such a great reply
@!DWolf. thank you for taking the time to set it out the way you did.
OK. here's my first attempt. be honest! does it feel too complicated to run? too punishing? imagining yourself as a player would this be "fun" (such a nebulous word)? LMK.
I'm not sure about the numbers. PC's are level 6. as above, looking for a sever level encounter. also not sure about if the number of escape hatches is enough, too few, too complicated etc? I'm really going for a story heavy narrative focus here by the use of the dream scapes and playing the scenes of each Lore showing the knowledge getting "lost" while in the "real world" a life/death fight is taking place to try and save their companions from getting melded with the tree.
PS. I'm aware that I am using language that appears to take PC agency away from them. I'm aware that this is bad-wrong. my thought is by having the dreamscape, the PC's mental agency remains to "fight" even if the physical body is being moved about. but if that is still too close to the ethical line, please let me know.
Spirit Tree
Concept: This is a 2-part complex hazard. Part 1 is the physical manifestation of the tree being controlled by the spirit, who's objective is to merge nearby creatures into itself to learn the creatures history, experiences and knowledge. Part 2 is the Mental dreamscape where each creature under its sway fights a mental battle to stave off the loss of their knowledge and having their physical form integrated into the history of the elves.
Spirit Tree - Phase 1: Physical form
Complex Environmental Hazard
Stealth +22 (Expert)
Description: The Tree Spirit attempts to gain contact with the PC's and through this grasp, sway them to relinquish their corporeal form by merging with the Tree Spirit tree. the spirit does this by melding their experiences, knowledge and essence into itself. First, the tree must establish a connection with the PC. Next, it must take physical control of the PC's body through a knowledge transfer. The tree will then assist the PC in positioning itself within physical contact of the Spirit tree, which finally will lead to the PC's melding into the trunk as a willing vessel which knowledge becomes fully absorbed and shared as part of the Ekujae's living history.
Disable: The physical form can be disabled a number of different ways.
DC 31 Nature roll, DC 28 Occultism or DC 23 Survival rolls all can be used to manipulate the Tree or Tree Spirit with non-combat methods. Alternatively, the Tree can also be disabled with physical attacks AC 24, Hardness 15, HP 66.
Once all the PC's are free of the tree's physical grasp, then the PC's are free to "attack" the tree using the skills listed above or with physical combat. Use the Stealth DC (+22) as the DC to overcome whenever the tree is "attacked" through the use of skills. Any result in excess of the DC will transfer directly to the HP total. for example, if a Survival skill is rolled vs the Tree's DC 22, and a 28 is rolled, then 6 excess "damage" is subtracted from the Spirit Tree's HP total of 66, reducing it to 60. once the Spirit Tree is reduced to zero HP, this hazard is defeated.
Grasping Branch: [reaction] Trigger: A creature is asleep and dreaming within 60' of a Tree Spirit who hungers for knowledge. Effect: The tree lowers a branch on each sleeping creature within range. each creature must make a DC 28 Reflex Save to avoid contact:
Critical Success: The PC avoids the branch and wakes immediately
Success: the PC avoids the branch but remains asleep
Failure: The PC is grasped by a branch
Critical Failure: The PC is grasped by a branch and immediately proceeds to stage 2 effects (See phase 2 below)
Routine (2 Actions)
Action 1: The Tree attempts to Grasp a PC that is awake or asleep that is within range
Action 2: For each PC Grasped, each must make a DC 22 Fortitude Saving Throw: (treat like an affliction)
Critical Success: the PC shifts 2 stages in improvement
Success: the PC shifts 1 stage for the better
Failure: the PC shifts 1 stage to the worse
Critical Failure: the PC shifts 2 stages to the worse.
Action 2 Effects: Must be Grasped by the Spirit Tree
Stage 1: the mental blocks release and the PC begins sharing knowledge with the Spirit Tree
Stage 2: with the knowledge link established, the Spirit Tree manipulates the PC into physical contact with the trunk of the Spirit Tree
Stage 3: the PC begins to merge with the spirit tree
Stage 4: the PC is fully merged with the Spirit Tree (Consider the same as dead for this encounter).
Spirit Tree - Phase 2: DreamScape
Deception +22 (expert)
Description: Any creature that is in the Grasp of the Spirit Tree and has entered into Stage 2 enters their dream state. Inside this state, the PC's attempt to resist the Spirit Tree's knowledge theft. Successfully defending against this theft will will make it more difficult for the Physical Manifestation of the Spirit Tree of consuming the Grasped PC.
Trigger: any PC who is at Stage 2 inside the DreamScape
Routine (1 action):
Action 1: for each PC at Stage 2 of the Dreamscape, the PC will participate in a narrative scene that is related to their Lore knowledge skill as follows: (Note: Names below are of my Player Characters)
Rathanus: Lore Alcohol
Firetail: Lore Port Peril
Ushii: Lore Fortune-telling
Andrus: Lore Warfare
Enki: Lore Cult
Each PC must attempt a DC 21 Will save to resist the images from the individual scene, else they will continue having knowledge taken from them.
Critical Success: The Dreamscape wavers. The PC can temporarily perceive their condition and circumstances by seeing through the veil. the PC can attempt an immediate DC 22 Fortitude save (As per the Routine 2 Action effect from the Physical manifestation - see routine in phase 1 above). The PC will have a +2 to their Fortitude saves until the start of their next turn
Success: The PC resists the draining of their knowledge. the PC gains a +1 to their Fortitude save to resist the routine in phase 1 until the start of their next turn
Failure: the PC is slipping deeper into the Spirit Tree's mental control. the Tree has an easier time manipulating the PC's physical form and deepening its mental links. the PC gets a -1 to the Phase 1 routine saving throw until the start of the PC's next turn
Critical Failure: the PC gets a -2 to its physical fortitude saving throw, and a new check is made immediately. in addition to when normal checks are made.
Note:
PC's can exit the dreamscape as follows
1) Lowers the physical grasp to stage 1 or less
2) a friendly creature removes the graps by breaking the branches (AC 24 Hardness 8, HP 16) or a successful Survival or Occultism (DC 23) to force the Tree Spirit to rear the branches back.
cheers,
J.