Transubstancial Halo

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Post by Mangrum »

A few more details on the original concept; most of this is going to be vague, since I haven't thought about any of this in years.

Now, the Halo isn't particularly malevolent, unlike most artifacts the Guardians seal away; the big problem with the Halo is that it's fundamentally flawed. Its transubstantiations are imperfect and impermanent. The concept, as a note, takes a fair amount of inspiration from Lovecraft's novella The Case of Charles Dexter Ward (as well as The Resurrected, an excellent film adaptation).

Incorporeal spirits who pass through the Halo become soulless, animate flesh. In 3.5 terminology, they'd be "living constructs." I had a name for them, but I can't remember it now. The carnatis, or something like that.

Anyway, a carnatis would look essentially normal at first (though a distorted spirit might be accordingly deformed when incarnate). Its metabolism is unbalanced, however, and to maintain itself, it must consume a steady supply of raw flesh. If the carnatis ever misses a daily meal of meat, it degenerates a little bit -- and the amount of flesh it must consume to keep its body stable is forevermore raised. It's a setup that can essentially be maintained indefinitely, but a single lapse leads to an escalating spiral of rot. And once you dissolve, that's it; you're gone. That's your soul dripping down the gutter.

That's the "dissolving leper" -- a few of the Guardians are in fact carnatis, and this fellow is one of them shambling toward the end of his days. In the backstory, in his previous life he'd been a fisherman or some other young, married native of Mordentshire. He drowned a number of years earlier, but somehow ended up with the Guardians post mortem. He's been forbidden from returning to his former life. When, several years later, he's well along the path toward degeneration (this need for flesh is another reason why this enclave of Guardians work behind the facade of cloistered hog farmers, as a note) when he hears that his widow -- whom he still loves dearly -- is going to be remarried. So he maneuvers himself in a desperate attempt to see her and present her with his wedding ring, a final token of his love. His emotional anguish is the final straw that pushes him into a final meltdown.

As for flesh to spirit, it works essentially the same way. Any corporeal creature that passes through becomes an incorporeal spirit. This simplest way to handle this is to simply apply the ghost template -- even to soulless creatures like constructs. However, any physical flaws the subject possesses (including scars, lost hit points, etc.) are also reflected into the subject's spirit. If you pass through the Ring as an upstanding and moral, yet physically damaged person, you emerge as a distorted, possibly even monstrous spirit -- both in terms of your spectral appearance and your personality.

And as with the carnatis, you can only last so long before your spirit breaks up and fades away.

If you pass through the Halo again, however, it transforms you back into whatever you started as (in 3.X terms, just remove the appropriate template), perhaps a little worse for wear. So the Transubstantial Halo does have tantalizing potential, if used in the short term.

In a nutshell, the adventure's plot went something like as follows. Note that I never worked too much on any of this, so any details not given probably don't exist, and not all of the bugs have been worked out.

* Adventure kicks off as the PCs encounter the "dissolving leper" in the marketplace, who presents the newlywed widow with a ring immediately before dissolving.

* The PCs investigate, as do the Weathermay-Foxgrove twins. (Note, however, that when I was tinkering with this concept, the twins were still at their book-editing, investigatin-a-few-local-hauntings phase, and thus would have acted as assistants to the PCs.)

* The PCs investigation reveals the likely identity of the dissolved leper, and the robed monks he was with aren't difficult to track either. This leads the PCs to the local Guardians enclave, which is within a day's walk of town. (Why here? Because the pull of the House on Gryphon Hill keeps the area largely clear of spirits. This is also why the carnatis among them don't go back to being spirits before they fully degenerate -- going back to being spirits means going back to the House.)

* I recall that the investigation potentially also led to a red-herring, full-daylight investigation of Gryphon Hill, which would prove to be eerie, filled with cold spots and strange creaks, but relatively quiet -- perhaps even disappointingly empty after all of its buildup in local folklore.

* The PCs head out to the enclave to figure out how/why these monks are bringing people back from the dead -- and poorly. Unfortunately, Godefroy has also caught wind of the affair through his own sources. Unbeknownst to the living, he dispatches a swarm of spectral undead to seek out and destroy those who would dare intrude on his authority over the spirit realm.

* The PCs explore the enclave, which is built over a network of natural caverns. Those tunnels are where the PCs would encounter the basilisks in my monster handout. After some potential initial tussling, however, the PCs would figure out that the Guardians aren't evil and are in fact trying to prevent the Halo from being used. (The carnatis among them are ex-ghosts who slipped through their defenses. Once incarnated, the Guardians allowed them to stay -- provided they were decent folk -- rather than banish them back to undeath.)

* Just as the PCs and the Guardians are patching things up, the enclave is swarmed by Godefroy's ghostly horde, who attack from all directions. It's a losing battle, and many of the Guardians are killed. Those who remain elect to retreat -- through the Halo, into the Other Side, where the invaders won't care about them. Presumably, the PCs do the same.

* The PCs are now ghosts. (Yes, this was, in a sense, another "PCs wake up as monsters" module.) They flee with the few Guardians who made it, planning to regroup. However, first they must evade Godefroy's forces, as well as the defenses the Guardians themselves have set up (most walls are ethereally sealed with the basilisks' blood, and the basilisks themselves now pose a greater threat. (The Near Ethereal version of the Guardians' caverns are littered with "petrified" ghosts.)

* The PCs get away, but are then affected by the pull of the House. (Recall that Godefroy has the ability to grant leave to specific spirits, freeing them from the pull, which is why his spectral attackers aren't having any problems.)

* Ah, but there is a problem. When Godefroy gives a spirit permission to leave, there's nothing forcing it to return. When the spirits he sent discover the Halo (and likely witness the PCs pass through it), they experiment with it themselves and convert themselves into carnatis. They are now completely beyond Godefroy's control. They grab the Halo for themselves and abscond with it.

* The PCs are now stuck in the Near Ethereal (the "Other Side'), in quickly dissipating incorporeal bodies. The next act of the adventure takes place entirely on the Other Side.

* The PCs are drawn to the House on Gryphon Hill, where they find it crammed full of tortured spirits, as described in the 3.X Ravenloft books. They encounter Godefroy, who tries to beat them into submission. However, his bullying is interrupted by the appearance of his spectral wife and daughter, who torment him as per the norm.

* Godefroy strikes a deal with the PCs. He will grant them leave from the House, freeing them, and in return they will seek out the Halo, recover it, use it to restore themselves, and bring it back to him. Why does he want it? 1) Not for himself -- he wants to restore his wife and daughter to life. 2) He is repentant for his crimes against them (and obviously eager to escape their vengeance). If the PCs test Godefroy's veracity, they can discover that sentence 1 is perfectly true and heartfelt. (Sentence 2 is a total lie, but Godefroy can phrase his motivations countless ways to give them a noble shine.)

* The PCs, now ghosts, must explore Near Ethereal Mordentshire and its environs, track down the Halo, pick off the carnatis, and restore themselves. They may encounter the Weathermay-Foxgrove twins -- this time possibly falling afoul of their well-meaning attempts to dispel a haunting. (The PCs can't communicate with the living, so the twins just see them as unquiet spirits.)

* Anyway, the PCs do eventually turn the tables on the carnatis and restore themselves. They bring the Halo to Godefroy. When Godefroy's wife and daughter reappear, the PCs must somehow steer them through the Halo (Godefroy is helpless against them). Godefroy's wife and daughter are restored to life (as carnatis), seemingly freed from their part in his darklord's curse. (Neither remembers anything past their deaths.)

However, as soon as Godefroy's kin are restored, he lashes out at his wife with his cane, striking her down and killing her all over again. In death, the carnatis dissolves into a pool of ichor. Within moments, all that's left of the soul of Godefroy's wife is seeping through the floorboards. He then turns on his daughter, who the PCs presumably defend. Godefroy never wanted to save his family -- he wants them permanently destroyed.

As the PCs battle Godefroy, however, pools of ichor bubble up through the floorboards around Godefroy's feet. His wife's spirit is far from destroyed -- she's now a malevolent, seemingly corporeal pool of animate blood and slime, which assumes a form vaguely reminiscent of her living form as she extends tendrils through Godefroy's incorporeal flesh, flowing through his very veins as his screeches in indescribable, as-yet-unmatched agony.

As Godefroy is dragged down through the floorboards, he hangs on long enough to extract a promise from the heroes: Tend to his daughter. So long as she lives, Godefroy will grant the PCs their freedom, and will not seek revenge. So long as she lives...

And that's it. As the adventure ends, Godefroy's made his nightly torments even worse, and he knows that within a human lifespan they'll grow doubly so. The PCs get a non-interference pact with Godefroy, and a seemingly innocent little girl to raise -- one who must be fed her daily ration of raw flesh. The PCs can do what they want with the Halo -- Godefroy in no position to stop them from taking it with them as they leave -- though it's likely that the Guardians will want it back.
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Post by Jonathan Winters »

To JWM: Thank you! Wow! Lots of ideas in there!

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Post by Tobias Blackburn »

Thanks John! I especially like the evolution of Godefroy's curse.
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Post by midnightcat »

WOW!!! :shock: Thank you John. I wish I had this outline when I played around with the Halo, but I do have some things to use against my players :twisted: .
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Post by Joël of the FoS »

This is great stuff, indeed! My PCs are currently in Mordent, mmm...
As Godefroy is dragged down through the floorboards, he hangs on long enough to extract a promise from the heroes: Tend to his daughter. So long as she lives, Godefroy will grant the PCs their freedom, and will not seek revenge. So long as she lives...
This part is very cool and can lead to many hooks afterward ...

---

While I was toasting in the sun, I had the idea of using the halo with Necropolis. Would it be a dangerous but possible way to enter the shroud?

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Post by DeepShadow of FoS »

Joël of the FoS wrote:While I was toasting in the sun, I had the idea of using the halo with Necropolis. Would it be a dangerous but possible way to enter the shroud?
Sounds reasonable.
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Post by Joël of the FoS »

I’m playing this adventure idea in my campaign, and I’d like to hear your suggestions on how to continue it.

Short summary of what happened in my campaign so far:

- (Howls in the Night adventure. At the end of it, Ann Campbell’s ghost seems to be pulled toward Mordentshire for an unknown reason) (She was pulled to Gryphon Hill by Godefroy’s powers…)

- The heroes saw the ghost of a woman with Daniel Foxgrove. They learn later that this is the ghost of her ex wife, Alice Weathermay!

- The heroes hear of a wedding in Mordentshire. Margaret Weaver is marrying Jonathan Towtales, five years after her first husband (Cyrus Hope, a fisherman) died at sea. On the church porch, a monk run to the woman. He tries to say something but only painful and inarticulate gurgles comes out of his throat. He then gives something to the woman and then his body dissolves into a puddle of rotten flesh and blood! The woman screams, and confusion and horror seize the townspeople.

- As the heroes guessed, the object in the woman’s hand is her late husband’s wedding ring! But he was buried with it… The heroes think the creature is the undead remains of her late husband.

- (a trip to the Doppelganger Plant adventure from Dungeon set here)

- Van Richten learned more about Cyrus Hope (the man who interrupted the wedding, dissolving into a pool of rotting flesh). Van Richten had the grave of Cyrus Hope opened: it wasn’t defiled in any way, and Cyrus Hope’s body is resting in peace. However, a very odd thing is that the skeleton in the grave had a perfect copy of the wedding ring the creature tried to give to Margaret Weaver! It has exactly the same wear and tear marks…

- They are able to locate a small order of monks in a monastery south of Mordentshire. The monk clothes Cyrus wore are from this small, reclusive order.

- (travel to the monastery). It is a simple hog farm, with a water mill near the river. The number of hogs is impressive for a monastery this size.

- The monks refuse to meet them at first. But when they bring ham to the heroes’ camp in a gesture of hospitality, the heroes gain confidence of the monks, who explain that Cyrus Hope was a Carnatis. They add explanations about the Transubstancial Halo (and a backstory setting its creation in Har’Akir, you’ll see in my journal (“The halo was created to help the relatives of a dead person have a last meeting with him or her. You know we all have things we wish we would have said to a dead relative before his departure.”)

- While they are in front of the halo, Deus Ex Machina-esquely, the monastery is under attack! Very powerful ghosts attack the monks. The heroes try to help but the ghosts are quickly gaining the top position. One of them is a 10th level caster and wipe the place with Cone of Cold and then cloudkill, which is extremely powerful. (the heroes are 4th level).

- The monk-in-chief says, “These attackers are too strong for us. I suppose these spirits want to use the halo to get back to flesh. We can’t prevent this, as we will die for nothing if we try. Let’s jump on the other side with the halo. And we’ll get back to flesh after they are gone.” And they all jump in the halo, disappearing.

- However, things do not go as planned. The ghosts indeed use the halo to get back to flesh bodies. But one of the ex-ghost fighters kills a basilisk with his arrows, then move toward its corpse for something the players can’t see. He is back after a moment, carrying something bloody in his hand. He comes near the halo and removes the ring from its stand to put it in a large bag made of linen… bloodied with the basilisk’s blood! (so nobody can jump through it while it is carried)

- The ex-ghost leave the monastery. They shout about freedom “from the old” (the heroes again assumed it was Jules :) ). The heroes follow them. The monk-in-chief is also coming with the heroes for a time, in order to teach them how to use the power of “manifest”. “Otherwise”, he said, “you are absolutely invisible and unable to affect anything in the prime material world.”

- While following the ex-ghosts toward Mordentshire, Suddenly, the heroes feel a strong pull toward Mordentshire! Some are unable to resist. The pull brings them not in Mordentshire, but toward the House on Gryphon Hill!

- (at the HoGH): suddenly the pull stops, and in front of them, in the front yard, stands the ghost of an old man, holding on to a cane with a gryphon head. He wears clothes that fell out of fashion at least a century ago. He has a stern, authoritarian allure as he watches the heroes before him. “Welcome to the House on Gryphon Hill. I am Lord Wilfred Godefroy…”, he says.

And this is where the session stopped. I have a couple of weeks to plan the next session. What I have planned for the next chapter (mix of ideas from JWM's original plan (see post above), and from me and Deepshadow’s) :

- meeting with Godefroy. If needed, Godefroy will beat them into submission with his cane.

- However, his bullying is interrupted by the appearance of his spectral wife and daughter, who torment him as per the norm. Godefroy tries to hide this scene from the heroes.

- Meanwhile, they see many ghosts in the HoGH. While Godefroy isn’t looking, short interaction with Ann Campbell (pathetic « save me … again! ») and Alice Weathermay (who one of the player saw as a ghost with her husband Daniel Foxgrove. « He wants my father! My daughters! », she says).

- Godefroy strikes a deal with the PCs. He will grant them leave from the House, freeing them, and in return they will seek out the Halo, recover it, use it to restore themselves, and bring it back to him. Why does he want it? 1) Not for himself -- he wants to restore his wife and daughter to life. 2) He is repentant for his crimes against them (and obviously eager to escape their vengeance). If the PCs test Godefroy's veracity, they can discover that sentence 1 is perfectly true and heartfelt. (Sentence 2 is a total lie, but Godefroy can phrase his motivations countless ways to give them a noble shine.)

- Godefroy will answer a few questions. The heroes will learn that the ghosts who attacked the monastery were the adventurers who invaded the HoGH ten years ago, and were never seen again.

- Godefroy doesn't know where the exghosts are. The heroes leave the HoGH to look after the halo, a little clueless for the moment.

- The monk-in-chief teaches them how to manifest and interact with corporeal beings. Some heroes might be able to do it, others may be not (see RLCS).

- They may try to meet Van Richten or the WF twins (who may try to dispel their haunting if the players can’t communicate with them ;) ). Or they could meet good old Jules W (who is able to see ghosts). Jules could help the PCs verbalize their quest to the twins or VR (quite cool as they suspected Jules to be the darklord until last session :) ).

- They see Daniel Foxgrove suddenly very interested in their case - the twins candidly explain the heroes's problem to Daniel. Secretely, of course, Daniel is thinking of the halo for his ghost wife. Alternatively, Alice may tell Daniel about the halo and the heroe's quest. Daniel could also suddenly decide to help them as much as he can, without Godefroy knowing. (how?)

- The ex ghost are hidden in an abandoned manor in Mordent. They plan to soon leave Mordent to get away from Godefroy’s vengeance (why didn’t they leave now? They felt they needed to stop and understand more about their new condition. Some of them are already dissolved (strong emotion accelerates the disintegration of the carnatis), including the powerful woman spellcaster. (any idea as to where they could be? How the players learn of its location? I thought one of the carnatis could be seen at the butcher shop, buying large quantities of meat? Ideas on how to spice this thing?)

- Since the exghost are less in number, the heroes eventually battle the carnatis and should be able to win. They restore themselves back to flesh. (How to spice this thing?)

- They bring the Halo to Godefroy (I guess!). When Godefroy's wife and daughter reappear, the PCs must somehow steer them through the Halo (Godefroy is helpless against them). Godefroy's wife and daughter are restored to life (as carnatis), seemingly freed from their part in his darklord's curse.

- However, as soon as Godefroy's kin are restored, he lashes out at his wife with his cane, striking her down and killing her all over again. In death, the carnatis dissolves into a pool of ichor. Within moments, all that's left of the soul of Godefroy's wife is seeping through the floorboards!

- He then turns on his daughter, who the PCs presumably defend. Godefroy never wanted to save his family -- he wants them permanently destroyed.

- As the PCs battle Godefroy, however, pools of ichor bubble up through the floorboards around Godefroy's feet. His wife's spirit is far from destroyed -- she's now a malevolent, seemingly corporeal pool of animate blood and slime, which assumes a form vaguely reminiscent of her living form as she extends tendrils through Godefroy's incorporeal flesh, flowing through his very veins as his screeches in indescribable, as-yet-unmatched agony...

- Later this day? Godefroy finds the heroes wherever they are and bargain again with them. He extract a promise from the heroes: Tend to his daughter. So long as she lives, Godefroy will grant the PCs their freedom, and will not seek revenge. So long as she lives... What will do the heroes bargain for in exchange? A good idea would be to ask Godefroy to free Alice Weathermay and Ann Campbell?

- And that's it. As the adventure ends, Godefroy's made his nightly torments even worse, and he knows that within a human lifespan they'll grow doubly so. The PCs get a non-interference pact with Godefroy, and a seemingly innocent little girl to raise -- one who must be fed her daily ration of raw flesh.

- The PCs can do what they want with the Halo -- Godefroy in no position to stop them from taking it with them as they leave -- though it's likely that the Guardians will want it back.

- Daniel Foxgrove could step in and ask for the halo for his spirit wife? Interesting moral dilemna and drama for the twins when they learn about their mother’s fate. They can react badly to their father when they learn he was blackmailed by Godefroy all this time!

This is the plan. Any comments / ideas / suggestions?

Joël
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Post by Band2 »

Joël of the FoS wrote:I’m playing this adventure idea in my campaign, and I’d like to hear your suggestions on how to continue it.

- They may try to meet Van Richten or the WF twins (who may try to dispel their haunting if the players can’t communicate with them ;) ). Or they could meet good old Jules W (who is able to see ghosts). Jules could help the PCs verbalize their quest to the twins or VR (quite cool as they suspected Jules to be the darklord until last session :) ).

- They see Daniel Foxgrove suddenly very interested in their case - the twins candidly explain the heroes's problem to Daniel. Secretely, of course, Daniel is thinking of the halo for his ghost wife. Alternatively, Alice may tell Daniel about the halo and the heroe's quest. Daniel could also suddenly decide to help them as much as he can, without Godefroy knowing. (how?)

- The ex ghost are hidden in an abandoned manor in Mordent. They plan to soon leave Mordent to get away from Godefroy’s vengeance (why didn’t they leave now? They felt they needed to stop and understand more about their new condition. Some of them are already dissolved (strong emotion accelerates the disintegration of the carnatis), including the powerful woman spellcaster. (any idea as to where they could be? How the players learn of its location? I thought one of the carnatis could be seen at the butcher shop, buying large quantities of meat? Ideas on how to spice this thing?)

- Since the exghost are less in number, the heroes eventually battle the carnatis and should be able to win. They restore themselves back to flesh. (How to spice this thing?)

This is the plan. Any comments / ideas / suggestions?

Joël

Here some random ideas, hope something in here helps.

For tracking down the ex ghosts, would van ritchen have met them 10 years before? If adventurers came through town they may have talked to him about some ghost hunting advice. Maybe he knows where they come from or other information that can help track the people down. (Look for the people with Richmulot accents. One of them has a big Barovian mustache.)

Maybe Daniel Foxgrove can help by agreeing to put out the word around town, so that when a butcer notices a customer with a thick Richmulot accent he notifies Foxgrove who can then point the characters on the right trail.

I am not sure how to spice up the fights, but what if the carnatis have not dissovled yet, but do so as the fight beginnings and during the fight itself. COuld be very spectacular if the wizard ex ghost is about to unless her cone of cold that would surely wipe out the whole party when she dissolves.
Would scavagers be attracted to the smell of the carnatis? Could dogs, rats or other animals be attracted to the manor and poss a problem during the fight? If dogs, they would probably start howling when the ghostly PCs try to silently infiltrate the manor, thus alerting the ex ghosts.


Have you though if they are going to be any side effects to the PCs for becoming "ghosts" after they return to normal?
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Post by Joël of the FoS »

Band2 wrote: Here some random ideas, hope something in here helps.

For tracking down the ex ghosts, would van ritchen have met them 10 years before? If adventurers came through town they may have talked to him about some ghost hunting advice. Maybe he knows where they come from or other information that can help track the people down. (Look for the people with Richmulot accents. One of them has a big Barovian mustache.)
Great idea. The best ideas are simple.

What I want is to have the PCs lost for a moment because of the alienation of their spirit state, unable to communicate with living people, unless they can manifest. So making it a large puzzle-like thing they have to solve while feeling lost is my goal in this.
Maybe Daniel Foxgrove can help by agreeing to put out the word around town, so that when a butcer notices a customer with a thick Richmulot accent he notifies Foxgrove who can then point the characters on the right trail.
Another part of the puzzle, good.
I am not sure how to spice up the fights, but what if the carnatis have not dissovled yet, but do so as the fight beginnings and during the fight itself. COuld be very spectacular if the wizard ex ghost is about to unless her cone of cold that would surely wipe out the whole party when she dissolves.
That 10th level wizard indeed can't be part of the last decisive fight, because of her strenght (the players are 4th). She was there at the monastery attack to make a "power" statement I needed. But she is indeed emotionally unstable, and I had thought of her dissolving before the fight. But during the fight is an interesting alternative.
Would scavagers be attracted to the smell of the carnatis? Could dogs, rats or other animals be attracted to the manor and poss a problem during the fight? If dogs, they would probably start howling when the ghostly PCs try to silently infiltrate the manor, thus alerting the ex ghosts.
Interesting idea. Dogs howling? Funny, since they did the Howls in the Night adventure ;) It would scare them.
Have you though if they are going to be any side effects to the PCs for becoming "ghosts" after they return to normal?
JWM didn't mention in his outline any special after effect. But indeed their ethereal perception could be altered in the future?

Or maybe distribute (to the best role players for this part?) bonus feats (or similar effects) like possibly Cold Ones (Mindless undead ignores you), Ethereal Empathy (Sense the emotions imbued within ethereal resonance), Ethereal Touch (Able to attack incorporeal creatures), Ghostsight (See ethereal creatures), Haunted (You have a guardian spirit, with better perception - Ann Campbell?), Unwholesome Ichor (You are distasteful to creatures biting you), (Tantric ability? ;))

Some of these effects could be usable once per day?

Joël
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Post by Band2 »

Joël of the FoS wrote:
Interesting idea. Dogs howling? Funny, since they did the Howls in the Night adventure ;) It would scare them.
Joël
Even funnier since it was that adventure that inspired my suggestion. Just thinking of things related to Mordent and that adventure popped into my head.

Joël of the FoS wrote:
Have you though if they are going to be any side effects to the PCs for becoming "ghosts" after they return to normal?
JWM didn't mention in his outline any special after effect. But indeed their ethereal perception could be altered in the future?

Or maybe distribute (to the best role players for this part?) bonus feats (or similar effects) like possibly Cold Ones (Mindless undead ignores you), Ethereal Empathy (Sense the emotions imbued within ethereal resonance), Ethereal Touch (Able to attack incorporeal creatures), Ghostsight (See ethereal creatures), Haunted (You have a guardian spirit, with better perception - Ann Campbell?), Unwholesome Ichor (You are distasteful to creatures biting you), (Tantric ability? ;))

Some of these effects could be usable once per day?

Joël
That is a great idea. I didn't think of it, but those feats all definetly fit the situation you are planning.
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Post by Joël of the FoS »

Hey, what if they try the halo on Godefroy?

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Post by Rotipher of the FoS »

Heh heh. You'd probably have to bring the thing to Gryphon Hill to try. Can you imagine the traffic jam that would cause, as hundreds of beaten-down geists come stampeding through the halo -- their one chance to shed their incorporeal state and escape the accursed House's vortex -- so the whole estate gets packed shoulder-to-shoulder with carnatis? :twisted:
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Post by Hazgarn »

Hmm... With a few tweaks, couldn't the item make adventures in Necropolis doable?
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Joël of the FoS
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Post by Joël of the FoS »

For those interested, I ran the halo adventure last Spring, and just posted the campaign log online - those are session 29 and 30 in the veranda.

Comments welcomed!

Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
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