Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

Vaneza [dice]1d20+[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+4[/dice]
Cole Burns [dice]1d20+2[/dice]
Sergei the Haunted [dice]1d20+3[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+0[/dice]
Alain O'Dim [dice]1d20+4[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Vaneza [dice]1d20+[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+7[/dice]
Cole Burns [dice]1d20+5[/dice]
Sergei the Haunted [dice]1d20+6[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+4[/dice]
Alain O'Dim [dice]1d20+10[/dice]
Teofila Agarici [dice]1d20+9[/dice]

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

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.

Moderate Effect: (1) Nightmares, (2) Obsession, (3) Rage, or (4) Revulsion

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.


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M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Quote:
(And UK/England folk would disagree with that!) ;P

LOL :D

Quote:
I used Bulgarian for Varisia

Yeah, that's why I commented. Romanian does use Latin, but not English, they have many "decorations" on their letters. I don't speak it myself not do I understand it, but the names I used in my background are all Romanian (Ustalavic)

In Crotian we have phonetic alphabet so there are some extra letters - example is š which is equivalent to sh as in Shallow or ss in pressure or č and ć that are "hard" and "soft" versions of ch as in Chicago and Ciao respectively.

Other such are ž and đ and two "double letters" nj and lj - nj is the starting sound of New Yors, you don't have equivalent to lj

This sentence would sound weird to English ears.
Ova rečenica bi zvučala čudno engleskim ušima


Wow.

I am both impressed, and terrified, of Crotian now. ;)

I hated when they tried to use phonetics to teach us English when I was young. It just made it more confusing. To me anyway.

(I mean, I (mostly) get it NOW. But as a kid?!?) ;P


Male Sylph Sanctified underground chymist unchained rogue 5 / Evangelist 5
Ragadolf wrote:

Wow.

I am both impressed, and terrified, of Crotian now. ;)

I hated when they tried to use phonetics to teach us English when I was young. It just made it more confusing. To me anyway.

(I mean, I (mostly) get it NOW. But as a kid?!?) ;P

It was the other way around for me - it was totally weird to read german where you read something different then it says.

i.e. Vergiss nicht is "Fer-giss nee-hah-t" - or close enough, but I would obviously read it as
"Verr-giss neetz-hah-t" with audible "C" and I was weirded out by "SS" to say nothing of the words like Schlafzimmer, Eigen (Ay-ghen) or euer (Oy-er) :D


Shadow's Status

I'll bot Teo at some point today if she doesn't check in and I'll move our new PC forward as well at that same time.


GM Dark Shadows wrote:
I'll bot Teo at some point today if she doesn't check in and I'll move our new PC forward as well at that same time.

Yeah, she said she had some school work report or something to get done.

(Man, I MISS the days when all i really had to worry about was homework! I mean it seemed so hard then, but now?) ;P


Shadow's Status

Zek'Karis, you are now on the Within Harrowstone Map.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Sterling Starshadow wrote:


"I swear, if you say 'I told you so' about checking the rest of the ground floor,..." The cleric hisses to Cole.

LOL :D


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Kenzo Hagatora, how do you get spoilers in your summary - do you just get extra text in fields <gender><race><class> that seems to be default (in my example: M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1


HP 23/24; San 35/36; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 2 3

Yeap.


When you make your character sheet, it has fields to fill out above the large text box where we type in all of our actual game stats and everything. The stuff typed into the provided fields above show up next to teh characters name like that

EDIT- Ohm wait, I see what you mean now.
Yeah, I presume he just uses the spoiler commands like in the thread here. But in those fields.

BUT you'd have to ask him to know for sure! ;P


Shadow's Status

I may bring in one more character to fill the original ranks. If this one does not work out, I have no plans to recruit further as there is no one else that expressed interest in the original Recruitment thread.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
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
Zek'Karis wrote:
Kenzo Hagatora, how do you get spoilers in your summary - do you just get extra text in fields <gender><race><class> that seems to be default (in my example: M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

The spoiler tag works in the Race, Class, Gender lines. so you would do spoiler=Whatever in brackets. Put whatever you want in the spoiler and then end with /spoiler in brackets.


HP 23/24; San 35/36; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 2 3

Ogre is down 9hp (almost to half) at the moment. A single CLW may be helpful (and he gets an extra +2 to it as well)


Male Sylph Sanctified underground chymist unchained rogue 5 / Evangelist 5

How similar are Ustalavic, Vistani and whatever Marcella speaks?
In other words, does he understand "Drakon"?


Shadow's Status
Sergei the Haunted wrote:
For anyone who speaks Varisian, the Vistani language has significant similarities. It's kinda like the difference between English and Scots. The grammar and sentence structure are the same, and there's a lot of overlapping words, but the dialectic and usage differences are broad enough that it's basically a distinct language. Anyone with points in linguistics can tell that at one point they were probably the same language.

Per your query re language Aisling.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Sorry about that, I still don't have a habit of changing the default character. Soon(ish)


Shadow's Status
Zek'Karis wrote:
Sorry about that, I still don't have a habit of changing the default character. Soon(ish)

No worries, OOG I don't care all that much as long as IG we have the right avatars :-)


OK, So Ogre could use some help.
Anyone else?

Trying to decide between spell use (limited) & /or burst (I have more of those,) ;)

(Trying to be a responsible healer type. NOT a lot of practice. ) ;P


HP 23/24; San 35/36; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 2 3

I'd get into the habit of assuming Ogre is often going to need a lot of healing. He bruises easily... but heals fast.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
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

Cole is also down 9 I believe. I think Kenzo is unhurt, assuming I did not miss a post in the last fight.


_Bastian 'Ogre' Zorovich wrote:

I'd get into the habit of assuming Ogre is often going to need a lot of healing. He bruises easily... but heals fast.

ROFL, I'll make a note of that! ;P

And this will be much easier (I hope!) in a couple more levels.

With more levels, comes more spell slots I can use to cast heals! ;)

Until then, I may need to be more conservative with my Energy Bursts.
As cool as it is to watch undead drop at my feet,
(And as much fun as it is to RP Sterlings' reaction to that happening,)
a couple of those used to heal, (with luck/good rolls) and you'd all be much better off too. :D

OK, I'll figure it out. In game,... ;P
Ogre, I presume that your bonus to heals applies to Energy burst heals too, yes? OR only the spell versions?)


Shadow's Status

Once Sterling heals the party, we can move forward.

Does the Party want to move back upstairs and finish exploring up there or continue down in the "dungeon" level?


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

While tracking, did I see signs of others up there? Not that I was focused only on that, but still...


Shadow's Status
Zek'Karis wrote:
While tracking, did I see signs of others up there? Not that I was focused only on that, but still...

You will have to go back up to check! :-)


HP 23/24; San 35/36; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 2 3

I think channel counts as magical healing, so yes, +2 per dice for that as well. The bonus comes from Fey Foundling. I knew Ogre was going to be taking a regular beating :-)


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

Seems like a channel use is the best choice right now. Several people need a little healing.


2 people marked this as a favorite.

Agreed. :)

OH, by the way. I like wasting time on Youtube, and I think I may have found Sterlings' theme song. ;P

Here it is.

What do you think ? ;)


Shadow's Status

OK, so, it seems that I have been able to replace our Tiefling with... another Tiefling! If this proves to be the case, well for ease of brining our new PC in we're going to just assume that new PC was always the same old PC from inception.

Pick your trope I suppose from Suspiciously Similar Substitute to Replacement Scrappy OR Rescued From the Scrappy Heap any way you look at it, I think that's the easiest introduction of this potential new PC. We can just have them walk back in having seen the Kobold head in and decide that, just in case the little guy is a threat they had to warn the group etc etc and decide to stay instead of go back to town after all.

This Tiefling has prehensile tail too!

Our prior Tiefling didn't post too much, or fight, so I think this is a fine way to make the switch.

This is the last person that expressed interest at the time of recruitment. Anyone else that drops (hopefully none of you!) will not be replaced unless we have some serious attrition.


ROFL!

Works for me!~


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 21/26 (-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:

Awesome.

Note: Healing is good, but don’t expect Cole to ask for much of it unless he’s about to fall down.


Cole Burrns wrote:

Awesome.

Note: Healing is good, but don’t expect Cole to ask for much of it unless he’s about to fall down.

LOL< Respect to his stoicism. ;)

Buuuut,.... you may want to drop a note OOC or here in chat if you get dangerously low.
This is like my second attempt to play a cleric. EVER, (I think) and I'm not in habit of watching others HP.;)

(I usually play a squishy Wiz or Sorc. I have to watch MY OWN HP!) ;P

I'll get the hang of it! :D


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 21/26 (-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:

I will try, but I don’t always get the chance to post as often as I wish.


<insert thumbs up emoji here>

No worries. I go from not stopping typing, to vanishing for a few days.
;P

(And when I AM posting. Like now. I'm probably procrastinating from things I should really be doing. Like taxes.)
:(


Dark Shadows wrote:
Kenzo sees Zyblina, head down the rope, looks like she changed her mind. Wait, she looks a bit different, maybe she changed hairstyles? Nah, she just took off her hat, she's the same as she always was, no one should question it!

ROFLMAO!


Female Tiefling Warpriest
Ragadolf wrote:
Dark Shadows wrote:
Kenzo sees Zyblina, head down the rope, looks like she changed her mind. Wait, she looks a bit different, maybe she changed hairstyles? Nah, she just took off her hat, she's the same as she always was, no one should question it!
ROFLMAO!

WELP! Apparently I've made my 'entrance' lol I'll check gameplay now, but my reply won't be till later cuz I'm about to go watch the newest episode of Daredevil: Born Again.


LOL, Welcome Zyblina!


Female Tiefling Warpriest

Holy heck! There's 15 pages of gameplay! I was gonna read them in order catch up, but that's a bit too much, lol.

Would somebody like to give me a quick crash course on what's happened so far?


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

The trick is to read only GMs posts :) I've went through everything over the last two weeks so:
- the group received (separately) letters from van Richten requesting they come
- they arrived more or less at the same time, discovering the locals are hostile to strangers
- they found doctors house - and his grieving daughter
- vR was found in bed, no visible wounds, but with the face twisted in horror - main doors were ajar, but nothing (at least nothing noticeable) is missing
- the priest sealed the casket which was never left unattended
- the group helped with funeral, but at the insistence of the local councilman opened the casket to perform old ritual to prevent raising of undead
- said casket was empty
- vR was investigating Harrowstone prison and some ancient entities
- Sergey knew of the lands scribbled over existing maps (they found maps overlapping existing Ustalav and surrounding lands with other names)
- entering the prison - there are runes surrounding the area - read last three or so pages skipping fights
- there are haunts all around, one in the room with multiple doors before the hole - you possibly avoided one that attacked the group because Zek was still concentrating :p


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
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

Zek has most of it. Since you are replacing our previous Tiefling, you might just go read their post so you know if you talked to someone in particular or should know something IC.

There is also a cult that we think may have been behind or related to the death of the professor.

CTR+F is a great tool.


Shadow's Status
Kenzo Hagetora wrote:

Zek has most of it. Since you are replacing our previous Tiefling, you might just go read their post so you know if you talked to someone in particular or should know something IC.

There is also a cult that we think may have been behind or related to the death of the professor.

CTR+F is a great tool.

Unfortunately, she was a bit checked out even in the beginning of the game due to RL issues so even where she did post it wasn't a substantial amount nor did the posts have any substantiality to them so she was kind of a bit of an empty vessel in some respects. That is part of why I just did a swap instead of introducing you as a "new" PC.

Still worth looking through but I don's suspect you're going to find much there there MG.

---

I suppose the most important items to read would be to read any posts I have related to research that the Party did in Van Richten's Library. That's the foreshadowing (from a Metagaming perspective) of what's to come as we progress forward.


Shadow's Status

FYI, I need to take a brief pause due to plans with my daughter tonight and some work I'll have to get to tomorrow night. I'll have an update moving the group forward into the cells probably Saturday morning the latest Saturday evening.

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