(PbP Gameday XI) PF2 #3-17: Dreams of a Dustbound Isle (Inactive)

Game Master CanisDirus

PF2 PbP - Dreams of a Dustbound Isle (5-8)

GM Notes:
Perception
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Initiative
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Dustbound Scenery & Maps

Dustbound Macros


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This is the gameplay thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Wayfinders

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Over the last few days, you (along with nearly everybody else in the Grand Lodge in Absalom) have been having disturbing dreams...

Soundtrack #1: Pre-Game - Ruins

===
One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.
===

Othello:
An endless, inescapable sea of choking black dust stretches in every direction. It presses down, down, down, choking and drowning, without end. Four stars light the sky above, but a clawed hand plucks them out. As the light disappears, glowing yellow eyes stare with loathing from the darkness. An ebon pyramid builds stone by stone, walling in the dreamer until only the eyes remain.

Hobbs:
A shadow follows you through the Grand Lodge, hidden behind the eyes and in every word and gesture of others there. Reflections stare back with glowing yellow eyes, hands pounding against the glass, trying to escape. A crown of stars appears over the reflection’s head.

Dran'Thil:
Searching for escape, lost in an endless sea of black dust. Glimpses of yellow glowing eyes filled with a deep anger and loathing. Grasping hands from below, and a spear constellation in the night sky above before all goes dark.

Anaissah:
Something watches the halls of the Grand Lodge, fleeting glimpses of glowing yellow eyes staring out from windows and mirrors. Everyone and everything crumbling to black dust at a touch and the edifice slowly collapsing, leaving only a dark night sky and a winged serpent constellation.

James:
A rocky shoreline with a sea of black dust stretching on forever. A growing anger and frustration, tightening emotions from an outside source. A sudden noise and glowing yellow eyes before waking.

Rhizzuk:
Choking black dust, stumbling in darkness. Glowing yellow eyes appear, staring with loathing. A wave of pain and anger and the world shrinks, smaller and smaller, closing in from all sides.

Then, a few mornings later, you receive a summons from Toldrar, head of security for the Grand Lodge for a mission briefing. On your way there, you have time to introduce yourselves to your fellow agents!

We're only a couple of days away from starting, so feel free to do character introductions!

Verdant Wheel

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

The nights were fitful and full of nightmares. What was one more? Normally, they were tattered white fabric hanging from branches. Blood, dripping hot on her face. The sounds of burning men screaming. Being paralyzed while the mummy killed her friends.

Anaissah Étoile, Pathfinder Linguist, woke up in a cold sweat.

With a groan, she stumbled out of bed and immediately fell into the utter disarray that were her chambers. Piles of books and scrolls in almost two dozen languages littered the room, and another two dozen empty wine bottles amongst them. Anaissah blindly felt around in the dark for one that wasn’t entirely empty, and managed to grasp her wayfinder. She activated it to aid her search, though the sudden bright light made her curse.

”Calistria’s sting,” she groaned, and then found a bottle to swig from she stuffed the wayfinder back under her pillow.

Makeup and bloodeye coffee hid most, and uncanny nymph-blood took care of the rest. And while she wears an Osirian perfume of saffron and cinnamon, the smell of stale wine and flayleaf still clings to her.

The sorceress is wearing an ensemble from her dear friend and clothier, Iltara Clavela. She wears tall, knee high boots of elven make and an exquisite gown of iridescent seafoam green that contrasts with her the deep honey skin tone that seems dusted with gold flakes. The gown has a long train that touches the floor and reveals a teasingly short skirt beneath. Tucked into the hints of her décolletage is one of the most ostentatious (Fashionable engraved rugged esoteric protective) wayfinders one is likely to have seen, outside Muesello's own. Her magenta-cherry hair, bedecked with baubles, is pulled up and framed like the towers of Skyreach themselves.

All of it seemed to be a distract away from bright green eyes that acutely study each of her fellow Pathfinders as they enter and she engages them all in pleasantries, seeking to glean unspoken truths about each of them in kind.

Anaissah notes their regional words, pronunciation changes, and nonverbal cues that provide her with a minor fact about their social environment; such as their hometown or certain groups they might have belonged to.

Read Shibboleths:
If your character wants to be deceptive about their social environment, they can attempt a Deception, Society, or appropriate Lore check against DC 28.

Radiant Oath

M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

I swear I posted a character introduction yesterday. The joys of Paizo some days.

Rhiuzzk stands tall, their matte-black hellnkight plate not so much gleaming but absorbing all the light around as though it were some sort of black hole.

Looking to their companions Rhizzuk introduces themselves "Rhizzuk, paladin of Erecura, Queen of Dis. I will do me best to protect you all from harm and smite our foes."

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 10 / HP 190/190 (temp HP 0/14), Perc +18, AC 28, Fort +21 Ref +16 Will +19 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

I'm Dran'Thil, from Dran'Thor's family and the Torgin's clan.

The dwarf wearing a beastplate who said this has a dwarven war axe next to him.

Torag will help us to complete this new mission. In fact he has already begun sending me some dreams. Not sure how to interpret them right now but it must be a sign of the God.

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |
Rhizzuk wrote:

I swear I posted a character introduction yesterday. The joys of Paizo some days.

Rhiuzzk stands tall, their matte-black hellnkight plate not so much gleaming but absorbing all the light around as though it were some sort of black hole.

Looking to their companions Rhizzuk introduces themselves "Rhizzuk, paladin of Erecura, Queen of Dis. I will do me best to protect you all from harm and smite our foes."

A goblin dressed in a ratty tuxedo complete with top hat gives the iruxi a puzzled look and gestures at the surrounding lands. "You're a paladin and queen of all this as well? Impressive." His top hat is far too small to fit his oversized goblin head and is secured with a length of string His cracked spectacles are also too small and tied on with string. He bows deeply to the 'queen' and politely doffs his hat, revealing a tiny hedgehog clinging to his enormous head.


F Hedgehog HP 40/40| AC 24 | F +11R +16 W +12| Perception +12 Low-Light |

The hedgehog gives a tiny wave to the assembled pathfinders. "Good morning everyone. My name is Erinac..." her greeting is cut off as the goblin replaces his hat.

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |

"I am Hobbs Picklesmith, practitioner of the esoteric disciplines. The mundane would say that I am a wizard."

He pulls a pipe from a pouch at his belt and fills it with an iridescent liquid. He softly blows into the pipe, causing a torrent of soap bubbles to emerge and float about his head.

Envoy's Alliance

M Rainfall Orc Ruffian Rogue 6: AC:24, HP:88/88, Fort:12, Ref:12, Will:10, Per:10, Stealth:12, Darkvision

I thought I posted an introduction but never dead
James wakes up all cranky Err, never got much sleep, or at least my sleep was badly interrupted, it is like having an explosion as your wake up alarm. The human looks around Me need something to smash.

Radiant Oath

1 person marked this as a favorite.
M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

Rhizzuk shakes their head and dead pans. "Erecura is the Queen of Dis, second layer of hell."

Wayfinders

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Soundtrack #2: Briefing - Gray Lady

Toldrar, the Grand Lodge’s Head of Security, drinks deep from a steaming mug as Urwal, leader of the Verdant Wheel faction, excitedly lays out star charts on the meeting table. Valais Durant, leader of the Radiant Oath, briefly nods off before snapping back awake.

Toldrar lifts his mug in greeting. “Good morning, Pathfinders! I would ask if you’re rested, but no need I think this week. Almost everyone in the Lodge has experienced the same dreams, and the intrusions are growing worse with time. Agents have experienced debilitating headaches and exhaustion, and their health and the Grand Lodge’s security are at risk. I’ve asked you here as some of the Society’s best agents still in ready condition. You’ve had strange dreams as well, I understand?”

The trio of society leaders appear interested to hear about your dreams.

In addition, you might have some other insight:

Occultism or Desna (or dream-related) Lore to Recall Knowledge
(I like to rely on the honor system for recall knowledge and gather information in PbP)

12 or less Occultism & 8 or less Lore:
The glowing yellow eyes suggest that a fiend or undead creature of some sort is sending dreams to attack the Pathfinder Society, or perhaps to draw knowledge from sleeping Pathfinders.

13-21 Occultism & 9-17 Lore:
You don't have any particular insight. Need coffee.

22-31 Occultism & 18-27 Lore:
The feelings of being trapped possibly indicate that someone is stuck inside a recurring or unending dream. The constellations suggest Desna’s influence.

32+ Occultism & 28+ Lore:
The feelings of being trapped possibly indicate that someone is stuck inside a recurring or unending dream. The constellations suggest Desna’s influence.

Certain spells and mental powers can project dreams or nightmares into a sleeping creature’s mind, even allowing meetings to take place and messages to be shared. These dreams seem like a confused or desperate version of that type of magic. The four-pointed star likely represents Desna, while the spear, winged serpent, and crown represent her servants: the avoral Nightspear, the lillend Sorrowbrand, and her herald the Night Monarch. The strange nature of the dreams suggests that Desna’s influence, if it is present, has been somehow warped or corrupted.

Scenery updated!

Radiant Oath

M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

No useful knowledges here.

Rhizzuk explains his dream"Yellow eyes, with loathing and pain peering out of a cloud of blackness."

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 10 / HP 190/190 (temp HP 0/14), Perc +18, AC 28, Fort +21 Ref +16 Will +19 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

Occultism: 1d20 + 12 ⇒ (15) + 12 = 27

The dwarf tells about his own dream as well. And he concludes:

But all this indicates that someone should be trapped inside an endless dream with Desna influence.

Verdant Wheel

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

Occult RK: 1d20 + 4 ⇒ (12) + 4 = 16

Anaissah knows little to nothing about anything of the occult, much less whatever a 'Dis' is. It was no kingdom she had studied, so surely it must not be that important. Still, it was vaguely familiar. Perhaps it had to do with Cheliax? Some small kingdom that has tried to take it's independence? She shakes away the wandering thoughts.

"Yes, dreams. Quite spooky,"
she says nonchalantly before recounting her own version of the dream.

Envoy's Alliance

M Rainfall Orc Ruffian Rogue 6: AC:24, HP:88/88, Fort:12, Ref:12, Will:10, Per:10, Stealth:12, Darkvision

No useful skills here. Strange dreams, guess we will have to take stay awake pills.

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |
Rhizzuk wrote:
Rhizzuk shakes their head and dead pans. "Erecura is the Queen of Dis, second layer of hell."

Hobbs looks around. "Well this isn't the greatest neighborhood but I wouldn't exactly call it hell."

occultism: 1d20 + 13 ⇒ (13) + 13 = 26

"As for my dreams, they have indeed been strange. A shadow followed me through the Grand Lodge, hidden behind the eyes and in every word and gesture of others there. Reflections stared back with glowing yellow eyes, hands pounded against the glass, trying to escape. A crown of stars appeared over the reflection’s head. I think Dran'thil has it right about someone trapped in a dream and some connection to Desna."

Verdant Wheel

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

Anaissah inspects her cuticles and the pink lacquer on her nails as the others drone on about their dreams. She sighs, and then gives a little 'mmmhmm' and 'ahhh' as polite company requires while they keep talking.

After awhile, she realizes Hobbs has stopped talking and squints at him intently.

"But what does that have to do with Desna? Isn't she the butterfly one? Oh, my bunica is rolling over in her grave, I know, she tried when I was younger, but I seriously can't keep track of them all!"

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

A dark-skinned dark-haired Garundi male enters. He carries a sword and light hammer and a dromeosaur is close on his heals.

'Someone told me there was an assignment here. I caught some discussion about dreams?"

Taking Othello's dream spoiler
"Mine been stranger. I saw an endless, inescapable sea of choking black dust stretches in every direction. It presses down, down, down, choking and drowning, without end. Four stars light the sky above, but a clawed hand plucks them out. As the light disappears, glowing yellow eyes stare with loathing from the darkness. An ebon pyramid builds stone by stone, walling in the dreamer until only the eyes remain."

Occult (Clever Improvisor): 1d20 + 2 ⇒ (2) + 2 = 4

"I can only surmise some fiend or such is using the dreams to attack Society members."

Wayfinders

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Toldrar nods as you all speak, then gestures to Urwal and continues the briefing.

Soundtrack #2: Briefing - Gray Lady

“Urwal discovered that these shared dreams are emerging from another world entirely, and may be some kind of mental magic. I acquired—at no small cost—a concoction to transport a person into this dream realm and tackle the problem at its root. I’ve used it myself to scout the area and determine the severity of the threat. I saw a sea of black dust surrounding a desolate isle with monoliths and ruins in a dim twilight. I retained my equipment and seemed physically present, and I believe the dream realm is at least partially real. When I finished my reconnoiter, I returned here with a thought. Unfortunately, after this one journey, I have been unable to go back. That’s where you come in.”

Urwal ponders, “This dream realm—if that’s what it truly is!—is unknown to us, with strange stars and constellations I have never seen. I’ve dreamed of a new Wyrm constellation observing the isle with gleaming eyes. I believe it represents a trapped individual, perhaps even a prisoner. There is much we don’t understand and much to learn.”

Valais sits up. “What we need to learn is how to stop these vile intrusions into our minds and prevent it from happening again. And if there is an innocent prisoner trapped in this nightmare, we have to help them.”

Toldrar finishes his drink. “Whatever it truly is, it’s a threat we need to stop. The potion only works once, Pathfinders, so you’ll have one chance to complete your mission. You can wake yourselves and retreat if the situation is dire. We have put together some items that may prove useful. Acquire anything else you may need in the city, and ask around the Lodge for information or resources.”

Toldrar produces a leather case stocked with clear glass vials containing a shimmering, multi-colored liquid. “I have the potions when you finish your preparations. But before you see to your school contacts and the local quartermaster, do you have any questions?”

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 10 / HP 190/190 (temp HP 0/14), Perc +18, AC 28, Fort +21 Ref +16 Will +19 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

Well if I quite understand we must drink a potion to go into the dream to put an end to the nightmares but we don't know how and free any innocent prisoner who could stand there?

The dwarf waits for a first answer. Then he continues:

How can we bring back an eventual prisoner if this one has not drink the potion? So the next question: how can this be there without having drunk this potion?

Radiant Oath

M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

Rhizzuk listens and nods "To confirm, we have two major objectives. Help the prisoner and stop the intrusions into our minds."

Verdant Wheel

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

"Do we know anything more about this potential 'prisoner'? What if it's some giant spooky dragon that likes to eat halfling babies?" Anaissah asks.

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |
Anaissah wrote:
"Do we know anything more about this potential 'prisoner'? What if it's some giant spooky dragon that likes to eat halfling babies?" Anaissah asks.

Hobbs blows some more bubbles from his pipe. "In that case we either slay the dragon or leave it imprisoned."

Wayfinders

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Toldrar answers first. "Correct, Rhizzuk. You are to investigate and stop these intrusions into the minds of Pathfinder agents. As for the rest..."

Valais considers in reply to Anaissah. “It’s possible something dangerous is trapped there, or has set a trap for us, but we believe that someone at the isle is in genuine distress. Whoever they are, judge them by their actions, not their friendliness or appearance.”

In response to Dran'Thil, Urwal speaks. "It is likely that if this is a prison, it can be accessed through multiple means. Ours is the only one we have discovered, but there are almost definitely others."

Toldrar picks up that thread. "In theory, you won't be able to bring back anything you find to the Grand Lodge other than knowledge, which is one of the reasons we're going ahead with this mission so hastily."

Urwal speaks with urgency. “Powerful and unknown forces are at work here! While you embark on a vital journey for everyone’s safety, remember to keep your eyes open to new wonders and possibilities. This strange environment could have some greater import than we’ve guessed, something worth preserving. I ask you to study and understand before taking decisive action.”

Valais lets out a frustrated breath. “The expedition’s priority needs to be the Grand Lodge’s safety and helping anyone in danger or imprisoned in this dream. If you can prevent this from happening again, that’s more vital than academic pursuits. I agree you shouldn’t be haphazardly destructive, but if there is a way to stop these attacks without hurting innocents, you should act.”

Urwal nods in understanding if not agreement. “Unless you can find a way to preserve the isle while also preventing future attacks, you’ll have to make a choice. We both trust you to make the right one.”

Valais agrees. “We trust your judgment.”

It seems the faction leaders are slightly at-odds with how you handle some things, leaving it largely up to you.

Toldrar gives your party the following items:
- One Dust of Appearance
- One Candle of Revealing

And encourages you to make your final preparations and ask final questions while visiting the Grand Lodge's libraries to seek more information.

(Another post coming shortly)

Wayfinders

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As you continue to make preparations (and ask any other last-second questions), you have time to visit a library within the Grand Lodge and see if anyone researching the issue can talk to you for a few minutes:

Diplomacy (Gather Information) or Library Lore

13 and Below:
The only person you find is Venture‑Captain Ambrus Valsin, who is quite grumpy due to several missed nights of sleep. He tells you he suspects an archivist opened something they shouldn’t have down in the vaults, and simply wishes you luck.

14 through 22:
You aren't able to find anybody who has useful information.

23 through 32:
You find Chief Archivist Zarta Dralneen discussing Osirion grave wards with an assistant. Rain in Cloudy Day impatiently rocks on a desktop, and waves at you. “Are you off on an adventure? I’ve been so bored. I’ll grab my gear and help!” Zarta neatly plucks Rain from the air mid-hop. “Now, now. What would I do without your aid? And this must be Toldrar’s dream team. Toldrar indicated that something observed him during his scouting mission? Possibly a sentient demiplane then. Be cautious for its response to your presence. It could release adversaries or shift its terrain suddenly. Oh, Rain has some potions for you. Please return what you don’t use. Ambrus Valsin never tires of auditing my ledgers.”

You may now open the "Rewards" spoiler at the bottom of this post.

33 and Above:
You find Chief Archivist Zarta Dralneen discussing Osirion grave wards with an assistant. Rain in Cloudy Day impatiently rocks on a desktop, and waves at you. “Are you off on an adventure? I’ve been so bored. I’ll grab my gear and help!” Zarta neatly plucks Rain from the air mid-hop. “Now, now. What would I do without your aid? And this must be Toldrar’s dream team. Toldrar indicated that something observed him during his scouting mission? Possibly a sentient demiplane then. Be cautious for its response to your presence. It could release adversaries or shift its terrain suddenly. Oh, Rain has some potions for you. Please return what you don’t use. Ambrus Valsin never tires of auditing my ledgers.”

You also meet with Master of Spells Sorrina Westyr, who shares an interesting discovery. A tobacco-scented chronicle submitted by Old Pak from Ramparassad describes the Shadow Plane, a murky mirror to the Material Plane in perpetual dim half-light, which sounds similar to the strange twilit isle in the Pathfinders’ shared dreams. Sorrina suggests your team bring strong light-producing magic with them, as light effects may be impeded.

You may now open the "Rewards" spoiler at the bottom of this post.

You also have a chance to chat with Curator Adjutant Seshuun of the Blakros Museum, who is visiting the Grand Lodge at Toldrar’s request. “The Society has helped the museum; I’m happy to return the favor. Toldrar wasn’t forthcoming about why he asked me here. Is this about the Sixwing Drake? I hope you found the missing crew. Or another matter?”

Arcana, Occultism, or Religion (Recall Knowledge)

13 and Below:
Seshuun seems distracted. “The Dark Tapestry’s alien entities twisted reality and tormented the mind of the Blakros Museum’s original builder. Perhaps relics from that event in your vaults might have drawn their attention.”

14 through 22:
The chat is pleasant, but you glean no relevant information.

23 through 32:
After hearing about the dreams, Seshuun shares that the former curator inadvisably used the museum’s connection to the Shadow Plane and opened a doorway to a demiplane laboratory anchored by three beacons. The details are a bit complicated, but Seshuun believes that similar “beacons” or other objects may act as anchors to strengthen the dream demiplane.

33 and Above:
After hearing about the dreams, Seshuun shares that the former curator inadvisably used the museum’s connection to the Shadow Plane and opened a doorway to a demiplane laboratory anchored by three beacons. The details are a bit complicated, but Seshuun believes that similar “beacons” or other objects may act as anchors to strengthen the dream demiplane.

Seshuun also recalls that the ebony pyramid in some Pathfinders’ dreams sounds similar to an object called the Wightir Conjunction, which connected the Blakros Museum to the Shadow Plane.

I know this is a lot of lore and exposition to take in. Once you are ready to proceed with your mission, please put an "X" at the bottom of a post. When the majority of the team is set, we can proceed!

Rewards - open only if directed to do so in another spoiler above:
If you successfully spoke with Zarta and Rain, the fungus leshy gives your party:
- Four Moderate Healing Potions

Please let your party know about this reward - Thank you!

Radiant Oath

M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

Religion: 1d20 + 9 ⇒ (5) + 9 = 14

Rhizzuk chats a bit "No sign of the original crew unfortunately.

X

Envoy's Alliance

M Rainfall Orc Ruffian Rogue 6: AC:24, HP:88/88, Fort:12, Ref:12, Will:10, Per:10, Stealth:12, Darkvision

arcana: 1d20 + 9 ⇒ (6) + 9 = 15 Yeah, sorry guys, didn't find anything useful.
X

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Did James want to ask around at the library at all?

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |

diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20

arcana: 1d20 + 18 ⇒ (3) + 18 = 21

Is the arcana check a recall knowledge? If so it looks like Hobbs failed but he has dubious knowledge. How should that be handled?

Envoy's Alliance

M Rainfall Orc Ruffian Rogue 6: AC:24, HP:88/88, Fort:12, Ref:12, Will:10, Per:10, Stealth:12, Darkvision

I forgot this was one of the few melee characters I have that took diplomacy
diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14 but gets side tracked by asking for the best fantasy and science fiction novels

Verdant Wheel

1 person marked this as a favorite.
HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

Diplomacy Gather Info: 1d20 + 16 ⇒ (8) + 16 = 24

Arcana RK: 1d20 + 13 ⇒ (15) + 13 = 28

Anaissah does what she does best, talk and listen and get by on her natural talents without really trying hard. By the end of the short wander through the grounds, she rejoins the group while laughing at something Seshuun had told her, and carrying in her arms four Moderate Healing Potions from Zarta. Anaissah was quite fond of the Chief Archivist already, but gifts never hurt!

Anaissah then casually shares what she was told about beacons used in other places that act as dimensional anchors and strengthen the connection to the two realms. She, herself, has personal experience with that having recently returned from Osirion. It was not an experience she particularly enjoyed, and hopes the dream plane is more rewarding.

"I think a whole lot of pesh would make this adventure much more exciting." she says with an impish twinkle in her eyes, only half joking.

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Azu tries to sneak Ako into the library, whereupon the dromeosaur begins to paw books off the shelf. Embarrassed, the ranger leaves, dragging his companion by is leash.

As a possible frontliner, Azu is happy to take one of the potions of healing.

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |

x

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout
Hobbs Picklesmith wrote:

[dice=diplomacy]1d20+12

[dice=arcana]1d20+18

Is the arcana check a recall knowledge? If so it looks like Hobbs failed but he has dubious knowledge. How should that be handled?

I have an idea on this. I'll post again before it dies of loneliness (tomorrow morning).

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 10 / HP 190/190 (temp HP 0/14), Perc +18, AC 28, Fort +21 Ref +16 Will +19 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

Religion: 1d20 + 14 ⇒ (20) + 14 = 34

After hearing about the dreams, Seshuun shares that the former curator inadvisably used the museum’s connection to the Shadow Plane and opened a doorway to a demiplane laboratory anchored by three beacons. The details are a bit complicated, but Seshuun believes that similar “beacons” or other objects may act as anchors to strengthen the dream demiplane.
Seshuun also recalls that the ebony pyramid in some Pathfinders’ dreams sounds similar to an object called the Wightir Conjunction, which connected the Blakros Museum to the Shadow Plane.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Apologies for not updating sooner. My day got away from me yesterday.

Hobbs only:

Diplomacy:
Some pathfinders think an archivist opened something they shouldn’t have down in the vaults and you're headed for a demiplane contained inside an artifact kept in the Grand Lodge's vault, like the Hao Jin Tapestry of old. Others think it could be a sentient demiplane of some sort.

Arcana:
From talking to Seshuun, you suspect that either the Dark Tapestry or the Shadow Plane might be involved here. Either way, there might be "beacons" that could make things less chaotic present there.

Another post coming shortly.

Wayfinders

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Once you have had time to prepare and purchase equipment, Toldrar takes you to a secured room and provides you with the dream potions. The syrupy liquid tastes like a susurration, with each swallow setting you adrift.

Soundtrack #3: Island Ambient - City

The candles that illuminate the Grand Lodge meeting room flicker and then wink out, leaving the room in silent darkness. Motes of glimmering light briefly flash over the door before it crumbles to dust, revealing a path of onyx stones across an endless sea of black dust. The winding path leads to a beach at the base of a rocky cliff. Alien constellations swirl in the heavens, bathing the strange realm in dim light. A single flash of lightning fills the cloudless sky, accompanied by a CRACK of thunder that sounds oddly like popping knuckles.

Unless otherwise noted, everything on this island is in perpetual dim light, but since 5/6 of you have Darkvision, I'm not going to obscure anything on the map.

The black dust on the beach twists in ephemeral patterns. Stone steps climb the looming cliff to a monolith bathed in starlight. Dozens of voices cry out for help from inside the ancient stone. Their pain echoes around the isle as it would within a cavernous chamber, reflecting off three other points. Across a small strait sits the smashed hull of a blue-sailed ship. A black pyramid (outlined in purple) rises in the distance. Glowing yellow eyes peer out momentarily, and then sink into the shifting stones. The nearby monolith cracks as a bell rings in the distance, but the cracks fade as black dust fills them.

(Monoliths are outlined in blue squares. You can approach the monolith near your starting position on Slide 5 without any problems, but this might not hold true for the other monoliths, though!)

The shattered hull of a blue-sailed vessel rests on the beach behind you, the wood creaking and splintering under its own weight. The name Sixwing Drake is emblazoned on the prow in faded paint.

Areas in blue are made of thick dust that looks like it might swallow you up if you were to try and walk through it.

Shadowtongue runes form in the sand in front of the beachside monolith, though they convey no meaning, forming tormented faces when anyone attempts to read them.

(Runes) You can investigate these runes with a DC 25 Arcana, Occultism, or Society check or a DC 23 Shadow Plane Lore check. Anaissah gets a +2 circumstance bonus on these checks.

(Energy) You can also study the energies emanating from these runes with a DC 25 Occultism or Religion check or a DC 23 Shadow Plane, Scribing, or related Lore check. Anaissah gets a +2 circumstance bonus on these checks.

(If using Occultism and/or Shadow Plane Lore please ID which check you are making with which skill)

Anaissah only:
These runes are written in Shadowtongue, but the material has Abyssal energies coming from them. Your bonuses come from knowing the Shadowtongue and Abyssal languages.

(Monolith) To examine the monolith, you can attempt a DC 23 Arcana, Occultism, or Religion check or a DC 21 Desna or related Lore check.

Maps & Scenery are updated! Art for the monoliths and ship are on Slide 6!

Wayfinders

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To determine the planar traits of the realm you are now in:

DC 10 Arcana, Nature, Occultism, or Religion check:
This island has the Evil, Finite, Metamorphic, and Shadow traits.

The radius of all light from light sources and the areas of light spells are halved. Darkness, evil, and shadow magic are enhanced; anyone Casting a Spell with the darkness, evil, or shadow trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Good and light magic are impeded; anyone who Casts a Spell or Activates an Item with the good or light trait must succeed at a DC 6 flat check or lose the spell or activation.

As a finite metamorphic demiplane, this area contains a limited amount of space. Creatures cannot travel more than 30 feet away from the surface or from the borders of these islands, though a desolate sea of dust is visible in every direction. Any attempts to walk, fly, teleport, or otherwise travel away might seem at first to work normally, but as if you were traveling on a treadmill, you make no progress. Any attempts to dig into or otherwise modify the terrain might momentarily seem to work, but ultimately will have no effect; there’s more black dust beneath every surface. The demiplane instantaneously shifts to fill holes or otherwise “repair” any damage that would be done to it, even filling in footprints and erasing chalk marks.

You all gain access to a special action usable for the duration of the adventure:

Wake Up (◆◆) Unless otherwise noted, you can voluntarily wake up and leave the dream realm. What happens to you once you awake will be revealed once all PCs have woken up, or the end of the adventure.

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 10 / HP 190/190 (temp HP 0/14), Perc +18, AC 28, Fort +21 Ref +16 Will +19 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

The dwarf tries to understand what is around them.

Occultism, planar traits: 1d20 + 12 ⇒ (6) + 12 = 18

Occultism, runes: 1d20 + 12 ⇒ (19) + 12 = 31

Religion, energy: 1d20 + 14 ⇒ (4) + 14 = 18

Religion, monolith: 1d20 + 14 ⇒ (9) + 14 = 23

Verdant Wheel

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

Anaissah does indeed cast Darkvision on herself (level 2) and her sole companion that needs it (level 3) because, she is of course a kind and benevolence fey-touched. Certainly not fickle or prone to petty expectations of debts repaid.

She seems eager to approach the closest pyramid with rapt fascination, the linguist practically vibrating with excitement as she studies the twisting runes in the sand. It was not the first time she had seen such twisted connections of Shadowtongue and Abyssal. She licks her lips, almost hungry for the knowledge as bright green eyes dart about, soaking it all up.

Society for Runes: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29

Scribing for Energy: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26

Arcana for Planar traits: 1d20 + 13 ⇒ (10) + 13 = 23

Arcana for Monolith: 1d20 + 13 ⇒ (14) + 13 = 27

Envoy's Alliance

M Rainfall Orc Ruffian Rogue 6: AC:24, HP:88/88, Fort:12, Ref:12, Will:10, Per:10, Stealth:12, Darkvision

arcana: 1d20 + 9 ⇒ (19) + 9 = 28 runes
arcana: 1d20 + 9 ⇒ (19) + 9 = 28 monolith
arcana: 1d20 + 9 ⇒ (3) + 9 = 12 Not a spellcaster, don't have to worry and I don't fee like leaving anytime soon.

Radiant Oath

M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

religion energy: 1d20 + 9 ⇒ (8) + 9 = 17
religion monolith: 1d20 + 9 ⇒ (3) + 9 = 12
religion planar traits: 1d20 + 9 ⇒ (2) + 9 = 11

flat to light wayfinder: 1d20 ⇒ 17

Rhizzuk shakes his Wayfinder and gets a little bit of light out of it, decising to save their goggles of night for later at the moment.

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Azu realizes that the runes and energy that surround this place are beyond him. Instead he focuses on the plane itself.

Nature: 1d20 + 13 ⇒ (1) + 13 = 14

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |

"Hmm...this will require some pondering."

Hobbs retrieves a vial of pickle juice from a belt pouch and quickly mixes it with several powders from a different pouch. After giving the vial a quick shake he comsumes it entirely.

Cognitive mutagen, moderate

The goblin licks his lips. "Not bad. Perhaps a bit more rosemary next time. Now let's see about these runes and monolith." He rubs his hands together, pulls out some paper and ink for notes and begins investigating.

The mutagen only gives Hobbs +1 to arcana since he already has +1 built into his stats due to his hat of the magi.

arcana-runes: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20

occultism-energy: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29

arcana-monolith: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28

arcana-planar traits: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29

hero point reroll-arcana-runes: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39

As he concludes his note taking he looks around the area and turns to his fellows. "Interesting. What are your conclusions?"

Wayfinders

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Yay, site is back up only 90 minutes after I tried posting this earlier!

Soundtrack #3: Island Ambient - City

Most of you are able to identify the planar traits of this place, and understand its limitations.

Dran'Thil, Anaissah, James, and Hobbs learn quite a bit studying the Monolith:

You identify the monoliths as corrupted Desnan artifacts, defiled holy relics with great cultural and religious significance. You discern that breaking them would free the dozens of minds trapped inside of them, but a very dangerous and difficult ritual could channel the corruption away and preserve the monolith while also freeing the prisoners. Failure at this ritual might injure your mind and render you unable to make future attempts to purify the monolith you failed to purify already (...or worse, if you critically fail!). Either way, breaking or purifying them would free the artifacts from whomever corrupted them.

Alternatively, one of you could accept the nightmares of those trapped inside of a single monolith, rendering it inert until you leave the dream realm (as an option if you are unwilling to break it or perform this ritual).

As you figure this out, faded words carved into this monolith closest to you consolidate and come into focus:

Cynosure, lost to me except for dreams.
My only succor on cursed black shore, dreams.
Sorrow brands my spirit, a curse I share,
Wounding as wounded ’til nevermore dreams.

Dran'Thil, Anaissah, James, and especially Hobbs (critical success!) are also able to make sense of these Runes:

These runes represent imprisonment, specifically that they bind whomever they are inscribed to to the Shadow Plane. Hobbs recognizes this as the mark the Onyx Alliance used in the past to brand prisoners when, once upon a time, it used to traffic in slaves.

Anaissah and Hobbs are able to study the Energy of this area, as well:

Curses have been gouged into the dreamstone monolith by wicked claws, as if a giant hand reached down from the sky to carve them. Judging by the side, each of these claws must be the size of a halfling or gnome! All of these curses, and the residual energies of the claws themselves, bear a strong Abyssal taint to them.

The remains of the Sixwing Drake creak on the shore behind you, and the distant toll of a bell pings through the shadows. Otherwise, your party are the only source of light, noise, or motion on this island, still.

What would you like to do now, Pathfinders?

Maps & Scenery remain unchanged!

Wayfinders

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Almost forgot:

Destroying a monolith: Dealing damage to it (Hardness 20), or toppling it (three difficult Athletics checks)

Purifying a monolith: One PC can spend 1 minute performing a rite, then making a difficult Arcana, Occultism, or Religion check (others may assist, but only one person may attempt the rite at a time).

Suppress a monolith: You gain the Drained 1 condition until further notice. You cannot suppress a monolith if you currently have the Drained condition.

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 10 / HP 190/190 (temp HP 0/14), Perc +18, AC 28, Fort +21 Ref +16 Will +19 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

Well do we try the ritual? These monoliths - yes I suppose there are some others - are parts of the reason of the nightmares. They must be disabled or destroyed.

The dwarf strokes his beard.

Grand Archive

M Goblin | Wizard 10 | ◆◇↺ | HP 96/96| AC 27(28 w/shield) | F +17 R +19 W +16 | Perception +13 Darkvision |hero points 0/3| Resistances Fire 5 Void 1 | Speed 25 (35) |2/5 Versatile Vials | Focus 1/1 staff charges 0/5 | Active Conditions: Tailwind |

"The monoliths are corrupted Desnan artifacts. They hold great cultural and religious significance. We should only destroy them as a last resort. Fortunately I should be able to perform the ritual to nullify their power."

Hobbs begins to assemble what he needs to purify the monolith.

"I shall begin shortly. If any of you wish to assist, you may."

Hobbs will attempt the ritual soon while his mutagen is still active. I'm not rolling right away in case someone wants to either assist or talk me out of it.

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

"I do not have the skills to both cleanse and preserve the monoliths. But I hope that someone here does."

Azu draws both his weapons, expecting the unexpected.

Verdant Wheel

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft | | Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

"Oh, Ser Hobbs, of course I am going to assist you. I am a beacon of purity, after all. " She says impishly, seemingly not worried about the ritual. In fact, she was a far bit more unnerved by the Abyssal claw marks.

"Aaaand, I have the perfect outfit for dreamscape rituals!" She goes to touch her fashionable wayfinder and magically replace her outfit with the voluminous black robes that make up the Razmiran clerical vestments that she stole long ago on a previous Pathfinder mission, complete with white mask. It was always useful when she needed to hide herself in a crowd, or more commonly, hide her hangover from the sun.

Anaissah interlaces her well manicured fingers and flexes them back to crack her knuckles before wiggling them spookily.

"Thriiii~iiice be his name!" She practically cackles and goes toward the monolith to be ready to Aid in the ritual.

Aid Ritual roll:
Arcana to Aid Ritual: 1d20 + 13 ⇒ (19) + 13 = 32

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