Hobbs Picklesmith
|
Hobbs examines the monolith and begins to prepare another cognitive mutagen when he notices that Dran'Thil has already begun the ritual using techniques that are wholly unknown to the wizard. Startled, he tips his hat and whispers to Erinaceinae. "That's not primal magic he's using, is it?"
Hobbs Picklesmith
|
"I was afraid of that. Not exactly my cup of tea." Hobbs frowns and replaces his hat.
The Dire GM
|
Prior to the ritual, Dran'Thil identifies the monolith's structure as a petrified tree trunk from the Enchanted Forest in the Dreamlands, also known as the Dimension of Dreams. (And earns the group another Dream Point - awarded on the slides)
Barring a critical success to aid the ritual (Hobbs missed it by just a tiny bit on that Arcana check) -
Dran'Thil finishes his prayers. Purifying starlight shines down on the monolith. Luminescent blue butterflies flit around it as the stone fades away, returning to Desna and freeing the trapped minds. The black pyramid rumbles in the distance as its defenses weaken even further.
Where to now? Only two locales left!
Dran'Thil
|
Let’s go to the last monolith.
The dwarf begins to move in the direction of the object he pointed with his whole hand.
The Dire GM
|
Giving the floating pyramid a wide berth, you head towards the final monolith.
A dilapidated rope bridge leads to a broken natural pillar separated from the rest of the island. A solid, onyx monolith stands atop it. As you approach, the pillar and bridge extend away with growing vertigo as the wind picks up.
How would you like to handle crossing this bridge?
Hobbs Picklesmith
|
Hobbs gives the bridge a thorough check for stability. Crafting +15
The Dire GM
|
H: 1d20 ⇒ 20
Neither of you are quite certain how stable the bridge is.
The Dire GM
|
Hobbs walks across the bridge carefully. As he does, the winds pick up, the ropes creak...but Hobbs makes it to the other side with no issues!
Hobbs earns the party another Dream Point, awarded on the slides (but not to Hobbs as the goal is to spread them out as evenly as possible).
Dran'Thil
|
The dwarf was wondering about something else for a while then he sees Hobbs going on the other side of the bridge.
Well he makes it so we can all go one after another.
And he goes to cross the bridge.
The Dire GM
|
It's okay, though. Nothing to see, really. Let's have some fun with it. Add the word "vanilla" to your next post to own up to it. I promise I won't be mad - I actually do this from time to time in a lot of the PbPs I run when I put a GM Screen spoiler that actually isn't doing much!
Dran'Thil simply...crosses the bridge with barely any effort!
Hobbs Picklesmith
|
Hobbs gives the bridge a good shake. "Come on over. It's perfectly safe."
He steps over to examine the monolith and prepare a cognitive elixir in preparation for the cleansing ritual.
Assuming nothing is different about this monolith he will attempt the cleansing ritual.
arcana: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
The Dire GM
|
After figuring out the trick of the bridge (Hobbs can share it with the rest of you), you all cross, and find yourselves in front of another monolith.
(Let's save that roll result for a moment, Hobbs)
This monolith is pitch black, so dark that you can't even see its features when light shines upon it, almost as if the darkness here were so deep that it functioned like an invisibility spell!
Would you like to do anything before Hobbs performs the ritual?
Dran'Thil
|
Can someone dispel this darkness and invisibility? Otherwise we will miss a part of the poem.
Hobbs Picklesmith
|
Before attempting the ritual, Hobbs examines the monolith. "I have not prepared dispel magic today. Hmm...Perhaps we have a second option?"
Hobbs makes sure the lantern that the group found is lit and he holds it up to the monolith.
The Dire GM
|
The lantern seems to have no effect.
The Dire GM
|
Rhizzuk tries to make a rubbing, but only ends up with a chalk-covered piece of paper.
(Great idea, though!)
Hobbs Picklesmith
|
So we were given one Dust of Appearance and one Candle of Revealing. The candle would not actually make anything visible, just detectable. The dust would suppress invisibility but a strict reading of the rules for that item indicates it only works on creatures. Is this another case of a scenario author/editor not thoroughly vetting the rules and we can in fact use the dust to suppress the invisibility on the monolith?
The Dire GM
|
If a PC is able to see or reveal invisible things (such as by casting see invisibility or using dust of appearance), they discover...
I can't really comment on your question beyond that.
You get the sense that the dust you carry would work, in this instance.
Soundtrack #3: Island Ambient - City
Assuming that you use it, tiny invisible stars are revealed, forming a winged serpent constellation within, along with an invisible poem that had been hidden on the surface:
"Starlight speed the hunter along my trail.
Hidden and sundered and lost in four dreams."
Nearby, the dust also reveals a a worn traveler’s satchel stitched with a butterfly. Inside is an invisibility potion and an identical empty vial.
Hobbs' ritual is a success! Purifying starlight shines down on the monolith. Luminescent blue butterflies flit around it as the stone fades away, returning to Desna and freeing the trapped minds. The black pyramid rumbles in the distance as its defenses seem to be nearly to their breaking point!
Next post coming shortly.
The Dire GM
|
With nothing left to examine, you approach the rumbling pyramid.
Soundtrack #3: Island Ambient - City
An inverted ebon pyramid adorned with blood-red gems floats ten feet above the ground. The blocks of the black edifice slowly shift about, stones grinding in a low growl. Shadow-obscured markings scurry beneath the eye, avoiding comprehension. Darkness flows from its tip into the earth, sending out ripples of black dust.
You can investigate the pyramid with a difficult Arcana check, or a slightly easier Pathfinder Society Lore check.
An internet-inspired image appears on Slide 10
In the dirt nearby the pyramid is a ring bearing a unique sigil upon it. If anyone studies it, it momentarily turns into a different kind of signet ring, then into a small bell bearing both crests. The bell lets out a startling, clear sound.
You can study this bell and its symbology with a Society check, or a slightly easier Pathfinder Society Lore or Heraldry Lore check.
The bell appears on Slide 9
Dran'Thil
|
The dwarf looks around the pyramid not knowing what to do or what think about this.
Does someone have a clue about how to handle this thing? It seems it’s outside of my skilled domain.
Hobbs Picklesmith
|
Hobbs cobbles together a cognitive mutagen and consumes it before examining the pyramid and the bell.
arcana: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
society: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
James T Crusher
|
James will study the pyramid and the bell arcana: 1d20 + 9 ⇒ (1) + 9 = 10 society: 1d20 + 9 ⇒ (6) + 9 = 15
Also James does remember that we are in a dream or someone in the party told him. He will wake himself up to see what happens.
The Dire GM
|
As a reminder:
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.
James, are you sure you still want to do this?
Hobbs makes several discoveries (earning the party 2 dream points).
The first is that this pyramid is identical (sans being upside-down) to the Wightir Conjunction, an object that once connected the Blakros Museum to the Shadow Plane for the Onyx Alliance. An object Pathfinders interacted with over a decade ago.
The second is that the two symbols are that of the Onyx Alliance and the Blakros family. You think the bell might have been useful in weakening the hardness of the monoliths, had you sought to destroy rather than purify them.
---
Soundtrack #7: Prisoner - Murphy'sGhost
As the bell tolls, the black pyramid’s blocks finish reconfiguring, and the structure sinks into the dust. Golden eyes first manifest above it, then the rest of an alabaster-pale woman wearing fitted dress armor slowly fades into view, her visage rippling slightly like a watery reflection.
(Appearing on Slide 10!)
“I knew you Pathfinders couldn’t help yourselves. I am Sarnia Blakros, leader of the Onyx Alliance. I expect you think that makes us enemies, given recent events, but a larger threat has played us against each other. Our foe convinced me that your ship, the Sixwing Drake, carried evidence of the Society’s plots to undermine the Onyx Alliance. They then kidnapped me and trapped my mind here after I set events in motion to acquire the Sixwing Drake’s cargo. I’ll correct that mistake and return the favor of your rescue with a warning: I’ve glimpsed this enemy’s mind. They’ve orchestrated attacks against Pathfinder lodges around the Inner Sea, while shifting blame to the Onyx Alliance.” She pauses. “Well, I expect you have questions after all that, and I owe you at least a few answers.”
Hobbs Picklesmith
|
"Well let's see now. Who is this enemy? How did you manage to glimpse its mind? What exactly is this place? What does this place have to do with Desna? Who are all these souls that are trapped here and why were they trapped? Since we seem to have a common enemy, can we end this absurd conflict between the society and the alliance?"
Hobbs pauses for a moment and blows bubbles from his pipe. He nods in satisfaction. "Yes I think that I just about covers it."
He pulls a large jar out from his bag of holding, unscrews the lid and removes a large pickle. Between bites he holds the jar out towards Sarnia. "Would you care for a pickle?"
The Dire GM
|
Sarnia answers as best she can.
Who is this enemy?
“I’m not sure—someone who hates us both, and wants what we have. I have seen into their mind and know fragments of their schemes, but much remains obscured.”
How did you manage to glimpse its mind?
"I'm not entirely sure. A by-product of how I was imprisoned, perhaps?"
What exactly is this place? What does this place have to do with Desna? Who are all these souls that are trapped here and why were they trapped?
"Some sort of demi-plane, where minds and souls are trapped in-between life and death. Or at least that's my theory so far. I believe my body slumbers elsewhere. Now I can finally wake...once we're finished here.”
Since we seem to have a common enemy, can we end this absurd conflict between the society and the alliance?
"Our true foe misled me into believing the Society plotted to betray our truce and side with the rest of the Blakros family. I’m sure you manage adversaries with similar decisive action. I was completely fooled, and I’m sorry for what happened. When I realized that our foe dragged the Drake’s captain in here too, I tried to help her as best I could.”
“I have a plan to learn more about our foe if you’re ready to help. Then I mean to leave this place. Perhaps we can test our ability to work together here?"
Would you care for a pickle?
"I...I'm not sure if I'm physically here enough to enjoy one, but thank you for the offer. Perhaps when we meet in person?"
Looking over all of you, she continues.
“Before we part, I have sensed our enemy’s mind while bound here and can infiltrate it with your help. This may tax your minds and have unpredictable effects, but should work. Together we’ll learn what their next move will be. Will you help?"
Just then, James vanishes, leaving behind any equipment he had acquired while on the island behind (his dream points have been redistributed to the rest of the party).
James T Crusher
|
Dran'Thil
|
If you need help a dwarf won't refuse.
Then to Rhizzuk: Yes, where did he vanished? Let's hope he's safe. But something tells me that we could have needed him here.
The Dire GM
|
Soundtrack #7: Prisoner - Murphy'sGhost
Sarnia thinks "I'm not sure where he is, but I don't think anything bad happened to him...or her." As Anaissah also vanishes.
Rather than bot Anaissah through the rest of the scenario, I think it'll be easier to have her wake up as well. Regardless, I'm making the call to adjust your challenge points for the final encounter to match the PCs present on the island rather than the ones who started on it.
When you respond in the positive she nods approvingly, “Perhaps a portent of future collaboration,” and draws on your minds as she begins to enact her plan.
Everyone must make a DC 22 Will save against the "mental tax" Sarnia mentioned. Failure means you are Stupefied 1!
Sarnia drifts down and places her hand on the pyramid’s stone as both she and the pyramid shift "out of phase" where they cannot be affected for a minute or two. “Let’s see what you’re hiding.” The dust vibrates with growing psychic force, while phantasms of stray thoughts manifest all about. The stars above turn into storm clouds, bathing the isle in eerie crimson as a mental presence starts to take shape.
Art on Slide 11
Two smoke-shrouded, fiery horses appear, while nightmarish boils begin to erupt nearby, sending dark energy everywhere!
Soundtrack #8: The Plan - War of Kings
INITIATIVE
Cyan Nightmare: 1d20 + 14 ⇒ (6) + 14 = 20
Red Nightmare: 1d20 + 14 ⇒ (16) + 14 = 30
Void Boils: 1d20 + 15 ⇒ (12) + 15 = 27 (not visible at this time)
Identification: Arcana, Nature, or Religion
If you get above a 30, you may act!
Map is updated!
Note: Dream Points have been redistributed. Hobbs, Rhizzuk, and Dran'Thil have 5. Azu has 4.
Hero point award to Dran'Thil to make sure the four of you still with the game all go into this with 2!
Hobbs Picklesmith
|
will save: 1d20 + 11 ⇒ (2) + 11 = 13
Hero point reroll
will save: 1d20 + 11 ⇒ (13) + 11 = 24
Dran'Thil
|
Will: 1d20 + 14 ⇒ (7) + 14 = 21
Init:1d20 + 14 ⇒ (7) + 14 = 21
The Dire GM
|
The red nightmarish steed turns on its smoky aura then engages in a (◆◆) Flaming Gallop, coursing past every one of you before ending up behind Dran'Thil.
DC 24 BASIC REFLEX SAVE:
Fire Damage: 3d6 ⇒ (1, 4, 3) = 8
CS = 0, NS = 4, NF = 8, CF = 16
It then tries to strike (◆) Dran'Thil!
Jaws: 1d20 + 16 ⇒ (18) + 16 = 34
Piercing Damage: 2d10 + 6 ⇒ (3, 10) + 6 = 19
Evil Damage: 1d6 ⇒ 3
Next, tumor-like growths erupt from the island as it responds to the psychic attack, spewing black lightning and fire in every direction!
A burst targets everyone except Ako!
DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (3, 4, 1, 4) = 12
CS = 0, NS = 6, NF = 12, CF = 24
Disable: You can disable this hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Soundtrack #8: The Plan - War of Kings
Smoke Aura: This aura provides concealment that the horses can see through. If you start inside the aura, you become Sickened 2 (DC 23 Fortitude Negates). You are then immune to sickness from the smoke for 1 minute. Immunity to poison or holding your breath makes you immune to the sickness but not the concealment.
ROUND 1
Hobbs (? damage) / 2x Basic Reflex (Inside Red Aura)
Dran'Thil (22+? damage) Stupefied (ooh ah ah ah ah) / 2x Basic Reflex (Inside Red Aura)
Cyan Nightmare
Azu (? damage) Stupefied (ooh ah ah ah ah) / 2x Basic Reflex (Inside Red Aura)
Ako (? damage) DC 22 Will Save or Stupefied / 1x Basic Reflex (Inside Red Aura)
Rhizzuk (? damage) / 2x Basic Reflex (Inside Red Aura)
ROUND 2
Red Nightmare
Void Boils Hazard
Horse Identification: Arcana, Nature, or Religion
Hobbs and Dran'Thil are up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)
Azu Azan
|
In order listed
Azu Basic Reflex 1 wBumps: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Azu Basic Reflex 2 wBumps: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Ako Will save wBumps: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Ako Basic Reflex 1 wBumps: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Hobbs Picklesmith
|
reflex-fire: 1d20 + 15 ⇒ (9) + 15 = 24
reflex-force: 1d20 + 15 ⇒ (15) + 15 = 30
Fort-aura: 1d20 + 10 ⇒ (5) + 10 = 15
Hobbs Picklesmith
|
Hobbs moves to a better position outside of the smoke. Once there he summons up a bolt of lightning that strikes both creatures.
lightning bolt DC 25 or 23: 4d12 ⇒ (7, 10, 6, 9) = 32
I'm not sure if Hobbs is still sickened 2 now that he is outside of the aura. If he is sickened it's DC 23, if not then it's DC 25
◆ Stride, ◆◆ Cast lightning bolt