Ritual of Flesh
At a glance
Environment overview
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Potential adversaries
Features
Passives
passive-
Time Flows Differently
Seraphel influences how time flows in the room. While in this environment change the hope die of PC's according to the current number of anchors active.
1-3: 1d12
4-6: 1d10
Time itself is not changed, but the way things in the environment react is altered. For example a warrior strikes a foe, but the effect of the weapon connecting is delayed by a fraction of a second.
PC's at first don't see anything change, but as soon as they act they notice changes in timings.
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Ritual of Flesh
Seraphel put himself out of this timeline, which makes him very hard to damage.
When the PC's enter this environment start a Countdown Timer at 6. When the timer reaches 0 the Ritual is complete and the Seal of Flesh is destroyed. If all 6 anchors are cleansed the Ritual is interrupted.
Seraphel has no intention of fighting the players. He does not believe they are evil, just misinformed. Depending on the PC's actions he is willing to talk for a few moments before leaving through a temporal gate.
Increase the countdown timer, to a maximum of 6:
+1 whenever Seraphel takes damage or is affected by an affect that prevents him from concentrating on the ritual.
+1 whenever they stabalize or cleanse an anchor. To cleanse an anchor a PC must take a correct action and make an action roll against this environments Difficulty. If the roll is failed the PC must mark a stress.
Reduce the countdown timer:
-1 Whenever Seraphel uses his action to progress the ritual
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Anchor of Life
Cleansed Appearance
A massive silver-white root emerges from the floor and wraps around the seal. Tiny leaves sprout from its surface, glowing faintly with green light. Warmth radiates from it, and creatures standing nearby feel healthier and more alive.
Corrupted Appearance
The root has swollen into a grotesque mass of black wood and pale fungus. The leaves have become fungal growths and clusters of bulbous spores. Sections pulse like diseased veins.
Cleansing
A character may spend their action nurturing, pruning, blessing, or restoring the root.
Examples of cleansing
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Resture HP to the root
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Remove the corruption from its bark
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Feed it fresh soil or water
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Plant new life within it
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Convince the root to protect instead of corrupt
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Anchor of Renewal
Cleansed Appearance
A crystal-like flower the size of a wagon wheel bloomin the room. Its petals slowly open and close like breathing lungs.
Corrupted Appearance
The flower has transformed into a massive fungal heart. It beats visibly, spraying clouds of spores with every pulse.
Cleansing
The Heart must be prevented from feeding on corruption.
Examples of cleansing
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Remove fungal growth.
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Burn diseased tissue.
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Freeze the corruption.
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Draw poison from the heart.
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Restore the original crystal flower beneath.
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Anchor of Seasons
Cleansed Appearance
A stone pillar covered in carvings depicting birth, growth, harvest, death, and rebirth.
Corrupted Appearance
The carvings have warped. Every stage now depicts decay, rot, and consumption by fungus.
Cleansing
The cycle must be completed.Examples of cleansing.
Examples of cleansing
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Repair missing carvings.
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Tell the story of birth, growth, death, and renewal.
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Perform a druidic rite.
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Use magic representing one of the seasons.
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Reconnect the pillar to another anchor.
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Anchor of Blood
Cleansed Appearance
A shallow stone basin filled with clear water that slowly shifts between silver and gold.
Corrupted Appearance
The basin contains thick black-red fluid. Faces occasionally appear in its surface before dissolving.
Cleansing
The vessel must once again contain living essence rather than corruption.
Examples of cleansing
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Drain the corruption.
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Fill it with clean water.
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Offer blood willingly.
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Bless the vessel.
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Purify the contents magically.
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Anchor of Forms
Cleansed Appearance
A smooth oval slab of pale stone that reflects creatures as healthy, whole, and at their best. The surface is flawless and softly luminous.
Corrupted Appearance
The mirror is cracked and overgrown with pale fungus. Reflections appear twisted, mutated, and occasionally move independently of the viewer.
Cleansing
The mirror must be restored to showing what things truly are.
Examples of cleansing
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Repearing the cracks
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Determine which reflection is true
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Reject the distorted version of yourself
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Smash fungal growths ermerging from the mirror
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Use magic, light, or divine power to expose false forms.
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Anchor of the Beyond
Cleansed Appearance
A thin silver line floating in the air. It resembles a healed scar in reality itself.
Corrupted Appearance
The scar has begun reopening. Utter blackness leaks through the cracks.
Cleansing
Can only be cleansed once at least three other anchors have been cleansed.
The wound must be convinced reality is still worth preserving.
Examples of cleansing
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Channel Hope into it.
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Repair the tear with magic.
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Reaffirm Dionys' vow.
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Use a relic tied to life.
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Present proof that the world still endures.
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Actions
actionReactions
reaction-
Spore Guardian
Whenever a PC rolls with fear Summon Rotten Spore Zombie at each Corrupted Anchor and put a Spore Token on this card. Whenever you Summon a zombie this way you can also spend Spore Tokens to summon additional zombies, spending the tokens as shown below.
Any zombie summoned this way gain Noxious Spores - Reaction: Whenever this creature is defeated each creature within very close range of the zombie must make a Strenght Reaction Roll against this environments difficulty or mark a stress.
Spore creatures
1 - Rotten Zombie
2 - Shambling Zombie
3 - Brawny Zombie
4 - Patchwork Zombie Hulk
About this environment
Ritual of Flesh
Tier 1 Event
Impulses: Destroy Intruders, Protect the Ritual
Difficulty: 10
Potential Adversaries: Rotten Zombie, Shambling Zombie, Brawny Zombie, Patchwork Zombie Hulk
Features
1-3: 1d12
4-6: 1d10
Time itself is not changed, but the way things in the environment react is altered. For example a warrior strikes a foe, but the effect of the weapon connecting is delayed by a fraction of a second.
PC's at first don't see anything change, but as soon as they act they notice changes in timings.
When the PC's enter this environment start a Countdown Timer at 6. When the timer reaches 0 the Ritual is complete and the Seal of Flesh is destroyed. If all 6 anchors are cleansed the Ritual is interrupted.
Seraphel has no intention of fighting the players. He does not believe they are evil, just misinformed. Depending on the PC's actions he is willing to talk for a few moments before leaving through a temporal gate.
Increase the countdown timer, to a maximum of 6:
+1 whenever Seraphel takes damage or is affected by an affect that prevents him from concentrating on the ritual.
+1 whenever they stabalize or cleanse an anchor. To cleanse an anchor a PC must take a correct action and make an action roll against this environments Difficulty. If the roll is failed the PC must mark a stress.
Reduce the countdown timer:
-1 Whenever Seraphel uses his action to progress the ritual
Cleansed Appearance
A massive silver-white root emerges from the floor and wraps around the seal. Tiny leaves sprout from its surface, glowing faintly with green light. Warmth radiates from it, and creatures standing nearby feel healthier and more alive.
Corrupted Appearance
The root has swollen into a grotesque mass of black wood and pale fungus. The leaves have become fungal growths and clusters of bulbous spores. Sections pulse like diseased veins.
Cleansing
A character may spend their action nurturing, pruning, blessing, or restoring the root.
Examples of cleansing
Resture HP to the root
Remove the corruption from its bark
Feed it fresh soil or water
Plant new life within it
Convince the root to protect instead of corrupt
Cleansed Appearance
A crystal-like flower the size of a wagon wheel bloomin the room. Its petals slowly open and close like breathing lungs.
Corrupted Appearance
The flower has transformed into a massive fungal heart. It beats visibly, spraying clouds of spores with every pulse.
Cleansing
The Heart must be prevented from feeding on corruption.
Examples of cleansing
Remove fungal growth.
Burn diseased tissue.
Freeze the corruption.
Draw poison from the heart.
Restore the original crystal flower beneath.
Cleansed Appearance
A stone pillar covered in carvings depicting birth, growth, harvest, death, and rebirth.
Corrupted Appearance
The carvings have warped. Every stage now depicts decay, rot, and consumption by fungus.
Cleansing
The cycle must be completed.Examples of cleansing.
Examples of cleansing
Repair missing carvings.
Tell the story of birth, growth, death, and renewal.
Perform a druidic rite.
Use magic representing one of the seasons.
Reconnect the pillar to another anchor.
Cleansed Appearance
A shallow stone basin filled with clear water that slowly shifts between silver and gold.
Corrupted Appearance
The basin contains thick black-red fluid. Faces occasionally appear in its surface before dissolving.
Cleansing
The vessel must once again contain living essence rather than corruption.
Examples of cleansing
Drain the corruption.
Fill it with clean water.
Offer blood willingly.
Bless the vessel.
Purify the contents magically.
Cleansed Appearance
A smooth oval slab of pale stone that reflects creatures as healthy, whole, and at their best. The surface is flawless and softly luminous.
Corrupted Appearance
The mirror is cracked and overgrown with pale fungus. Reflections appear twisted, mutated, and occasionally move independently of the viewer.
Cleansing
The mirror must be restored to showing what things truly are.
Examples of cleansing
Repearing the cracks
Determine which reflection is true
Reject the distorted version of yourself
Smash fungal growths ermerging from the mirror
Use magic, light, or divine power to expose false forms.
Cleansed Appearance
A thin silver line floating in the air. It resembles a healed scar in reality itself.
Corrupted Appearance
The scar has begun reopening. Utter blackness leaks through the cracks.
Cleansing
Can only be cleansed once at least three other anchors have been cleansed.
The wound must be convinced reality is still worth preserving.
Examples of cleansing
Channel Hope into it.
Repair the tear with magic.
Reaffirm Dionys' vow.
Use a relic tied to life.
Present proof that the world still endures.
Any zombie summoned this way gain Noxious Spores - Reaction: Whenever this creature is defeated each creature within very close range of the zombie must make a Strenght Reaction Roll against this environments difficulty or mark a stress.
Spore creatures
1 - Rotten Zombie
2 - Shambling Zombie
3 - Brawny Zombie
4 - Patchwork Zombie Hulk
Ritual of Flesh
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Ritual of Flesh Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.