AID TOKEN Type: Spellcasting (Dispel Magic) CL12
AID TOKEN Type: Spellcasting (Dispel Magic) CL12
Type: Coordinated Maneuver
Type: Muscle
Type: Muscle
Type: Coordinated Maneuver
Type: Coordinated Maneuver
shaventalz wrote:
Got it! Thanks!
AID TOKEN Type: Coordinated Maneuver
Passing From: GM Greenclaw
Type: Athletic Assistance
Passing From: GM Greenclaw
Type: Coordinated Maneuver
Passing From: GM Greenclaw
GMAndrewW wrote:
Got it! Thanks!
You've received an Aid Token! Type: Burst of Healing
Passing From: GM Greenclaw
I can take the token over to my table. Thanks Cwethan! Oh, and I'm playing in GM shaventalz's game on Myth Weavers, so if it's not there already I can post that one there too. Type: Burst of Healing
Passing From: GM Greenclaw
"Thank you for your kind words. Yes, my people and I have much to consider. You have our sincere thanks for helping save us from a dark and mysterious force, which I now realise had me under its malevolent influence." Lin Fen Hai replies to the group. "Please, take the bulb of the sacred flower. As I say, this recent bloom has brought us only trouble. If you can make use of it in some way, you have my blessing!" With their business here completed to their satisfaction, the group use their planar eddies to chronicle everything they learned about the Sunsu Godae, as well as to provide her with an account of the state of the tapestry. She is particularly interested in the strange phenomena the Pathfinders witnessed, such as the dream bubble and the silver squall. THE END!
Assuming you will tell Lin Fen Hai what you discovered about the flower... Shocked at what she hears, Lin Fen Hai nevertheless provides permission for the group to enter the boarded off building. The building contains painted figurines that represent dozens of different spirits, each with a tie to some aspect of life in Onhae: a spirit of the harvest, a spirit of fishing, a spirit of artisanship, and a spirit of love, to name a few. Each spirit rests atop a woven linen mat. These mats are decorated with symbolic representations of that spirit’s significance, as well as a few brief prayers to the spirit. In a different part of the building, locked inside a lead box, are caricatured figurines representing what the locals have long considered evil spirits, such as the spirit of apathy and the spirit of selfishness. These figures are made of stone, with a thin layer of burnt paint on the surface. Knowledge Religion or Kn. Local 26:
You piece together that the tradition of using flame for purification in Onhae predates the beginning of the faith of Aram Zey; Lin Fen Hai adjusted a familiar ritual to help ease the transition into a new religion. 2 Culture Points Additionally, the building contains the ashes of Lin Fen Hai’s father, contained in an otherwise unremarkable clay jar. Lin Fen Hai explains the significance of the ashes, the grief of his passing and the nature of it, seemingly coming back stronger than ever now that the etheroot's influence has left her mind. After killing him, I-I burned his body in the hopes of cleansing evil influences from his spirit so that he could pass on to join their ancestors rather than remaining trapped in the tapestry forever. Yes, that's right I killed my own father...after confronting him for consorting with evil spirits, and after he wouldn't even respect me enough to admit his misdeeds. Now...I-I fear I was misled, that my father was innocent, and that I was the one who was swayed by evil voices, not him."
Finally, she offers the group the chance to take the true sacred flower back with them. "This bloom has brought nothing but trouble!"
We should be wrapped up in a couple of days, but in the meantime I need to report the game. If you need to update any of the details provided, now is the time to do so. Also, everyone gets to roll a 1d20. If you roll a 19 or 20, you'll win a boon. Roll a 1d4 to see which one you get. Good Luck! Sacred Boon?: 1d20 ⇒ 17
When the group head back to town, they are greeted by Lin Fen Hai and her small retinue of guards. With weapons sheated they nod to the group and let them pass. The High Priest lowers her head in a small bow and then addresses the group. "You have my sincerest apologies for my actions back in the clearing. I heard what I thought was an evil spirit speaking to you, telling you to trick me into letting my guard down so that you could kill me and take over the village. I now realise that I was tricked, by not by you...but by what, I am not sure. It is as if a veil has been lifted from my eyes...and I feel a strange sense of peace as if a weight has been lifted from my shoulders. I-I am confused. The sacred flower was not leading me astray was it? Were it's visions false ones?"
The final arguments, particularly those led by the ever charming Ansha, eventually calm the squall completely. Tiny fragments of thought briefly fall from the sky like sleet. When they pass, the air becomes peaceful and still. You now have the opportunity to report back to town/complete your investigations, if you so wish. There are definitely advantages to you doing so to ensure you get access to as many boons as possible and reach all success conditions. Apart from talking to anyone that you may have in mind, here's a reminder of the unexplored/unfinished locations you may want to consider: 2-Hostler's House - Kn. Geography/Kn. Nature check
...or anything else you may wish to do.
The psychic winds of pride are easily dispersed by Ansha's cutting words. They are soon replaced with a gust of what feels like shame. “The old leader abandoned us. My father wanted Onhae to die. The sacred flower showed me the evil spirits surrounding him. I had no choice.” Diplomacy or Knowledge (History)
The undercurrents of fear wash away as quickly as they came as Ansha leads the group in countering the most recent set of arguments. The next wave of emotion is one of strong pride. “Our leader is chosen by the divine. I am the only one who can save my people. I am a prophet and my course was set by Aram Zey.” Diplomacy or Knowledge (Nobility) Everyone may act.
The groups combined arguments seem to quiet the squall for a moment, but new arguments start to form, these with a strong sense of fear resonating in the words that ring out from nowhere, yet everywhere all at once. Malusha, however, finds his arguments washed away in the psychic wind, and his mind is overwhelmed for a moment with conflicting thoughts and emotions. Malusha is stunned and unable to act in this next round. “But, the river went dry because the old gods abandoned us. If we return to the old ways, Aram Zey will smite us. We brought ruin on our world and only the new god can save us.”. Diplomacy or Knowledge (Planes)
The group realise that to defeat the squall, they must try and counter the beliefs and ideas it represents and argue it down. *To quiet a portion of the storm, the group must compose a counter argument and succeed at a skill check for that section of the squall.
The first set of arguments seems to represents Lin Fen Hai’s faith in her new god, Aram Zey, the Ruby Phoenix Guardian and savior of Onhae. “Aram Zey saved Onhae. The old ways failed to protect my people. Evil spirits corrupted the old faith, and it was time to purge them.” Diplomacy or Knowledge (Religion)
Serres joins the others in trying to finish off the last pscyhemental. Empowered Electric Blast, Inspire Courage, Bless, Haste, PBS, -2 levels: 1d20 + 15 + 3 + 1 + 1 - 2 ⇒ (6) + 15 + 3 + 1 + 1 - 2 = 24 Damage: 5d6 + 9 + 2 + 1 ⇒ (4, 1, 3, 3, 5) + 9 + 2 + 1 = 28 Finally, with the weight of numbers in their favour, the Pathfinders wear down the psychic creatures and disperse the last psychemental. As the plant and the last of its minions is defeated, there is a burst of psychic and emotional energies that will no doubt have some sort of effect on the tapestry and those within this section of it. Holes begin to open in the tapestry where the etheroot's tendrils used to be and planar energies surge into the demiplane from outside. With the clearing now free of any threats, the group find that the etheroot left behind some colourful crystals which pulse with psychic energy Spellcraft 22:
They are lithomancy stones In addition, they uncover two villagers' bodies each wearing a set of masterwork +1 leather lamellar armor a sheathed masterwork longsword, and a set of high-quality clothing. As the holes in the tapestry begin to grow wider, however, the group soon find themselves caught up in the vortex of the sliver squall that Malusha had warned them about earlier. This patch of violent psychic weather from the Astral Plane, is a tide of aggressive, competing ideas, like an argument made manifest. The group can hear the discordant voices of opposing ideas clashing with each other, proponents of Onhae’s old ways clashing against the new. The fear of the apocalypse that was halted is struggling against the shame brought on by killing the old leader. The Pathfinders can hear the arguments they presented to Fen or the villagers within the Silver Squall, parroting their own statements and her justifications against them. "Our god, the Ruby Phoenix, reached out to you too? Yes, I am his chosen one! What would you speak of?" "We are, indeed, quite interested in making friends. In fact, we would be quite interested in hearing more about your Ruby Phoenix" "More trickery! They are in league with an evil spirit!" "Jest comin' out here ta be payin' respects is all. M'name's Spackle, 'n my friends 'n I 'r with the Pathfinders" "You are here to trick me into letting my guard down so you can kill me and take over the village!" "Come now, there's no need for violence here. Call off your guards--we mean no harm."
Serres joins the others in trying to finish off the last pscyhemental. Empowered Electric Blast, Inspire Courage, Bless, Haste, PBS, -2 levels: 1d20 + 15 + 3 + 1 + 1 - 2 ⇒ (17) + 15 + 3 + 1 + 1 - 2 = 35 Damage: 5d6 + 9 + 2 + 1 ⇒ (1, 3, 5, 1, 2) + 9 + 2 + 1 = 24 Finally, with the weight of numbers in their favour, the Pathfinders wear down the psychic creatures and disperse the last psychemental in a burst of visual psychic feedback that leaves them blinking for a few seconds from the bright burst of vibrant colours and unusual shapes.
Spackle's next volley of arrows sink into the huge plant and for a second or two it shudders and convulses in pain. Then its tentacles all retract and then go completely limp. The etheroot looks to be dead! The remaining psychementals shimmer in anger or shock but show no signs of relenting their psychic attacks. Malusha commands his spiritual scimitar to press the attack on the blue-tinged creature, slashing through it and causing it to shudder and shimmer some more in mental anguish. While the strike seems to hit right in the centre of the swirling mass of colours and images, the damage inflicted seems no more than would be expected. It looks like it is close to being dispersed, however. No critical hits on incorporeal creatures, unfortunately. Let's go another foe throw for Serres then, shall we? FORT vs. throw DC20: 1d20 + 7 ⇒ (7) + 7 = 14 Attack(Haste,Bless,IC,Negative Level, PBS): 1d20 + 15 + 1 + 1 + 1 + 1 - 2 ⇒ (13) + 15 + 1 + 1 + 1 + 1 - 2 = 30
Serres once again telekinetically forces one of the creatures into the other, eliminating the bluish one completely and leaving the reddish one looking very distressed. Seemingly desperate now, the psychic being reaches out to Serres' mind, attempting to weaken him directly, rather than focussing on the rest of the group. Serres WILL DC16: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 A somewhat dazed looks comes over Serres who looks momentarily staggered by the creature's last ditch attack. INIT
JUNGLE CLEARING - MAP NOTES
Everyone is up!
INIT
JUNGLE CLEARING - MAP NOTES
Serres, Malusha, Spackle are up!
Serres REFLEX vs. Psychemental: 1d20 + 13 + 1 - 2 ⇒ (18) + 13 + 1 - 2 = 30 Only Carina succumbs further to the psychemental's recent attacks, losing her grip of another large chunk of her memories, including those relating to her most relied upon spells and abilities. Ansha's splash of acid fails to connect with the intangible creature, instead landing on the ground and only managing to destroy a small patch of grass next to the path. Etheroot REFLEX vs. Lightning Bolt: 1d20 + 13 ⇒ (3) + 13 = 16 Dryden's bolt of electricity crackles towards the etheroot once again, and this time it isn't quick enough to manage to squirm away from the brunt of the blast. It gets severely scorched and looks to be on its last legs, or roots as it were. Dryden Miss 1-20: 1d100 ⇒ 63 The magus then steps up to the yellow-tinged psychemental and with a rapid fire flurry of strikes, manages to disperse the mind-altering being out of existence. Etheroot REFLEX vs. Thundercloud: 1d20 + 13 ⇒ (7) + 13 = 20 The plant just barely manages to avoid Carina's persistent thunderloud, however, before lashing out at Dryden with both its tentacled mouth and its full set of thinner appendages. Bite: 1d20 + 14 ⇒ (14) + 14 = 28 Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Mirror 1-6, Dryden 7: 1d7 ⇒ 7 The etheroot only manages to connect with its bite, sinking its sharp 'teeth' into the magus's arm. The elf is agile enough to avoid the entangling tentacles however, which for a moment threatened to try and drag him off his feet. They do at least disperse a few of his illusory doubles, if nothing else. Beyond the pain of the bite, however, the touch of the plant threatens to mess with Dryden's mind. A sudden rush of fear starts to envelop his mind, inducing a potential panic that if unchecked might cause him to flee for his life. Dryden is shaken for 1 round.
Shaken wrote: 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Dryden must make a WILL check. WILL DC19 or: You become panicked and must drop anything you holds and flee at top speed from the source of your fear, as well as any other dangers you encounter, along a random path. You can’t take any other actions. In addition, you takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Chronicle Sheets are now available HERE. If there are any problems, PM me or post a comment here. Barring any issues, I'll deactivate this thread in a few days. Thanks again for playing and I hope to see you all around.
The desperation of the group ramps up a notch as they start to feel their lives drained away by the mindwiping attacks of the psychementals. Spackle's shot hits true, right in the heart of the plant's fleshy body. The bolt explodes in a blast of sonic energy, causing the etheroot to writhe in pain for a moment. While still alive, it looks seriously wounded. Not sure how you made that second attack. You took a standard action and then moved, yes? If that was the extra haste attack that would only apply if you took a full round attack action. Sorry if I missed something, but for now I've left that damage off. It won't be enough to kill it so either way the plant will be alive for the moment. Malusha summons a weapon of pure spiritual force. The magical scimitar cuts into the psychic being as if it were flesh, but unfortunately the cleric has been weakened by the attack on his mind and the attack doesn't have enough force behind it to do more than minimal damage. Yes, full damage for successful hits from the spiritual weapon. Bless and IC added but crit not confirmed. Serres tries to blast one of the insubstantial creatures into another with a burst of pure telekinetic force. Yellow FORT 20: 1d20 + 7 ⇒ (6) + 7 = 13 With massive contact that belies their insubstantial bodies, the two creatures collide into each other. Their swirling colours and faces intertwine for a moment before they disentangle with an audible pop. Their colours taking on ones tinged with an angry red, the psychementals again rush towards and potentially through their opponents. Two of them that is. The yellowish one instead reaches out towards Dryden's mind in a different way, attempting to whip his very ego into submission with a powerful psychic attack. As a psychemental passes through you, you have the choice to either:
Dryden needs to deal with two (2) attacks. Everyone else needs to deal with just one. If you choose not to attempt, or fail the check, then for each attack: WILL DC18 or:
You suffer 2 temporary negative levels from a mindwipe In addition to the above, Dryden suffers -2 to INT and must make a
WILL DC 16 save or:
You are also left feeling hopeless and unsure of yourself. Staggered for one round and INT penalty lasts for 8 rounds instead of 1. INIT
NOTES
Dryden, Ansha, Carina are up!
Carina Villasani wrote: Theoretically, if Serres used his foe throw infusion on one elemental and threw it at another elemental, it should deal full damage to both, right? Sure, I'll allow it. With the psychementals being incorporeal, there is a little bit of a grey area as far as I can determine as to how telekinesis of this sort would work on them, but I going to say that it will. Go ahead and make the roll for Serres if you like. Malusha wrote: How does the damage from mindwipe affect my spiritual weapon casting that was in progress? The duration of the spell will now be 2 rounds less due to the loss of the 2 levels and any damage it inflicts will be calculated on your current level ie. after the effects of the psyschemental's attack.
The etheroot again whips out its long tendril-like 'mouth' and snaps at Dryden. Bite: 1d20 + 14 ⇒ (1) + 14 = 15 ...but again fails to strike the multi-imaged magus. INIT
NOTES
Let's get the INIT order back on track. Serres, Malusha, Spackle are up! Someone please nominate a preferred target/action for Serres.
Spackle's shot looks good out of the bow but as the arrow flies past the large plant he realises that the haze had deceived him and he was aiming just to the side of the etheroot. Etheroot REFLEX: 1d20 + 13 ⇒ (10) + 13 = 23 The surprisingly agile creature again manages to squirm out of the way of Carina's stormcloud for now. Unfortunately, her snowball also flies wide of its mark. Half of the group start to feel the effects of the pscyementals attacks. Certain memories of past adventures and training seem to slip from their minds and they struggle to remember all of their spells or how to perform attacks as well as they used to. To make matters worse, the creatures seem to draw strength from the stolen thoughts, looking less pained than they just did. +10hp to Yellow, +20hp to Red Serres, Carina, Malusha have now suffered 2 temporary negative levels from the Mindwipe effect. Negative Levels wrote: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Mindwipe wrote:
Key points to note: -2 on pretty much all rolls-If you have spells, lose two highest level spells or spell slots
Yes, you are correct on all counts. You definitely have the option of getting rid of the disease through a spell or a potion if you would prefer to purchase that instead. A remove disease spell can be purchased with gold or PP. If you wanted to ensure the Caster Level of the spell was high enough to guarantee success you would need Caster Level 13, and the cost of the spell would be 13x3x10=390gp. Alternatively you could spend 1PP. You could also get some potions of antiplague (50gp each) and try your luck with those. A dose of that each day would give you 2 rolls on the check and the option to take the better of the 2 rolls. As for the ability drain, should that occur, that could be dealt with using a Restoration spell, which would cost 2PP or I believe 380gp (7x4x10+100)
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