The Party begins picking up the items, Kenzo takes the Frayed Rope of the Hanged Man, Sterling takes the Scarab Vial of Bonegnasher, Zyblina takes the Spider’s Web decorated Jar of Soulcatcher, Teofila takes the Moldy Spellbook of the Splatter Man, Cole takes the Masterwork Smith’s Hammer of the Mosswater Marauder, Sergei takes the Oversized Bloodstained Handaxe of the Lopper, it feels natural to hold these items for each of you, though you’re not entirely certain why…
Zek and Bastion are left to carry either the Silver Flute of the Piper of Illmarsh or the Collection of Holy Symbols of Father Charlatan. Zek takes the symbols while Bastion takes the Flute.
Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.
A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.
B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.
C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.
D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.
E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.
F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.
G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.
H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.
I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.
J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.
K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.
L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.
M 1-4: Council Member's Houses.
N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.
O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.
P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.
Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.
R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.
Sanity Rules:
Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.
Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.
Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).
If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.
If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.
Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything
Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.
Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).
Fear, Horror, and Madness:
I will NOT be using Madness rules as the Sanity rules already cover that.
Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.
Making the Saving Throw
Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.
Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.
If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.
Failure Margin Effect
1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.
When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.
FEAR SAVES
A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.
Failure Results
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.
Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.
Recovering from Fear
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.
Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.
HORROR SAVES
The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.
Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.
Failure Results
If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).
Failure Results
Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.
Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock
Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.
Recovering from Horror
Minor Horror effects last one week.
Moderate effects last two weeks.
Major effects last thirty days.
At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.
Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.
Well, if Sterling takes a ring, Teofila could take the amulet. Any AC boost is welcome and it sounds like the turn undead ability isn't dependent on channel energy. Since it mentions "as a 5th level cleric" I'm wondering if the mechanics for this are from DnD? How does it work?
On the other hand, if someone else is wanting the amulet, that's cool too. Teofila doesn't have to take one of the biggie items. A potion of CLW would be good.
She doesn't need a cold iron or silver weapon since she already has those covered. I figured they're essential workaday items in her line of business and got them at gear purchase.
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Sergei the Haunted wrote:
I've always kinda hated rolling off. It feels too much like a video game than collaborative storytelling. We're supposed to be a team, so that's the way I think of loot distribution.
That said, Cole seems really invested getting the items he's interested in, so in the interest of teamwork I say we give him first pick. Someone has to go first. The rest of us seem apathetic or too polite to stake a claim.
Truthfully I haven't decided on anything yet. I wanted to see what was left (if anything) before I picked anything. I will even re-roll until I get a worse result if it makes anybody feel better.
I was/am just trying to save us time and effort and move FORWARD into the actual game. We are already slightly overpowered characters, and the power of this stuff we found leads me to believe we will need it in the future. My main point is that if we roll off it just bypasses general hard feelings and gets the game moving. If you pick what's best for your character then the others shouldn't really have much argument about it in the end as it helps the group in general. And playing should-a, would-a, could-a later on in the game is not my style of play.
If you guys want to take everything and leave others in the group with nothing substantive (basically those who don't want to argue over every little possible nuance or best benefit for each person, mostly because it is often hard to get such a large group to really agree on such things), then count me in that group. I will even give my shares in anything the professor left behind with the exception of the 'Palatine Eye' book and the vials alchemist's fires (he's basically a mild pyromaniac and couldn't help himself) that I already absconded with.
My only caveat would be my character and any anyone else that goes 'without' at this point gets 'first picks' when NEW stuff is found.
Does that make sense? I don't want to debate for 3 weeks, and never get anywhere. I want to play the game, but I'm not stupid enough to want to leave the major magic items behind. The GM most likely placed most of it there to help us and it would only make sense to move forward with the items.
If you want to debate this stuff, then go ahead. Let me know what you guys want to decide and let's play the game. I have literally been waiting YEARS for Shadow to run a game again, and I really like my character here, so as the French say: Allons-y!. Let's stop trying to judge people and debate every nuance and just get cracking...
Well, if Sterling takes a ring, Teofila could take the amulet. Any AC boost is welcome and it sounds like the turn undead ability isn't dependent on channel energy. Since it mentions "as a 5th level cleric" I'm wondering if the mechanics for this are from DnD? How does it work?
It's essentially one free turn undead attempt even for a non-cleric. I'll delve into those mechanics a bit more this weekend as my son will be at my Mother In Laws's for a sleepover and I'll have a child free night on Saturday.
The good Doctor has has some items that are unique to him!
Hm, busy-side-biz? At least that's a GOOD problem to have?
Yes? ;P
It is the LAST weekend before Christmas, and I have not done ANY shopping.
Yet.
I am sure my wife will start rectifying that ASAP Sat morning, as it is my first weekend without 'anything' exterior (work, being in a play, etc) to stop us!
Officially. Sadly I still have work to do,
(Inventory is my literal nightmare these last couple of years. After dealing with this, visiting Strahd will be a pleasant walk in the park!) ;P
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8
I prefer to try and give items to people who best need it. If they stop using it, it goes back to the group and if no one wants it we can sell and split the profits. That way it provides the best benefit to the group.
I am fine with the idea that we take turns with who picks first, but it can lead to weird picks. The big goal should just be to work together in whatever way everyone is comfortable with.
I prefer to try and give items to people who best need it. If they stop using it, it goes back to the group and if no one wants it we can sell and split the profits. That way it provides the best benefit to the group.
I am fine with the idea that we take turns with who picks first, but it can lead to weird picks. The big goal should just be to work together in whatever way everyone is comfortable with.
Not to worry, Kendra has a good idea who could use what :-)
However, she would not want to sell he Father's legacy items and would likely want them back if the idea was to part with them.
Hm, busy-side-biz? At least that's a GOOD problem to have?
Yes? ;P
Yes, just weird, most people do NOT want to deal with Divorce issues at this time of year. Looking back at monthly revenues this month is four times larger than revenues in any prior year since I started and will turn out to be my biggest month of the year! So yes good, make hay when the sun shines and all of that, but I was just hoping to sit down and play some damn online games this month! Instead of plotting and posting I am working today... this is my 5 minute mental break.
I DO plan to post tonight. [Though lately my plans have gone awry :-(- ]
OK, I think I am FINALLY out of the deep dark woods on work for a bit. Will try and post at least every other day if not every day for the next few weeks anyway! Once everyone reacts to my last post, we can move forward into the prison. I believe we can shoehorn Teofila in there too as arriving just as you are all about to escort Kendra to Shanda's house :-)
Our Gunslinger is kicking off the cobwebs, but if he doesn't post, I might just leave him behind helping to "guard" Kendra for now.
JUST FYI,... As long as we're talking about posting rates, :D
This year I have to head out to visit my side of the family the day after Christmas
(I usually take a day or two and play with my 'toys') ;P
SO, I will have interwebs access, but not a lot of time.
SO for the next week I will post as much as able, (hopefully at least once every couple of days) But probably not every day.
And since it is 11pm here, I will just go ahead and say,
"MERRY CHRISTMAS ADVENTURERS!"
Time to go fire up the Santa trackers!
(NORAD & NASA)
I owe the group some miscellaneous responses to some questions and some PC 2nd level update reviews, I should be able to get to that all tonight as I don't have to work :-) Yay!
OK, I have everyone but Alain heading to the prison and arriving. Time for some action methinks :-)
Some of you are away, no problem, we will start slow and speed up when everyone is back and rolling. I will be dark for a few days once my son is born so if I disappear, that's what happened. This will take place sometime between RIGHT NOW, and 8 days from now... :-)
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
What are our general party roles and positions?
Sergei is a Rogue-type with telekinesis shenanigans instead of Sneak Attack. He's best out front as a scout, or in the back as ranged support.
OK, I added Harrowstone Grounds map, let me know if you all can access it, I will populate it with actual PCs, not just Grumblejack once everyone checks in and gives me the go ahead that they see what I see!
Once the map is visible, I'll proceed with the entrance to the grounds. As we move through I'll use some dark boxes to block out portions of the underground you have yet to see as I add more maps.
I figure Teofila can go more or less anywhere in the marching order. She'll want to get to the front mostly, but she also will probably buff the first round if needed. She also has a ranged secondary weapon.
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Sergei the Haunted wrote:
What are our general party roles and positions?
Sergei is a Rogue-type with telekinesis shenanigans instead of Sneak Attack. He's best out front as a scout, or in the back as ranged support.
Cole isn't much of anything YET, but he's a close in-damage caster/melee concept in developing. He can do short range (30ft) individual fire (ranged touch attacks) blasts indefinitely, but he doesn't even have Point Blank Shot yet. His main advantage right now is his minor heat resistance and fire damage shield, and a 'burning hands' effect that he can do multiple times...but all his other 'spellcasting' is limited to flare, light, or spark cantrip effects.
Sterling is a Cleric/healer, with a dash of Monk for fun and flavor. ;)
I do hope that he will be capable of dishing out some 'Holy Heck' dmg-wise in a few levels via spells. But main focus is on holding is own in combat, (if needed), and keeping the rest of you alive! :D
OK, it's not morning it's night but an update nonetheless! Going to update the map which means essentially adding all of your characters to the map. I will work on trying to give everyone editing access so they can move their own tokens around the map.
My wife is giving birth Friday night/ Saturday morning so my posting will probably be spotty until Sunday or Monday, but if I get some posts between now and tomorrow, I'll try and advance things along again tomorrow night.
EDIT: The line on the map represents Teo spotting the runes which I added to the map.
Vaneza is with us, she will likely post when the muse strikes her! We will move forward with the group as currently listed on the map as our Gunslinger is still buried deep in RL issues!
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Sorry to bug you about this, but I am afraid I can't remember: Did we get clarification on our Legacy Items/Weapons yet? Since we might have combat soon...I worried that it will matter? If not, don't worry about it right now.
Sorry to bug you about this, but I am afraid I can't remember: Did we get clarification on our Legacy Items/Weapons yet? Since we might have combat soon...I worried that it will matter? If not, don't worry about it right now.
You have their basic abilities, or at least you should, if not, let me know and I will tell you. The powers will unfold as you level but at level 2 there are no upgrades.
Bastian - Your Greatsword is your Legacy Weapon. At the moment, it is a +1 weapon.
Sterling - Your Holy Symbol, yes the one from your background, is your Legacy Item. At the moment, it is a Periapt of Wisdom +2.
Teofila - Your Elven Curve Blade is your Legacy Weapon. At the moment, it is a +1 weapon.
Cole - Your Falcata is your Legacy Weapon. At the moment, it is a +1 weapon.
Kenzo - Your Composite Longbow is your Legacy Weapon. At the moment, it is a +1 weapon.
Alain - It is not clear what your gun of choice will be, whatever that is, it shall be your Legacy Weapon. At the moment, it is a +1 weapon.
Sergei - The Crystal Sliver is your Legacy Item. Once per day it can accept 1 point of burn in place of its owner acting as a "Burn Shard". Kineticist Magical Items
Vaneza - At the moment, your Legacy Item is a Rapier +1.
Looking at my notes, I began to flush out the backgrounds for the weapons but didn't build out their level up abilities. I''' get to that before 3rd level which is where the upgrades for each of you start to kick in.