Drak Cicero |
I get the feeling this is important, and although I hate to do it, I'll expend my second/last hero point.
Society: 1d20 + 10 ⇒ (13) + 10 = 23
Probably still a fail, but nothing else I can do
phaeton_nz |
35 is a critical success and 23 is a success
Teja Khellekdottir |
society: 1d20 + 17 ⇒ (7) + 17 = 24
And if it helps, It looks like you didn't try a bot for my first perception, but maybe we maxed out our dream points for that already.[
perception: 1d20 + 13 ⇒ (20) + 13 = 33
Teja blinks, as if she had been slipping into the dreamlike nature of the plane. "I'm going to have to focus, I think that ritual with the monolith affected me more than I realised.
I'm back!
phaeton_nz |
Welcome back - that is another success
phaeton_nz |
S,F,CF,CS,F,S
Only Fernado misses this.
You guide the captain to a cabinet bearing the number “333.” She opens it and a strange scroll spills out.
The ship peacefully fades away and the spectral captain smiles with gratitude, motes of starlight shining through her dark hair. I knew Lady Luck and the Society wouldn’t let me down. Captain Zarah Zendrani of the Sixwing Drake at your service. I must get the ship’s log back home. Can you help?
Teja Khellekdottir |
"And how can we help? " adds Teja.
"By the way, would it be okay if I looked at your logbook?"
phaeton_nz |
I’ve felt other minds and souls trapped here, and I think they want to help. Look to the scroll, and my memories will guide you. As for where I'm going, I don't know But I feel myself slipping away from this dreadful place at last. Thanks to you, I’m free.
She hands you the scroll which becomes substantial to your touch.
Jayma |
Made it in one piece. I'm now on Central European Time, GMT+1.
Jayma looks at the scroll that Teja got from the fading captain. "How unexpected! I wonder if the scroll might help us with purifying the remaining monoliths? I guess we'll find out." She looks around and spots one. Pointing to the ruins of the market, she says, "Oh! I think I see one over there behind the ruined market. Shall we go there next?"
phaeton_nz |
Anyone who does not have a Hero Point left may have one now
You head off to the ruined market. Dilapidated tents and broken-down wagons circle a cracked stone monolith atop the promontory. The faint chatter of haggling and the jingle of coins whisper from the long shadows.
Teja Khellekdottir |
"This place certainly is odd. The dreamlike qualities of things drifitng in and out with no real... connection between them. Lets see if we can find a shop.."
She browses the scroll as she walks, trying to make sense of it.
Jayma |
Jayma hears the faint chatter of haggling and the jingle of coins whisper from the long shadows. "Do you hear that? Sounds like we may not be alone here. Let's see if we can find the source." She then tries to follow these sounds to their source.
Nina Jaribu |
Nina will also look around.
If there is resistance from the crowds, Nina will throw up the hood on her cloak of elvenkind to go invisible, and/or cast invisibility (4th) on Marigold, depending on who is threatened.
phaeton_nz |
You find yourselves wandering for an indiscernible amount of time, the tents and wagons seeming to move to form dead ends and mazelike twists and turns.
Make Perception or Survival, or Mercantile Lore, Scouting Lore or Underworld Lore to navigate the market. Marigold and Jayma have already rolled Successes.
Nina Jaribu |
Survival: 1d20 + 13 ⇒ (11) + 13 = 24
Drak Cicero |
Drak tries to examine the intricacies of the market
Perception Check on the market: 1d20 + 13 ⇒ (18) + 13 = 31
Teja Khellekdottir |
Teja smiles as the markets morph around the group. "I remember getting so lost in my first trip to Absalom. I was trying to find the Grand lodge but it literally took me three days. Big city for a small girl."
Teja is by no normal description a small girl.
bardic lore for merchantile lore: 1d20 + 13 ⇒ (8) + 13 = 21
phaeton_nz |
Those that roll 25+ for Perception or Survival or 23+ for Lores spot glowing yellow eyes on a wall painted with a green dragon that points down the row. They notice a black-cloaked elven poppet with similar eyes discarded on a table pointing toward a faded, diaphanous tent. Inside, two glowing yellow candles light a single stand. After a few moments a simple lantern with an unlit yellow candle appears on the stand. You also find two lesser potions of fire resistance hidden behind a panel marked with a blue butterfly.
You now have access to the Lucid Dreaming action. See Handout 13.
You can see the monolith in the distance but darkness obscures the path there.
Drak Cicero |
I think I am missing something. The handout says we can use these abilities by expending "Dream Points" but I don't see how many "Dream Points" we have? or how to get them?
phaeton_nz |
I've been keeping track of these Dream Points under the DP spoilers and you've been earning them by succeeding or critically succeeding in various checks. Currently you have 14 Dream Points.
Jayma |
Jayma spots the glowing yellow eyes pointing down the row and then the yellow-eyed poppet indicating the tent. "This way". She examines the lantern. "I wonder why they drew us in here. I think this lantern is the reason". She picks up the lantern and examines it.
Assuming it doesn't have a sign on it saying "Boom!"... Here goes nothing.
Shrugging, she flicks her staff, and with a quiet, "ignis", lights the candle.
For the record, the group has been given the use of 4 moderate healing potions and 2 lesser potions of fire resistance. Not sure who's carrying what. Maybe the person who needs to drink one of these potions will conveniently find that they're wearing it.
Nina Jaribu |
Nina has plenty of healing if she's conscious, so others should carry the moderate healing potions in case she's not.
Nina also casts light and sees whether the darkness is natural or magical.
Teja Khellekdottir |
Teja peers into the gloom, moving up next to Jayma and the comforting light of the lantern. "Good eyes you have there... this place is starting to get to me. Lets go look at that tent."
phaeton_nz |
The darkness does seem to be magical and the only thing cutting through it is the lantern that Jayma has just lit. Every other light source is being suppressed, the deeper you go into it.
Nina needs to make a DC 6 flat check to see if that light spell goes off.
The tent is where you found the lantern. I presume you are heading for the local monolith though?
Jayma |
Once the candle is lit, Jayma holds the lantern as far away from herself as possible while turning her head and closing her eyes in case it exploded. When nothing happens after a moment, she opens one eye and peeks at the lantern to make sure it's still working okay. Satisfied, she says, "Looks like this lantern was made for the local conditions. It seems to be working a lot better than our Light spells." Once the rest of the tent is searched, she says, "Unless we find any more yellow-eyed dolls pointing us somewhere, let's head over to the nearby monolith and shut it down."
Nina Jaribu |
Flat Check: 1d20 ⇒ 4 vs DC 6
Nina gasps as the casts the spell and it doesn't light.
Does something happen, or can she try again?
Drak Cicero |
We should definitely investigate the monolith, but I think shutting it down should wait until we understand more.
Off to the monolith we go.
phaeton_nz |
Nina can try again. Nothing untoward happens
When you reach the monolith, you notice that the crown constellation shines bright above the ancient stone, illuminating dead butterflies carpeted around it. Unlit candles flank a hollow in the stone holding a broken placard bearing legible writing. ((see slides))
Teja Khellekdottir |
"Dead butterflies... oh my. That doesn't bode well at all. Is not the butterfly the animal of Desna, goddess of dreams?"
Is it handout 9 we are looking at? The second part of the poem?[
Drak Cicero |
Shall we try to light the candles, perhaps using the lantern?
Jayma |
I just went through all the posts and saw that I missed a couple of items that we were given. The list of stuff is now:
- 4 Moderate Healing Potions (restores 3d8+10 Hit Points)
- 2 Lesser Potions of Fire Resistance (gain resistance 5 to fire).
- Dust of Appearance
- Candle of Revealing
Jayma nods at Drak's suggestion and lights the candles with the lantern. "I am pretty certain that we'll need to purify all the monoliths on the island before we can clear ourselves of the dreams and free whomever is trapped here." She looks around the group. "Unless someone has a serious objection or alternative, I'll proceed with the purification." She waits to hear what the others think.
phaeton_nz |
Jayma needs to make an Arcana, Occultism, or Religion check to perform the rite. It takes one minute.
Drak Cicero |
Before we actually free whatever is trapped, we should probably make sure they are an entity we want freed.
I will also assist if I can.
Jayma |
With the approval of the others, Jayma takes the scroll they obtained from the captain, and holding it in her hand, turns back to the monolith. She slowly moves around the stone monument, her eyes half closed so that her physical vision doesn't interfere with her magical one. Slowly the lines of force become apparent to her through her rushing blood and, one by one, she touches several precise points on the stone with the tip of her staff....
Arcana: 1d20 + 14 ⇒ (16) + 14 = 30
Once the ritual is over, Jayma slumps a little as the energy of the ritual leaves her body and tiredness takes its place.
Is she Drained 1 now like Teja, or did the scroll help mitigate that?
phaeton_nz |
That 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 weaken.
Jayma is not drained
An old woman’s voice murmurs, “Something itches...” Massive talons suddenly furrow the earth and a broken amalgam of flesh and teeth pulls itself from the dust, shrieking out despair from a thousand mouths.
Make an occultism or religion, or a related Lore check.
Teja Khellekdottir |
"Yikes! Look out!" cries out Teja.
occultism: 1d20 + 15 ⇒ (5) + 15 = 20
kreinghts crossover if that was a failure on recall knowledge: 1d20 + 17 ⇒ (1) + 17 = 18
Fernardo Mattero |
Fernardo tries to figure out what is happening...
Occultism(T): 1d20 + 14 ⇒ (13) + 14 = 27
In case it is a spell, Fernardo has the Recognize Spell and Spell Penetration Feats:
**Save Failure**: You fail to recognize the spell.
**Save Success**: You correctly recognize the spell.
**Save Critical Failure**: You misidentify the spell as another spell entirely, of the GM’s choice.
**Save Critical Success**: You correctly recognize the spell and gain a +1 circumstance bonus to your Saving Throw or your AC against it.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. NOTE: Arcana(E)+18; Nature(T)+12; Occultism(T)+14; Religion(T)+12.
Nina Jaribu |
Religion: 1d20 + 13 ⇒ (5) + 13 = 18
Drak Cicero |
Occultism(T) This will be two higher if this involves mental magic: 1d20 + 11 ⇒ (18) + 11 = 29
phaeton_nz |
Fenardo and Drak recognize the creatures as psychic remnants of dozens of imprisoned minds stripped of memory.
You now have 15 Dream Points. Please distribute those as evenly as you can among yourselves.
You are also facing two gibbering mouthers and two shadows.
Initiatives:
Initiative Marigold Longfoot: 1d20 + 11 ⇒ (13) + 11 = 24
Initiative Nina: 1d20 + 13 ⇒ (12) + 13 = 25
Initiative Teja: 1d20 + 13 ⇒ (2) + 13 = 15
Initiative Fernardo: 1d20 + 12 ⇒ (9) + 12 = 21
Initiative Jayma: 1d20 + 11 ⇒ (16) + 11 = 27
Initiative Drak: 1d20 + 13 ⇒ (9) + 13 = 22
red: 1d20 + 15 ⇒ (2) + 15 = 17
green: 1d20 + 15 ⇒ (17) + 15 = 32
cyan: 1d20 + 14 ⇒ (3) + 14 = 17
yellow: 1d20 + 14 ⇒ (3) + 14 = 17
Anyone who starts their turn within 60ft of either Red or Green must attempt a DC 19 Will save. If you are within range of both of them, two saves please.
Green goes first followed by everyone except Teja
Green attempts to bite, grab, engulf on Nina
jaws: 1d20 + 14 + 2 - 0 ⇒ (6) + 14 + 2 - 0 = 22 piercing: 2d8 + 5 ⇒ (6, 4) + 5 = 15 persistent bleed: 1d4 ⇒ 3
Since the first bite fails, it tries to bite & grab
jaws: 1d20 + 14 + 2 - 4 ⇒ (11) + 14 + 2 - 4 = 23 piercing: 2d8 + 5 ⇒ (1, 8) + 5 = 14 persistent bleed: 1d4 ⇒ 2
Both attempts miss.
Drak Cicero |
GM Ruling please? Some GMs don't allow reactions before the character has acted in combat. The trigger for Counter Performance is "You or an ally within 60 feet rolls a saving throw against an auditory or visual effect." so is it useable prior to my first turn of combat?
phaeton_nz |
I see no reason why not. The triggering condition has gone off so the reaction should work imho
Fernardo Mattero |
Looks like everything is within 60' of everything else.
Will save #1: 1d20 + 14 ⇒ (3) + 14 = 17
Will save #2: 1d20 + 14 ⇒ (18) + 14 = 32
Hero Point save #1.
Will save #1(Part Deux): 1d20 + 14 ⇒ (8) + 14 = 22
Fernardo says.."mumble, grumble bumble." as he casts Protection from Evil and touches Teja. He then says...Hope this helps." as he casts Shield on himself.
Protection from Evil:
You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.
This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.
Note: I have the boon and will PM you a copy if you wish.
Shield:
Cast: verbal Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
phaeton_nz |
A success on the save means you are immune to that gibbering mouther's gibbering for at least a minute. A failure makes you Confused for a round.
Drak Cicero |
Drak starts his powerful oratory as soon as he hears the first Gibbering Mouther. This will be a Counter Performance so any of my allies with 60 feet can use this for their save.
Oratory Performance for Counter Performance for Will save 1: 1d20 + 18 ⇒ (20) + 18 = 38
Will save 2: 1d20 + 13 ⇒ (14) + 13 = 27
◆ I am going to go out on a limb and guess it is Occultism to identify the Shadows
Occultism to identify the Shadows: 1d20 + 11 ⇒ (5) + 11 = 16
◆ Cast Inspire Performance to give everyone +1 Status bonus to AC and Saving Throws and Resistance 2 to all physical damage.
Performance Check to make the Inspire Defense Lingering, DC for Level 8 is 24: 1d20 + 18 ⇒ (17) + 18 = 35
◆ Cast Shield