The elemental is made of fire, fire is always magical like all elemental attacks. Technically if you threw a high voltage wire down on a ghost that would be electrical damage, same as a lightning bolt spell.
PfE will suppress its control for the duration but not evict it, the ghost can of course choose to leave at any moment with a standard action. Something like Command Undead would allow you to 'persuade' it to come out or if you want to be more direct Cast Out.
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
This is a diffcult encounter, Gorok is already out and it has barely started
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
This is a diffcult encounter, Gorok is already out and it has barely started
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
@DragonParadox
It's a bit late, but did you notice this part of the Ghost template:
Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion.
At a total of CR 6 with both templates, that's only 2 special attacks, one of them must be Corrupting Touch.
So the Wolves can't have Draining Touch, the Gaze Attack and Malevolence, unless each of them chose a different feature?
Edit: They didn't, they all tried Malevolence.
@DragonParadox
Another note on the Wolves, the Mutant Template can grant Haste as an SLA, but you can only pick SLAs with half the level of your total HD, so the 5 HD Direwolves can't pick a level 3 spell.
And last but not least, Draining Touch causes Drain, not damage, so if the Wolves actually had that, we need to find a way to heal Gorok soon, since that won't heal by itself.
We don't have anyone with Lesser Restoration, so we'll need the aid of a real Cleric.
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
@DragonParadox
It's a bit late, but did you notice this part of the Ghost template:
At a total of CR 6 with both templates, that's only 2 special attacks, one of them must be Corrupting Touch.
So the Wolves can't have Draining Touch, the Gaze Attack and Malevolence, unless each of them chose a different feature?
Edit: They didn't, they all tried Malevolence.
I got rid of corrupting touch since it did not work with the celerity anyway... or it worked too well depending on GM adjudication and I did not want to go there
@DragonParadox
Another note on the Wolves, the Mutant Template can grant Haste as an SLA, but you can only pick SLAs with half the level of your total HD, so the 5 HD Direwolves can't pick a level 3 spell.
And last but not least, Draining Touch causes Drain, not damage, so if the Wolves actually had that, we need to find a way to heal Gorok soon, since that won't heal by itself.
We don't have anyone with Lesser Restoration, so we'll need the aid of a real Cleric.
As a swift action, the mutant gains the benefits of haste for 1 round. This ability can be used once every 1d4 rounds. The mutant has a +2 bonus on Initiative checks.
Still, Draining Touch, the Gaze and Malevolence are three abilities, each should only get 2.
We only got hit with 1 Gaze (probably, might have been a double), so we have to assume that one Wolf has the Gaze, the other two the Draining Touch?
So, of the surviving Wolves, one has the Gaze attack and Heat Metal (Called Wolf 2 in the Update) and one has Draining Touch and possibly an unknown mutant-ability (Called Wolf 3 in the update).
Both have Malevolence and Celerity.
Still, Draining Touch, the Gaze and Malevolence are three abilities, each should only get 2.
We only got hit with 1 Gaze (probably, might have been a double), so we have to assume that one Wolf has the Gaze, the other two the Draining Touch?
So, of the surviving Wolves, one has the Gaze attack and Heat Metal (Called Wolf 2 in the Update) and one has Draining Touch and possibly an unknown mutant-ability (Called Wolf 3 in the update).
Both have Malevolence and Celerity.
You were indeed only hit by malevolence once, only one of them has it. That is a good summary of their ability though not all the mutant abilities came up and none of their deformities (yes they have those and they are relevant, you guys just got unlucky on triggering them).
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you
-[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
Adhoc vote count started by DragonParadox on Jul 9, 2024 at 3:21 AM, finished with 22 posts and 7 votes.
[X] Run up to the possessed Urgor and ward his mind, it will not force the thing out, but it will keep him from using that axe on one of you -[X] If he hasn't already done so, Sirim casts Shield as soon as he can. If he has already cast Shield, he will instead cast Haste.
Roots snap under your feet as you run at the now horrifically laughing dwarf as the thing inside of him revels in its stolen flesh. Familiar words come quick and sure, the mad fire going out in his eyes as his face contorts to dread and shame. "It's... it's still in me. Run lad! Run! I can hold it, but..."
"Are you mad?!" you shout louder than you had in years, blood still thundering in your ears. "We'll send them all back to the Pit then fish that one out of your head!"
In answer he grunts in surprise then gives a quick nod as he unslings a crossbow, polished darkwood and steel, and starts to pick through bolts in the dark.
Just then, lending weight to your words, golden light flashes desperately in the night one last time. Mina's staff goes out, but the last of the specters, that isn't wearing someone like meat armor at least, sizzles and burns as it tries to get its jaws around Sirim. But the mage was wise to the peril, a shield of shadow beaten as steel new flew between them, casting off the blows with almost contemptuous ease.
Urgor Will Save (DC 14): 1d20+4+1 (Bless) = 17 (Success) -> Possession Suppressed Mina Touch Attack (vs AC 16): 1d20 +4 +1 (Bless) = 17 (Success) -> 12Damage -> Wolf of Lamashtu Two now at 20/32 (Staff Charges: 0/10)
Wolf of Lamashtu Two Draining Touch on Sirim (Celerity on Cool-down vs AC 24): 14(Failure)
Only the sound of branches bending, the faint to your ears, warns that Cob had taken to the trees to get at the demon, climbing with reckless speed to come up behind the demon and stab it in the back of the neck. No creature of Hell was this to die to silver or curses against devils, though it seems to melt away.
Cob Climb (DC 15): 1d20+5+1 (Bless) -5 (Accelerated Pace) = 16 (Success)
Stealth vs Perception: Autopass
Cob Attack: 1d20+ 11+ 1(Bless) +2 (Heroism) = 26 (Success) -> 16 Damage -> Swaithe at 21/36
Swaithe uses Invisibility -> AoO impossible against creature in full concealment
Urgor had found his bolt, silver that burns white when it strikes the wolf right through the eye in the center of its forehead. Howls of pain and rage fill the air, the dark spirit almost undone. Again you kindle the light within and hurl it beyond in a point of living gold, and again the thing burns. More than that it starts to lose shape, more a cancerous mass of dying darkness than a creature bounded by shape.
Urgor Does 10 Damage to Wolf of Lamashtu Two -> Now at 10/32
Wolf of Lamashtu Two takes 5Damage from Burst of Radiance -> Now at 5/32...
...Reflex Save: 1d20+6 = 10(Failure): Blind and... Deformity Triggered Spasms (Sirim does not risk AoO moving away and casting)
"Cob, Sirim, over there! It's trying to jump off!" Mina points as she tries to channel an unraveling through the now cold gilded staff. Alas, the glamor proves stronger, but not stronger than Sirim's own attempt though, revealing the fiend at the very end of one of the stouter branches. Cob does not need any more encouragement, he's on it like a thorn through flesh, and like a thorn the dagger sinks true. A flash of sick yellow light answers in turn from the creature's hands, but your friend dodges nimbly aside not just from it, but also the frenzied attacks of the dying specter.
With one final shot Urgor puts an end to the last wolf, save the one that's inside him.
Detect Magic... Automatically see what square the demon is on by its aura
Dispell Attempts Mina, Sirim: 15, 19 (Failure, Success)
Cob Attack: 34 (Critical Success) -> Swaithe takes 9 Damage -> Now at 12/36
Swaithe Ray of Enfeeblement: 1d20+8 = 13 (Failure)
Wolf of Lamashtu Two Draining Touch on Cob (Celerity with vs AC 17): 10, 4(Failure, Failure)
Urgor Does 8 Damage to Wolf of Lamashtu Two -> Slain
As Warty warbles sadly over a fallen Gorok it occurs to you that the demon has to know what's going on here, the children, the altar, the shadow fiends....
"Take it alive!" you shout up at the others, trying to bind it in place for the catch. Alas, it's too quick and Sirim's enchantment does nothing but elicit a mad laugh. At least it doesn't seem able to make itself unseen again.
Urgor gives you a measuring look under his craggy bows and slowly lowers his weapon as Mina starts to sing an all too familiar dreamy melody.
"Sistersh... thash nish...." the demon slurs, almost falling from the branch, but Cob catches it with ease and climbs down with it for Urgor to bludgeon into more lasting unconsciousness with the haft of his axe.
Mina's examination of Gorok reveals he's been sore wounded in spirit, but he'll make a full recovery, which is more than can be said for Urgor if the four of you can't figure out how to get that thing out of him. Then Mina remembers the tea she'd gotten in Augustana. As along as his will holds that should extend the effects of your spell for a full day for every dose.
The dwarf, who looked like he'd about been ready to fall on his axe —Can one even fall on an axe, or is that just swords and spears?— looks flummoxed at the unlooked for reprieve.
"If that doesn't work we can always tie you up until we find an exorcist," you point out, with a nod from Cob.
"We have lots of rope," he confirms, already dashing off to find it and the tea.
"Most folks wouldn't want to travel with someone taken by an evil spirit," he says a little weakly.
To that all you can do is motion around vaguely with both hands. "Do we look like most people?"
What do you do next?
[] Interrogate the demon on the spot, search the shrine, see if you can put an end to this tonight
[] Load up Gorok on Warty and your prisoner behind him to rejoin the caravan, you're sure Gavhaul can be of some use... assuming you can convince him that any allies of the kytons are enemies of his
[] Write in
OOC: A lot was hanging on that first roll, it was the difference between Urgor and his crossbow with Bane Undead bolts helping out against the ghosts or Kori somehow having to deal with possessed martial PC at close range until someone nailed him with a spell or hex. Still, all's well that ends with a level up.
Don't worry, Warty, Gorok will be all right soon enough. He's just taking a little nap.
Even if he did end up Possessed, Urgor was a huge help during this encounter. There is no way we're going to be able to fuck him over when we doublecross the Apsis people. Not sure how we're going to make this work.
I think the easiest way to deal with the Possession is just to keep trying to Dispel it. Malevolence is basically a Magic Jar spell effect at 10th caster level, so it shouldn't take more than a few attempts to evict the Ghost from Urgor. Between Sirim and Mina, they can prepare a bunch of Dispel Magic spells tomorrow morning to get started on that.
Also, the Demon appears to have a Wand of Dispel Magic. I wouldn't want to waste charges on it unnecessarily, but it's another option if we're pressed for time.
Only the sound of branches bending the faint crackling sound warns that Sirim had taken to the trees to get at the demon, climbing with reckless speed to come up behind the demon and stab in the back of the neck. No creature of hell this to die to silver or curses against devils, though it does seem to melt away.
I don't want to bring the Swaithe back with us. They're nasty little fuckers with a lot of annoying abilities, and leaving it alive is just giving it opportunities to escape or cause mischief.
[X] Interrogate the demon on the spot, search the shrine, see if you can put an end to this tonight
-[X] Kori uses Detect Thoughts on the Demon while it is unconscious before we wake it up for questioning. As for the interrogation, Urgor and Kori will focus on that while Sirim and Cob search the shrine. Mina will standby, looking after Gorok while keeping her Evil Eye Hex (penalty to saves and skills) applied to the Demon.
Wow, that was intense! Glad we made it though, and level-up!
Hope Gorok doesn't feel too bad about being out of whole fight when he wakes up.
Hmm, what spells or effects can help with possession? While sure that Gavhaul can help given his skills and Urgor's importance, I rather not rely on him if possible.
@Goldfish what potential spells or methods can deal with possession? Can't find anything looking up, or lots of options but not clear on which works best.
Knock out Urgor? Use Dispel Magic on him? Lots of rules on the matter, but maybe Command wolf to leave body?
I think the easiest way to deal with the Possession is just to keep trying to Dispel it. Malevolence is basically a Magic Jar spell effect at 10th caster level, so it shouldn't take more than a few attempts to evict the Ghost from Urgor. Between Sirim and Mina, they can prepare a bunch of Dispel Magic spells tomorrow morning to get started on that.
[X] Interrogate the demon on the spot, search the shrine, see if you can put an end to this tonight
-[X] Kori uses Detect Thoughts on the Demon while it is unconscious before we wake it up for questioning. As for the interrogation, Urgor and Kori will focus on that while Sirim and Cob search the shrine. Mina will standby, looking after Gorok while keeping her Evil Eye Hex (penalty to saves and skills) applied to the Demon.
Even if he did end up Possessed, Urgor was a huge help during this encounter. There is no way we're going to be able to fuck him over when we doublecross the Apsis people. Not sure how we're going to make this work.
By mentioning Gavhaul deals with undead on the regular. That business with Briolia might be the thing that convinces the dwarf to stand aside. Might want to dig at Urgor's issues with undead some more.
Certainly not back to the horses.
...speaking of, was it involved in the attack on us? I am not sure what happened back that night, but our animals didn't behave right.
I am surprised the last wolf didn't come out. It doesn't lose anything by getting dispersed, right? Ghosts reform unless they have their reason for existing terminated.
Which makes me think I want to be done here tonight, preferably in a way that dismisses the wolves for good. Would it force the possessing spirit to make its move?
I am surprised the last wolf didn't come out. It doesn't lose anything by getting dispersed, right? Ghosts reform unless they have their reason for existing terminated.
Yes, but if you were to break its anchor while it was still inside the dwarf it could hang on, which would imply that it thinks you can break said anchor relatively easily
Marionette Possession is a 3rd level Necromancy spell that Sirim or Mina can learn. It's a limited Magic Jar spell effect that only works on a willing subject.
Here's why that 'willing' part is especially important:
Possession versus Possession: If you attempt to possess a creature that is already possessed, the possessing creature must succeed at the possession spell's save or be ejected, allowing you to enter the host. If the possessing creature voluntarily fails its save, first that creature is automatically ejected and then the host attempts the Will save instead. A possession effect that doesn't allow a saving throw automatically causes the possessing creature to be ejected.