Daldorer, Obsid Nethermancer

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Re: Daldorer, Obsid Nethermancer

Post by etherial » Wed Jul 01, 2020 1:49 am

Knowledge is its own Reward
http://fasagames.com/forum/viewtopic.php?f=55&t=1896

Rewards:
5 TIPs
20,000 Legend
918 Silver
Perception Training

Items used:

Are you going to write a Journal?
Spoiler:
1000 Legend
290.8 Silver

Downtime:
Nethermancer Training (5 days)
Item History (Twilight Embrace) (7 days) (3/4)
Perception Training (7 days)

Legend Spent:
Raised Standard Matrix to 3 (500)

Raised Astral Sight to 7 (2100)
Raised Avoid Blow to 7 (2100)
Raised Dispel Magic to 7 (2100)
Raised Steel Thought to 7 (2100)
Raised Suppress Curse to 7 (2100)

Raised Orbiting Spy to 1 (200)
Raised Research to 1 (200)
Raised Research to 2 (300)
Raised Research to 3 (500)
Raised Research to 4 (800)
Raised Summon to 7 (3400)
Raised Willforce to 7 (3400)

Raised Perception to 19 (2100)

Learned Foul Vapors

Purchases in the Grand Bazaar:
Item History (500)
Nethermancer Training (1500)

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etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Thu Jul 02, 2020 8:01 pm

July Staff Reward

Rewards:
3 TIPs
13,000 Legend
775 Silver

Items used:

Are you going to write a Journal?
None

Downtime:
Talent Knack Training (14 days)

Legend Spent:
Raised Research to 5 (1300)
Raised Research to 6 (2100)
Raised Research to 7 (3400)

Learned Absorb Spell (1300)
Learned Improved Spells (800)
Learned Lip Reading (300)

Purchases in the Grand Bazaar:
Talent Knack Training (700)

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etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Tue Jul 07, 2020 2:17 am

Atlosh T'zdram
http://fasagames.com/forum/viewtopic.php?f=55&t=1920

Rewards:
3 TIPs
13,000 Legend
775 Silver

Items used:

Are you going to write a Journal?
None

Downtime:
Research (Twilight Embrace) (7 days) (2-3/3)
Talent Knack Training (6 days)

Legend Spent:
Raised Spellcasting to Rank 8 (3400)
Raised Willforce to Rank 8 (5500)

Tied Rank 3 to Twilight Embrace (800)
Tied Rank 4 to Twilight Embrace (1300)
Tied Rank 5 to Twilight Embrace (2100)
Tied Rank 6 to Twilight Embrace (3400)

Learned Shadow Box (200)

Purchases in the Grand Bazaar:
Talent Knack Training (300)

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etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Thu Jul 16, 2020 8:26 pm

Who on this Earth, Remembers Fernsworth?
http://fasagames.com/forum/viewtopic.php?f=55&t=1925

Rewards:
3 TIPs
13,000 Legend
775 Silver

Items used:

Are you going to write a Journal?
Spoiler:
650 Legend
193.8 Silver

Downtime:
Resist Pain Training (14 days)

Legend Spent:
Raised Astral Sight to 8 (3400)
Raised Frighten to 8 (3400)

Raised Research to 8 (5500)

Raised Resist Pain to 2 (800)

Purchases in the Grand Bazaar:
Skill Training (Resist Pain) (40)

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Fri Jul 17, 2020 4:27 am

Till the Cows Come Home
http://fasagames.com/forum/viewtopic.php?f=55&t=1953

Rewards:
5 TIPs
11000 Legend
975 Silver

Items used:

Are you going to write a Journal?
Spoiler:
A spiritual malady infects the lands to the West, and Langren has sent out word to investigate. I traveled with others that I have Adventured with before, to see if we can find the cause of the trouble. There is a Spirit Rider in the town of Synevir Named Keryn, whose Spirit Mount reports an interfering force between our world and the Nether Realm from which he is summoned. Spectral beasts roam the land, the unquiet dead from an unknown cause.

We followed the trail for some time before attempting to make camp in a hollow shielded by shrubbery. Unfortnately, this hollow seemed to be the home of a colony of Feluxen, made worse by the presence of a Manticore. Feluxen normally do not associate with Manticores, so perhaps whatever trouble was afoot was reflected here. My compatriots were not prepared to deal with seizure-inducing ambush lions or Talent-destroying flying lions, so it was a very good thing they brought me along. First, I frightened the Manticore back into kittenhood, then I used my Astral Spears to slay the Feluxen.

After our rest, we continued on, encountering a strange entity. We were unable to communicate with it, but it seemed to mean us no harm, so we brought it along, arriving at a watering hole with blackened water and a foul-smelling Dwarf ashore. He introduced himself as Magvan and revealed that he was part of a group that intended to continue the work the Horrors had wroght, to destroy the World in a Scourge Unending. Norg made short work of first Magcan's pet Espagra and then Magvan himself, whilst I once again rescued the rest of the party. The entity we had brought with us proved to be Magvan's Agent, first summoning not one but two additional bodies, then slashing at my allies' vulnerable backsides. As first Langren and then Azurea went down, I summoned my greatest powers and unleashed a wave of caustic energy, the Foul Vapors destroying two of the bodies of the Triplicant. As the last fled, I impaled it with an Astral Spear.

Beneath the waves of the watering hole was the carcass of a dead Horror, leaking putrefaction into the water and poisoning the animals and land. Azurea used her life force - and a not inconsiderable amount of lavender-scented hand soap - to cleanse the land.
550 Legend
243.8 Silver

Downtime:
Creature Lore Training (14 days) (1-2/5)

Legend Spent:
Raised Avoid Blow to 8 (3400)
Raised Nethermancy to 8 (3400)
Raised Steel Thought to 8 (3400)

Raised Creature Lore to 5 (1300)

Purchases in the Grand Bazaar:
Creature Lore Training (50)
Creature Lore Training (50)

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etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Sun Jul 19, 2020 7:55 pm

Grounding the Airship
http://fasagames.com/forum/viewtopic.php?f=55&t=1947

Rewards:
3 TIPs
13000 Legend
275 Silver
1000 Silver of Living Crystal

Items used:

Are you going to write a Journal?
Spoiler:
There was once a Living Crystal mine that kept the Kingdom of Throal supplied before the Scourge. Since then, it has been invaded by a powerful Crystal Entity held at bay only by an Earth Elemental Named Sif and an Obsidiperson known only as "The Hidden". The Aeronauts Club has interest in fashioning some sort of Lightning-attracting artifact from the Living Crystal for purposes of making it safe to fly the Arngeirr through a particularly nasty localized storm effect, and so we have come to bargain with Sif to aid her.

Sif has crafted an Astral Trap out of the Living Crystal, that will ensorcel and contain the Crystal Entity in a neverending spiral of twisty nethers, however we must carry the egg from her to "The Hidden". After some consultation among our group, it was determined that Norg should carry it, as his hands are not required for his style of combat.

Into the caves we traveled, ever watchful for Crystalline Constructs manufactured by our foe. The first of these burst out of the walls at us. My Research later indicated they were simulacra of Kotiili, a ferocious variety of subterranean crocodilian. Their snouts were much smaller that one normally expects, but was made up for by much longer legs and proper terrestrial locomotion. At first they focused their attacks primarily on Norg, attempting to secure and make off with the egg, but turning their backs to us left them vulnerable to our own attacks. At one point, it did seem as though one would make off with the egg while their ally blocked the path, but Xeviouz was able to run around the stalagmatism and outflank their rearguard maneuver, allowing us to achieve victory. Poor Sandrin was cut down quickly, but we were able to get him on his feet again.

When the floors, walls, and ceiling of a place are as beautiful and as malleable as living crystal, waypoints in the structure often become opportunities for artistic endeavor. A small shrine to Astendar provided us with a place of respite.

Traveling deeper into the cave, we got separated just as a troop of exotic Horror Constructs attacked. They matched the descriptions of several different types of Gnashers, curiously acting in concert in this subterranean environment. Two of them had knowledge of Nethermancy and emitted shrouds of etherial darkness, rendering my allies blind to the attacks coming from the mouthing tentacular protuberances emanating from the sides of their heads. These Slitherhorn Gnashers were enhanced by the Ultrasonic Moan coming from the Pharyngeal Resonator within a Deepcrawler Gnashers of some 30 feet accompanying them. At first it turned all our bowels to water, but we were not overcome of the effects and eventually vanquished even these terrifying foes.

The egg was delivered to our ally "The Hidden", and we placed it atop the Crystalline outcropping, allowing it to slowly siphon the essence of the invading entity. Now we just need a safe place to entomb this prison.
650 Legend
193.8 Silver

Downtime:
Creature Lore Training (14 days) (3-4/5)
Item History (Sandrin) (Magic Shield) (14 days) (1-2/4)

Legend Spent:
Raised Awareness to 4 (500)
Raised Awareness to 5 (800)

Raised Dispel Magic to 8 (3400)
Raised Suppress Curse to 8 (3400)

Raised Summon to 8 (5500)

Learned Shield Mist (200)

Purchases in the Grand Bazaar:
Creature Lore Training (50)
Creature Lore Training (50)
Item History (Sandrin) (Magic Shield) (50)
Item History (Sandrin) (Magic Shield) (150)
Spell Training (100)
Magic Shield (26 TIPs)

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Tue Jul 21, 2020 6:46 am

Invaders part 2
http://fasagames.com/forum/viewtopic.php?f=55&t=1944

Rewards:
5 TIPs
28000 Legend
1350 Silver

Items used:

Are you going to write a Journal?
Spoiler:
Dreamers. This is the Name given to a most troubling abomination created by the Horrors. When they have successfully breached a Liferock, they can fleshsculpt the surviving Obsidifolk into bicranial monstrosities, allowing their mental energies to act as psychic resonators, projecting nightmares into the minds of the innocent.

Another group of Adepts had discovered the location of a group of Dreamers and their Dread Master in the Throal Mountains, and it called to us Warden and Journeyfolk to free the Dreamers from their prison. My Nethermancy failed me in the sight of such, and while I was able to assist the others, to armor their Souls and Strain the patterns of our foes, my magical might was largely beyond my grasp. The Horrors defeated, the dead buried, one hopes the nightmares will end soon.
1400 Legend
337.5 Silver

Downtime:
Item History (Dvarim) (Magic Shield) (14 days) (3-4/4)
Creature Lore Training (7 days) (5/5)
Research (Magic Shield) (7 days) (1-3/3)

Legend Spent:
Learned Grave Message (300)
Learned Reverse Withering (800)
Raised Nethermancy to 9 (5500)
Raised Spellcasting to 9 (5500)

Raised Research to 9 (8900)

Tied Rank 1 to Night Warden (300)
Tied Rank 2 to Night Warden (500)
Tied Rank 3 to Night Warden (800)
Tied Rank 4 to Night Warden (1300)
Tied Rank 5 to Night Warden (2100)
Tied Rank 6 to Night Warden (3400)

Purchases in the Grand Bazaar:
Creature Lore Training (50)
Item History (Dvarim) (Magic Shield) (250)
Item History (Dvarim) (Magic Shield) (350)
Research (20)
Spell Training (400)

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Tue Jul 21, 2020 6:52 am

Code: Select all

Night Warden

Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

A massive sheet of blue, purple, and black crystal fashioned into a rectangular body shield. The boss is shaped like the moon, waxing and waning to match. When light shines on it, the small silver runes carved in crystal sparkle like stars. 

The shield is Physical and Mystic Defense +3, Initiative Penalty 3, Shatter Threshold 20, and weighs 22 lbs. This shield can only be used by someone with at least Strength 16 due to the size.

Thread Rank One
Key Knowledge: The owner must learn the shield’s Name.
Effect: The shield is Initiative Penalty 2.

Thread Rank Two
Effect: The shield is Physical Defense +4.

Thread Rank Three
Key Knowledge: The owner must learn where the crystal used to create the shield was mined.
Effect: The wearer gains the Night Warden ability. As a Simple action for 1 Strain, darkness flows from the shield and settles in the general area (Thread Rank × 10 yards), dimming it noticeably for Thread Rank minutes. This does not create darkness conditions (Player’s Guide, p. 387), unless it is already dark in the area, but does make it more difficult to see things as usual (Gamemaster’s Guide, p. 165).

Thread Rank Four
Effect: The shield is Mystic Defense +4.

Thread Rank Five
Key Knowledge: The owner must learn the Name of the spirit bound to the shield.
Effect: While Night Warden is active, as a Simple action the wearer can spend 1 Strain to turn the darkening effect into Ethereal Darkness in a 4-yard radius around them until the end of the next round. This does not give the wearer the ability to see in the darkness.

Thread Rank Six
Effect: While Night Warden is active, an entity slips from the shield as darkness spills from it and moves within the darkened area, prowling and stalking just out of sight. When the wearer is targeted by an attack that affects Physical or Mystic Defense, they can spend 1 Strain as a Free action to cause the entity to emerge from their shadow and strike at their pattern. This inflicts a -2 penalty to Mystic Defense until the end of the next round. This is resolved after the attack is resolved, though does not require the attack to be successful.

Thread Rank Seven
Key Knowledge: The owner must learn about the bound spirit.
Deed: The owner must communicate with the spirit and perform one task for it.
Effect: While Night Warden is active, the wearer gains +2 to Spellcasting and Effect tests against targets suffering a Mystic Defense penalty from the entity.

Thread Rank Eight
Effect: While Night Warden is active, the wearer can cause the magnitude of any penalty inflicted against a target suffering the Mystic Defense penalty from the entity by 2 once per round. For example, the penalty inflicted by the Rank Six effect becomes -4. If an effect has more than one penalty (e.g., Spirit Grip), all are increased by 2.

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Wed Jul 29, 2020 7:21 pm

Purify the Irondelve Liferock
http://fasagames.com/forum/viewtopic.php?f=55&t=1964

Rewards:
5 TIPs
28000 Legend
1350 Silver

Items used:

Are you going to write a Journal?
Spoiler:
1400 Legend
337.5 Silver

Downtime:
Item History (Dvarim) (Magic Horn) (14 days) (1-3/3)
Forge Armor (Twilight Embrace) (7 days) +3
Research (Magic Horn) (7 days) (1-3/3)

Legend Spent:
Raised Astral Sight to 9 (5500)
Raised Avoid Blow to 9 (5500)
Raised Steel Thought to 9 (5500)

Raised Willforce to 9 (8900)

Tied Rank 1 to Worm Horn (200)
Tied Rank 2 to Worm Horn (300)
Tied Rank 3 to Worm Horn (500)
Tied Rank 4 to Worm Horn (800)
Tied Rank 5 to Worm Horn (1300)

Learned Dark Spy (500)
Learned Nightflyer's Cloak (500)

Purchases in the Grand Bazaar:
Item History (Dvarim) (Magic Horn) (37.5)
Item History (Dvarim) (Magic Horn) (112.5)
Item History (Dvarim) (Magic Horn) (187.5)
Forge Armor (Twilight Embrace) (100)
Forge Armor (Twilight Embrace) (125)
Forge Armor (Twilight Embrace) (150)
Research (20)
Spell Training (400)
Spell Training (400)
Desperate Spell Charm (300)
Magic Horn (18 TIPs)

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Wed Jul 29, 2020 7:26 pm

Code: Select all

The Worm Horn

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This signal horn is made in the style of the Iopan plain, using the traditional coiled horn of a hoop horn. Gleaming silver plating wraps the horn, enhancing the acoustics, and runes are carved in the silver along the coil. A simple leather strap allows the horn to be worn when not in use.

Thread Rank One
Key Knowledge: The owner must learn the horn’s Name.
Effect: For 1 Strain, the owner can project any sound they make twice as far. This makes it louder, never deafening, but not louder in proportion to the distance. Each thread rank doubles this distance (e.g., Rank Two is four times further).

Thread Rank Two
Effect: The wearer gains +1 rank to Command Nightflyer.

Thread Rank Three
Key Knowledge: The owner must learn the significance of the runes.
Effect: For 1 Strain, the owner gains Enhanced Senses [Hearing] (2) for minutes equal to the thread rank.

Thread Rank Four
Effect: The wearer gains +1 to Social Defense.

Thread Rank Five
Key Knowledge: The owner must learn who created the horn.
Effect: The wearer gains +2 ranks to Command Nightflyer.

Thread Rank Six
Effect: The owner can use the horn to issue commands to affected nightflyers with the horn, allowing them to be issued from a distance. For 1 Strain, the owner can change the frequency of the horn so only nightflyers and those with Enhanced Hearing can detect it.

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