected by spells of less than 3rd level. If cast on an area, it is filled with impenetrable mists, such that anyone in the mist can only see to a distance of one foot.

    Odyssey
    Miracle of Gilgadar
    Range: Close
    Duration: Permanent
    Target: Indicated creature
    Effect: The target can never find their way home, no matter how hard they strive. They are consumed with homesickness, which may lead them into increasingly irrational attempts to get home. This curse cannot be broken by mortal means, except by the caster.

    Plague of Thieves
    Mystery of Gilgadar
    Range: Touch
    Duration: Permanent
    Target: Creature touched
    Effect: The target is continually harassed by thieves. If they own anything of value, thieves far and wide flock to take it from them. They can't so much as leave the house without an attempt being made to pick pocket them. This curse doesn't guarantee that the individual thieves will be successful, but sheer numbers are likely to accomplish that. The curse is broken when the target owns nothing (but not if all of their items are being held in trust).

    Repurpose
    Orison of Gilgadar
    Range: Touch
    Duration: Until the task is completed, up to 10 minutes.
    Target: Held tool
    Effect: A held tool becomes better suited for a task at hand. The DM determines where the tool falls on the scale below. Advance it one step to the right.
    Wildly Inappropriate [-6] -> Inappropriate [-4] -> Improvised [-2] -> Basic [+0] -> Masterwork [+2].

    Seek
    Blessing of Gilgadar
    Range: Touch
    Duration: 1 year
    Target: Touched creature
    Effect: The target is aided in their search for something, be that a specific person, an abstract concept, or even something as simple as treasure. Only one seek can be active on a person at a time. Once per session, the target can make a reroll when in direct pursuit of what they seek.

    Sunder Fate
    Miracle of Gilgadar
    Range: Close
    Duration: Instant
    Target: Indicated creature
    Effect: The target is freed from all curses and negative effects, as well as from all responsiblities. Kings lose their crowns, soldiers are removed from the chain of command, and prophecies must find a new chosen one.

    Unbound
    Mystery of Gilgadar
    Range: Personal
    Duration: 1 round/level
    Target: Caster
    Effect: The caster is immune to immediate consequences from breaking the laws of the land. A person under the effect of this mystery could murder someone in broad daylight and not be pursued by guards. This spell does not offer immunity to personal or emotional consequences. So if that personal the caster is murdering is right next to their best friend, the best friend would be able to object.


    Mother of All Dragons
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    Draconic Introduction
    Orison of the Mother of All Dragons
    Range: Personal
    Duration: Instant
    Target: Caster
    Effect: The caster learns the titles and name of the local dragon (if any). This spell then informs the dragon of the caster's titles and names.

    Life of Unrewarding Drudgery
    Mystery of the Mother of All Dragons
    Range: Touch
    Duration: Permanent
    Target: Touched creature
    Effect: The target can no longer see color, and can no longer appreciate art and beauty. They usually sink into a deep despair given time, though some may be more resistant to the effects of the curse. The target also loses any color in their appearance. Disadvantage on all Awareness, Deception and Rhetoric checks.

    Mana Aurora
    Miracle of the Mother of All Dragons
    Range: Touch
    Duration: 3 sessions
    Target: Creature touched
    Effect: The target can cast a chosen 1st level spell once per day. If caster and target are both 7th level, they can cast a chosen 2nd level spell instead. The appropriate Mage skill is not required. Limit of one per creature.

    Regenerate
    Mystery of the Mother of All Dragons
    Range: Touch
    Duration: Instant
    Target: Creature touched
    Effect: A lost limb, eye or other extremity regrows of the course of a week. Generally, relearning how to use a limb takes a week after that. Alternately, encourage the regrowth of vegetation, over the course of a week.

    True to Art
    Miracle of the Mother of All Dragons
    Range: Touch
    Duration: Permanent
    Target: Creature touched
    Effect: An aspect of the creature becomes permanently enhanced, as they move closer to their artistic ideal. This can have a wide variety of permanent and powerful effects. This miracle can only be used once on any particular creature.

    Unspoilt Totem
    Blessing of the Mother of All Dragons
    Range: Touch
    Duration: As long as that totem is carried and fresh
    Target: Natural totem
    Effect: The caster turns a natural item into a minor magical totem. The totem could be a plant sprig, an uncut gem or any number of items, so long as it is emblematic of unspoilt nature. The totem grants the bearer a bonus depending on what manner of item it is. Uses range from the practical (various plants giving bonuses on saves against certain diseases) to decorative (dye sources coloring the hair of those that bear them). Doesn't count towards magical item cap when used by the initiate.

    Vision of Color
    Blessing of the Mother of All Dragons
    Range: Touch
    Duration: 10 minutes
    Target: Creature touched
    Effect: The target can see color to a greater degree. Creatures that see in black and white can see in color. Creatures that already see in color can see slightly outside the visual spectrum, as well as having a much better sense of different colors. The effective radius of light sources is doubled.


    Sanselie
    Spoiler: Expand
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    Battlefield Awareness
    Mystery of Sanselie
    Range: Personal
    Duration: 10 minutes
    Target: Caster
    Effect: The caster gains an uncanny awareness of their allies and enemies. They can sense the exact position of allies within short range, and the direction and distance to allies farther away on the battlefield. They gain a +2 on all Awareness checks to locate enemies for the duration. Additionally, the caster knows the current and total hit points of allies and enemies.

    Happy Coincidence
    Miracle of Sanselie
    Range: Personal
    Duration: Instant
    Target: Caster
    Effect: The caster just happens to have the perfect item on hand for the situation at hand, be it mundane, or a disposable or permanent magical item. Or rather, Sanselie thinks its the perfect item to have on hand. The caster may need to ponder. After the situation has passed, the item is used up, or returned.

    Hurried Preparations
    Blessing of Sanselie
    Range: Touch
    Duration: Instant
    Target: Creature touched
    Effect: The target can don or doff armor as a half action this round. If used on the caster, they can don or doff their armor as part of the casting.

    Perpetual Ambush
    Mystery of Sanselie
    Range: Touch
    Duration: Permanent
    Target: Creature touched
    Effect: Whenever the target enters combat, they are always surprised. If they are ambushed, they automatically fail Awareness checks to detect the ambush. Even when engaged in a duel, they are caught off guard by their enemies, and grant their opponents a surprise round.

    Perfect Logistics
    Miracle of Sanselie
    Range: Touch
    Duration: 1 month
    Target: Military unit commanded by touched creature
    Effect: For the duration, the unit commanded by the target operates as if it were a small band. That is, they can live off of all but the most hostile land, move at full speed for individuals, and do not suffer the usual casualties from sickness, fatigue, and the like.

    Restful Watch
    Blessing of Sanselie
    Range: Close
    Duration: 1 day
    Target: A camp of up to 20ft radius
    Effect: The inhabitants of the camp are at +2 for Camp Comfort and Camp Security.

    Watch
    Orison of Sanselie
    Range: Personal
    Duration: Instant
    Target: Caster
    Effect: The caster knows the time to the nearest quarter of an hour.
    Last edited by Dawnflame; 2014-06-12 at 01:52 PM.