Aeptolinu certainly doesn't seem as dangerous as the great worm to Jevar. A continuing battle of attrition seems appropriate at the moment. Perhaps his aim will improve.
◆◆ Cast a spell ignition Spell attack RED, fire damage:1d20 + 23 ⇒ (1) + 23 = 248d4 ⇒ (1, 3, 3, 4, 2, 3, 3, 4) = 23 On a critical success, the target takes double damage and 7d4 persistent fire damage.
... his aim has worsened. The fire flies by Kolgradd's head.
If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains.
A mass of snakes made of shadow rise up and envelope the great worm.
◆◆◆ Cast a spell Slither piercing damage:3d6 ⇒ (6, 4, 1) = 11 1d6 persistent poison damage and it's grabbed or restrained depending on its Reflex save. A creature that ends its turn in the area must also attempt this save, even if it's already grabbed or restrained by the snakes.
DC33 Reflex:
Success The creature is unaffected.
Failure The creature takes full damage and is grabbed by a snake. The snakes' Escape DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake's AC is equal to your spell DC, and it's destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn't prevent slither from capturing more creatures.
Critical Failure As failure, but the creature takes double damage and is restrained by a snake.
If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains.
Jevar wonders how the worm likes the cold. Freezing winds extend from his hands, pushing away from him with great force. Except, instead of immediately washing over those in their path, the winds gather at a point over the lake, behind their foes. It grows and grows until it envelopes the three.
◆◆◆ Cast a spell: Howling Blizzard (30ft burst behind, catching ALL of them) BLUE/RED/YELLOW cold damage (DC33 basic reflex save):10d6 ⇒ (4, 1, 2, 4, 6, 1, 2, 3, 5, 1) = 29 Snowdrifts and icy gales fill the area until the start of your next turn, making the area difficult terrain.
Jevar relays I think we should slash at the fungal heaps. I'm not yet sure about that worm... The last part comes in near-disbelief at the size of the thing that has emerged from the water.
He slides to the West were he can line up one of the heaps and the worm.
◆ Stride
And throws his hands forward emitting a bolt of lightning through them.
◆◆ Cast a spell Lightning Bolt, line through RED and BLUE RED and BLUE Electricity Damage, DC33 basic reflex:4d12 ⇒ (4, 12, 5, 4) = 25
Oh... Jevar thinks. But it doesn't feel significant. Nidalese shadows of humans feel far removed from Azlant.
GM Xavier Kahlvet wrote:
”I have survived only because oblivion has not yet won, and in that time I have seen empires rise, only to be crushed for the hubris of aspiring to be anything more than beasts. I shall remain until humanity learns to surpass these tragedies, yet even I know how it all must end.”
Is... that something you can tell us of? How it must end?
Jevar stands rigid and deeply anxious as Yrisolma visits each of them, particularly when his statement seems to elicit anger, or furious disappointment... or both. Such feelings from an ancient being do not feel safe.
As it flies and fades away he stares at the point it disappears into for several moments, just to be sure.
FYI Will be away in nature next Saturday (6/7) and returning mid- to late-afternoon (US/Pacific time) Sunday (6/8) when I'll resume posting. This trip is just a portion of the weekend so I expect minimum to no disruption.
Jevar becomes frustrated at his lack of understanding of the book. Worse, once it becomes clear that Kolgradd is up to the task, he becomes worried for the dwarf's mental condition. In between readings, he repeatedly asks him basic questions about who he is, and why he and the group are where they are to test his grip on reality. At first the results are positive...
When Kolgradd finally emerges with the two rituals, Jevar smiles and nods at him. Good job! We could be there in three days then.
From the looks of it Kolgradd should roll occultism and Jevar can roll for Arcana when it comes time to perform Path to the Black Stars.
> you guys aren’t the kind of people to purposefully delve into this kind of stuff unless you have to
Knowing the risks, that’s probably right. Outside of this saga Jevar is quite studious and can be intense, so he would be intellectually curious but also understand that it’s not worth giving up mental faculties.
Jevar weakly raises his hand, figuring his curiosities are best lent to this purpose.
I can read in it and try to stave off the madness. I can think of no other way to learn the operation of the Star Stelae. You're right, we should leave our new friend here in peace.
Are there specific rolls to find desired info and avoid side effects? Are we bringing back the sanity subsystem? :D
FYI: I will be away in nature (specifically on a river and out of cell range) and unable to post starting Friday evening 5/23 through Monday evening 5/26 (US/Pacific time). Being a weekend, I hope this minimizes the disruption and I will resume posting that Monday evening (5/26).
At first Jevar gives the ghost an incredulous look that says
You have to be kidding me?!
But, it seems she's truly in a different state now, so he takes a moment, exhales and moves on from it. He leans over on his staff and watches Kolgradd devolve into a laughing fit.
Kolgradd are you okay? Well, actually come to think of it I'm not sure I am either.
Relieved when the dwarf stands up again and starts asking questions.
Oh, you don't know Lowls. When did you come here and who was last here with you?
None of my MAJOR* travel falls during that time, so I will be able to support with consistent bot'ing then.
(*there is one weekend camping trip, but not to any remote place and not a very intense activity so I'd probably even be able to post over that weekend).
FYI: I will be away in nature (specifically on a river and out of cell range) and unable to post starting Friday evening 5/23 through Monday evening 5/26 (US/Pacific time). Being a weekend, I hope this minimizes the disruption and I will resume posting that Monday evening (5/26).
This magus has very good saves, so it's seeming like direct attacks are the way. Is there a way to detect any effects on her that could be suppressed with Dispel?
Jevar skulks to the next corner to get within range...
◆ Stride
Getting back to basics, he gesticulates and utters one of the more basic incantations that his team is familiar with. I bolt of fire speeds at the magus.
◆◆ Cast a spell ignition Spell attack, fire damage:1d20 + 23 ⇒ (5) + 23 = 288d4 ⇒ (4, 1, 3, 4, 4, 1, 1, 4) = 22 HERO POINT Spell attack:1d20 + 23 ⇒ (16) + 23 = 39 On a critical success, the target takes double damage and 7d4 persistent fire damage.
Success The creature is unaffected.
Failure The creature must spend the first action on its next turn to obey your command.
Critical Failure The target must use all its actions on its next turn to obey your command.
He then flings his staff across the expanse at her...
◆ Cast a spell Hand of the Apprentice (staff of the dreamlands) Spell attack, bludgeoning damage:1d20 + 23 ⇒ (17) + 23 = 401d8 + 6 ⇒ (8) + 6 = 14
Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.
Critical Success The target is unaffected.
Success The target is stupefied 2 for 1 round.
Failure The target is stupefied 4 with an unlimited duration.
Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control.
Never Mind wrote:
The effects of this curse can be removed only through effects that target curses.
Jevar glances back at Kolgradd. He gets the general idea. While he has many lesser important books too, the ofalth's trade offer became entirely un-compelling in recent moment.
Jevar's confusion deepens. He glances at Kolgradd's warning to wait. Thinking on it, and remembering the disease ofalths carry, he wonders if they look to pass it on or if it's an innocent side effect of their desire to collect and trade items.
Sense motive (is it being sneaky to pass the disease via traded items?), Perc(E) +20
Looking the creature over, he states
I'm not sure we need anything you have on you now. We certainly have no way to clean it.
I take it nothing further to gain from recall knowledge?
Acid damage:4d8 ⇒ (8, 4, 7, 6) = 25 2d6 persistent acid damage depending on its Reflex save. A creature taking persistent damage from this spell takes a –10-foot status bonus to its Speeds.
DC33 Reflex:
Critical Success The creature is unaffected.
Success The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction of your choice.
Failure The creature takes full damage and persistent damage, and the claw moves it up to 10 feet in a direction of your choice.
Critical Failure The creature takes double damage and full persistent damage, and the claw moves it up to 20 feet in a direction of your choice.
Direction of choice: DOWN
With little remaining creativity, he launches his staff at the polyp, and after it returns to him.
◆ Cast a spell Hand of the Apprentice (staff of the dreamlands) Spell attack, bludgeoning damage:1d20 + 23 ⇒ (4) + 23 = 271d8 + 6 ⇒ (6) + 6 = 12