Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Dreamlands is real. If you die in Dreamlands something happens to you in Golarion. Think the Dreamlands as another demiplane.

Its another universe. But again, you’re not there to meddle with other plane’s politics.


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Though honestly if this were happening on Golarion – I am seriously considering alignment shift for any characters of good alignment.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Yep.

The Dreamlands *are* real (after a fashion); they are like a shared subconscious dream. Some creatures exist there, that have no waking-world counterpart, and if they die, they die for 'real'. However, 'Dreamers' simple awake, with a bit less sanity than before ;-)

I am viewing each of these 'dreams' as being somewhat scripted realities - there is an overall story that is expected to unfold, and we are simply experiencing it; however, we choose the path by which events unfold.


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Dreamers can wake themselves up. Unfortunately if your real form was brought into dreamlands from Golarion… or most of the people in these dreams – they are native to the dreamlands –and if they die, they die for real.


GM Mort wrote:

Dreamlands is real. If you die in Dreamlands something happens to you in Golarion. Think the Dreamlands as another demiplane.

Its another universe. But again, you’re not there to meddle with other plane’s politics.

Ok, You the GM knows that. Howard may know that, even Vincent and Leonard may know that. RH may even know that...

But Seamus? Really? It's a dream.... Nightmares are dreams too, but that doesn't make them real...

If you make Seamus stop 'pleading ignorance' now, the entire multiverse may explode.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

True, but it is actually *really* hard for non-natives to bring their corporeal bodies into the Dreamlands - you need to use Gate...


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I’ll view it that if you go to Dreamlands, you do it as Dreamlands do. You aren’t going to interfere in politics that are really none of your business. That’s why I won’t really see it as needing any alignment shift. Though it doesn’t leave a very good taste in my mouth.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Yes, well, The Doom That Came to Sarnath is also one of the core Lovecraftian tales, so for obvious reasons, I won't interfere with how it is supposed to play out ;-)


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Hey your GM doesn't read Lovecraft!

For the purpose of the sacrifice, two people must do it. No animal companions, no familiars.

Should you decide to start tricking people into doing it not of their free will - it's an instant alignment shift to evil, which means you're out of the AP for being evil aligned.


GM Mort wrote:
Hey your GM doesn't read Lovecraft!

So who's pleading ignorance now?

yes this is in reference to my earlier comment that you totally ignored!
*puts on sad pouting face*


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I'm not going to make Seamus stop pleading ignorance. I'm just saying the way you guys handled it leaves a bad feeling in my mouth though I can't fault you for doing so, for different reasons.

I'm still at the end of the day, mildly good aligned.


No, your just Lawful aligned and that makes you think you good, since you support the law and other orderly things :-)

*Looks around to see if all the poking causes the 'good cat' to pounce*


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Maybe. I know I definitely don't qualify for a G alignment, having a nasty, nasty streak in me.

Studying the forbidden cheese hasn't helped with that, either.


yeah, unfortunately those of us who consider ourselves 'good aligned' still have a nasty streak, I think it comes with being Human Sentient mammals...


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Some people you'll meet in Dreamlands were actually brought in from Golarion. One of them was the guy gagged and bound and staked to the leaf. Don't ask me how that happened - the mod just said he's there.


He sprung wings and flew away right?


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Yes.


I finished Seamus at level 8 if you want to check him...


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Seems fine to me.


Ok, I changed my mind a little, I had forgotten about the Phobia because I hadn't put it on his sheet yet. Instead of learning Fireball, he learned daylight.

Phobia wrote:
Each round an afflicted character is within 30 feet and can see the object of her phobia, she must succeed at a Will saving throw or become shaken.

Ok, two assumptions.

The first, when Seamus is in total darkness he must make a will save. not when he is within 30 ft of darkness

Second: if he casts daylight then he will no longer be shaken, unless there is a spell cast that is greater.

Are these assumptions correct?


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I will say if you are within 30 feet of darkness you need to make a will save. If you are in total darkness you definitely need to make a will save =)

It’s not really bad as phobias go, and actually is good advice – rather then flailing around in the dark.

Since Daylight > darkness in spell level (well that is the simplistic version), so if light levels were not originally dark, you’re fine because its not dark.

The more lengthy explanation would be this

Illuminating darkness:

Level 8 Feiya, Kyra, Ezren, and Damiel are traveling through the Darklands. Damiel brewed Ezren an infusion of darkvision, which he has active, as well as comprehend languages. Damiel also has low-light vision because he's an elf. The rest of the group had been relying on Kyra's heightened continual flame (heightened to spell level 4) to see, as well as various light cantrips, since the ambient light level is darkness. The group is ambushed by a group of darkfolk in a large cavern. In the first wave, dark creepers emerge from the darkness, each of them having cast darkness prior to the encounter. From the distance, no one, not even Ezren, can see the creepers, as they are beyond the range of his 60 foot darkvision. As they approach to 60 feet, Ezren spots them because of his darkvision. Damiel still can't see them because Kyra's heightened continual flame counts as extending 40 feet for the purpose of determining where it overlaps their darkness. As they approach within 40 feet, everyone can see them, as Kyra's heightened continual flame defeats the darkness in the area of overlap. The other light spells stop working, though.
Next, the dark stalkers advance, with their deeper darkness spells active. Even when they get to 60 feet, Ezren can't see them because it's supernatural darkness. However, since Kyra's heightened continual flame is heightened to 4th level, it keeps shining brightly. Since no one ever takes the Dark Folk language, the darkfolk use it to coordinate their attacks. Sadly for them, Ezren understands them anyway, and he warns Feiya that the darkfolk have a dark slayer who somehow heightened his spell-like ability deeper darkness to 4th level once per day through numerous blood sacrifices. Feiya nods, pulls out her rod of lesser reach metamagic and readies an action to counterspell with wandering star motes (which now has a range of 180 feet). Since wandering star motes is a 4th level light spell, the heightened deeper darkness is equal or lower level, so the counterspell ruins the dark slayer's big chance! The dark slayer snarls in anger and sends in its last big wildcard, a dark creeper barbarian, who sunders Kyra's heightened continual flame. This allows all those deeper darkness spells to defeat the remaining light sources easily, plunging the entire area into supernatural darkness, much to the darkfolks' delight.
Ezren ends their victory cheers early by casting daylight on his cane, which negates everything in the overlapping area, leaving the fight at the prevailing light level, normal darkness (hey, at least Ezren can see now!). Damiel, alchemist that he is, cracks a sunrod, which now provides light to everyone else. Desperate now, the dark slayer sends in the dark stalkers, who cast deeper darkness and then deliver the touch spell to Ezren's cane. They succeed, which dispels the daylight because daylight is equal or lower spell level.
Fed up with the whole situation, Kyra uses her 8th level sun domain ability nimbus of light, which instantly dispels all the darkness spells in 30 feet and then shines like a daylight. The battle is over soon after.


GM Mort wrote:


I will say if you are within 30 feet of darkness you need to make a will save. If you are in total darkness you definitely need to make a will save =)

so if he is holding a candle (5 ft light) in a dark tunnel, or looking out a window, or standing at the edge of a pit looking down, he has to make a save?


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Don't you have dancing lights as a cantrip? They produce 20ft bright light and 20 ft dim. Looks like more then enough to get around with.


yes, he has dancing lights and you didn't answer the question.

Apparently, walking around with a candle, like normal people do, would mean he has to make a will save...


On a totally separate note, when we actually die in game and are resurrected why don't we experience similar maladies?


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Then live with dancing lights, that will do, right?

I don't see why not being within 30 ft of darkness is that much of a problem. Just get ye dancing lights around.

Because the rules don't say you do so I can't screw you over more then I do.

Dark Archive

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Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Or... we could cast Continual Flame on Seamus' head, so he is *always* surrounded by sufficient light ;-)

The fact that he will look like he has flaming hair, is just a delightful side benefit!


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Oh I cherry picked each of your madnesses instead of rolling randomly for maximum amusement value =P

Also I need to watch out who gets what else their characters might not be playable. But greater madnesses are generally bad news.


Amnesia?

So did he forget he was afraid of the dark?


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No you're still afraid. You just can't remember why.


Spells:
1st Intensified Shocking Grasp (cast), Blade Lash, Frostbite, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (Cast), Scorching Ray, 3rd Haste x2 (1 cast), Sleet Storm
Passive stats:
HP 57/57 {65/65} | AC 21{26}/T14{15}/FF18{22} | F+10/R+7/W+8 | CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/ Limited Use abilities:
Active effects: Shield (4 round), Defending bone 40/40, Mirror Image 6/6, Haste (3 round), Flight | Arcane Pool 8/9 | Black Blade Pool 1/2 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 0/1

A lot of Lovecraft is worth reading, but you'd better be prepared for racism. Or I guess xenophobia is a better way to describe it.

There's also a pretty large variety in the quality and type of stories. Some are just, like, odd dreaming descriptions of worlds, while others are more emotionally engaging and centred around characters. His writing style is also very distinctive, I used to be able to imitate it quite well, but it's probably been too long. Lots of big adjectives like tenebrous and stygian and that sort of thing.

I think most humans are good aligned, and I think that's kindof a prerequisite for being intensely social creatures.

And also, it definitely feels like we shouldn't be interfering with what goes on in the dreamlands. It's probably evil to let a bunch of people get murdered, but it doesn't feel too evil.


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Yeah Lovecraft has issues with anyone who isn't white, and anything that looks vaguely aquatic.

Come on...isn't that dolphin so cute? Maybe not.

I'm not the sort who reads Lovecraft, which is why as I said I'm not exactly a perfect fit for running this AP.

Ah well, if nothing else I am willing to put more effort into this then most GMs on the boards for their games.


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About being good aligned...I'll of course deny it. Because if you think I am good aligned, you might think I'll get soft on you, which won't happen =)

But a little about me - which is the reason why I will not run an evil AP, is that I think that the world is already messed up enough, so in my fantasies (which this world is) I'd like to have adventurers going around saving the world as opposed to watching it burn/setting it on fire (Way of the wicked). Call it escapism, if you wish.

That above paragraph is the part of me that forms Ziphora.

I'm pretty much sure some of you may think its fun to play evil characters, but I feel icky running a fantasy world where people kick kittens and puppies.

Also from a GM standpoint of view, good characters are easier to motivate then evil characters, and evil characters could have excuses to screw the party more easily then other alignments. The freedom to RP your character ends when you're screwing over some other player character.


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Oh and why am I not moving plot? I'm waiting for Vincent.

*Hangs up a Playing Path of Exile sign*


Spells:
1st Intensified Shocking Grasp (cast), Blade Lash, Frostbite, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (Cast), Scorching Ray, 3rd Haste x2 (1 cast), Sleet Storm
Passive stats:
HP 57/57 {65/65} | AC 21{26}/T14{15}/FF18{22} | F+10/R+7/W+8 | CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/ Limited Use abilities:
Active effects: Shield (4 round), Defending bone 40/40, Mirror Image 6/6, Haste (3 round), Flight | Arcane Pool 8/9 | Black Blade Pool 1/2 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 0/1

To be honest, I don't even know how I would begin going about playing an evil character. Though IRL my morality is a bit weird, I think.

Also, as a Tolkien fan, escapism might just be my favorite word. But I don't particularly care where I'm escaping to.


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The ones who truly can play evil characters here = Howard.

Vincent...possibly too.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Sorry guys the antibiotics are making me sick in unpleasant ways.

lovekraft


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I can reliably hit a +21+1d6 to UMD, if that will help heal Seamus? +22-+27 depending on inspiration. Heroism, tears to wine, familiar aid another, inspiration, blabla. +2 if anyone else can aid another.


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PRD for UMD:

You cannot take 10 with this skill.
You can't aid another on Use Magic Device checks. Only the user of the item may attempt such a check.


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From your current sheet you have a +14. Heroism + tears to wine makes it +18, inspiration will be +20+1d6. How are you getting your above figures of +21?

The Exchange

Complain about the new boards here!

It's now 24 degrees, or 75 Fahrenheit. It's been raining for 3 days and it's still raining now. Let's ironman iron cat this!

*goes paddling in the pool*


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

With the aid another you showed won't work lol.

So 21+26, is that enough to help Seamus with whatever? Oh and leveling will give me another +2 since skill point and inspiration bonus increase. 23-28. Good enough yeah? But do we have something?

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

DC 31 is what we need to crack (The scrolls are CL 11).

As mentioned in the IC thread, we have two scrolls of Psychic Surgery - when both are used on Seamus (on consecutive days), they will reduce the DC of his madness to zero, thereby curing him.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Gotcha. Well unless I roll a 1 I should be able to try several times failure doesn't expend the item per skill description.

If you roll a 1 you can't try again for 24 hours so hopefully it doesn't happen on the second day. Do you want me to use them now or are we waiting for something?

Don't suppose we have a 1/day reroll item or spell handy? I get two extracts for level 8 but haven't picked any yet.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Yes - basically, don't roll a 1.

Bizarrely, it is more dangerous to have a spell on your spell-list, but not be high enough CL, and try to use a scroll, rather than simply try to use UMD - the former runs the risk of a spell mishap if you fail the caster level check (as per the section on scrolls in the magic items chapter), whilst the UMD skill does not apparently risk a mishap (since the only risk of 'failure' is on 1, you can't activate it again for 24 hours)...

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Re: rolling, I would say go for it.

We'll see how many days it takes to 'fix' him; I don't think we should go back to the Dreamlands whilst he is like this...


but why not?

Ok, so will the "Psychic Surgery" heal the "fear of the dark" as well?


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Nope. Choose one or the other=)

Anyway I just went for a swim, it was wonderful. Like less then 5 people in the pool so it's almost an entire Olympic sized swimming pool to yourself=)


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Also currently your skill points are 14+2(heroism)+2 tears to wine +1d6+2
for inspiration so total +20+1d6

If you put skill ranks into UMD, 21+1d6

Not 23-28.

Errors like these irritate me...


yeah, lets get the memory back, the fear of dark is fun.

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