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Modifying Speaker in Dreams to improve cohesion
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<blockquote data-quote="Pielorinho" data-source="post: 321857" data-attributes="member: 259"><p>Okay, this is a bit of a rules-stretch, but I think it's a reasonable one:</p><p></p><p>-Detect Thoughts requires no line of effect.</p><p>-Telepathy requires no line of effect.</p><p>-Therefore, Suggestions can be implanted without a line of effect by a creature using Telepathy.</p><p>-Also, a creature may shape a victim's dreams by using a combination of telepathy and suggestion, and may implant suggestions in dreaming victims.</p><p></p><p>In part II of the adventure, the illithid is supposed to mess with the PCs' heads by sending them weird nonsensical, "the gate will open! Bing bong bing!" dreams. This struck me as a waste of perfectly good firepower. Instead, the illithid sent each PC a dream with the implanted suggestion of "leave town now!"</p><p></p><p>Each dream had the same basic format:</p><p>-The PC was in a peaceful location -- her temple, a field of flowers, her home.</p><p>-Someone who was both beloved by the PC, and dead, was there -- an old mentor, a killed fellow adventurer, a spouse.</p><p>-The beloved person struck up a conversation with the PC, talking about how peaceful everything was. They gradually turned the conversation into a warning: "But you must go!" they'd say. "You must go, before the river overflows its banks! The Black River will soon come, and it will feed this dry dry earth, and all will drown before its flooding water! If you do not open yourself to the Black River, you will be crushed! Leave now, before you are destroyed!" etc. Implanted in this warning is a suggestion: leave town!</p><p>-The PCs got to make Will saves. If they succeeded, then the beloved figure would snarl at them, leap at them as their features dissolved; the landscape would start to melt away, and they might catch a glimpse of something terrible and roiling with sticky wet tentacles before they woke up. If they failed in their saves, then the warning seemed very valid, and they'd wake up with a very strong desire to leave town.</p><p></p><p>sadly, only one of my PCs made their will save, and the others managed to detain him until they could cast Dispel Magic on him to remove the suggestion. The next night, the illithid perched on a roof across the way and started casting random suggestions into the house: "Come out and investigate -- but don't tell anyone what you're doing!" and so forth.</p><p></p><p>It wasn't very effective, but it creeped the PCs out.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 321857, member: 259"] Okay, this is a bit of a rules-stretch, but I think it's a reasonable one: -Detect Thoughts requires no line of effect. -Telepathy requires no line of effect. -Therefore, Suggestions can be implanted without a line of effect by a creature using Telepathy. -Also, a creature may shape a victim's dreams by using a combination of telepathy and suggestion, and may implant suggestions in dreaming victims. In part II of the adventure, the illithid is supposed to mess with the PCs' heads by sending them weird nonsensical, "the gate will open! Bing bong bing!" dreams. This struck me as a waste of perfectly good firepower. Instead, the illithid sent each PC a dream with the implanted suggestion of "leave town now!" Each dream had the same basic format: -The PC was in a peaceful location -- her temple, a field of flowers, her home. -Someone who was both beloved by the PC, and dead, was there -- an old mentor, a killed fellow adventurer, a spouse. -The beloved person struck up a conversation with the PC, talking about how peaceful everything was. They gradually turned the conversation into a warning: "But you must go!" they'd say. "You must go, before the river overflows its banks! The Black River will soon come, and it will feed this dry dry earth, and all will drown before its flooding water! If you do not open yourself to the Black River, you will be crushed! Leave now, before you are destroyed!" etc. Implanted in this warning is a suggestion: leave town! -The PCs got to make Will saves. If they succeeded, then the beloved figure would snarl at them, leap at them as their features dissolved; the landscape would start to melt away, and they might catch a glimpse of something terrible and roiling with sticky wet tentacles before they woke up. If they failed in their saves, then the warning seemed very valid, and they'd wake up with a very strong desire to leave town. sadly, only one of my PCs made their will save, and the others managed to detain him until they could cast Dispel Magic on him to remove the suggestion. The next night, the illithid perched on a roof across the way and started casting random suggestions into the house: "Come out and investigate -- but don't tell anyone what you're doing!" and so forth. It wasn't very effective, but it creeped the PCs out. Daniel [/QUOTE]
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