Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Who Has What:
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.

Initiative:

Zyblina[dice]1d20+1[/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]
Zek [dice]1d20+5[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Zyblina [dice]1d20+5[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+8[/dice]
Cole Burns [dice]1d20+6[/dice]
Sergei the Haunted [dice]1d20+7[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+5[/dice]
Zek [dice]1d20+7[/dice]
Teofila Agarici [dice]1d20+9[/dice]

Van Richtens Journals:

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.

Sterling's Holy Symbol

Briarstone Asylum

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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Shadow's Status
Zek'Karis wrote:
GM Dark Shadows wrote:
Zek'Karis wrote:
We level up after rest? Also, i can I attune natural weapon(s) or I need amulet of mighty fists?

Level up now.

I'll have to think about that and get back to you.

You already gave me the amulet it is justba question ofnuse with attunement

Attunement would be to your Natural Weapons.


Female Tiefling Legendary Warpriest

Zyblina should be fully updated, more or less, to a level 3 Legendary Warpriest! Thanks again Shadow for allowing me to switch to the Legendary version, definitely feelin a lot better about Zy now!


1 person marked this as a favorite.
Shadow's Status

Sorry for the delay there folks, weekend was busier than expected. I'll get those Legacy Weapon stats up this week. In the meantime I will get a few posts up as well!


No worries. Crazy busy too.
(or, 'business as usual') ;P
I'm trying to stay caught up.

Sterling is just looking at the golem/body/thing,... :)


Shadow's Status

Goodbye to Harrowstone and welcome to Briarstone.

Not to worry, your other companions will be running along shortly....


Dark Powers wrote:

Goodbye to Harrowstone and welcome to Briarstone.

Not to worry, your other companions will be running along shortly....

Oh. Goody. O_o


So, Haunt siphons, ring protecting vs death effects, Van Richten's sword, etc., all that goes bye bye?

But if the hateful 8's items are still intact, we still have those?

Just checking. :)


Shadow's Status
Ragadolf wrote:

So, Haunt siphons, ring protecting vs death effects, Van Richten's sword, etc., all that goes bye bye?

But if the hateful 8's items are still intact, we still have those?

Just checking. :)

Specifically the Van Richten’s Magical Items that were handed out as posted below, are gone:

Kendra spends some time identifying everything, when she is done she stretches,

"Some of this my father collected over the years so you are welcome to keep it as his close friends. If you do seek to part with it though, finding it no longer useful perhaps, I would prefer to have it back ok?

The saber was gifted to my father by an elf named Platock, he said it came from his homeland, Sithicus, which he escaped years before. I always thought that was a dark elven realm but my father said Sithicus was form a whole other place, though he wasn't specific. Sergei, since you have no weapon you might want to hold it, in case you do encounter ghosts in the prison it will come in handy!

The amulet of anubis, is a useful one time trick against the dead too. Since Sterling is already a cleric Kenzo, you might want to use this. You're a monk and if you are that close to a ghost, it could well save you just when you need it!

Ogre, you're already wearing the ring and that makes sense, as a big burly type you will be at the front line and its mystic properties will ward you from death effects.

My father's etched symbols ring has defensive properties that are solid. Plus its grasping grave powers allow you to touch one undead foe and cut it off from the negative plane of energy temporarily. Probably useful for you Cole, with that blade, you'll be on the frontlines too.

Last is father's armor, it's magic so it will grow to the size of anyone who can use it... hmmmm, maybe Ogre, with NO armor you should take that and let Sterling have the crimson and obsidian ring, after all, what's more important than keeping the cleric alive right?!"

---

Haunt Siphons and their ilk you still have, it's just his PERSONAL items that have gone missing.

----

Indeed, thanks for the reminder, I meant to post that but it's getting late, indeed the Hateful Eight's items are also gone from your inventories... but who knows, perhaps you'll see them soon enough?


Female Tiefling Legendary Warpriest

Unless I'm mistaken, the only unique items Zy has are her +1 scimitar, and the spider web jar.

Beyond that, she just has her armor and longbow...


HP 39; San 36/36; Rage 8/8; AC 15 Init +0; Fort +6; Ref +1; Will +3; Per +6 3

So Bastions undead resistant leather armor is gone, and he is back to his studded leather. But he keeps his legacy sword.


Shadow's Status
Zyblina Arvanxi wrote:

Unless I'm mistaken, the only unique items Zy has are her +1 scimitar, and the spider web jar.

Beyond that, she just has her armor and longbow...

She has her scimitar but loses the spider web jar.


Shadow's Status
_Bastian 'Ogre' Zorovich wrote:
So Bastions undead resistant leather armor is gone, and he is back to his studded leather. But he keeps his legacy sword.

Correct!


Shadow's Status

I need to pivot back to my Vampire game for a few days as I need to put some more work into getting that up and running once more.

Lighter work and RL week though so likely by Friday I will have your Legacy Weapon data available. I plan on building each of them out through Level 20 so moving forward, when you level, you won't have to wait to find out what goodies you have access to.

My other 2 Pathfinder games are moving on the right track once more as well, but many of you know this as many of you play in multiple games I run.

Within a few days, your wayward companions will check in and you shall all be reunited once more.

This particular module shall play MUCH differently than it did if you played in it in the past... we started with the Crown, now we're in a Aeons phase of the game :-) Monkeygod is going to be SOOO excited!


Male Weremonkey Rogue/Ranger/Trickster
Dark Powers wrote:
This particular module shall play MUCH differently than it did if you played in it in the past... we started with the Crown, now we're in a Aeons phase of the game :-) Monkeygod is going to be SOOO excited!

I'll be dropping for this part of the AP, please re-invite me when we're back to playing Carrion Crown in Ravenloft :P Lol


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

If/when you need another player in another game, let me know ;)


Male Weremonkey Rogue/Ranger/Trickster

Also, I am battling a slight head cold, hence being a bit slow on replying. Should hopefully get one up tonight or tomorrow.


Shadow's Status
Monkeygod wrote:
Dark Powers wrote:
This particular module shall play MUCH differently than it did if you played in it in the past... we started with the Crown, now we're in a Aeons phase of the game :-) Monkeygod is going to be SOOO excited!
I'll be dropping for this part of the AP, please re-invite me when we're back to playing Carrion Crown in Ravenloft :P Lol

LMAO!


Shadow's Status

Besides Legacy Updates, has everyone completed Level 3 increases?


Sterling is lvl 3, just need to remove the two items from his inventory.

All good.


Shadow's Status

Probably not a surprise but the Player playing Alain is simply too busy in RL to pick up the game at this time. The dynamic of the group seems solid and he hasn't played since the few opening scenes anyway.

I'll give some time for the PCs to RP and Zyblina to make her entrance. I will also get a ma up at some point soon so that you can all see where you actually are.


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

we go through The Eight again, just without support ;)


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9

Kenzo is leveled up.


Female Half-Elf Inquisitor 3 | HP: 33/33 | AC: 17 (T: 13, F: 14) | CMB: +4, CMD: 17 | F: +5, R: +5, W: +8 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

I don't think I have any items that disappear aside from the Splatter Man's spell book. I didn't mark anything as coming from Van Richten. Is there a list I can check against?


Shadow's Status
Teofila Agarici wrote:
I don't think I have any items that disappear aside from the Splatter Man's spell book. I didn't mark anything as coming from Van Richten. Is there a list I can check against?

My post from last night lists who had what.


1 person marked this as a favorite.
Zek'Karis wrote:
we go through The Eight again, just without support ;)

Sigh. Well, I suppose that anything worth doing is worth doing twice?

O_o

(THIS is why in RL I try to do everything right the first time. I am FAR too lazy to do anything twice!) :P

(I call it 'Intelligent laziness') ;)


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:
Ragadolf wrote:
Zek'Karis wrote:
we go through The Eight again, just without support ;)

Sigh. Well, I suppose that anything worth doing is worth doing twice?

O_o

(THIS is why in RL I try to do everything right the first time. I am FAR too lazy to do anything twice!) :P

(I call it 'Intelligent laziness') ;)

I've been doing it most of my life. I call it 'Lazy Perfectionism.' Doing it right the first time so you don't have to go back and do it again...


Cole Burrns wrote:
Ragadolf wrote:
Zek'Karis wrote:
we go through The Eight again, just without support ;)

Sigh. Well, I suppose that anything worth doing is worth doing twice?

O_o

(THIS is why in RL I try to do everything right the first time. I am FAR too lazy to do anything twice!) :P

(I call it 'Intelligent laziness') ;)

I've been doing it most of my life. I call it 'Lazy Perfectionism.' Doing it right the first time so you don't have to go back and do it again...

Ooooh! "Lazy Perfectionism"! I like that one even more! Thanks! :D


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

GM:
Is this the sanitarium where Sergei was locked up when he met the Doctor?


Female Tiefling Legendary Warpriest
Sergei the Haunted wrote:
"If my theory holds, Zyblina should be along shortly, but her jar will not be with her."

Ngl, I kinda wanna stay behind, just to poke a tiny hole in Sergei's theory. Heckin know-it-all!

Or, at least, still have the jar on her, lol


Shadow's Status

Sergei:
No, you were locked in Branderscar Prison, that's where Van Richten was brought in to consult with you. That's as close to a Sanitarium as Talingarde has :-)


Zyblina Arvanxi wrote:
Sergei the Haunted wrote:
"If my theory holds, Zyblina should be along shortly, but her jar will not be with her."

Ngl, I kinda wanna stay behind, just to poke a tiny hole in Sergei's theory. Heckin know-it-all!

Or, at least, still have the jar on her, lol

ROFL!

And I thought Sterling was being contrary! :D

Lil jab at myself and my usual Character choice in my post. :)

Ooh, I just had an OOC question, (or 2)
Do we know all of Sergei's 'Guests' yet?
I mean, I know HE does, but have WE met them all?

Just thinking, having an annoying, know-it-all-wizard in his hip pocket might turn out handy! Especially when dealing with alternate/shifting planes/realms, whatevers. ;P

Heck, Sergei keeps going, HE'LL be an entire adventuring party all-in-one! :D


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
Ragadolf wrote:

Ooh, I just had an OOC question, (or 2)

Do we know all of Sergei's 'Guests' yet?
I mean, I know HE does, but have WE met them all?

Just thinking, having an annoying, know-it-all-wizard in his hip pocket might turn out handy! Especially when dealing with alternate/shifting planes/realms, whatevers. ;P

You've met-

Marcella, who barely speaks the local language, likes Zek a lot, has very mothering instincts, and does divinations with Harrow cards.

Lord Dilisnya, the fencer. He's a bit of a jerk in a french noble kind of way. He hasn't interacted with the group much, but has been appreciative of help with gestures like salutes and nods. You've seen his skill in action quite a bit, mostly through the movement of the Doctor's sword. He's the one who was dealing all those crits.

Vaush, the Hellknight. He's callous, ruthless, power hungry, and all the other usual Hellknight stuff, but also extremely honorable. For some reason he's harmed by Positive Energy.

Magenta the new arrival. She's a priestess of Iomedae. Very empathetic and eager to help, but naive to a comical degree. (She grew up in a convent, briefly fought in one of the Crusades, and then got stuck in a magic jar for who knows how long). Sterling makes her very nervous.

There is one more you haven't met. The dice just hasn't brought her out yet.

Ragadolf wrote:


Heck, Sergei keeps going, HE'LL be an entire adventuring party all-in-one! :D

Yeah, with no ability to actually choose the right party member for the task at hand. It's like having a perfect toolbox to build a table, and having to randomly choose the tool for every new task.

From a writing standpoint, Sergei is a lot of fun, but from a mechanical standpoint he's often very frustrating. In the last fight I was worried Cole might die because the personality in control didn't have the range to reach him.


Cool! thanks for the update!

Yeah, I can see how in writing a story or book, he would be awesome!
But in a game, where you can't control who/what you actually need at any one time?

It would be a bit like running the entire Scooby Doo gang, but only one at a time. At random. Every other round. :P


Shadow's Status

Sterling:
You still have the Warden's Badge in your pocket. FYI.


Dark Powers wrote:
** spoiler omitted **

Dark Powers:

Spoiler:
Copy that. Thank you.


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

I think that's probably enough of a lore dump that we won't get immediately chased by torches and pitchforks.


Shadow's Status

Tuesday I'll finalize the Legacy Weapons, just didn't have the time this weekend I thought I would have and it took my much longer to get the new Vampire game up and running than I anticipated.

Once that's squared away, I'll have a major update on Thursday and get us moving forward once more.

Feel free to RP outside the Asylum in the meantime.


Wow, that is a lot. And really good!
Nice info-dump while IN game mode!

trying to figure how to react to all that! :)


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Shadow-

Languages are a weird thing for Sergei that we never got around to discussing.

Currently Sergei speaks Balok (the local language of Barovia, which has significant overlap with Taldane, close enough that they are like regional dialects of each other), and Darkonese (which might also be a regional dialect of a Golarion language? It hasn't come up yet).

I have a third language I never chose.

Also, I can use Blank Slate to give myself a temporary rank in Linguistics, so I can very briefly know pretty much any language I need to. (This is supposed to represent skills known by Sergei's ghosts, including languages)

So I guess I could know Necril. That could come from Vaush, or from Sergei's creator.

Thoughts?


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9
Ragadolf wrote:

Wow, that is a lot. And really good!

Nice info-dump while IN game mode!

trying to figure how to react to all that! :)

Yeah...I went for looking into the fog.


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Someone needs to keep watch while the rest of us are navel gazing.


Before I even read the next posts, Just so you all know,...

I was in a hurry when I wrote that last Sterling-Speech. Did not realize how long it was getting. (Sorry?)

(I was almost late for work. SOmeone has to run the Auditorium) :P
I was thinking later that maybe a lot of that (most of it?) could have/should have been internal dialogue?

Then later I thought some more, and realized that Rambling on (for a good while) about why he doesn't need to apologize for anything, And then offering a (sincere) apology, is pretty much on-brand for Sterling I think. ;P

Ok, Now to see what we've gotten up to before I crash for the night! :D


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

Monkeygod, don't hold this against you as a player, this is Zyblina's situation now. Zek worked alone and now has a group that he thinks he can trust...except apparently when someone gets insulted...

Just a bit more drama


Zek, I have not read ALL the Discworld novels, But I DO like them!
I still have an old copy of the OG Discworld game for Windows.
(On 3.25" Floppy disks)
It was not a sandbox, it was an old school, linear-style game, where you cant proceed to Y until you did X. You play as Rincewind, and his walking chest is your Inventory. :)


LUV the RP guys,

Just a note, before we talk ourselves TOO far ahead in the narrative, Sterling really would like to verify that he hasn't lost his connection to Pharasma or her blessings. (Powers) :)


Shadow's Status

Great RP as always folks, I'll have some updates tonight or tomorrow for us to move forward with...


ROFL! And our Rage-machine is a wannabe Bard! I luv it! :D

And, in some versions of the rules (3.5/5?) a Bard/Barbarian combo actually works! ;P


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:

We still are waiting on the Legacy stuff, right? (I'm not complaining, just making sure I am remembering correctly...)


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Shadow's Status
Cole Burrns wrote:
We still are waiting on the Legacy stuff, right? (I'm not complaining, just making sure I am remembering correctly...)

Yep, I just need to find tome to do it which I haven't had, yet...


Time?
Time,... to do stuff.

I've heard of this mystical 'Time', but I don't believe I've ever actually SEEN it.

O_o

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