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Thanks :)
4d5 ⇒ (1, 3, 2, 3) = 9
1d2 ⇒ 1
The initial investigation of the memory pools reveals personal information, presenting scenes leftover from your forgotten dreams.
Insidion seems to be possessed by a demon.
Clair always hopes someone in the party will die, so she can reanimate that character and add him/her to her personal collection of undead.
Galandaro's parents favored his elder brother who was a fighter mage, but perished in a fight. He was then passed over by his father for his brothers inheritance and he left Kyonin never to speak to his family again.
Toshiro's lord once ordered him to kill an unarmed man and he refused. He voluntarily left his lords service and moved to an area where the former lords family had no control. He hasn't told anyone in the new area of his dishonor.
There were enough rolls, no need for more, but you have the chance to comment on what you have seen in the mirrors.

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"What a hell?!?", Merisiel pulls out her daggers, "Insidion is possessed by a demon!", she cries to the others.

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You continue to reveal more secrets from the mirror:
A vision boils to the surface of the mirror, showing an elven girl with dark hair hiding in the hollow of a tree at night. She is barefoot, soaked in rain, and covered in dirt. A flash of lightning causes the girl to look up, and suddenly a figure in a hooded cloak wearing a golden owl mask stands before her. The masked figure offers out one hand to the girl as the vision ends.
The same girl from before appears standing in a field. The owl-masked figure approaches her from behind, resting a hand on her shoulder. The girl raises one hand to the sky and a blot of darkness filled with twinkling points of light appears above her. The masked figure nods, approvingly.
Screams emanate from the mirror as the image of the elven girl — now an adult — appears. She is strapped to a bed, where she thrashes wildly. Men in black jackets and wearing onyx masks in the shape of animal skulls stand around her. As she thrashes, tentacles of darkness erupt from the air around her body. One snatches a masked figure by the head, and the others recoil in shock. The tentacle squeezes, there is an ear-piercing scream, and then an explosion of bone and gore that ends the vision.
The elf fades into view wearing a hooded black cloak and dark armor. Someone outside of view discretely hands her a lantern of metal and whorled glass. There is concern visible in her features, and there is no mistake now that she is the assassin who killed Aram Zey. Another cloaked figure wearing an Aspis badge addresses her by a number, not a name: “322.”
Aram Zey’s stoic face comes into view, lit by an eerie blue glow. Blood covers his chin and jaw, and an obsidian scythe blade sticks out of his chest. He exhales luminous, whispering vapor. The vision follows the twisting path of this spiritual energy through the air, before it is trapped within a lantern held by the elven woman.
"You are under orders to return!" cries a voice from within the mirror. Several hooded figures dressed in black and red, wearing onyx stag skull masks surround 322. "The Professor expects you, 322. Come with us." The encounter is clearly taking place in the now sealed wing of Forae Logos. 322 shakes her head and brandishes a knife at one of the masked figures. "You don’t own me. No one owns me anymore! Come, take your chances with the Void!" Darkness flecked with stars engulfs the elf, and the vision fades.

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Clair seems oddly calm at the information Merisiel reveals, and gives Insidion a rather curious look.
"That explains the other voice," Clair mutters.
The visions from 322 then appear.
"Well, at least we now know we're on the right tracks."

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"Professor? 322?"
Merisiel looks thoughtful after the visions from 322's history.
"It seems that whatever created this 'weapon-girl', lost the control over her."
"Well, at least we now know we're on the right tracks."
"Right tracks? I can't see more tracks to follow, we still don't know who or where is this girl now, or who is this 'professor'. I simply don't know where to look for new clues."
The rogue is clearly confused with so much informations.

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"I am confused as to why you all are acting weird...and not that surprised regarding Insidious..."
Well, Merisiel was worried, but as nobody cared, she just keeps on her way.
"Don't be confused, Galandro. Something tell me there are more dimension platforms to explore, where we could find more clues to discover this mystery, maybe we can find some answers about our friend here", she put her hand over Insidion's left shoulder, "right, buddy?"
With that, Merisiel continues the exploration.
@GM Baerlie: The other areas are those on the map?

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The twisting path of winding stone that leads to the next dream island ends at a crumbling tower that looks to be torn free from a much larger building. Loose bricks float through the air around the tower’s disassembled peak, and a warped wooden door provides direct access inside.

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Clair joins Merisiel and inspects the door.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
If she deems it safe, Clair opens the door.

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Merisiel also looks for traps at the door.
Perception: 1d20 + 16 ⇒ (13) + 16 = 29
If she finds one...
Disable Device: 1d20 + 17 ⇒ (19) + 17 = 36

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"Just follow us, Galandro", she winks to him.
Once in the room...
"Empty?", Merisiel looked disappointed.
The rogue shrugs, "let's head up to the higher platform."
During the way, she stays in alert for any hidden traps.
Perception (for traps): 1d20 + 16 ⇒ (5) + 16 = 21

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"I bet 322 is at the last platform. That's how it usually goes."
Clair looks around as she steps onto the higher platform.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

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You move to the next platform. The highest of the dream islands overlooks the entirety of the psychic archipelago. Huge cliffs of stone rise from the ground, each one fused with deformed statues of humanoids in wracked expressions of terror, clawing at their own eyes. An immense mirror that appears to swirl with gray smoke towers at the back of the island. The silhouette of a horned woman stands within, holding a lantern that burns with blue fire.
Suddenly, a wailing chorus of women’s voices fills the air as translucent figures coalesce from the very fabric of the dreamscape. These ghastly beings appear as gaunt women with stubby horns at their foreheads and wicked, sharp teeth. Their bodies dissolve into billowing clouds of milky smoke below the waist. The horned woman in the mirror cackles with glee as these ectoplasmic women appear, then she too dissolves into a cloud of swirling smoke. That same smoke erupts from the surface of the mirror, blackening as it reaches the Dimension of Dreams from whatever realm lies on the other side. The smoke undulates, churns, and begins to coalesce into an animate dream.
Ini Merisiel: 1d20 + 11 ⇒ (7) + 11 = 18
Ini Clair: 1d20 + 2 ⇒ (7) + 2 = 9
Ini Galandaro: 1d20 + 5 ⇒ (1) + 5 = 6
Ini Insidion: 1d20 + 2 ⇒ (3) + 2 = 5
Ini Toshiro: 1d20 + 1 ⇒ (11) + 1 = 12
Ini Animate dream blue: 1d20 + 4 ⇒ (6) + 4 = 10
Ini Daughter green: 1d20 + 1 ⇒ (3) + 1 = 4
Ini Daughter red: 1d20 + 1 ⇒ (5) + 1 = 6
Round 1
Merisiel
Toshiro
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Animate Dream blue
-----
Clair
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green

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Merisiel walks forward and throws a dagger against the Animate Dream blue.
dagger: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 2 ⇒ (4) + 2 = 6
sneak: 4d6 ⇒ (1, 6, 2, 1) = 10

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While Toshiro moves closer to the creatures Merisiel hurls a dagger at the incorporeal Animate Dream. The dagger hits, but the dagger goes right through the Dream's body and leaves only a hole.
incorporeal: immune to critical hits and precision-based damage (such as sneak attack damage), unless it's a ghost touch dagger
The Animate Dream moves up to the elf and touches her.
Incorporeal Touch: 1d20 + 16 ⇒ (13) + 16 = 29
Negative Energy: 6d8 ⇒ (6, 1, 1, 6, 1, 4) = 19 + curse, Will DC21
Aoo for Merisiel
Round 1
Merisiel
Toshiro
-----
Animate Dream blue -6HP
-----
Clair
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green

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AoO w/ +1 keen rapier: 1d20 + 11 ⇒ (7) + 11 = 181d6 + 3 ⇒ (6) + 3 = 9

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Galandaro sends some magic missiles at the blue foe in front of Merisial...
Magic Missile Damage: 3d4 + 3 ⇒ (4, 4, 2) + 3 = 13

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Sorry for my absence, but I was unavailable during my trip much more than I thought I would be. Regardless, I'm back (though apparently not up in initiative yet).

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Botting Clair:
Clair moves forward and attacks the Animate Dream blue with her adamantine scythe.
atk: 1d20 + 7 ⇒ (19) + 7 = 262d4 + 4 ⇒ (4, 2) + 4 = 10
Those spirits have undead traits?
Knowledge (Religion): 1d20 + 3 ⇒ (20) + 3 = 23

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Thanks for botting! And i just found out that I made a mistake regarding the damage from the dagger.
Clair knows that these spirits are outsiders instead of undead.
Merisiel takes her chance to hit the incorporeal creature once more, but she realizes that her weapon does only half damage. Also Clair's attempt to hit the creature does not have any effect.
The doughter with red eyes steps up to Toshiro and tries to touch him.
Aoo for Toshiro
MTA: 1d20 + 2 ⇒ (14) + 2 = 16 DC13 Will Save
Round 1
Merisiel please make a DC21 Will Save
Toshiro please make a DC13 Will Save
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Animate Dream blue -24HP
-----
Clair
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

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Insidion snarls and unleashes a trio of magic missiles at the blue incorporeal.
MM: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11

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@GM Baerlie, but they are undeads? I'm asking because Clair has command undead...
will DC 21: 1d20 + 4 ⇒ (19) + 4 = 23 +2 if it is enchantment.

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@Merisiel: It depends on which spirit you mean. The animate dream is not undead, she from another plane and don't have a real body. If you want to know more it's knowledge panes you need to roll. The daughters are undead and incorporeal and they have undead traits. Any specific questions regarding the daughters?
Insidion releases three magic missiles at the incorporeal creature before the other daughter acts. She decides to aid her sister in combat and steps up to Clair and touches her.
MTA: 1d20 + 2 ⇒ (19) + 2 = 21
aoo for Clair + DC13 will save
Round 2
Merisiel
Toshiro please make a DC13 Will Save
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Animate Dream blue -35HP
-----
Clair
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green

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Merisiel strikes a further blow with her rapier against the Animate Dream blue.
+1 keen rapier: 1d20 + 11 ⇒ (5) + 11 = 161d6 + 3 ⇒ (2) + 3 = 5
Botting Clair:
AoO: 1d20 + 9 ⇒ (19) + 9 = 282d4 + 6 ⇒ (3, 3) + 6 = 12
Will DC 13: 1d20 + 7 ⇒ (2) + 7 = 9 man...
@GM Baerlie: the daughters are intelligent undeads? How much HD they have?

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will save: 1d20 + 5 ⇒ (4) + 5 = 9
I'd like to use my reroll please :)
will save: 1d20 + 10 ⇒ (6) + 10 = 16
Toshiro attacks twice.
at blue. high is good
attack: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d8 + 7 ⇒ (8) + 7 = 15
miss chance: 1d100 ⇒ 47
2nd attack
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 7 ⇒ (8) + 7 = 15
miss chance: 1d100 ⇒ 84

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I'm back, so I'll resume control when I'm up. Will likely use Command Dead and try to take over the undead, or at least make them stop attacking us. (I will have shared control with the current owner, which I assume the animate dream is, so they may be hard to fully control.)
EDIT: What's the failed Will save do to me? (Sorry if it was written in an earlier post, but I can't seem to find it...)

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The creature's psychic energy touches Clair's mind and inspires that her animus to rise up and overthrow the creature’s dominant personality. confused 2 rounds, but roll the effect twice and I may choose one
Clair tries to hit the creature touching her and hits, but the weapon does not do any damage. Merisiel swings at the animate dream again and hits. Toshiro's attacks hit also, but the weapon does not do any damage.
The animate dream takes a step back and casts a spell defensively. Merisiel suddenly feels very sleepy.
Concentration DC21: 1d20 + 17 ⇒ (8) + 17 = 25
1 round casting time
Round 2
Merisiel
Toshiro
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Animate Dream blue -37HP
-----
Clair confused 2R
Galandro
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Daughter red
-----
Insidion
-----
Daughter green

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Galandaro sends a missile of acid at the blue foe...
Exploit Ranged Touch Acid: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16..DMG: 3d6 + 2 + 1 ⇒ (2, 2, 2) + 2 + 1 = 9

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Clair tries to focus, so she can channel the energy required to turn the undead, but her mind feels like a fog cloud. Figuring she has to do at least something to help her allies, Clair swings her scythe at the undead adjacent to her.
Adamantine Scythe: 1d20 + 9 ⇒ (8) + 9 = 17 Damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12

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Galandaro sends an orb of acid at the animate dream, but the orb travels through the creature, leaving no damage. touch ac not hit
Clair attacks the incorporeal creature next to her with her scythe, but the weapon strikes through the body like air.
The daughter with red eyes takes a step back and mumbles a few words while looking at Toshiro.
no saving throw, unlucky 2 rounds (roll the d20 twice and take the less favorable result)
Round 2
Merisiel
Toshiro bad luck 2R
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Animate Dream blue -37HP
-----
Clair confused 1R
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green

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Alternately snarling and laughing, Insidion sends another trio of magic missiles at the blue one.
magic missile: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12

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Insidion shoots three magic missiles at the blueish incorporeal creature. The creature tries to concentrate to finish the spell but the spell crackles and vanishes.
Concentration DC25: 1d20 + 17 ⇒ (7) + 17 = 24
The daughter in green takes a step back and unleashes a jet of dark energy at Merisiel.
RTA: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 3d6 ⇒ (5, 2, 5) = 12
Charisma Damage: 1d6 ⇒ 2
Round 2
Merisiel
Toshiro bad luck 2R
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Animate Dream blue -49HP
-----
Clair confused 1R
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green

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Merisiel tries to hit the Animate Dream blue again with her rapier.
+1 keen rapier: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 3 ⇒ (1) + 3 = 4

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Toshiro attempts to hit blue but his swing goes wild. high good. I edited the rolls cause it's just a d20 not the percentile and the damage
"My blade seems to have no effect on these creatures!"
attack: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d8 + 7 ⇒ (5) + 7 = 12
miss chance: 1d100 ⇒ 23
bad luck
attack: 1d20 + 11 ⇒ (12) + 11 = 23
2nd attack
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 7 ⇒ (3) + 7 = 10
miss chance: 1d100 ⇒ 11
bad luck
attack: 1d20 + 6 ⇒ (4) + 6 = 10

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Merisiel attacks the animate dream again, but the swing misses. And although Toshiro's attack hits the weapon just strikes the incorporeal body like air.
The animate dream takes another step back and casts another spell.
Merisiel and Toshiro, please make a DC19 Will save vs. fear
Confusion #1: 1d100 ⇒ 90
Confusion #2: 1d100 ⇒ 53
taking roll #1
1 blue, 2 green, 3 Merisiel: 1d3 ⇒ 1
Round 3
Merisiel
Toshiro bad luck 1R
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Animate Dream blue -49HP
-----
Clair confused 1R
Galandro
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Daughter red
-----
Insidion
-----
Daughter green

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Will DC 19: 1d20 + 4 ⇒ (20) + 4 = 24 +2 if it is an enchantment effect. EDIT: Nevermind. :)

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Galandaro conjures a ball of ice and snow and hurls it at the daughter (green target)...
Snowball vs Touch AC: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17..DMG: 5d6 ⇒ (1, 5, 6, 4, 2) = 18
if hit is successful then she needs to make a DC14 Fortitude check or be staggered for one round

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Merisiel is able to shake off the feeling of horror, but is still shaken. Toshiro is not able to do so and gets panicked. He drops his weapon and attempts to flee.
Clair continues to attack the animate dream, but again the weapon just strikes through the outsider's body. Suddenly she snaps back to reality again. Galandaro conjures a ball of ice at the daughter with green eyes and hits.
The daughter with red eyes takes a step back and stares at Toshiro. Sudenly he's wracked with mental agony as its own animus attempts to wrench free from its physical form.
Rend psyche touch: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 3d6 ⇒ (3, 2, 1) = 6
Charisma Damage: 1d6 ⇒ 5
DC13 will for half damage/negates the Charisma damage
Round 3
Merisiel shaken 1R
Toshiro bad luck 1R panicked
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Animate Dream blue -49HP
-----
Clair
Galandro
-----
Daughter red
-----
Insidion
-----
Daughter green -9HP