Among the Lunar Elves Pt. 2

 

The Demon Slayers of the Drinking Crow drank a potion of made from the seed of the Dreaming Tree. It created something not unlike a priaduct found in Ben L.'s Dreamlands campaign. This priaduct was to take them to a place where they were to face a spiritual trial. They faced some of their fears and sorrowful past come alive. The adventurers negotiated the arrival of the sailors of the realms of dream, a crew of Phantamorians (also form Ben's Dreamlands game), to Orm rather than driving them away from their found home through violence. The party won the chance to forget a heavy memory or drink the distilled regrets of others for insights. All of this won them entry to the home of the Lunar Elves at the foot of their Dreaming Tree. The following months they spend living among this unusual elfin people, each of the Demon Slayer's player characters can choose to partake in one of the following extended downtime activities:

  1. Communing with the Dreaming Tree
  2. Foraging in the Lunar Wilds
  3. Training with the Lunar Elves

Communing with the Dreaming Tree


The time could have been spent communing with the Dreaming Tree learn knowledge or gaining insights to reap greater experience on specific quests (like in the Lapis Lazuli Halls, on the Dark Side of the Moon, or in the Black Pyramid). None of the Demon Slayers choose this option. For time, I will skip it at this moment. 












Foraging in the Lunar Wilds


Outside of an enclave of Lunar Elves, the surface of Lonar's Light Side can seem very barren. The elves, though, have long figured out the abundance to be found if one knows where to look. An adventure an choose to spend their time providing for the collective collecting food, medicinal items, and other resources. Those that do earn 100 x PC Level in XP and should roll 2d6 (Druids earn +2 to this roll while Rangers, Errant Friars, and Fighting Mutants earn +1).

Foraging on the Moon

2d6 Roll

Result

2

Lost!- Early in your trips out, you got lost and found yourself on the Dark Side of the Moon. Your ordeal spending even a little time among the horrors lurking in the perpetual night. You returned a changed person. Earn double XP for your survival but start your next session down 1 HD of Hit points (minimum of 1 HP).

3-6

Look What I Found!- You never really figured out what you were doing but you did find something useful in your time collecting plants. Earn 1d3 rolls with a d6 on the Lunar Bounty Table.

7-9

Quick Study- You learned much in a short time  from your fellow gatherers during your excursions out on the lunar surface. Gain a 1-in-6 chance to detect properties of unknown flora (or mushrooms or other similar things) or identify them. If you already possess a similar ability (such as the Errant Friar’s ), advance its chances of success by +1.

10-11

Observant Forager- Similar result as Quick Study but you also earn a free d8 roll on the Lunar Bounty table.

12

Skilled Gatherer- Same results as Observant Forager but you also earn 1d3 free d8 rolls on the Lunar Bounty table.


Lunar Bounty

1. Azure Lotus bud- When eaten, the buds grant an immunity to illusions and other mind-effecting spells for 4d4 turns.
2. Azure Lotus powder- The seeds of the azure lotus are ground down to an poison that can be used on blades, darts, etc. On a successful hit, the poisoned weapon causes 1/2 movement and always last initiative for 1d4 turns.
3. Cozy Dream of the Tree- a tea produced from carefully collected leaves of the Dreaming Tree. It causes the drinker to sleep for a day but doubles all healing.
4. 1d4 Moon Berries- These pale gray-blue berries heal 1HP.
5. Sacalian Bloom- An algae when placed inside a helm, grants breath in void or underwater for 1 day.
6. Spirit Breath- The petals of this small flower are ground into a paste. When rubbed on the gums of a downed person, they heal 1d3 HP. Any strenuous activity  for the next 24 hrs of healing causes 1d4 damage.
7. Dust of the Forgotten- Lunar dust harvested from lost things. When snorted, regain one spell slot or 2 uses of psychic power.
8. Lonar's Tea- It takes one turn to brew the tea and another to drink it. Bards, Druids, Magic-Users, and elves of all kinds that drink this tea of name level or lower become as if they are two levels higher for 1d6+6 turns in all regards except no new spell slots or songs are gained (no time to fill them or learn them). Damage taken is first subtracted from the bonus HP gained before going into their regular HP.

Training with the Lunar Elves



A key part of Lunar Elf life is honing the potential of the mind. While mortals could never hope to gain the mastery of the multitudinous mental abilities cultivated over the long arc of an elfin exitance, they can unlock some psychic prowess through rigorous practice with the Lunar Elf community. Outside of one of the elves' enclaves, advancement along this path requires either a Lunar Elf player character willing to spend their downtime practicing with you or cultivating a relationship with a Lunar Elf teacher. This path possess four stages. To begin training, a 2d6 roll modified by one's wisdom modifier:

6 or less: Success with a Complication

                    7 or more: Success


A downtime spend training affect this requires a 2d6 roll modified by one's wisdom modifier but have the following potential results:

6 or less: No success

7 to 9: Success with a complication

10 or more: Success


Rank 1- Those that are successfully initiated into the path start at Rank 1.
Hear without Hearing: Can spend a turn to increase their Listen check ability by 1 for that turn. The are defenseless for the duration.
The Mind is a Walled Garden: the trainee can spend a downtime honing their mental defenses with a Lunar Elf enclave or through practice with another trainee or lunar elf spending their downtime on the same practice. They gain a +1 modifier (+2 if they have a Wisdom 18) to resisting mental powers and mind-affecting spells or magic items until their next downtime.

Rank 2- It takes three successful training downtimes to earn rank 2. Upon achieving this rank, the trainee can use one psychic power per day. Chose one from the list to start:

Fear is the Mind Killer: Steel your mind and gain a +4 bonus to saves versus fear and fear-like effects for 2 turns.
The Mind is an Open Book: By concerting for a round, the trainee may read the thoughts of a intelligent living creature within 90' for up to a turn. If the target is unwilling, they get a save vs spells to resist. The trainee is defenseless and unable to move while reading thoughts.
My Thoughts are Your Thoughts: The trainee and a target can share their memories with each other. If the target is unwilling, they get a save vs spells. The trainee must be in physical contact with the target to use this ability.

To learn a new ability takes two successful training downtimes.

Rank 3- A trainee advances to rank three once they have mastered all the powers  of Rank 2 and spent two additional successful downtimes training. They gain the ability to use two powers per day. They also gain access to the following skill:

Razor Sharpe Mind: After spending a downtime training with another, the trainee can add +1 to their melee attack rolls. The trainee may opt to end this bonus to instead add +1HD damage bonus to one successful attack. Otherwise, this bonus lasts until their next downtime.

Rank 3 trainee may train to learn the following two abilities. It takes three successful training downtimes to master one of them.

Our Minds are as if One: Establish telepathic communication with one creature within sight for up to  turn. The creature need not share a language with the trainee.
Spirit Breath: The trainee practices meditative breathing for a turn to heal 1d6+1 hp.
 
Rank 4- Rank 4 is achieved after both Rank 3 powers have been mastered and the trainee has the approval of a Dreaming Tree. They may now use a power three times per day. In addition, Spirit Breath now heals 2d6+2 HP. They may train for four successful downtimes to learn on final ability:

A Killing Word: The trainee can direct a word to one target within 30 ft. The vibrations cause 1d3 damage to the targets inner organs. In addition, it can stun them if they fail a save vs spells. The attack only works on living things but can hurt beings immune to non-magical attacks. The word can be sustained for up to 4 rounds but the target can make a save against being stunned every round. The word ends if the trainee takes damage, takes a different action, or has their concentration broken some other way.

Complications

1. Psychic Feedback- You made connection to a powerful, malevolent force to be discussed with the DM. It is now aware of you. 
2. Clouded Mind- Until further progress is made, lose the ability to use one random psychic power.
3. Troubled Mind- Something of significance to you in the material world is weighing down your mind. Until you unburden yourself of it, you cannot advance.
4. Quest of the Dreaming Tree- Some deeper spiritual issue is holding you back. To advance, you must drink a potion made from the seeds of a Dreaming Tree and adventure at the end of the path it makes to resolve the problem.
5. Drink of the Waters of Lonar- Travel into the Lapis Lazuli Halls and drink from the sacred waters of Lonar to purify your spirit.
6. Crystal Aides- You need the help of PC Level x 200gp in crystals to focus your powers and reattune your mind.
7. Hermitage- You must spend a downtime reconnecting to yourself while living in the wilds of Lonar. Only then may you bring advancement again.
8. Mirror Reflection- Some being beyond the reflection is a mirror to your own. They are not some mere conjured tulpa. Until you track them down and defeat them, you may make no further progress.

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