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.
(i) the Lopper, birth name - Vance Dilisnya,
(ii) Piper of Illmarsh, birth name - Unknown,
(iii) Father Charlatan, real name - Sefick d’Honaire,
(iv) the Mosswater Marauder, real name - Ispin Hiregaard,
(v) Splatter Man, real name - Hean Boritsi,
Oddly, almost in order listed.
There are 3 that remain:
(vi) Bonegnasher, real name - Tristan Mordenheim,
(vii) The Hanged Man, real name - Kristoff Godefrey, and
(viii) Soulcatcher, real name - Lucy Drakov.
(vi) Bonegnasher, real name - Tristan Mordenheim,
(vii) The Hanged Man, real name - Kristoff Godefrey, and
(viii) Soulcatcher, real name - Lucy Drakov.
Based on this list, RAW, you already cleared Harrowstone Prison! These are the bonus foes I added to the adventure. :-)
(vi) Bonegnasher, real name - Tristan Mordenheim,
(vii) The Hanged Man, real name - Kristoff Godefrey, and
(viii) Soulcatcher, real name - Lucy Drakov.
Based on this list, RAW, you already cleared Harrowstone Prison! These are the bonus foes I added to the adventure. :-)
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:
Cole could care less normally at this point but is in the mood for killing something…anything. It might as well be some tired-assed undead that need to die ASAP!
Rest until the Cleric Arrives THEN Push Forward - Sterling.
Head Back and Return for the Final 3 Villains Tomorrow - Sergei.
Let's see what Bastian and Kenzo think. If either one wants to remain, then I'll say that the PCs ASAP head to encounter where they believe Soulcatcher's remains remain!
----
Note that Cole fired 15 shots at the Hammer. That ends Zyblina's Divine Favor but would leave her with Shield of Faith.
Which would be pretty much at the end of Zyblina's use of Divine Favor i.e. basically done and Shield of Faith would have five or fifteen rounds left.
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
Kenzo would rather wait for the Cleric to arrive and then press on. Clearing out the undead quickly would be good, but there is no reason not to wait a bit for more aid.
HP 12+3/22; San 35/36; Rage 3/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3
Bastion has changed his mind, and is now keen to press on. After two 'failed' battles, his dander is up and he wants to show he has something to offer.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
I was just trying to be dramatic. :) Sterling is actually good either way. Pressing on is good, but waiting for more help would be better, and waiting for more help AND fully rested (and possibly better intel) would be best.
Hey all,
Just a reminder,
(Or a notice, can't recall if I posted this in all threads already?)
I will be leaving for Universal Studios in Florida ONE. MORE. TIME. (This year.) Before my Annual Pass expires.
So, running AWAY from Mardi Gras in Lousy-Anna, To universal Studios, where they are currently celebrating Mardi Gras.
>_<
Meh. Even when I WIN, I lose! :P
SO, I will be out of state, out of touch, (And I'm already dang near Out Of My Mind) for the next week.
Great timing, I know! Being in the middle of combat in Multiple threads!
Sorry, But this is my wife's and I last splurge before I have to stop spending $$$ on myself, and figure out how I'm going to pay for my daughters' wedding. Next Jan 2nd.
<Facepalm>
I will be happy to check in on my phone, If I can make that work with the newest upgrades to the Paizo system, but my guys may be very uncommunicative for the next 7 days. :P
Male Human Kineticist 2, AC 13, HP: 20/26, 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
If this works the way I think it does, this is going to be a really short fight.
If this works the way I think it does, this is going to be a really short fight.
Sergei:
That failed will save essentially is a non factor as you ended up not being the target so no need to change personalities. This time! However, you're quite certain that that spell shouldn't be able to do that...
Male Human Kineticist 2, AC 13, HP: 20/26, 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
The only mention of the Jar I see is in Shadow's first post about Soul Snatcher. It's behind the bars, and is the source of the vortex, right?
Male Human Kineticist 2, AC 13, HP: 20/26, 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
oh gotcha. I don't open spoilers I'm not named in, so I had no idea. Sorry about that.
oh gotcha. I don't open spoilers I'm not named in, so I had no idea. Sorry about that.
NO worries.
Note that ALL spoilers in the thread at large are accessible to ALL players, take a spin through. Anything listed there is info that you are all assumed to know, no checks needed. :-)
Where does current Teofila line up with the rest of the party? Has she spent far more time than they have by now? It seems like she would have?
Oh, and a question about the book Kendra gave her. Is it a handwritten volume or is it typeset print? That would make a difference in estimating how many people including the doctor could potentially have known its contents.
Where does current Teofila line up with the rest of the party? Has she spent far more time than they have by now? It seems like she would have?
Oh, and a question about the book Kendra gave her. Is it a handwritten volume or is it typeset print? That would make a difference in estimating how many people including the doctor could potentially have known its contents.
A significant amount more time, it's evening for her and still just past mid-day for them.
Handwritten volume, but beautiful penmanship! pages are probably magically preserved.
M Koldemar Fighter 1 / Monk 1 AC 19/FF 13/T 17; F/R/W: +8/+7/+5 HP 16/21
Unarmed:1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 171d4 + 2 ⇒ (2) + 2 = 4 Will DC 13 if applicable
Focusing his spiritual energy, focusing the power by spiraling his hands around each other quickly, Zek closes his right fist, runs forward and jumps up, his left hand catching the doors, giving him enough swing to strike at the vortex.
In a single fluid move, he punches forward, opening the palm at the last moment as if to push the swirling energy.
He flares his wings arresting the forward momentum and drops down beside the mangy dog.
Ideally, land into flank with Zyblina
Male Human Kineticist 2, AC 13, HP: 20/26, 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
Everyone ganging up on the jar reminds me of the printer scene from Office Space.
Everyone ganging up on the jar reminds me of the printer scene from Office Space.
LOL, fantastic scene from a fantastic movie. I literally had a fax machine like that at work though it wasn't QUITE as bad. I was going to ask the Managing Partner if I could have it to murder it once it was decommissioned but then COVID happened and I have no idea what happened to it after as I've barely ever been to the office since!
Where does current Teofila line up with the rest of the party? Has she spent far more time than they have by now? It seems like she would have?
Oh, and a question about the book Kendra gave her. Is it a handwritten volume or is it typeset print? That would make a difference in estimating how many people including the doctor could potentially have known its contents.
A significant amount more time, it's evening for her and still just past mid-day for them.
Handwritten volume, but beautiful penmanship! pages are probably magically preserved.
Wow! Teofila must be a whiz at the books and research thing. I was expecting she would be something like a day or two ahead.
Don't worry about pausing with Teo if you think that's the best way to bring everyone back together. I'm starting to run dry of ideas anyway. About the only thing I can think of left to try is going back to the archives in town and checking again for matches to any of the place or personal names now that there's a new list of them.
Where does current Teofila line up with the rest of the party? Has she spent far more time than they have by now? It seems like she would have?
Oh, and a question about the book Kendra gave her. Is it a handwritten volume or is it typeset print? That would make a difference in estimating how many people including the doctor could potentially have known its contents.
A significant amount more time, it's evening for her and still just past mid-day for them.
Handwritten volume, but beautiful penmanship! pages are probably magically preserved.
Wow! Teofila must be a whiz at the books and research thing. I was expecting she would be something like a day or two ahead.
Don't worry about pausing with Teo if you think that's the best way to bring everyone back together. I'm starting to run dry of ideas anyway. About the only thing I can think of left to try is going back to the archives in town and checking again for matches to any of the place or personal names now that there's a new list of them.
Well everything was already organized by the party so a LOT of the legwork was done by the whole group.
I would have had a post up for you last night but a sick toddler killed a lot of my posting time.
Ack, I take ONE lil trip to play in Universal Florida, and SO many posts! :P
Seriously, Hope the lil one is OK, Having a sick lil one is the worst. Even if its not 'bad', you just feel so helpless for not being able to make them feel better! :(
And Aged Wizzie is back! (Mostly, Physically anyway. Mentally I'm still in Harry Potter world!) ;P
I will catch up. Eventually. HOpefully tonight. :)
Great job so far folks. Only two of the Eight left to defeat!
I will have the group seated at The Laughing Demon to eat and rest up and after that scene wherein you have some discussions, later in the evening will return to Kendra's house to meet with Teo and discuss what she discovered.
Male Human Kineticist 2, AC 13, HP: 20/26, 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
Sorry about the word wall. I'm trying to get it all out as quick as possible so we can get back to the action. Hopefully it's at least interesting stuff.
Male Human Kineticist 2, AC 13, HP: 20/26, 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
To clarify rules stuff-
I play Personality Roulette whenever I fail a Will save.
I currently have three different Will save rerolls a day, plus hero points, so I have some control over when I change, and if I roll someone I don't want, i can reroll it.
That means casting any 0th level spell with a Will save on me is enough to cause a personality change. With a little help, I can effectively reroll who's in charge until we get the one we want.
It also means all the casters in the group have a really easy way of messing with Sergei, or "changing the channel" if you get tired of a particular personality. I give you all full permission to abuse this.
I play Personality Roulette whenever I fail a Will save.
I currently have three different Will save rerolls a day, plus hero points, so I have some control over when I change, and if I roll someone I don't want, i can reroll it.
That means casting any 0th level spell with a Will save on me is enough to cause a personality change. With a little help, I can effectively reroll who's in charge until we get the one we want.
It also means all the casters in the group have a really easy way of messing with Sergei, or "changing the channel" if you get tired of a particular personality. I give you all full permission to abuse this.
ROFL!
VERY interesting character class/race/side effects you picked! :D
I wondered about when Sterling channeled a heal and the dark knights' reaction to it. Wasn't sure if it was the positive energy or what.
I can totally see Sterling 'changing your channel' (accidentally on purpose, of course) if the current spirit driving gets on his nerves.
Of course, it IS Sterling, our resident Goth-Wednesday-Wannabe. What annoys him might not be be what you might think? ;P
You have fun messing with us too! :D
(All of the personality swaps so far have been very entertaining. Keep it up!) :)
Male Human Kineticist 2, AC 13, HP: 20/26, 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
I'm glad you're enjoying it. Writing Sergei&Co is an interesting challenge.
OK, after this RP scene the Party will head to bed to get some rest.
Let me know if anyone wants to do anything in particular in the morning before heading out to Harrowstone and dealing with the final two of the Hateful Eight thus concluding the first module!
M Koldemar Fighter 1 / Monk 1 AC 19/FF 13/T 17; F/R/W: +8/+7/+5 HP 16/21
If they go early enough to sleep, Zek would go out early i.e. deep in the night, he would go prowling around for maybe two hours, time he would normally spend on guard duty and return back to sleep.